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[tests] Restore old d3d11-triangle behaviour
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@ -31,15 +31,11 @@ const std::string g_vertexShaderCode =
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" float4 pos : SV_POSITION;\n"
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" float4 color : COLOR;\n"
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"};\n"
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"static const float4 g_pos[] = {\n"
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" float4(-0.25f, -0.15f, 0.0f, 1.0f),\n"
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" float4(-0.50f, -0.65f, 0.0f, 1.0f),\n"
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" float4(-0.75f, -0.15f, 0.0f, 1.0f) };\n"
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"vs_out main(float4 vsIn : IN_POSITION,\n"
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" uint vid : SV_VERTEXID,\n"
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" uint iid : SV_INSTANCEID) {\n"
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" vs_out result;\n"
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" result.pos = g_pos[vid];\n"
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" result.pos = vsIn;\n"
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" result.color.x = buf[vid].x;\n"
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" result.color.y = buf[iid * 3].y;\n"
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" result.color.z = buf[0].z;\n"
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@ -339,24 +335,6 @@ public:
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break;
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}
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}
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// Swap chain stuff
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uint32_t frameId = m_frameId++;
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if (frameId == 300) {
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m_report = true;
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std::cout << "fullscreen begin" << std::endl;
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m_swapChain->SetFullscreenState(TRUE, nullptr);
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std::cout << "fullscreen end" << std::endl;
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m_report = false;
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} else if (frameId == 600) {
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m_report = true;
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std::cout << "restore begin" << std::endl;
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m_swapChain->SetFullscreenState(FALSE, nullptr);
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std::cout << "restore end" << std::endl;
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m_report = false;
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}
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}
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