[PATCH v2 1/6] d3d11/tests: Added test for unbound input streams.

Jan Sikorski jsikorski at codeweavers.com
Mon Apr 19 09:24:26 CDT 2021


> On 16 Apr 2021, at 16:01, Henri Verbeet <hverbeet at gmail.com> wrote:
> 
> On Fri, 16 Apr 2021 at 10:45, Jan Sikorski <jsikorski at codeweavers.com> wrote:
>> +    hr = ID3D11Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc),
>> +            vs_code, sizeof(vs_code), &test_context.input_layout);
>> +    ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
>> +
> Some quick testing (i.e., getting rid of input layout creation here,
> and creating the input layout in draw_quad_vs_() against
> default_vs_code[]) seems to suggest this also works without a matching
> input layout. Should we perhaps look at the shader input signature
> instead?

That works, but gave me a validation error:
D3D11 ERROR: ID3D11DeviceContext::Draw: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The input stage requires Semantic/Index (COLOR,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND]

It looks like an extra complication to match against the shader signature, I’m not sure if there are other reasons to prefer that?

- Jan




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