[PATCH 6/7] d3d10/effect: Handle NULL initializer for SamplerState.Texture field.

Matteo Bruni matteo.mystral at gmail.com
Tue Oct 5 03:20:41 CDT 2021


On Mon, Oct 4, 2021 at 1:49 PM Nikolay Sivov <nsivov at codeweavers.com> wrote:
>
> Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
> ---
>  dlls/d3d10/effect.c       | 90 ++++++++++++++++++++-------------------
>  dlls/d3d10/tests/effect.c | 72 ++++++++++++++++---------------
>  2 files changed, 84 insertions(+), 78 deletions(-)
>
> diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
> index e1b004a82e4..9eead8d5179 100644
> --- a/dlls/d3d10/effect.c
> +++ b/dlls/d3d10/effect.c
> @@ -176,49 +176,50 @@ struct d3d10_effect_state_property_info
>
>  static const struct d3d10_effect_state_property_info property_info[] =
>  {
> -    {0x0c, "RasterizerState.FillMode",                    D3D10_SVT_INT,   1, 1, D3D10_C_RASTERIZER,   FIELD_OFFSET(D3D10_RASTERIZER_DESC, FillMode)                       },
> -    {0x0d, "RasterizerState.CullMode",                    D3D10_SVT_INT,   1, 1, D3D10_C_RASTERIZER,   FIELD_OFFSET(D3D10_RASTERIZER_DESC, CullMode)                       },
> -    {0x0e, "RasterizerState.FrontCounterClockwise",       D3D10_SVT_BOOL,  1, 1, D3D10_C_RASTERIZER,   FIELD_OFFSET(D3D10_RASTERIZER_DESC, FrontCounterClockwise)          },
> -    {0x0f, "RasterizerState.DepthBias",                   D3D10_SVT_INT,   1, 1, D3D10_C_RASTERIZER,   FIELD_OFFSET(D3D10_RASTERIZER_DESC, DepthBias)                      },
> -    {0x10, "RasterizerState.DepthBiasClamp",              D3D10_SVT_FLOAT, 1, 1, D3D10_C_RASTERIZER,   FIELD_OFFSET(D3D10_RASTERIZER_DESC, DepthBiasClamp)                 },
> -    {0x11, "RasterizerState.SlopeScaledDepthBias",        D3D10_SVT_FLOAT, 1, 1, D3D10_C_RASTERIZER,   FIELD_OFFSET(D3D10_RASTERIZER_DESC, SlopeScaledDepthBias)           },
> -    {0x12, "RasterizerState.DepthClipEnable",             D3D10_SVT_BOOL,  1, 1, D3D10_C_RASTERIZER,   FIELD_OFFSET(D3D10_RASTERIZER_DESC, DepthClipEnable)                },
> -    {0x13, "RasterizerState.ScissorEnable",               D3D10_SVT_BOOL,  1, 1, D3D10_C_RASTERIZER,   FIELD_OFFSET(D3D10_RASTERIZER_DESC, ScissorEnable)                  },
> -    {0x14, "RasterizerState.MultisampleEnable",           D3D10_SVT_BOOL,  1, 1, D3D10_C_RASTERIZER,   FIELD_OFFSET(D3D10_RASTERIZER_DESC, MultisampleEnable)              },
> -    {0x15, "RasterizerState.AntialiasedLineEnable",       D3D10_SVT_BOOL,  1, 1, D3D10_C_RASTERIZER,   FIELD_OFFSET(D3D10_RASTERIZER_DESC, AntialiasedLineEnable)          },
> -    {0x16, "DepthStencilState.DepthEnable",               D3D10_SVT_BOOL,  1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, DepthEnable)                 },
> -    {0x17, "DepthStencilState.DepthWriteMask",            D3D10_SVT_INT,   1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, DepthWriteMask)              },
> -    {0x18, "DepthStencilState.DepthFunc",                 D3D10_SVT_INT,   1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, DepthFunc)                   },
> -    {0x19, "DepthStencilState.StencilEnable",             D3D10_SVT_BOOL,  1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, StencilEnable)               },
