[PATCH 4/5] d3d11: Implement d3d11_immediate_context_SwapDeviceContextState() on top of wined3d_device_set_state().
Henri Verbeet
hverbeet at codeweavers.com
Tue Feb 23 12:50:46 CST 2021
Based on a patch by Rémi Bernon.
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
This supersedes patch 200188.
dlls/d3d11/d3d11_private.h | 36 ++---
dlls/d3d11/device.c | 293 +++++++++++++++++++++++--------------
dlls/d3d11/tests/d3d11.c | 140 +++++++-----------
3 files changed, 250 insertions(+), 219 deletions(-)
diff --git a/dlls/d3d11/d3d11_private.h b/dlls/d3d11/d3d11_private.h
index 650b5c358716..a64d6975f857 100644
--- a/dlls/d3d11/d3d11_private.h
+++ b/dlls/d3d11/d3d11_private.h
@@ -516,6 +516,12 @@ struct d3d_query *unsafe_impl_from_ID3D11Query(ID3D11Query *iface) DECLSPEC_HIDD
struct d3d_query *unsafe_impl_from_ID3D10Query(ID3D10Query *iface) DECLSPEC_HIDDEN;
struct d3d_query *unsafe_impl_from_ID3D11Asynchronous(ID3D11Asynchronous *iface) DECLSPEC_HIDDEN;
+struct d3d_device_context_state_entry
+{
+ struct d3d_device *device;
+ struct wined3d_state *wined3d_state;
+};
+
/* ID3DDeviceContextState */
struct d3d_device_context_state
{
@@ -523,30 +529,12 @@ struct d3d_device_context_state
LONG refcount, private_refcount;
struct wined3d_private_store private_store;
- struct
- {
- ID3D11VertexShader *shader;
- ID3D11SamplerState *samplers[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
- ID3D11ShaderResourceView *srvs[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
- ID3D11Buffer *cbs[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
- } vs;
- struct
- {
- ID3D11GeometryShader *shader;
- ID3D11SamplerState *samplers[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
- ID3D11ShaderResourceView *srvs[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
- ID3D11Buffer *cbs[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
- } gs;
- struct
- {
- ID3D11PixelShader *shader;
- ID3D11SamplerState *samplers[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
- ID3D11ShaderResourceView *srvs[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
- ID3D11Buffer *cbs[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
- } ps;
-
GUID emulated_interface;
+ struct d3d_device_context_state_entry *entries;
+ SIZE_T entries_size;
+ SIZE_T entry_count;
+
struct wined3d_device *wined3d_device;
ID3D11Device2 *device;
};
@@ -585,6 +573,10 @@ struct d3d_device
struct wine_rb_tree depthstencil_states;
struct wine_rb_tree rasterizer_states;
struct wine_rb_tree sampler_states;
+
+ struct d3d_device_context_state **context_states;
+ SIZE_T context_states_size;
+ SIZE_T context_state_count;
};
static inline struct d3d_device *impl_from_ID3D11Device(ID3D11Device *iface)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index b0041c858816..a5d9dc1aa7be 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -22,6 +22,32 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d11);
+static BOOL d3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size)
+{
+ SIZE_T max_capacity, new_capacity;
+ void *new_elements;
+
+ if (count <= *capacity)
+ return TRUE;
+
+ max_capacity = ~(SIZE_T)0 / size;
+ if (count > max_capacity)
+ return FALSE;
+
+ new_capacity = max(1, *capacity);
+ while (new_capacity < count && new_capacity <= max_capacity / 2)
+ new_capacity *= 2;
+ if (new_capacity < count)
+ new_capacity = count;
+
+ if (!(new_elements = heap_realloc(*elements, new_capacity * size)))
+ return FALSE;
+
+ *elements = new_elements;
+ *capacity = new_capacity;
+ return TRUE;
+}
+
static void STDMETHODCALLTYPE d3d_null_wined3d_object_destroyed(void *parent) {}
static const struct wined3d_parent_ops d3d_null_wined3d_parent_ops =
@@ -88,9 +114,27 @@ static ULONG STDMETHODCALLTYPE d3d_device_context_state_AddRef(ID3DDeviceContext
