[PATCH v2 5/5] d3d11: Capture and restore pixel shader state.
Rémi Bernon
rbernon at codeweavers.com
Tue Jan 26 05:14:29 CST 2021
Signed-off-by: Rémi Bernon <rbernon at codeweavers.com>
---
I tried on Windows with --validate --warp, and this test passes, so I
don't think the enable_debug_layer check is required here.
dlls/d3d11/d3d11_private.h | 7 +++
dlls/d3d11/device.c | 21 +++++++
dlls/d3d11/tests/d3d11.c | 123 +++++++++++++++++++++++++------------
3 files changed, 112 insertions(+), 39 deletions(-)
diff --git a/dlls/d3d11/d3d11_private.h b/dlls/d3d11/d3d11_private.h
index d7fb7b8c3c1..7fef636b883 100644
--- a/dlls/d3d11/d3d11_private.h
+++ b/dlls/d3d11/d3d11_private.h
@@ -537,6 +537,13 @@ struct d3d_device_context_state
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;
ID3D11Device2 *device;
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index f1d0cc9d5a8..d24ec0ef0ba 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -85,20 +85,24 @@ static ULONG STDMETHODCALLTYPE d3d_device_context_state_Release(ID3DDeviceContex
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)
{
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]);
}
ID3D11Device2_Release(state->device);
heap_free(state);
@@ -170,6 +174,7 @@ static void d3d_device_context_state_init(struct d3d_device_context_state *state
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;
state->device = &device->ID3D11Device2_iface;
@@ -2715,6 +2720,14 @@ static void d3d11_immediate_context_capture_state(ID3D11DeviceContext1 *iface, s
d3d11_immediate_context_GSGetConstantBuffers(iface, 0,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, state->gs.cbs);
+ 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);
+
wined3d_mutex_unlock();
}
@@ -2738,6 +2751,14 @@ static void d3d11_immediate_context_restore_state(ID3D11DeviceContext1 *iface, s
d3d11_immediate_context_GSSetConstantBuffers(iface, 0,
D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, state->gs.cbs);
+ 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);
+
wined3d_mutex_unlock();
}
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index aa4b54ba9d5..7220be73ac7 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -6656,6 +6656,22 @@ static void test_device_context_state(void)
0x00000000, 0x01000013, 0x05000036, 0x00102032, 0x00000000, 0x00100086, 0x00000000, 0x06000036,
0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000, 0x01000013, 0x0100003e,
};
+#if 0
+ float4 main(float4 color : COLOR) : SV_TARGET
+ {
+ return color;
+ }
+#endif
+ static const DWORD simple_ps[] =
+ {
+ 0x43425844, 0x08c2b568, 0x17d33120, 0xb7d82948, 0x13a570fb, 0x00000001, 0x000000d0, 0x00000003,
+ 0x0000002c, 0x0000005c, 0x00000090, 0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x4f4c4f43, 0xabab0052, 0x4e47534f,
+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+ 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040, 0x0000000e,
+ 0x03001062, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x001020f2,
+ 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
+ };
ID3DDeviceContextState *context_state, *previous_context_state;
ID3D11SamplerState *sampler, *tmp_sampler;