> -    {0x1a, "DepthStencilState.StencilReadMask",           D3D10_SVT_UINT8, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, StencilReadMask)             },
> -    {0x1b, "DepthStencilState.StencilWriteMask",          D3D10_SVT_UINT8, 1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, StencilWriteMask)            },
> -    {0x1c, "DepthStencilState.FrontFaceStencilFail",      D3D10_SVT_INT,   1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilFailOp)     },
> -    {0x1d, "DepthStencilState.FrontFaceStencilDepthFail", D3D10_SVT_INT,   1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilDepthFailOp)},
> -    {0x1e, "DepthStencilState.FrontFaceStencilPass",      D3D10_SVT_INT,   1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilPassOp)     },
> -    {0x1f, "DepthStencilState.FrontFaceStencilFunc",      D3D10_SVT_INT,   1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilFunc)       },
> -    {0x20, "DepthStencilState.BackFaceStencilFail",       D3D10_SVT_INT,   1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilFailOp)      },
> -    {0x21, "DepthStencilState.BackFaceStencilDepthFail",  D3D10_SVT_INT,   1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilDepthFailOp) },
> -    {0x22, "DepthStencilState.BackFaceStencilPass",       D3D10_SVT_INT,   1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilPassOp)      },
> -    {0x23, "DepthStencilState.BackFaceStencilFunc",       D3D10_SVT_INT,   1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilFunc)        },
> -    {0x24, "BlendState.AlphaToCoverageEnable",            D3D10_SVT_BOOL,  1, 1, D3D10_C_BLEND,        FIELD_OFFSET(D3D10_BLEND_DESC,         AlphaToCoverageEnable)       },
> -    {0x25, "BlendState.BlendEnable",                      D3D10_SVT_BOOL,  1, 8, D3D10_C_BLEND,        FIELD_OFFSET(D3D10_BLEND_DESC,         BlendEnable)                 },
> -    {0x26, "BlendState.SrcBlend",                         D3D10_SVT_INT,   1, 1, D3D10_C_BLEND,        FIELD_OFFSET(D3D10_BLEND_DESC,         SrcBlend)                    },
> -    {0x27, "BlendState.DestBlend",                        D3D10_SVT_INT,   1, 1, D3D10_C_BLEND,        FIELD_OFFSET(D3D10_BLEND_DESC,         DestBlend)                   },
> -    {0x28, "BlendState.BlendOp",                          D3D10_SVT_INT,   1, 1, D3D10_C_BLEND,        FIELD_OFFSET(D3D10_BLEND_DESC,         BlendOp)                     },
> -    {0x29, "BlendState.SrcBlendAlpha",                    D3D10_SVT_INT,   1, 1, D3D10_C_BLEND,        FIELD_OFFSET(D3D10_BLEND_DESC,         SrcBlendAlpha)               },
> -    {0x2a, "BlendState.DestBlendAlpha",                   D3D10_SVT_INT,   1, 1, D3D10_C_BLEND,        FIELD_OFFSET(D3D10_BLEND_DESC,         DestBlendAlpha)              },
> -    {0x2b, "BlendState.BlendOpAlpha",                     D3D10_SVT_INT,   1, 1, D3D10_C_BLEND,        FIELD_OFFSET(D3D10_BLEND_DESC,         BlendOpAlpha)                },
> -    {0x2c, "BlendState.RenderTargetWriteMask",            D3D10_SVT_UINT8, 1, 8, D3D10_C_BLEND,        FIELD_OFFSET(D3D10_BLEND_DESC,         RenderTargetWriteMask)       },
> -    {0x2d, "SamplerState.Filter",                         D3D10_SVT_INT,   1, 1, D3D10_C_SAMPLER,      FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.Filter)         },