return refcount;
}
+static void d3d_device_remove_context_state(struct d3d_device *device, struct d3d_device_context_state *state)
+{
+ unsigned int i;
+
+ for (i = 0; i < device->context_state_count; ++i)
+ {
+ if (device->context_states[i] != state)
+ continue;
+
+ if (i != device->context_state_count - 1)
+ device->context_states[i] = device->context_states[device->context_state_count - 1];
+ --device->context_state_count;
+ break;
+ }
+}
+
static void d3d_device_context_state_private_release(struct d3d_device_context_state *state)
{
ULONG refcount = InterlockedDecrement(&state->private_refcount);
+ struct d3d_device_context_state_entry *entry;
+ struct d3d_device *device;
unsigned int i;
TRACE("%p decreasing private refcount to %u.\n", state, refcount);
@@ -98,27 +142,17 @@ static void d3d_device_context_state_private_release(struct d3d_device_context_s
if (!refcount)
{
wined3d_private_store_cleanup(&state->private_store);
- if (state->vs.shader) ID3D11VertexShader_Release(state->vs.shader);
- if (state->gs.shader) ID3D11GeometryShader_Release(state->gs.shader);
- if (state->ps.shader) ID3D11PixelShader_Release(state->ps.shader);
- for (i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
- {
- if (state->vs.samplers[i]) ID3D11SamplerState_Release(state->vs.samplers[i]);
- if (state->gs.samplers[i]) ID3D11SamplerState_Release(state->gs.samplers[i]);
- if (state->ps.samplers[i]) ID3D11SamplerState_Release(state->ps.samplers[i]);
- }
- for (i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
+ for (i = 0; i < state->entry_count; ++i)
{
- if (state->vs.srvs[i]) ID3D11ShaderResourceView_Release(state->vs.srvs[i]);
- if (state->gs.srvs[i]) ID3D11ShaderResourceView_Release(state->gs.srvs[i]);
- if (state->ps.srvs[i]) ID3D11ShaderResourceView_Release(state->ps.srvs[i]);
- }
- for (i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
- {
- if (state->vs.cbs[i]) ID3D11Buffer_Release(state->vs.cbs[i]);
- if (state->gs.cbs[i]) ID3D11Buffer_Release(state->gs.cbs[i]);
- if (state->ps.cbs[i]) ID3D11Buffer_Release(state->ps.cbs[i]);
+ entry = &state->entries[i];
+ device = entry->device;
+
+ if (entry->wined3d_state != wined3d_device_get_state(device->wined3d_device))
+ wined3d_state_destroy(entry->wined3d_state);
+
+ d3d_device_remove_context_state(device, state);
}
+ heap_free(state->entries);
wined3d_device_decref(state->wined3d_device);
heap_free(state);
}
@@ -194,6 +228,85 @@ static const struct ID3DDeviceContextStateVtbl d3d_device_context_state_vtbl =
/* ID3DDeviceContextState methods */
};
+static struct d3d_device_context_state_entry *d3d_device_context_state_get_entry(
+ struct d3d_device_context_state *state, struct d3d_device *device)
+{
+ unsigned int i;
+
+ for (i = 0; i < state->entry_count; ++i)
+ {
+ if (state->entries[i].device == device)
+ return &state->entries[i];
+ }
+
+ return NULL;
+}
+
+static BOOL d3d_device_context_state_add_entry(struct d3d_device_context_state *state,
+ struct d3d_device *device, struct wined3d_state *wined3d_state)
+{
+ struct d3d_device_context_state_entry *entry;
+
+ if (!d3d_array_reserve((void **)&state->entries, &state->entries_size,
+ state->entry_count + 1, sizeof(*state->entries)))
+ return FALSE;
+
+ if (!d3d_array_reserve((void **)&device->context_states, &device->context_states_size,
+ device->context_state_count + 1, sizeof(*device->context_states)))
+ return FALSE;
+
+ entry = &state->entries[state->entry_count++];
+ entry->device = device;
+ entry->wined3d_state = wined3d_state;
+
+ device->context_states[device->context_state_count++] = state;
+
+ return TRUE;
+}
+
+static void d3d_device_context_state_remove_entry(struct d3d_device_context_state *state, struct d3d_device *device)
+{
+ struct d3d_device_context_state_entry *entry;
