d3d11/tests: Rebind the pixel shader between runs with different sample counts in test_sampleinfo_instruction().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
oldstable
Henri Verbeet 2018-05-22 17:08:48 +04:30 committed by Alexandre Julliard
parent 51e8d579bb
commit cf4baf95a3
1 changed files with 5 additions and 1 deletions

View File

@ -20005,7 +20005,6 @@ static void test_sampleinfo_instruction(void)
hr = ID3D11Device_CreatePixelShader(device, ps_rt_code, sizeof(ps_rt_code), NULL, &ps_rt);
ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr);
ID3D11DeviceContext_PSSetShader(context, ps_rt, NULL, 0);
for (sample_count = 1; sample_count <= 8; sample_count *= 2)
{
texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
@ -20026,6 +20025,11 @@ static void test_sampleinfo_instruction(void)
ok(hr == S_OK, "Failed to create render target view, hr %#x.\n", hr);
ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
/* Some drivers (AMD Radeon HD 6310) return stale sample counts if we
* don't rebind the pixel shader between runs with different sample
* counts. */
ID3D11DeviceContext_PSSetShader(context, NULL, NULL, 0);
ID3D11DeviceContext_PSSetShader(context, ps_rt, NULL, 0);
draw_quad(&test_context);
if (sample_count != 1)