> -    {0x2e, "SamplerState.AddressU",                       D3D10_SVT_INT,   1, 1, D3D10_C_SAMPLER,      FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.AddressU)       },
> -    {0x2f, "SamplerState.AddressV",                       D3D10_SVT_INT,   1, 1, D3D10_C_SAMPLER,      FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.AddressV)       },
> -    {0x30, "SamplerState.AddressW",                       D3D10_SVT_INT,   1, 1, D3D10_C_SAMPLER,      FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.AddressW)       },
> -    {0x31, "SamplerState.MipLODBias",                     D3D10_SVT_FLOAT, 1, 1, D3D10_C_SAMPLER,      FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.MipLODBias)     },
> -    {0x32, "SamplerState.MaxAnisotropy",                  D3D10_SVT_UINT,  1, 1, D3D10_C_SAMPLER,      FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.MaxAnisotropy)  },
> -    {0x33, "SamplerState.ComparisonFunc",                 D3D10_SVT_INT,   1, 1, D3D10_C_SAMPLER,      FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.ComparisonFunc) },
> -    {0x34, "SamplerState.BorderColor",                    D3D10_SVT_FLOAT, 4, 1, D3D10_C_SAMPLER,      FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.BorderColor)    },
> -    {0x35, "SamplerState.MinLOD",                         D3D10_SVT_FLOAT, 1, 1, D3D10_C_SAMPLER,      FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.MinLOD)         },
> -    {0x36, "SamplerState.MaxLOD",                         D3D10_SVT_FLOAT, 1, 1, D3D10_C_SAMPLER,      FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.MaxLOD)         },
> +    {0x0c, "RasterizerState.FillMode",                    D3D10_SVT_INT,     1, 1, D3D10_C_RASTERIZER,   FIELD_OFFSET(D3D10_RASTERIZER_DESC, FillMode)                       },
> +    {0x0d, "RasterizerState.CullMode",                    D3D10_SVT_INT,     1, 1, D3D10_C_RASTERIZER,   FIELD_OFFSET(D3D10_RASTERIZER_DESC, CullMode)                       },
> +    {0x0e, "RasterizerState.FrontCounterClockwise",       D3D10_SVT_BOOL,    1, 1, D3D10_C_RASTERIZER,   FIELD_OFFSET(D3D10_RASTERIZER_DESC, FrontCounterClockwise)          },
> +    {0x0f, "RasterizerState.DepthBias",                   D3D10_SVT_INT,     1, 1, D3D10_C_RASTERIZER,   FIELD_OFFSET(D3D10_RASTERIZER_DESC, DepthBias)                      },
> +    {0x10, "RasterizerState.DepthBiasClamp",              D3D10_SVT_FLOAT,   1, 1, D3D10_C_RASTERIZER,   FIELD_OFFSET(D3D10_RASTERIZER_DESC, DepthBiasClamp)                 },
> +    {0x11, "RasterizerState.SlopeScaledDepthBias",        D3D10_SVT_FLOAT,   1, 1, D3D10_C_RASTERIZER,   FIELD_OFFSET(D3D10_RASTERIZER_DESC, SlopeScaledDepthBias)           },
> +    {0x12, "RasterizerState.DepthClipEnable",             D3D10_SVT_BOOL,    1, 1, D3D10_C_RASTERIZER,   FIELD_OFFSET(D3D10_RASTERIZER_DESC, DepthClipEnable)                },
> +    {0x13, "RasterizerState.ScissorEnable",               D3D10_SVT_BOOL,    1, 1, D3D10_C_RASTERIZER,   FIELD_OFFSET(D3D10_RASTERIZER_DESC, ScissorEnable)                  },
> +    {0x14, "RasterizerState.MultisampleEnable",           D3D10_SVT_BOOL,    1, 1, D3D10_C_RASTERIZER,   FIELD_OFFSET(D3D10_RASTERIZER_DESC, MultisampleEnable)              },