+ unsigned int i;
+
+ for (i = 0; i < state->entry_count; ++i)
+ {
+ entry = &state->entries[i];
+ if (entry->device != device)
+ continue;
+
+ if (entry->wined3d_state != wined3d_device_get_state(device->wined3d_device))
+ wined3d_state_destroy(entry->wined3d_state);
+
+ if (i != state->entry_count)
+ state->entries[i] = state->entries[state->entry_count - 1];
+ --state->entry_count;
+
+ break;
+ }
+}
+
+static struct wined3d_state *d3d_device_context_state_get_wined3d_state(struct d3d_device_context_state *state,
+ struct d3d_device *device)
+{
+ struct d3d_device_context_state_entry *entry;
+ struct wined3d_state *wined3d_state;
+
+ if ((entry = d3d_device_context_state_get_entry(state, device)))
+ return entry->wined3d_state;
+
+ if (FAILED(wined3d_state_create(device->wined3d_device, &wined3d_state)))
+ return NULL;
+
+ if (!d3d_device_context_state_add_entry(state, device, wined3d_state))
+ {
+ wined3d_state_destroy(wined3d_state);
+ return NULL;
+ }
+
+ return wined3d_state;
+}
+
static void d3d_device_context_state_init(struct d3d_device_context_state *state, struct d3d_device *device,
REFIID emulated_interface)
{
@@ -201,9 +314,6 @@ static void d3d_device_context_state_init(struct d3d_device_context_state *state
state->refcount = state->private_refcount = 0;
wined3d_private_store_init(&state->private_store);
- memset(&state->vs, 0, sizeof(state->vs));
- memset(&state->gs, 0, sizeof(state->gs));
- memset(&state->ps, 0, sizeof(state->ps));
state->emulated_interface = *emulated_interface;
wined3d_device_incref(state->wined3d_device = device->wined3d_device);
@@ -2722,98 +2832,39 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetConstantBuffers1(ID3D
iface, start_slot, buffer_count, buffers, first_constant, num_constants);
}
-static void d3d11_immediate_context_capture_state(ID3D11DeviceContext1 *iface, struct d3d_device_context_state *state)
+static void STDMETHODCALLTYPE d3d11_immediate_context_SwapDeviceContextState(ID3D11DeviceContext1 *iface,
+ ID3DDeviceContextState *state, ID3DDeviceContextState **prev)
{
- wined3d_mutex_lock();
-
- d3d11_immediate_context_VSGetShader(iface, &state->vs.shader, NULL, 0);
- d3d11_immediate_context_VSGetSamplers(iface, 0,
- D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, state->vs.samplers);
- d3d11_immediate_context_VSGetShaderResources(iface, 0,
- D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, state->vs.srvs);
- d3d11_immediate_context_VSGetConstantBuffers(iface, 0,
- D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, state->vs.cbs);
-
- d3d11_immediate_context_GSGetShader(iface, &state->gs.shader, NULL, 0);
- d3d11_immediate_context_GSGetSamplers(iface, 0,
- D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, state->gs.samplers);
- d3d11_immediate_context_GSGetShaderResources(iface, 0,
- D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, state->gs.srvs);
- d3d11_immediate_context_GSGetConstantBuffers(iface, 0,
- D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, state->gs.cbs);
+ struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
+ struct d3d_device_context_state *state_impl, *prev_impl;
+ struct wined3d_state *wined3d_state;
- d3d11_immediate_context_PSGetShader(iface, &state->ps.shader, NULL, 0);
- d3d11_immediate_context_PSGetSamplers(iface, 0,
- D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, state->ps.samplers);
- d3d11_immediate_context_PSGetShaderResources(iface, 0,
- D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, state->ps.srvs);
- d3d11_immediate_context_PSGetConstantBuffers(iface, 0,
- D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, state->ps.cbs);
+ FIXME("iface %p, state %p, prev %p semi-stub!\n", iface, state, prev);
- wined3d_mutex_unlock();
-}
+ if (!state)
+ {
+ if (prev)
