[PATCH 2/2] d3d11: Return valid values for shader class instances

Alistair Leslie-Hughes leslie_alistair at hotmail.com
Tue May 15 01:22:58 CDT 2018


From: Lucian Poston <lucian.poston at gmail.com>

Instead of returning garbage data for class instances, return 0 class
instances.

https://bugs.winehq.org/show_bug.cgi?id=44052

Signed-off-by: Lucian Poston <lucian.poston at gmail.com>
Signed-off-by: Alistair Leslie-Hughes <leslie_alistair at hotmail.com>
---
 dlls/d3d11/device.c      | 12 ++++++++++++
 dlls/d3d11/tests/d3d11.c |  6 ------
 2 files changed, 12 insertions(+), 6 deletions(-)

diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index e4d8760..5bc5018 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -1522,6 +1522,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetShader(ID3D11DeviceCo
 
     if (class_instances || class_instance_count)
         FIXME("Dynamic linking not implemented yet.\n");
+    if (class_instance_count)
+        *class_instance_count = 0;
 
     wined3d_mutex_lock();
     if (!(wined3d_shader = wined3d_device_get_pixel_shader(device->wined3d_device)))
@@ -1577,6 +1579,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetShader(ID3D11DeviceCo
 
     if (class_instances || class_instance_count)
         FIXME("Dynamic linking not implemented yet.\n");
+    if (class_instance_count)
+        *class_instance_count = 0;
 
     wined3d_mutex_lock();
     if (!(wined3d_shader = wined3d_device_get_vertex_shader(device->wined3d_device)))
@@ -1745,6 +1749,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetShader(ID3D11DeviceCo
 
     if (class_instances || class_instance_count)
         FIXME("Dynamic linking not implemented yet.\n");
+    if (class_instance_count)
+        *class_instance_count = 0;
 
     wined3d_mutex_lock();
     if (!(wined3d_shader = wined3d_device_get_geometry_shader(device->wined3d_device)))
@@ -2187,6 +2193,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetShader(ID3D11DeviceCo
 
     if (class_instances || class_instance_count)
         FIXME("Dynamic linking not implemented yet.\n");
+    if (class_instance_count)
+        *class_instance_count = 0;
 
     wined3d_mutex_lock();
     if (!(wined3d_shader = wined3d_device_get_hull_shader(device->wined3d_device)))
@@ -2294,6 +2302,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetShader(ID3D11DeviceCo
 
     if (class_instances || class_instance_count)
         FIXME("Dynamic linking not implemented yet.\n");
+    if (class_instance_count)
+        *class_instance_count = 0;
 
     wined3d_mutex_lock();
     if (!(wined3d_shader = wined3d_device_get_domain_shader(device->wined3d_device)))
@@ -2426,6 +2436,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetShader(ID3D11DeviceCo
 
     if (class_instances || class_instance_count)
         FIXME("Dynamic linking not implemented yet.\n");
+    if (class_instance_count)
+        *class_instance_count = 0;
 
     wined3d_mutex_lock();
     if (!(wined3d_shader = wined3d_device_get_compute_shader(device->wined3d_device)))
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 1345b0e..72ca70f 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -9722,7 +9722,6 @@ static void test_clear_state(void)
     instance_count = 100;
     ID3D11DeviceContext_VSGetShader(context, &tmp_vs, NULL, &instance_count);
     ok(!tmp_vs, "Got unexpected vertex shader %p.\n", tmp_vs);
-    todo_wine
     ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
 
     ID3D11DeviceContext_HSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
@@ -9744,7 +9743,6 @@ static void test_clear_state(void)
     instance_count = 100;
     ID3D11DeviceContext_HSGetShader(context, &tmp_hs, NULL, &instance_count);
     ok(!tmp_hs, "Got unexpected hull shader %p.\n", tmp_hs);
-    todo_wine
     ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
 
     ID3D11DeviceContext_DSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
@@ -9766,7 +9764,6 @@ static void test_clear_state(void)
     instance_count = 100;
     ID3D11DeviceContext_DSGetShader(context, &tmp_ds, NULL, &instance_count);
     ok(!tmp_ds, "Got unexpected domain shader %p.\n", tmp_ds);
-    todo_wine
     ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
 
     ID3D11DeviceContext_GSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
@@ -9788,7 +9785,6 @@ static void test_clear_state(void)
     instance_count = 100;
     ID3D11DeviceContext_GSGetShader(context, &tmp_gs, NULL, &instance_count);
     ok(!tmp_gs, "Got unexpected geometry shader %p.\n", tmp_gs);
-    todo_wine
     ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
 
     ID3D11DeviceContext_PSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
@@ -9811,7 +9807,6 @@ static void test_clear_state(void)
     instance_count = 100;
     ID3D11DeviceContext_PSGetShader(context, &tmp_ps, NULL, &instance_count);
     ok(!tmp_ps, "Got unexpected pixel shader %p.\n", tmp_ps);
-    todo_wine
     ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
 
     ID3D11DeviceContext_CSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
@@ -9834,7 +9829,6 @@ static void test_clear_state(void)
     instance_count = 100;
     ID3D11DeviceContext_CSGetShader(context, &tmp_cs, NULL, &instance_count);
     ok(!tmp_cs, "Got unexpected compute shader %p.\n", tmp_cs);
-    todo_wine
     ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
     ID3D11DeviceContext_CSGetUnorderedAccessViews(context, 0, D3D11_PS_CS_UAV_REGISTER_COUNT, tmp_uav);
     for (i = 0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; ++i)
-- 
1.9.1




More information about the wine-devel mailing list