> +    {0x15, "RasterizerState.AntialiasedLineEnable",       D3D10_SVT_BOOL,    1, 1, D3D10_C_RASTERIZER,   FIELD_OFFSET(D3D10_RASTERIZER_DESC, AntialiasedLineEnable)          },
> +    {0x16, "DepthStencilState.DepthEnable",               D3D10_SVT_BOOL,    1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, DepthEnable)                 },
> +    {0x17, "DepthStencilState.DepthWriteMask",            D3D10_SVT_INT,     1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, DepthWriteMask)              },
> +    {0x18, "DepthStencilState.DepthFunc",                 D3D10_SVT_INT,     1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, DepthFunc)                   },
> +    {0x19, "DepthStencilState.StencilEnable",             D3D10_SVT_BOOL,    1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, StencilEnable)               },
> +    {0x1a, "DepthStencilState.StencilReadMask",           D3D10_SVT_UINT8,   1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, StencilReadMask)             },
> +    {0x1b, "DepthStencilState.StencilWriteMask",          D3D10_SVT_UINT8,   1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, StencilWriteMask)            },
> +    {0x1c, "DepthStencilState.FrontFaceStencilFail",      D3D10_SVT_INT,     1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilFailOp)     },
> +    {0x1d, "DepthStencilState.FrontFaceStencilDepthFail", D3D10_SVT_INT,     1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilDepthFailOp)},
> +    {0x1e, "DepthStencilState.FrontFaceStencilPass",      D3D10_SVT_INT,     1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilPassOp)     },
> +    {0x1f, "DepthStencilState.FrontFaceStencilFunc",      D3D10_SVT_INT,     1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, FrontFace.StencilFunc)       },
> +    {0x20, "DepthStencilState.BackFaceStencilFail",       D3D10_SVT_INT,     1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilFailOp)      },
> +    {0x21, "DepthStencilState.BackFaceStencilDepthFail",  D3D10_SVT_INT,     1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilDepthFailOp) },
> +    {0x22, "DepthStencilState.BackFaceStencilPass",       D3D10_SVT_INT,     1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilPassOp)      },
> +    {0x23, "DepthStencilState.BackFaceStencilFunc",       D3D10_SVT_INT,     1, 1, D3D10_C_DEPTHSTENCIL, FIELD_OFFSET(D3D10_DEPTH_STENCIL_DESC, BackFace.StencilFunc)        },
> +    {0x24, "BlendState.AlphaToCoverageEnable",            D3D10_SVT_BOOL,    1, 1, D3D10_C_BLEND,        FIELD_OFFSET(D3D10_BLEND_DESC,         AlphaToCoverageEnable)       },
> +    {0x25, "BlendState.BlendEnable",                      D3D10_SVT_BOOL,    1, 8, D3D10_C_BLEND,        FIELD_OFFSET(D3D10_BLEND_DESC,         BlendEnable)                 },
> +    {0x26, "BlendState.SrcBlend",                         D3D10_SVT_INT,     1, 1, D3D10_C_BLEND,        FIELD_OFFSET(D3D10_BLEND_DESC,         SrcBlend)                    },
> +    {0x27, "BlendState.DestBlend",                        D3D10_SVT_INT,     1, 1, D3D10_C_BLEND,        FIELD_OFFSET(D3D10_BLEND_DESC,         DestBlend)                   },