+ *prev = NULL;
+ return;
+ }
-static void d3d11_immediate_context_restore_state(ID3D11DeviceContext1 *iface, struct d3d_device_context_state *state)
-{
wined3d_mutex_lock();
- d3d11_immediate_context_VSSetShader(iface, state->vs.shader, NULL, 0);
- d3d11_immediate_context_VSSetSamplers(iface, 0,
- D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, state->vs.samplers);
- d3d11_immediate_context_VSSetShaderResources(iface, 0,
- D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, state->vs.srvs);
- d3d11_immediate_context_VSSetConstantBuffers(iface, 0,
- D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, state->vs.cbs);
+ prev_impl = device->state;
+ state_impl = impl_from_ID3DDeviceContextState(state);
+ if (!(wined3d_state = d3d_device_context_state_get_wined3d_state(state_impl, device)))
+ ERR("Failed to get wined3d state for device context state %p.\n", state_impl);
+ wined3d_device_set_state(device->wined3d_device, wined3d_state);
- d3d11_immediate_context_GSSetShader(iface, state->gs.shader, NULL, 0);
- d3d11_immediate_context_GSSetSamplers(iface, 0,
- D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, state->gs.samplers);
- d3d11_immediate_context_GSSetShaderResources(iface, 0,
- D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, state->gs.srvs);
- d3d11_immediate_context_GSSetConstantBuffers(iface, 0,
- D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, state->gs.cbs);
+ if (prev)
+ ID3DDeviceContextState_AddRef(*prev = &prev_impl->ID3DDeviceContextState_iface);
- d3d11_immediate_context_PSSetShader(iface, state->ps.shader, NULL, 0);
- d3d11_immediate_context_PSSetSamplers(iface, 0,
- D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, state->ps.samplers);
- d3d11_immediate_context_PSSetShaderResources(iface, 0,
- D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, state->ps.srvs);
- d3d11_immediate_context_PSSetConstantBuffers(iface, 0,
- D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, state->ps.cbs);
+ d3d_device_context_state_private_addref(state_impl);
+ device->state = state_impl;
+ d3d_device_context_state_private_release(prev_impl);
- wined3d_mutex_unlock();
-}
-
-static void STDMETHODCALLTYPE d3d11_immediate_context_SwapDeviceContextState(ID3D11DeviceContext1 *iface,
- ID3DDeviceContextState *state, ID3DDeviceContextState **prev_state)
-{
- struct d3d_device_context_state *state_impl;
- struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
-
- FIXME("iface %p, state %p, prev_state %p semi-stub!\n", iface, state, prev_state);
-
- if (prev_state) *prev_state = NULL;
- if (!state) return;
-
- wined3d_mutex_lock();
- if (prev_state)
- {
- *prev_state = NULL;
- if ((state_impl = heap_alloc(sizeof(*state_impl))))
- {
- d3d_device_context_state_init(state_impl, device, &device->state->emulated_interface);
- d3d11_immediate_context_capture_state(iface, state_impl);
- *prev_state = &state_impl->ID3DDeviceContextState_iface;
- }
- }
-
- if ((state_impl = impl_from_ID3DDeviceContextState(state)))
- {
- d3d11_immediate_context_restore_state(iface, state_impl);
- device->state->emulated_interface = state_impl->emulated_interface;
- if (d3d_device_is_d3d10_active(device))
- FIXME("D3D10 interface emulation not fully implemented yet!\n");
- }
+ if (d3d_device_is_d3d10_active(device))
+ FIXME("D3D10 interface emulation not fully implemented yet!\n");
wined3d_mutex_unlock();
}
@@ -4027,9 +4078,12 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateDeviceContextState(ID3D11Dev
if (state)
{
- *state = NULL;
- if (!(state_impl = heap_alloc(sizeof(*state_impl))))
+ if (!(state_impl = heap_alloc_zero(sizeof(*state_impl))))
+ {
+ *state = NULL;
return E_OUTOFMEMORY;
+ }
+
d3d_device_context_state_init(state_impl, device, emulated_interface);