@@ -6667,6 +6683,7 @@ static void test_device_context_state(void)
D3D_FEATURE_LEVEL feature_level;
ID3D11GeometryShader *tmp_gs, *gs;
ID3D11VertexShader *tmp_vs, *vs;
+ ID3D11PixelShader *tmp_ps, *ps;
ID3D11Device *d3d11_device;
ID3D11Device1 *device;
struct vec4 constant;
@@ -6711,12 +6728,6 @@ static void test_device_context_state(void)
hr = ID3D11Device1_CreateSamplerState(device, &sampler_desc, &sampler);
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
- ID3D11DeviceContext1_PSSetSamplers(context, 0, 1, &sampler);
- tmp_sampler = NULL;
- ID3D11DeviceContext1_PSGetSamplers(context, 0, 1, &tmp_sampler);
- ok(tmp_sampler == sampler, "Got sampler %p, expected %p.\n", tmp_sampler, sampler);
- ID3D11SamplerState_Release(tmp_sampler);
-
ID3D11DeviceContext1_CSSetSamplers(context, 0, 1, &sampler);
tmp_sampler = NULL;
ID3D11DeviceContext1_CSGetSamplers(context, 0, 1, &tmp_sampler);
@@ -6765,12 +6776,6 @@ static void test_device_context_state(void)
ok(tmp_cb == cb, "Got buffer %p, expected %p.\n", tmp_cb, cb);
ID3D11Buffer_Release(tmp_cb);
- ID3D11DeviceContext1_PSSetConstantBuffers(context, 0, 1, &cb);
- tmp_cb = NULL;
- ID3D11DeviceContext1_PSGetConstantBuffers(context, 0, 1, &tmp_cb);
- ok(tmp_cb == cb, "Got buffer %p, expected %p.\n", tmp_cb, cb);
- ID3D11Buffer_Release(tmp_cb);
-
ID3D11DeviceContext1_DSSetConstantBuffers(context, 0, 1, &cb);
tmp_cb = NULL;
ID3D11DeviceContext1_DSGetConstantBuffers(context, 0, 1, &tmp_cb);
@@ -6789,6 +6794,9 @@ static void test_device_context_state(void)
hr = ID3D11Device1_CreateGeometryShader(device, simple_gs, sizeof(simple_gs), NULL, &gs);
ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#x.\n", hr);
+ hr = ID3D11Device1_CreatePixelShader(device, simple_ps, sizeof(simple_ps), NULL, &ps);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+
srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
srv_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
U(srv_desc).Buffer.ElementOffset = 0;
@@ -6807,6 +6815,11 @@ static void test_device_context_state(void)
ID3D11DeviceContext1_GSSetShader(context, gs, NULL, 0);
ID3D11DeviceContext1_GSSetShaderResources(context, 0, 1, &srv);
+ ID3D11DeviceContext1_PSSetConstantBuffers(context, 0, 1, &cb);
+ ID3D11DeviceContext1_PSSetSamplers(context, 0, 1, &sampler);
+ ID3D11DeviceContext1_PSSetShader(context, ps, NULL, 0);
+ ID3D11DeviceContext1_PSSetShaderResources(context, 0, 1, &srv);
+
previous_context_state = NULL;
ID3D11DeviceContext1_SwapDeviceContextState(context, context_state, &previous_context_state);
refcount = ID3DDeviceContextState_Release(context_state);
@@ -6842,6 +6855,19 @@ static void test_device_context_state(void)
ID3D11DeviceContext1_GSGetShaderResources(context, 0, 1, &tmp_srv);
ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv);
+ tmp_cb = (ID3D11Buffer *)0xdeadbeef;
+ ID3D11DeviceContext1_PSGetConstantBuffers(context, 0, 1, &tmp_cb);
+ ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb);
+ tmp_sampler = (ID3D11SamplerState *)0xdeadbeef;
+ ID3D11DeviceContext1_PSGetSamplers(context, 0, 1, &tmp_sampler);
+ ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler);
+ tmp_ps = (ID3D11PixelShader *)0xdeadbeef;