> +    {0x28, "BlendState.BlendOp",                          D3D10_SVT_INT,     1, 1, D3D10_C_BLEND,        FIELD_OFFSET(D3D10_BLEND_DESC,         BlendOp)                     },
> +    {0x29, "BlendState.SrcBlendAlpha",                    D3D10_SVT_INT,     1, 1, D3D10_C_BLEND,        FIELD_OFFSET(D3D10_BLEND_DESC,         SrcBlendAlpha)               },
> +    {0x2a, "BlendState.DestBlendAlpha",                   D3D10_SVT_INT,     1, 1, D3D10_C_BLEND,        FIELD_OFFSET(D3D10_BLEND_DESC,         DestBlendAlpha)              },
> +    {0x2b, "BlendState.BlendOpAlpha",                     D3D10_SVT_INT,     1, 1, D3D10_C_BLEND,        FIELD_OFFSET(D3D10_BLEND_DESC,         BlendOpAlpha)                },
> +    {0x2c, "BlendState.RenderTargetWriteMask",            D3D10_SVT_UINT8,   1, 8, D3D10_C_BLEND,        FIELD_OFFSET(D3D10_BLEND_DESC,         RenderTargetWriteMask)       },
> +    {0x2d, "SamplerState.Filter",                         D3D10_SVT_INT,     1, 1, D3D10_C_SAMPLER,      FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.Filter)         },
> +    {0x2e, "SamplerState.AddressU",                       D3D10_SVT_INT,     1, 1, D3D10_C_SAMPLER,      FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.AddressU)       },
> +    {0x2f, "SamplerState.AddressV",                       D3D10_SVT_INT,     1, 1, D3D10_C_SAMPLER,      FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.AddressV)       },
> +    {0x30, "SamplerState.AddressW",                       D3D10_SVT_INT,     1, 1, D3D10_C_SAMPLER,      FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.AddressW)       },
> +    {0x31, "SamplerState.MipLODBias",                     D3D10_SVT_FLOAT,   1, 1, D3D10_C_SAMPLER,      FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.MipLODBias)     },
> +    {0x32, "SamplerState.MaxAnisotropy",                  D3D10_SVT_UINT,    1, 1, D3D10_C_SAMPLER,      FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.MaxAnisotropy)  },
> +    {0x33, "SamplerState.ComparisonFunc",                 D3D10_SVT_INT,     1, 1, D3D10_C_SAMPLER,      FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.ComparisonFunc) },
> +    {0x34, "SamplerState.BorderColor",                    D3D10_SVT_FLOAT,   4, 1, D3D10_C_SAMPLER,      FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.BorderColor)    },
> +    {0x35, "SamplerState.MinLOD",                         D3D10_SVT_FLOAT,   1, 1, D3D10_C_SAMPLER,      FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.MinLOD)         },
> +    {0x36, "SamplerState.MaxLOD",                         D3D10_SVT_FLOAT,   1, 1, D3D10_C_SAMPLER,      FIELD_OFFSET(struct d3d10_effect_sampler_desc, desc.MaxLOD)         },
> +    {0x37, "SamplerState.Texture",                        D3D10_SVT_TEXTURE, 1, 1, D3D10_C_SAMPLER,      FIELD_OFFSET(struct d3d10_effect_sampler_desc, texture)             },
>  };
>
>  static const D3D10_RASTERIZER_DESC default_rasterizer_desc =
> @@ -1657,6 +1658,9 @@ static BOOL read_value_list(const char *data, size_t data_size, DWORD offset,
>                      return FALSE;
>                  break;
>
> +            case D3D10_SVT_TEXTURE:
> +                break;
> +
>              default:
>                  FIXME("Unhandled out_type %#x.\n", out_type);