*state = &state_impl->ID3DDeviceContextState_iface;
}
@@ -4211,12 +4265,19 @@ static ULONG STDMETHODCALLTYPE d3d_device_inner_Release(IUnknown *iface)
{
struct d3d_device *device = impl_from_IUnknown(iface);
ULONG refcount = InterlockedDecrement(&device->refcount);
+ unsigned int i;
TRACE("%p decreasing refcount to %u.\n", device, refcount);
if (!refcount)
{
- if (device->state) d3d_device_context_state_private_release(device->state);
+ if (device->state)
+ d3d_device_context_state_private_release(device->state);
+ for (i = 0; i < device->context_state_count; ++i)
+ {
+ d3d_device_context_state_remove_entry(device->context_states[i], device);
+ }
+ heap_free(device->context_states);
d3d11_immediate_context_destroy(&device->immediate_context);
if (device->wined3d_device)
{
@@ -6394,6 +6455,7 @@ static void CDECL device_parent_wined3d_device_created(struct wined3d_device_par
struct wined3d_device *wined3d_device)
{
struct d3d_device *device = device_from_wined3d_device_parent(device_parent);
+ struct wined3d_state *wined3d_state;
ID3DDeviceContextState *state;
HRESULT hr;
@@ -6407,13 +6469,18 @@ static void CDECL device_parent_wined3d_device_created(struct wined3d_device_par
if (FAILED(hr = d3d11_device_CreateDeviceContextState(&device->ID3D11Device2_iface, 0, &device->feature_level,
1, D3D11_SDK_VERSION, device->d3d11_only ? &IID_ID3D11Device2 : &IID_ID3D10Device1, NULL,
&state)))
- ERR("Failed to create the initial device context state, hr %#x.\n", hr);
- else
{
- device->state = impl_from_ID3DDeviceContextState(state);
- d3d_device_context_state_private_addref(device->state);
- ID3DDeviceContextState_Release(state);
+ ERR("Failed to create the initial device context state, hr %#x.\n", hr);
+ return;
}
+
+ device->state = impl_from_ID3DDeviceContextState(state);
+ wined3d_state = wined3d_device_get_state(device->wined3d_device);
+ if (!d3d_device_context_state_add_entry(device->state, device, wined3d_state))
+ ERR("Failed to add entry for wined3d state %p, device %p.\n", wined3d_state, device);
+
+ d3d_device_context_state_private_addref(device->state);
+ ID3DDeviceContextState_Release(state);
}
static void CDECL device_parent_mode_changed(struct wined3d_device_parent *device_parent)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 1505b3fddbc7..2eff98fe8fcf 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -7083,7 +7083,7 @@ static void test_device_context_state(void)
ID3D11DeviceContext1_SwapDeviceContextState(context, context_state, &previous_context_state);
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);
+ ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
hr = ID3DDeviceContextState_SetPrivateData(context_state, &test_guid, sizeof(constant), &constant);
ok(hr == S_OK, "Failed to set private data, hr %#x.\n", hr);
@@ -7093,9 +7093,9 @@ static void test_device_context_state(void)
data_size = sizeof(data);
memset(data, 0xa5, sizeof(data));
hr = ID3DDeviceContextState_GetPrivateData(context_state, &test_guid, &data_size, data);
- todo_wine ok(hr == S_OK, "Failed to get private data, hr %#x.\n", hr);
- todo_wine ok(data_size == sizeof(constant), "Got private data size %x, expected %x.\n", data_size, sizeof(constant));
- todo_wine ok(!memcmp(data, &constant, sizeof(constant)), "Got unexpected private data.\n");
+ ok(hr == S_OK, "Failed to get private data, hr %#x.\n", hr);
+ ok(data_size == sizeof(constant), "Got private data size %x, expected %x.\n", data_size, sizeof(constant));
+ ok(!memcmp(data, &constant, sizeof(constant)), "Got unexpected private data.\n");
ID3D11DeviceContext1_SwapDeviceContextState(context, context_state, NULL);
context_type = ID3D11DeviceContext1_GetType(context);
@@ -7142,118 +7142,96 @@ static void test_device_context_state(void)
tmp_cb = (ID3D11Buffer *)0xdeadbeef;