+ ID3D11DeviceContext1_PSGetShader(context, &tmp_ps, NULL, NULL);
+ ok(!tmp_ps, "Got unexpected shader %p.\n", tmp_ps);
+ tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef;
+ 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);
@@ -6858,6 +6884,14 @@ static void test_device_context_state(void)
ID3D11DeviceContext1_VSGetConstantBuffers(context, 0, 1, &tmp_cb);
ok(tmp_cb == cb, "Got buffer %p, expected %p.\n", tmp_cb, cb);
ID3D11Buffer_Release(tmp_cb);
+ tmp_ps = (ID3D11PixelShader *)0xdeadbeef;
+ ID3D11DeviceContext1_PSGetShader(context, &tmp_ps, NULL, NULL);
+ ok(tmp_ps == ps, "Got shader %p, expected %p.\n", tmp_ps, ps);
+ ID3D11PixelShader_Release(tmp_ps);
+ tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef;
+ ID3D11DeviceContext1_PSGetShaderResources(context, 0, 1, &tmp_srv);
+ ok(tmp_srv == srv, "Got srv %p, expected %p.\n", tmp_srv, srv);
+ ID3D11ShaderResourceView_Release(tmp_srv);
tmp_sampler = (ID3D11SamplerState *)0xdeadbeef;
ID3D11DeviceContext1_GSGetSamplers(context, 0, 1, &tmp_sampler);
@@ -6940,15 +6974,6 @@ static void test_device_context_state(void)
context_type = ID3D11DeviceContext1_GetType(context);
ok(context_type == D3D11_DEVICE_CONTEXT_IMMEDIATE, "Unexpected context type %u.\n", context_type);
- ID3D11DeviceContext1_PSSetSamplers(context, 0, 1, &sampler);
- tmp_sampler = (ID3D11SamplerState *)0xdeadbeef;
- ID3D11DeviceContext1_PSGetSamplers(context, 0, 1, &tmp_sampler);
- todo_wine ok(tmp_sampler == (ID3D11SamplerState *)0xdeadbeef, "Got unexpected sampler %p.\n", tmp_sampler);
- if (tmp_sampler && tmp_sampler != (ID3D11SamplerState *)0xdeadbeef)
- ID3D11SamplerState_Release(tmp_sampler);
- if (!enable_debug_layer)
- ID3D11DeviceContext1_PSSetSamplers(context, 0, 1, &tmp_sampler);
-
ID3D11DeviceContext1_CSSetSamplers(context, 0, 1, &sampler);
tmp_sampler = (ID3D11SamplerState *)0xdeadbeef;
ID3D11DeviceContext1_CSGetSamplers(context, 0, 1, &tmp_sampler);
@@ -7011,13 +7036,30 @@ static void test_device_context_state(void)
todo_wine ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv);
if (tmp_srv && tmp_srv != (ID3D11ShaderResourceView *)0xdeadbeef) ID3D11ShaderResourceView_Release(tmp_srv);
+ ID3D11DeviceContext1_PSSetConstantBuffers(context, 0, 1, &cb);
+ ID3D11DeviceContext1_PSSetSamplers(context, 0, 1, &sampler);
+ ID3D11DeviceContext1_PSSetShader(context, ps, NULL, 0);
+ ID3D11DeviceContext1_PSSetShaderResources(context, 0, 1, &srv);
+
tmp_cb = (ID3D11Buffer *)0xdeadbeef;
- ID3D11DeviceContext1_CSGetConstantBuffers(context, 0, 1, &tmp_cb);
+ ID3D11DeviceContext1_PSGetConstantBuffers(context, 0, 1, &tmp_cb);
todo_wine ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb);
- if (tmp_cb) ID3D11Buffer_Release(tmp_cb);
+ if (tmp_cb && tmp_cb != (ID3D11Buffer *)0xdeadbeef) ID3D11Buffer_Release(tmp_cb);
+ tmp_sampler = (ID3D11SamplerState *)0xdeadbeef;
+ ID3D11DeviceContext1_PSGetSamplers(context, 0, 1, &tmp_sampler);
+ todo_wine ok(tmp_sampler == (ID3D11SamplerState *)0xdeadbeef, "Got unexpected sampler %p.\n", tmp_sampler);
+ if (tmp_sampler && tmp_sampler != (ID3D11SamplerState *)0xdeadbeef) ID3D11SamplerState_Release(tmp_sampler);
+ tmp_ps = (ID3D11PixelShader *)0xdeadbeef;