>                  return FALSE;

At least for the test below, NULL texture is encoded as D3D10_SVT_INT
0. What happens for a non-NULL texture?


> diff --git a/dlls/d3d10/tests/effect.c b/dlls/d3d10/tests/effect.c
> index 2cef4d425f3..3561e99f338 100644
> --- a/dlls/d3d10/tests/effect.c
> +++ b/dlls/d3d10/tests/effect.c
> @@ -4075,6 +4075,7 @@ SamplerState sampler0
>      BorderColor = float4(1.0, 2.0, 3.0, 4.0);   /* 0x34 */
>      MinLOD = 6u;                                /* 0x35 */
>      MaxLOD = 5u;                                /* 0x36 */
> +    Texture = NULL;                             /* 0x37 */
>  };
>
>  technique10 tech0
> @@ -4089,9 +4090,9 @@ technique10 tech0
>  #endif
>  static DWORD fx_test_state_groups[] =
>  {
> -    0x43425844, 0xacdae4ef, 0x5046a276, 0xda953136, 0x0b78e818, 0x00000001, 0x00000773, 0x00000001,
> -    0x00000024, 0x30315846, 0x00000747, 0xfeff1001, 0x00000000, 0x00000000, 0x00000004, 0x00000000,
> -    0x00000000, 0x00000000, 0x00000001, 0x00000353, 0x00000000, 0x00000000, 0x00000001, 0x00000001,
> +    0x43425844, 0xf231bc81, 0x3edcd6f4, 0x932fe6e0, 0x86fbdec1, 0x00000001, 0x0000078f, 0x00000001,
> +    0x00000024, 0x30315846, 0x00000763, 0xfeff1001, 0x00000000, 0x00000000, 0x00000004, 0x00000000,
> +    0x00000000, 0x00000000, 0x00000001, 0x0000035f, 0x00000000, 0x00000000, 0x00000001, 0x00000001,
>      0x00000001, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x74736152,
>      0x7a697265, 0x74537265, 0x00657461, 0x00000004, 0x00000002, 0x00000000, 0x00000000, 0x00000000,
>      0x00000000, 0x00000004, 0x74736172, 0x6174735f, 0x01006574, 0x02000000, 0x02000000, 0x01000000,
> @@ -4117,38 +4118,39 @@ static DWORD fx_test_state_groups[] =
>      0x01000000, 0x02000000, 0xff000000, 0x01ffffff, 0x03000000, 0x04000000, 0x01000000, 0x02000000,
>      0x08000000, 0x04000000, 0x01000000, 0x00000000, 0x013f8000, 0x00000000, 0x01400000, 0x00000000,
>      0x01404000, 0x00000000, 0x01408000, 0x03000000, 0x06000000, 0x01000000, 0x03000000, 0x05000000,
> -    0x74000000, 0x30686365, 0x73617000, 0x04003073, 0x01000000, 0x00000000, 0x013f0000, 0x9a000000,
> -    0x013f1999, 0x33000000, 0x013f3333, 0xcd000000, 0x013f4ccc, 0x03000000, 0xff000000, 0x010000ff,
> -    0x01000000, 0x00000000, 0x303f8000, 0x14000000, 0x00000000, 0xff000000, 0x0affffff, 0x0c000000,
> -    0x00000000, 0x01000000, 0x3b000000, 0x0d000000, 0x00000000, 0x01000000, 0x47000000, 0x0e000000,
> -    0x00000000, 0x01000000, 0x53000000, 0x0f000000, 0x00000000, 0x01000000, 0x5f000000, 0x10000000,
> -    0x00000000, 0x01000000, 0x6b000000, 0x11000000, 0x00000000, 0x01000000, 0x77000000, 0x12000000,
> -    0x00000000, 0x01000000, 0x83000000, 0x13000000, 0x00000000, 0x01000000, 0x8f000000, 0x14000000,
> -    0x00000000, 0x01000000, 0x9b000000, 0x15000000, 0x00000000, 0x01000000, 0xa7000000, 0x00000000,
> -    0xe1000000, 0xc5000000, 0x00000000, 0xff000000, 0x0effffff, 0x16000000, 0x00000000, 0x01000000,
> -    0xea000000, 0x17000000, 0x00000000, 0x01000000, 0xf6000000, 0x18000000, 0x00000000, 0x01000000,
> -    0x02000000, 0x19000001, 0x00000000, 0x01000000, 0x0e000000, 0x1a000001, 0x00000000, 0x01000000,
> -    0x1a000000, 0x1b000001, 0x00000000, 0x01000000, 0x26000000, 0x1c000001, 0x00000000, 0x01000000,