ID3D11DeviceContext1_HSGetConstantBuffers(context, 0, 1, &tmp_cb);
- todo_wine ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb);
- if (tmp_cb) ID3D11Buffer_Release(tmp_cb);
+ ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb);
tmp_sampler = (ID3D11SamplerState *)0xdeadbeef;
ID3D11DeviceContext1_HSGetSamplers(context, 0, 1, &tmp_sampler);
- todo_wine ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler);
- if (tmp_sampler) ID3D11SamplerState_Release(tmp_sampler);
+ ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler);
tmp_hs = (ID3D11HullShader *)0xdeadbeef;
ID3D11DeviceContext1_HSGetShader(context, &tmp_hs, NULL, NULL);
- if (hs) todo_wine ok(!tmp_hs, "Got unexpected shader %p.\n", tmp_hs);
- if (tmp_hs) ID3D11HullShader_Release(tmp_hs);
+ if (hs) ok(!tmp_hs, "Got unexpected shader %p.\n", tmp_hs);
tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef;
ID3D11DeviceContext1_HSGetShaderResources(context, 0, 1, &tmp_srv);
- todo_wine ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv);
- if (tmp_srv) ID3D11ShaderResourceView_Release(tmp_srv);
+ ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv);
tmp_cb = (ID3D11Buffer *)0xdeadbeef;
ID3D11DeviceContext1_DSGetConstantBuffers(context, 0, 1, &tmp_cb);
- todo_wine ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb);
- if (tmp_cb) ID3D11Buffer_Release(tmp_cb);
+ ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb);
tmp_sampler = (ID3D11SamplerState *)0xdeadbeef;
ID3D11DeviceContext1_DSGetSamplers(context, 0, 1, &tmp_sampler);
- todo_wine ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler);
- if (tmp_sampler) ID3D11SamplerState_Release(tmp_sampler);
+ ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler);
tmp_ds = (ID3D11DomainShader *)0xdeadbeef;
ID3D11DeviceContext1_DSGetShader(context, &tmp_ds, NULL, NULL);
- if (ds) todo_wine ok(!tmp_ds, "Got unexpected shader %p.\n", tmp_ds);
- if (tmp_ds) ID3D11DomainShader_Release(tmp_ds);
+ if (ds) ok(!tmp_ds, "Got unexpected shader %p.\n", tmp_ds);
tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef;
ID3D11DeviceContext1_DSGetShaderResources(context, 0, 1, &tmp_srv);
- todo_wine ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv);
- if (tmp_srv) ID3D11ShaderResourceView_Release(tmp_srv);
+ ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv);
tmp_cb = (ID3D11Buffer *)0xdeadbeef;
ID3D11DeviceContext1_CSGetConstantBuffers(context, 0, 1, &tmp_cb);
- todo_wine ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb);
- if (tmp_cb) ID3D11Buffer_Release(tmp_cb);
+ ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb);
tmp_sampler = (ID3D11SamplerState *)0xdeadbeef;
ID3D11DeviceContext1_CSGetSamplers(context, 0, 1, &tmp_sampler);
- todo_wine ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler);
- if (tmp_sampler) ID3D11SamplerState_Release(tmp_sampler);
+ ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler);
tmp_cs = (ID3D11ComputeShader *)0xdeadbeef;
ID3D11DeviceContext1_CSGetShader(context, &tmp_cs, NULL, NULL);
- if (cs) todo_wine ok(!tmp_cs, "Got unexpected shader %p.\n", tmp_cs);
- if (tmp_cs) ID3D11ComputeShader_Release(tmp_cs);
+ if (cs) ok(!tmp_cs, "Got unexpected shader %p.\n", tmp_cs);
tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef;
ID3D11DeviceContext1_CSGetShaderResources(context, 0, 1, &tmp_srv);
- todo_wine ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv);
- if (tmp_srv) ID3D11ShaderResourceView_Release(tmp_srv);
+ ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv);
tmp_uav = (ID3D11UnorderedAccessView *)0xdeadbeef;
ID3D11DeviceContext1_CSGetUnorderedAccessViews(context, 0, 1, &tmp_uav);
- todo_wine ok(!tmp_uav, "Got unexpected uav %p.\n", tmp_uav);
- if (tmp_uav) ID3D11UnorderedAccessView_Release(tmp_uav);
