Matteo Bruni : d3d11/tests: Test creating SM4 shaders on feature level 9.

Alexandre Julliard julliard at wine.codeweavers.com
Fri Mar 11 07:55:45 CST 2016


Module: wine
Branch: master
Commit: 1c8983bf75b16f9b82eae72a13e6d5052a14ad0f
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=1c8983bf75b16f9b82eae72a13e6d5052a14ad0f

Author: Matteo Bruni <mbruni at codeweavers.com>
Date:   Wed Mar  9 23:19:24 2016 +0100

d3d11/tests: Test creating SM4 shaders on feature level 9.

Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/d3d11/tests/d3d11.c | 133 +++++++++++++++++++++++++----------------------
 1 file changed, 72 insertions(+), 61 deletions(-)

diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 321fc2c..c42286a 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -2031,86 +2031,97 @@ static void test_create_shader(void)
         ok(hr == E_INVALIDARG, "Created a SM4 vertex shader from a pixel shader source, hr %#x, feature level %#x.\n",
                 hr, feature_level);
 
-        if (feature_level < D3D_FEATURE_LEVEL_10_0)
-        {
-            refcount = ID3D11Device_Release(device);
-            ok(!refcount, "Device has %u references left.\n", refcount);
-            continue;
-        }
-
-        expected_refcount = get_refcount((IUnknown *)device) + 1;
+        expected_refcount = get_refcount((IUnknown *)device) + (feature_level >= D3D_FEATURE_LEVEL_10_0);
         hr = ID3D11Device_CreateVertexShader(device, vs_4_0, sizeof(vs_4_0), NULL, &vs);
-        ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level);
+        if (feature_level >= D3D_FEATURE_LEVEL_10_0)
+            ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level);
+        else
+            ok(hr == E_INVALIDARG, "Created a SM4 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level);
 
         refcount = get_refcount((IUnknown *)device);
         ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n",
                 refcount, expected_refcount);
-        tmp = NULL;
-        expected_refcount = refcount + 1;
-        ID3D11VertexShader_GetDevice(vs, &tmp);
-        ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
-        refcount = get_refcount((IUnknown *)device);
-        ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n",
-                refcount, expected_refcount);
-        ID3D11Device_Release(tmp);
-
-        hr = ID3D11VertexShader_QueryInterface(vs, &IID_ID3D10VertexShader, (void **)&iface);
-        ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
-                "Vertex shader should implement ID3D10VertexShader.\n");
-        if (SUCCEEDED(hr)) IUnknown_Release(iface);
-
-        refcount = ID3D11VertexShader_Release(vs);
-        ok(!refcount, "Vertex shader has %u references left.\n", refcount);
+        if (feature_level >= D3D_FEATURE_LEVEL_10_0)
+        {
+            tmp = NULL;
+            expected_refcount = refcount + 1;
+            ID3D11VertexShader_GetDevice(vs, &tmp);
+            ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
+            refcount = get_refcount((IUnknown *)device);
+            ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n",
+                    refcount, expected_refcount);
+            ID3D11Device_Release(tmp);
+
+            hr = ID3D11VertexShader_QueryInterface(vs, &IID_ID3D10VertexShader, (void **)&iface);
+            ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
+                    "Vertex shader should implement ID3D10VertexShader.\n");
+            if (SUCCEEDED(hr)) IUnknown_Release(iface);
+
+            refcount = ID3D11VertexShader_Release(vs);
+            ok(!refcount, "Vertex shader has %u references left.\n", refcount);
+        }
 
         /* pixel shader */
-        expected_refcount = get_refcount((IUnknown *)device) + 1;
+        expected_refcount = get_refcount((IUnknown *)device) + (feature_level >= D3D_FEATURE_LEVEL_10_0);
         hr = ID3D11Device_CreatePixelShader(device, ps_4_0, sizeof(ps_4_0), NULL, &ps);
-        ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level);
+        if (feature_level >= D3D_FEATURE_LEVEL_10_0)
+            ok(SUCCEEDED(hr), "Failed to create SM4 pixel shader, hr %#x, feature level %#x.\n", hr, feature_level);
+        else
+            ok(hr == E_INVALIDARG, "Created a SM4 pixel shader, hr %#x, feature level %#x.\n", hr, feature_level);
 
