Rémi Bernon : d3d11/tests: Add more tests for ID3D11DeviceContext1_SwapDeviceContextState.
Alexandre Julliard
julliard at winehq.org
Wed Feb 3 15:39:28 CST 2021
Module: wine
Branch: master
Commit: ccffc06c6df30aa8b4ea487b868c419b9c7f5a9a
URL: https://source.winehq.org/git/wine.git/?a=commit;h=ccffc06c6df30aa8b4ea487b868c419b9c7f5a9a
Author: Rémi Bernon <rbernon at codeweavers.com>
Date: Tue Feb 2 16:41:00 2021 +0100
d3d11/tests: Add more tests for ID3D11DeviceContext1_SwapDeviceContextState.
Better checking multiple context swap side effects.
Signed-off-by: Rémi Bernon <rbernon 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 | 47 +++++++++++++++++++++++++++++++++++++++++++----
1 file changed, 43 insertions(+), 4 deletions(-)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index c5c2e16e716..7935dab1332 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -7057,14 +7057,21 @@ static void test_device_context_state(void)
ID3D11Device1_GetImmediateContext1(device2, &context2);
ok(!!context2, "Failed to get immediate context.\n");
+ /* but they track a distinct state on each context */
ID3D11DeviceContext1_SwapDeviceContextState(context2, context_state, &tmp_context_state);
ok(!!tmp_context_state, "Failed to get context state.\n");
tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
+ ID3D11DeviceContext1_VSGetShader(context2, &tmp_vs, NULL, NULL);
+ ok(!tmp_vs, "Got unexpected shader %p.\n", tmp_vs);
+
+ /* updating context2 vertex shader doesn't update other contexts using the same state */
+ ID3D11DeviceContext1_VSSetShader(context2, vs, NULL, 0);
ID3D11DeviceContext1_VSGetShader(context, &tmp_vs, NULL, NULL);
todo_wine ok(tmp_vs == vs2, "Got shader %p, expected %p.\n", tmp_vs, vs2);
if (tmp_vs) refcount = ID3D11VertexShader_Release(tmp_vs);
else refcount = 0;
todo_wine ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
+
ID3D11DeviceContext1_SwapDeviceContextState(context2, tmp_context_state, &context_state2);
refcount = ID3DDeviceContextState_Release(tmp_context_state);
ok(refcount == 0, "Got refcount %u, expected 1.\n", refcount);
@@ -7072,14 +7079,46 @@ static void test_device_context_state(void)
todo_wine ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
todo_wine ok(context_state2 == context_state, "Got unexpected state pointer.\n");
- refcount = ID3D11DeviceContext1_Release(context2);
- ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount);
- refcount = ID3D11Device1_Release(device2);
- ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount);
+ /* swapping the default state on context2 effectively clears the vertex shader */
+ tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
+ ID3D11DeviceContext1_VSGetShader(context2, &tmp_vs, NULL, NULL);
+ ok(!tmp_vs, "Got unexpected shader %p.\n", tmp_vs);
+
+ ID3D11DeviceContext1_SwapDeviceContextState(context2, context_state, &tmp_context_state);
+ ok(!!tmp_context_state, "Failed to get context state.\n");
+ refcount = ID3DDeviceContextState_Release(tmp_context_state);
+ ok(refcount == 0, "Got refcount %u, expected 1.\n", refcount);
+ /* clearing the vertex shader on context doesn't have side effect on context2 */
ID3D11DeviceContext1_VSSetShader(context, NULL, NULL, 0);
refcount = ID3D11VertexShader_Release(vs2);
ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount);
+ tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
+ ID3D11DeviceContext1_VSGetShader(context2, &tmp_vs, NULL, NULL);
+ todo_wine ok(tmp_vs == vs, "Got shader %p, expected %p.\n", tmp_vs, vs);
+ if (tmp_vs) refcount = ID3D11VertexShader_Release(tmp_vs);
+ else refcount = 0;
+ todo_wine ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
+
+ /* even after swapping it again */
+ ID3D11DeviceContext1_SwapDeviceContextState(context2, context_state, NULL);
+ tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
+ ID3D11DeviceContext1_VSGetShader(context2, &tmp_vs, NULL, NULL);
+ todo_wine ok(tmp_vs == vs, "Got shader %p, expected %p.\n", tmp_vs, vs);
+ if (tmp_vs) refcount = ID3D11VertexShader_Release(tmp_vs);
+ else refcount = 0;
+ todo_wine ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
+
+ /* swapping the initial state on context2 doesn't have side effect on context either */
+ ID3D11DeviceContext1_SwapDeviceContextState(context2, previous_context_state, NULL);
+ tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
+ ID3D11DeviceContext1_VSGetShader(context, &tmp_vs, NULL, NULL);
+ ok(!tmp_vs, "Got unexpected shader %p.\n", tmp_vs);
+
+ refcount = ID3D11DeviceContext1_Release(context2);
+ ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount);
+ refcount = ID3D11Device1_Release(device2);
+ ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount);
ID3D11DeviceContext1_SwapDeviceContextState(context, previous_context_state, &tmp_context_state);
refcount = ID3DDeviceContextState_Release(previous_context_state);
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