+ ok(!tmp_uav, "Got unexpected uav %p.\n", tmp_uav);
topo = 0xdeadbeef;
ID3D11DeviceContext1_IAGetPrimitiveTopology(context, &topo);
- todo_wine ok(topo == D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, "Got unexpected topology %#x.\n", topo);
+ ok(topo == D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, "Got unexpected topology %#x.\n", topo);
tmp_il = (ID3D11InputLayout *)0xdeadbeef;
ID3D11DeviceContext1_IAGetInputLayout(context, &tmp_il);
- todo_wine ok(!tmp_il, "Got unexpected input layout %p.\n", tmp_il);
- if (tmp_il) ID3D11InputLayout_Release(tmp_il);
+ ok(!tmp_il, "Got unexpected input layout %p.\n", tmp_il);
tmp_ib = (ID3D11Buffer *)0xdeadbeef;
format = 0xdeadbeef;
offset = 0xdeadbeef;
ID3D11DeviceContext1_IAGetIndexBuffer(context, &tmp_ib, &format, &offset);
- todo_wine ok(!tmp_ib, "Got unexpected input buffer %p.\n", tmp_ib);
- if (tmp_ib) ID3D11Buffer_Release(tmp_ib);
- todo_wine ok(format == DXGI_FORMAT_UNKNOWN, "Got unexpected input buffer format %#x.\n", format);
- todo_wine ok(offset == 0, "Got unexpected input buffer offset %#x.\n", offset);
+ ok(!tmp_ib, "Got unexpected input buffer %p.\n", tmp_ib);
+ ok(format == DXGI_FORMAT_UNKNOWN, "Got unexpected input buffer format %#x.\n", format);
+ ok(offset == 0, "Got unexpected input buffer offset %#x.\n", offset);
tmp_vb = (ID3D11Buffer *)0xdeadbeef;
stride = 0xdeadbeef;
offset = 0xdeadbeef;
ID3D11DeviceContext1_IAGetVertexBuffers(context, 0, 1, &tmp_vb, &stride, &offset);
- todo_wine ok(!tmp_vb, "Got unexpected vertex buffer %p.\n", tmp_vb);
- if (tmp_vb) ID3D11Buffer_Release(tmp_vb);
- todo_wine ok(stride == 0, "Got unexpected vertex buffer stride %#x.\n", stride);
- todo_wine ok(offset == 0, "Got unexpected vertex buffer offset %#x.\n", offset);
+ ok(!tmp_vb, "Got unexpected vertex buffer %p.\n", tmp_vb);
+ ok(stride == 0, "Got unexpected vertex buffer stride %#x.\n", stride);
+ ok(offset == 0, "Got unexpected vertex buffer offset %#x.\n", offset);
tmp_rtv = (ID3D11RenderTargetView *)0xdeadbeef;
tmp_dsv = (ID3D11DepthStencilView *)0xdeadbeef;
tmp_uav = (ID3D11UnorderedAccessView *)0xdeadbeef;
ID3D11DeviceContext1_OMGetRenderTargetsAndUnorderedAccessViews(context, 1, &tmp_rtv, &tmp_dsv, 1, 1, &tmp_uav);
- todo_wine ok(!tmp_rtv, "Got unexpected rendertarget view %p.\n", tmp_rtv);
- if (tmp_rtv) ID3D11RenderTargetView_Release(tmp_rtv);
- todo_wine ok(!tmp_dsv, "Got unexpected depth/stencil view %p.\n", tmp_dsv);
- if (tmp_dsv) ID3D11DepthStencilView_Release(tmp_dsv);
- todo_wine ok(!tmp_uav, "Got unexpected unordered access view %p.\n", tmp_uav);
- if (tmp_uav) ID3D11UnorderedAccessView_Release(tmp_uav);
+ ok(!tmp_rtv, "Got unexpected rendertarget view %p.\n", tmp_rtv);
+ ok(!tmp_dsv, "Got unexpected depth/stencil view %p.\n", tmp_dsv);
+ ok(!tmp_uav, "Got unexpected unordered access view %p.\n", tmp_uav);
tmp_bs = (ID3D11BlendState *)0xdeadbeef;
memset(blend_factor, 0xcd, sizeof(blend_factor));
sample_mask = 0xdeadbeef;
ID3D11DeviceContext1_OMGetBlendState(context, &tmp_bs, blend_factor, &sample_mask);
- todo_wine ok(!tmp_bs, "Got unexpected blend state %p.\n", tmp_bs);
- if (tmp_bs) ID3D11BlendState_Release(tmp_bs);
- todo_wine ok(!memcmp(blend_factor, default_blend_factor, sizeof(blend_factor)),
+ ok(!tmp_bs, "Got unexpected blend state %p.\n", tmp_bs);
+ ok(!memcmp(blend_factor, default_blend_factor, sizeof(blend_factor)),
"Got unexpected blend factor %f,%f,%f,%f.\n",
blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3]);
- todo_wine ok(sample_mask == ~0, "Got unexpected sample mask %#x.\n", sample_mask);
+ ok(sample_mask == ~0, "Got unexpected sample mask %#x.\n", sample_mask);
tmp_dss = (ID3D11DepthStencilState *)0xdeadbeef;
stencil_ref = 0xdeadbeef;
ID3D11DeviceContext1_OMGetDepthStencilState(context, &tmp_dss, &stencil_ref);
