[PATCH v2 4/6] d3d11: Pass the requested feature levels to dxgi.
Matteo Bruni
mbruni at codeweavers.com
Wed Mar 9 16:19:22 CST 2016
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
Now that we respect the requested feature level the d3d11 test starts
failing (because we require SM4+ for the x_4_0_level_9_x shaders).
Adding todo_wine as necessary.
v2: Set the default feature levels in D3D11CreateDevice() if none are
specified by the caller.
dlls/d3d11/d3d11_main.c | 19 +++++++++++++++----
dlls/d3d11/tests/d3d11.c | 20 ++++++++++++++------
2 files changed, 29 insertions(+), 10 deletions(-)
diff --git a/dlls/d3d11/d3d11_main.c b/dlls/d3d11/d3d11_main.c
index e3ef209..ebd4808 100644
--- a/dlls/d3d11/d3d11_main.c
+++ b/dlls/d3d11/d3d11_main.c
@@ -132,7 +132,6 @@ HRESULT WINAPI D3D11CoreRegisterLayers(void)
HRESULT WINAPI D3D11CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapter, UINT flags,
const D3D_FEATURE_LEVEL *feature_levels, UINT levels, ID3D11Device **device)
{
- static const D3D_FEATURE_LEVEL level = D3D_FEATURE_LEVEL_10_0;
IUnknown *dxgi_device;
HMODULE d3d11;
HRESULT hr;
@@ -140,10 +139,8 @@ HRESULT WINAPI D3D11CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapte
TRACE("factory %p, adapter %p, flags %#x, feature_levels %p, levels %u, device %p.\n",
factory, adapter, flags, feature_levels, levels, device);
- FIXME("Ignoring feature levels.\n");
-
d3d11 = GetModuleHandleA("d3d11.dll");
- hr = DXGID3D10CreateDevice(d3d11, factory, adapter, flags, &level, 1, (void **)&dxgi_device);
+ hr = DXGID3D10CreateDevice(d3d11, factory, adapter, flags, feature_levels, levels, (void **)&dxgi_device);
if (FAILED(hr))
{
WARN("Failed to create device, returning %#x.\n", hr);
@@ -165,6 +162,15 @@ HRESULT WINAPI D3D11CreateDevice(IDXGIAdapter *adapter, D3D_DRIVER_TYPE driver_t
const D3D_FEATURE_LEVEL *feature_levels, UINT levels, UINT sdk_version, ID3D11Device **device_out,
D3D_FEATURE_LEVEL *obtained_feature_level, ID3D11DeviceContext **immediate_context)
{
+ static const D3D_FEATURE_LEVEL default_feature_levels[] =
+ {
+ D3D_FEATURE_LEVEL_11_0,
+ D3D_FEATURE_LEVEL_10_1,
+ D3D_FEATURE_LEVEL_10_0,
+ D3D_FEATURE_LEVEL_9_3,
+ D3D_FEATURE_LEVEL_9_2,
+ D3D_FEATURE_LEVEL_9_1,
+ };
IDXGIFactory *factory;
ID3D11Device *device;
HRESULT hr;
@@ -262,6 +268,11 @@ HRESULT WINAPI D3D11CreateDevice(IDXGIAdapter *adapter, D3D_DRIVER_TYPE driver_t
}
}
+ if (!feature_levels)
+ {
+ feature_levels = default_feature_levels;
+ levels = sizeof(default_feature_levels) / sizeof(default_feature_levels[0]);
+ }
hr = D3D11CoreCreateDevice(factory, adapter, flags, feature_levels, levels, &device);
IDXGIAdapter_Release(adapter);
IDXGIFactory_Release(factory);
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 9d6add5..f0ae840 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -1977,6 +1977,8 @@ static void test_create_shader(void)
for (i = 0; i < sizeof(d3d11_feature_levels) / sizeof(*d3d11_feature_levels); ++i)
{
D3D_FEATURE_LEVEL feature_level = d3d11_feature_levels[i];
+ BOOL todo = feature_level <= D3D_FEATURE_LEVEL_9_3;
+
if (!(device = create_device(&feature_level)))
{
skip("Failed to create device for feature level %#x.\n", feature_level);
@@ -1985,16 +1987,22 @@ static void test_create_shader(void)
/* level_9 shaders */
hr = ID3D11Device_CreatePixelShader(device, ps_4_0_level_9_0, sizeof(ps_4_0_level_9_0), NULL, &ps);
- ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_0 shader, hr %#x, feature level %#x.\n", hr, feature_level);
- ID3D11PixelShader_Release(ps);
+ todo_wine_if(todo)
+ ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_0 shader, hr %#x, feature level %#x.\n", hr, feature_level);
+ if (SUCCEEDED(hr))
+ ID3D11PixelShader_Release(ps);
hr = ID3D11Device_CreatePixelShader(device, ps_4_0_level_9_1, sizeof(ps_4_0_level_9_1), NULL, &ps);
- ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_1 shader, hr %#x, feature level %#x.\n", hr, feature_level);
- ID3D11PixelShader_Release(ps);
+ todo_wine_if(todo)
+ ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_1 shader, hr %#x, feature level %#x.\n", hr, feature_level);
+ if (SUCCEEDED(hr))
+ ID3D11PixelShader_Release(ps);
hr = ID3D11Device_CreatePixelShader(device, ps_4_0_level_9_3, sizeof(ps_4_0_level_9_3), NULL, &ps);
- ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_3 shader, hr %#x, feature level %#x.\n", hr, feature_level);
- ID3D11PixelShader_Release(ps);
+ todo_wine_if(todo)
+ ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_3 shader, hr %#x, feature level %#x.\n", hr, feature_level);
+ if (SUCCEEDED(hr))
+ ID3D11PixelShader_Release(ps);
/* vertex shader */
hr = ID3D11Device_CreateVertexShader(device, vs_2_0, sizeof(vs_2_0), NULL, &vs);
--
2.4.10
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