         refcount = get_refcount((IUnknown *)device);
         ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n",
                 refcount, expected_refcount);
-        tmp = NULL;
-        expected_refcount = refcount + 1;
-        ID3D11PixelShader_GetDevice(ps, &tmp);
-        ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
-        refcount = get_refcount((IUnknown *)device);
-        ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n",
-                refcount, expected_refcount);
-        ID3D11Device_Release(tmp);
-
-        hr = ID3D11PixelShader_QueryInterface(ps, &IID_ID3D10PixelShader, (void **)&iface);
-        ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
-                "Pixel shader should implement ID3D10PixelShader.\n");
-        if (SUCCEEDED(hr)) IUnknown_Release(iface);
-
-        refcount = ID3D11PixelShader_Release(ps);
-        ok(!refcount, "Pixel shader has %u references left.\n", refcount);
+        if (feature_level >= D3D_FEATURE_LEVEL_10_0)
+        {
+            tmp = NULL;
+            expected_refcount = refcount + 1;
+            ID3D11PixelShader_GetDevice(ps, &tmp);
+            ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
+            refcount = get_refcount((IUnknown *)device);
+            ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n",
+                    refcount, expected_refcount);
+            ID3D11Device_Release(tmp);
+
+            hr = ID3D11PixelShader_QueryInterface(ps, &IID_ID3D10PixelShader, (void **)&iface);
+            ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
+                    "Pixel shader should implement ID3D10PixelShader.\n");
+            if (SUCCEEDED(hr)) IUnknown_Release(iface);
+
+            refcount = ID3D11PixelShader_Release(ps);
+            ok(!refcount, "Pixel shader has %u references left.\n", refcount);
+        }
 
         /* geometry shader */
-        expected_refcount = get_refcount((IUnknown *)device) + 1;
+        expected_refcount = get_refcount((IUnknown *)device) + (feature_level >= D3D_FEATURE_LEVEL_10_0);
         hr = ID3D11Device_CreateGeometryShader(device, gs_4_0, sizeof(gs_4_0), NULL, &gs);
-        ok(SUCCEEDED(hr), "Failed to create SM4 geometry shader, hr %#x.\n", hr);
+        if (feature_level >= D3D_FEATURE_LEVEL_10_0)
+            ok(SUCCEEDED(hr), "Failed to create SM4 geometry shader, hr %#x, feature level %#x.\n", hr, feature_level);
+        else
+            ok(hr == E_INVALIDARG, "Created a SM4 geometry shader, hr %#x, feature level %#x.\n", hr, feature_level);
 
         refcount = get_refcount((IUnknown *)device);
         ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n",
                 refcount, expected_refcount);
-        tmp = NULL;
-        expected_refcount = refcount + 1;
-        ID3D11GeometryShader_GetDevice(gs, &tmp);
-        ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
-        refcount = get_refcount((IUnknown *)device);
-        ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n",
-                refcount, expected_refcount);
-        ID3D11Device_Release(tmp);
-
-        hr = ID3D11GeometryShader_QueryInterface(gs, &IID_ID3D10GeometryShader, (void **)&iface);
-        ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
-                "Geometry shader should implement ID3D10GeometryShader.\n");
-        if (SUCCEEDED(hr)) IUnknown_Release(iface);
-
-        refcount = ID3D11GeometryShader_Release(gs);
-        ok(!refcount, "Geometry shader has %u references left.\n", refcount);
+        if (feature_level >= D3D_FEATURE_LEVEL_10_0)
+        {
+            tmp = NULL;
+            expected_refcount = refcount + 1;
+            ID3D11GeometryShader_GetDevice(gs, &tmp);
+            ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
+            refcount = get_refcount((IUnknown *)device);
+            ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n",
+                    refcount, expected_refcount);
+            ID3D11Device_Release(tmp);
+
+            hr = ID3D11GeometryShader_QueryInterface(gs, &IID_ID3D10GeometryShader, (void **)&iface);
+            ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
+                    "Geometry shader should implement ID3D10GeometryShader.\n");
+            if (SUCCEEDED(hr)) IUnknown_Release(iface);
+
+            refcount = ID3D11GeometryShader_Release(gs);
+            ok(!refcount, "Geometry shader has %u references left.\n", refcount);
+        }
 
         refcount = ID3D11Device_Release(device);
         ok(!refcount, "Device has %u references left.\n", refcount);




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