- todo_wine ok(!tmp_dss, "Got unexpected depth/stencil state %p.\n", tmp_dss);
- if (tmp_dss) ID3D11DepthStencilState_Release(tmp_dss);
- todo_wine ok(stencil_ref == 0, "Got unexpected stencil ref %#x.\n", stencil_ref);
+ ok(!tmp_dss, "Got unexpected depth/stencil state %p.\n", tmp_dss);
+ ok(stencil_ref == 0, "Got unexpected stencil ref %#x.\n", stencil_ref);
tmp_rs = (ID3D11RasterizerState *)0xdeadbeef;
ID3D11DeviceContext1_RSGetState(context, &tmp_rs);
- todo_wine ok(!tmp_rs, "Got unexpected rasterizer state %p.\n", tmp_rs);
- if (tmp_rs) ID3D11RasterizerState_Release(tmp_rs);
+ ok(!tmp_rs, "Got unexpected rasterizer state %p.\n", tmp_rs);
memset(tmp_vp, 0xa5, sizeof(tmp_vp));
count = 2;
ID3D11DeviceContext1_RSGetViewports(context, &count, tmp_vp);
- todo_wine ok(count == 0, "Got unexpected viewport count %u.\n", count);
+ ok(count == 0, "Got unexpected viewport count %u.\n", count);
memset(tmp_rect, 0xa5, sizeof(tmp_rect));
count = 2;
ID3D11DeviceContext1_RSGetScissorRects(context, &count, tmp_rect);
@@ -7261,15 +7239,13 @@ static void test_device_context_state(void)
tmp_sob = (ID3D11Buffer *)0xdeadbeef;
ID3D11DeviceContext1_SOGetTargets(context, 1, &tmp_sob);
- todo_wine ok(!tmp_sob, "Got unexpected stream output buffer %p.\n", tmp_sob);
- if (tmp_sob) ID3D11Buffer_Release(tmp_sob);
+ ok(!tmp_sob, "Got unexpected stream output buffer %p.\n", tmp_sob);
tmp_pred = (ID3D11Predicate *)0xdeadbeef;
pred_value = 0xdeadbeef;
ID3D11DeviceContext1_GetPredication(context, &tmp_pred, &pred_value);
- todo_wine ok(!tmp_pred, "Got unexpected predicate %p.\n", tmp_pred);
- if (tmp_pred) ID3D11Predicate_Release(tmp_pred);
- todo_wine ok(!pred_value, "Got unexpected predicate value %d.\n", pred_value);
+ ok(!tmp_pred, "Got unexpected predicate %p.\n", tmp_pred);
+ ok(!pred_value, "Got unexpected predicate value %d.\n", pred_value);
/* updating the device context should also update the device context state */
hr = ID3D11Device1_CreateVertexShader(device, simple_vs, sizeof(simple_vs), NULL, &vs2);
@@ -7277,14 +7253,13 @@ static void test_device_context_state(void)
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");
+ ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
+ 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);
+ ok(tmp_vs == vs2, "Got shader %p, expected %p.\n", tmp_vs, vs2);
+ refcount = ID3D11VertexShader_Release(tmp_vs);
+ 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);
@@ -7305,17 +7280,16 @@ static void test_device_context_state(void)
/* 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);
+ ok(tmp_vs == vs2, "Got shader %p, expected %p.\n", tmp_vs, vs2);
+ refcount = ID3D11VertexShader_Release(tmp_vs);
+ 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");
+ ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
+ ok(context_state2 == context_state, "Got unexpected state pointer.\n");
/* swapping the default state on context2 effectively clears the vertex shader */
tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
@@ -7333,19 +7307,17 @@ static void test_device_context_state(void)
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);
+ ok(tmp_vs == vs, "Got shader %p, expected %p.\n", tmp_vs, vs);
+ refcount = ID3D11VertexShader_Release(tmp_vs);
+ 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);
+ ok(tmp_vs == vs, "Got shader %p, expected %p.\n", tmp_vs, vs);
+ refcount = ID3D11VertexShader_Release(tmp_vs);
+ 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);
@@ -7362,10 +7334,10 @@ static void test_device_context_state(void)
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);
+ 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");
+ 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);
--
2.20.1
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