Rémi Bernon : d3d11/tests: Add more SwapDeviceContextState tests.
Alexandre Julliard
julliard at winehq.org
Fri Jan 29 15:10:22 CST 2021
Module: wine
Branch: master
Commit: e11aa21ac2ac76ed882c666c1dab4e7df2d8fa55
URL: https://source.winehq.org/git/wine.git/?a=commit;h=e11aa21ac2ac76ed882c666c1dab4e7df2d8fa55
Author: Rémi Bernon <rbernon at codeweavers.com>
Date: Wed Jan 27 20:50:02 2021 +0100
d3d11/tests: Add more SwapDeviceContextState tests.
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 | 79 ++++++++++++++++++++++++++++++++++++++++++------
1 file changed, 69 insertions(+), 10 deletions(-)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 7220be73ac7..20bf62b792e 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -6673,19 +6673,19 @@ static void test_device_context_state(void)
0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
};
- ID3DDeviceContextState *context_state, *previous_context_state;
+ ID3DDeviceContextState *context_state, *previous_context_state, *tmp_context_state, *context_state2;
ID3D11SamplerState *sampler, *tmp_sampler;
D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc;
ID3D11ShaderResourceView *tmp_srv, *srv;
D3D11_DEVICE_CONTEXT_TYPE context_type;
- ID3D11DeviceContext1 *context = NULL;
+ ID3D11DeviceContext1 *context = NULL, *context2;
D3D11_SAMPLER_DESC sampler_desc;
D3D_FEATURE_LEVEL feature_level;
ID3D11GeometryShader *tmp_gs, *gs;
- ID3D11VertexShader *tmp_vs, *vs;
+ ID3D11VertexShader *tmp_vs, *vs, *vs2;
ID3D11PixelShader *tmp_ps, *ps;
- ID3D11Device *d3d11_device;
- ID3D11Device1 *device;
+ ID3D11Device *d3d11_device, *d3d11_device2;
+ ID3D11Device1 *device, *device2;
struct vec4 constant;
ID3D11Buffer *cb, *srvb, *tmp_cb;
ULONG refcount;
@@ -6809,6 +6809,8 @@ static void test_device_context_state(void)
ID3D11DeviceContext1_VSSetSamplers(context, 0, 1, &sampler);
ID3D11DeviceContext1_VSSetShader(context, vs, NULL, 0);
ID3D11DeviceContext1_VSSetShaderResources(context, 0, 1, &srv);
+ refcount = get_refcount(vs);
+ ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
ID3D11DeviceContext1_GSSetConstantBuffers(context, 0, 1, &cb);
ID3D11DeviceContext1_GSSetSamplers(context, 0, 1, &sampler);
@@ -6820,11 +6822,15 @@ static void test_device_context_state(void)
ID3D11DeviceContext1_PSSetShader(context, ps, NULL, 0);
ID3D11DeviceContext1_PSSetShaderResources(context, 0, 1, &srv);
+ previous_context_state = (ID3DDeviceContextState *)0xdeadbeef;
+ ID3D11DeviceContext1_SwapDeviceContextState(context, NULL, &previous_context_state);
+ todo_wine ok(previous_context_state == NULL, "Got unexpected state pointer.\n");
+ if (previous_context_state) ID3DDeviceContextState_Release(previous_context_state);
previous_context_state = NULL;
ID3D11DeviceContext1_SwapDeviceContextState(context, context_state, &previous_context_state);
- refcount = ID3DDeviceContextState_Release(context_state);
- ok(!refcount, "Got refcount %u, expected 0.\n", refcount);
ok(previous_context_state != NULL, "Failed to get previous context state\n");
+ refcount = get_refcount(vs);
+ todo_wine ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
context_type = ID3D11DeviceContext1_GetType(context);
ok(context_type == D3D11_DEVICE_CONTEXT_IMMEDIATE, "Unexpected context type %u.\n", context_type);
@@ -6868,11 +6874,64 @@ static void test_device_context_state(void)
ID3D11DeviceContext1_PSGetShaderResources(context, 0, 1, &tmp_srv);
ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv);
- ID3D11DeviceContext1_SwapDeviceContextState(context, previous_context_state, &context_state);
- refcount = ID3DDeviceContextState_Release(context_state);
- ok(!refcount, "Got refcount %u, expected 0.\n", refcount);
+ /* updating the device context should also update the device context state */
+ hr = ID3D11Device1_CreateVertexShader(device, simple_vs, sizeof(simple_vs), NULL, &vs2);
+ ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
+ ID3D11DeviceContext1_VSSetShader(context, vs2, NULL, 0);
+ ID3D11DeviceContext1_SwapDeviceContextState(context, context_state, &tmp_context_state);
+ refcount = ID3DDeviceContextState_Release(tmp_context_state);
+ todo_wine ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
+ todo_wine ok(tmp_context_state == context_state, "Got unexpected state pointer.\n");
+ tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
+ 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);
+
+ /* context states may be used with other devices instances too */
+ d3d11_device2 = create_device(NULL);
+ ok(!!d3d11_device2, "Failed to create device.\n");
+ hr = ID3D11Device_QueryInterface(d3d11_device2, &IID_ID3D11Device1, (void **)&device2);
+ ok(SUCCEEDED(hr), "Failed to query device interface, hr %#x.\n", hr);
+ ID3D11Device_Release(d3d11_device2);
+ ID3D11Device1_GetImmediateContext1(device2, &context2);
+ ok(!!context2, "Failed to get immediate context.\n");
+
+ ID3D11DeviceContext1_SwapDeviceContextState(context2, context_state, &tmp_context_state);
+ ok(!!tmp_context_state, "Failed to get context state.\n");
+ tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
+ 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);
+ refcount = ID3DDeviceContextState_Release(context_state2);
+ 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);
+
+ ID3D11DeviceContext1_VSSetShader(context, NULL, NULL, 0);
+ refcount = ID3D11VertexShader_Release(vs2);
+ 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);
ok(!refcount, "Got refcount %u, expected 0.\n", refcount);
+ refcount = ID3DDeviceContextState_Release(tmp_context_state);
+ todo_wine ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
+ refcount = ID3DDeviceContextState_Release(context_state);
+ ok(!refcount, "Got refcount %u, expected 0.\n", refcount);
+ todo_wine ok(tmp_context_state == context_state, "Got unexpected state pointer.\n");
+ refcount = get_refcount(vs);
+ ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
/* ID3DDeviceContextState retains the previous state. */
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