+ ID3D11DeviceContext1_PSGetShader(context, &tmp_ps, NULL, NULL);
+ todo_wine ok(!tmp_ps, "Got unexpected shader %p.\n", tmp_ps);
+ if (tmp_ps && tmp_ps != (ID3D11PixelShader *)0xdeadbeef) ID3D11PixelShader_Release(tmp_ps);
+ tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef;
+ ID3D11DeviceContext1_PSGetShaderResources(context, 0, 1, &tmp_srv);
+ todo_wine ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv);
+ if (tmp_srv && tmp_srv != (ID3D11ShaderResourceView *)0xdeadbeef) ID3D11ShaderResourceView_Release(tmp_srv);
tmp_cb = (ID3D11Buffer *)0xdeadbeef;
- ID3D11DeviceContext1_PSGetConstantBuffers(context, 0, 1, &tmp_cb);
+ 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);
@@ -7042,21 +7084,6 @@ static void test_device_context_state(void)
ok(!refcount, "Got refcount %u, expected 0.\n", refcount);
/* ID3DDeviceContextState retains the previous state. */
- tmp_sampler = NULL;
- ID3D11DeviceContext1_PSGetSamplers(context, 0, 1, &tmp_sampler);
- ok(tmp_sampler == sampler, "Got sampler %p, expected %p.\n", tmp_sampler, sampler);
- ID3D11SamplerState_Release(tmp_sampler);
-
- tmp_sampler = NULL;
- ID3D11DeviceContext1_PSSetSamplers(context, 0, 1, &tmp_sampler);
- tmp_sampler = (ID3D11SamplerState *)0xdeadbeef;
- ID3D11DeviceContext1_PSGetSamplers(context, 0, 1, &tmp_sampler);
- ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler);
- ID3D11DeviceContext1_PSSetSamplers(context, 0, 1, &sampler);
- tmp_sampler = NULL;
- ID3D11DeviceContext1_PSGetSamplers(context, 0, 1, &tmp_sampler);
- ok(tmp_sampler == sampler, "Got sampler %p, expected %p.\n", tmp_sampler, sampler);
- ID3D11SamplerState_Release(tmp_sampler);
tmp_sampler = (ID3D11SamplerState *)0xdeadbeef;
ID3D11DeviceContext1_VSGetSamplers(context, 0, 1, &tmp_sampler);
@@ -7092,9 +7119,27 @@ static void test_device_context_state(void)
ok(tmp_srv == srv, "Got srv %p, expected %p.\n", tmp_srv, srv);
ID3D11ShaderResourceView_Release(tmp_srv);
+ tmp_sampler = (ID3D11SamplerState *)0xdeadbeef;
+ ID3D11DeviceContext1_PSGetSamplers(context, 0, 1, &tmp_sampler);
+ ok(tmp_sampler == sampler, "Got sampler %p, expected %p.\n", tmp_sampler, sampler);
+ ID3D11SamplerState_Release(tmp_sampler);
+ tmp_cb = (ID3D11Buffer *)0xdeadbeef;
+ ID3D11DeviceContext1_PSGetConstantBuffers(context, 0, 1, &tmp_cb);
+ ok(tmp_cb == cb, "Got buffer %p, expected %p.\n", tmp_cb, cb);
+ ID3D11Buffer_Release(tmp_cb);
+ tmp_ps = (ID3D11PixelShader *)0xdeadbeef;
+ ID3D11DeviceContext1_PSGetShader(context, &tmp_ps, NULL, NULL);
+ ok(tmp_ps == ps, "Got shader %p, expected %p.\n", tmp_ps, ps);
+ ID3D11PixelShader_Release(tmp_ps);
+ tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef;
+ ID3D11DeviceContext1_PSGetShaderResources(context, 0, 1, &tmp_srv);
+ ok(tmp_srv == srv, "Got srv %p, expected %p.\n", tmp_srv, srv);
+ ID3D11ShaderResourceView_Release(tmp_srv);
+
check_interface(device, &IID_ID3D10Device, TRUE, FALSE);
check_interface(device, &IID_ID3D10Device1, TRUE, FALSE);
+ ID3D11PixelShader_Release(ps);
ID3D11GeometryShader_Release(gs);
ID3D11VertexShader_Release(vs);
ID3D11Buffer_Release(cb);
--
2.30.0
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