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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