> -    0x32000000, 0x1d000001, 0x00000000, 0x01000000, 0x3e000000, 0x1e000001, 0x00000000, 0x01000000,
> -    0x4a000000, 0x1f000001, 0x00000000, 0x01000000, 0x56000000, 0x20000001, 0x00000000, 0x01000000,
> -    0x62000000, 0x21000001, 0x00000000, 0x01000000, 0x6e000000, 0x22000001, 0x00000000, 0x01000000,
> -    0x7a000000, 0x23000001, 0x00000000, 0x01000000, 0x86000000, 0x00000001, 0xb9000000, 0x9d000001,
> -    0x00000001, 0xff000000, 0x0bffffff, 0x24000000, 0x00000000, 0x01000000, 0xc5000000, 0x25000001,
> -    0x00000000, 0x01000000, 0xd1000000, 0x25000001, 0x07000000, 0x01000000, 0xdd000000, 0x26000001,
> -    0x00000000, 0x01000000, 0xe9000000, 0x27000001, 0x00000000, 0x01000000, 0xf5000000, 0x28000001,
> -    0x00000000, 0x01000000, 0x01000000, 0x29000002, 0x00000000, 0x01000000, 0x0d000000, 0x2a000002,
> -    0x00000000, 0x01000000, 0x19000000, 0x2b000002, 0x00000000, 0x01000000, 0x25000000, 0x2c000002,
> -    0x00000000, 0x01000000, 0x31000000, 0x2c000002, 0x07000000, 0x01000000, 0x3d000000, 0x00000002,
> -    0x72000000, 0x56000002, 0x00000002, 0xff000000, 0x0affffff, 0x2d000000, 0x00000000, 0x01000000,
> -    0x7b000000, 0x2e000002, 0x00000000, 0x01000000, 0x87000000, 0x2f000002, 0x00000000, 0x01000000,
> -    0x93000000, 0x30000002, 0x00000000, 0x01000000, 0x9f000000, 0x31000002, 0x00000000, 0x01000000,
> -    0xab000000, 0x32000002, 0x00000000, 0x01000000, 0xb7000000, 0x33000002, 0x00000000, 0x01000000,
> -    0xc3000000, 0x34000002, 0x00000000, 0x01000000, 0xcf000000, 0x35000002, 0x00000000, 0x01000000,
> -    0xf3000000, 0x36000002, 0x00000000, 0x01000000, 0xff000000, 0x00000002, 0x0b000000, 0x01000003,
> -    0x00000000, 0x11000000, 0x06000003, 0x00000000, 0x0a000000, 0x00000000, 0x01000000, 0x17000000,
> -    0x0b000003, 0x00000000, 0x01000000, 0x3b000000, 0x02000003, 0x00000000, 0x02000000, 0xb9000000,
> -    0x09000001, 0x00000000, 0x01000000, 0x47000000, 0x01000003, 0x00000000, 0x02000000, 0xe1000000,
> -    0x00000000, 0x00000000, 0x02000000, 0x30000000, 0x00000000,
> +    0x01000000, 0x02000000, 0x00000000, 0x74000000, 0x30686365, 0x73617000, 0x04003073, 0x01000000,
> +    0x00000000, 0x013f0000, 0x9a000000, 0x013f1999, 0x33000000, 0x013f3333, 0xcd000000, 0x013f4ccc,
> +    0x03000000, 0xff000000, 0x010000ff, 0x01000000, 0x00000000, 0x303f8000, 0x14000000, 0x00000000,
> +    0xff000000, 0x0affffff, 0x0c000000, 0x00000000, 0x01000000, 0x3b000000, 0x0d000000, 0x00000000,
> +    0x01000000, 0x47000000, 0x0e000000, 0x00000000, 0x01000000, 0x53000000, 0x0f000000, 0x00000000,
> +    0x01000000, 0x5f000000, 0x10000000, 0x00000000, 0x01000000, 0x6b000000, 0x11000000, 0x00000000,
> +    0x01000000, 0x77000000, 0x12000000, 0x00000000, 0x01000000, 0x83000000, 0x13000000, 0x00000000,
> +    0x01000000, 0x8f000000, 0x14000000, 0x00000000, 0x01000000, 0x9b000000, 0x15000000, 0x00000000,
> +    0x01000000, 0xa7000000, 0x00000000, 0xe1000000, 0xc5000000, 0x00000000, 0xff000000, 0x0effffff,
> +    0x16000000, 0x00000000, 0x01000000, 0xea000000, 0x17000000, 0x00000000, 0x01000000, 0xf6000000,
> +    0x18000000, 0x00000000, 0x01000000, 0x02000000, 0x19000001, 0x00000000, 0x01000000, 0x0e000000,
> +    0x1a000001, 0x00000000, 0x01000000, 0x1a000000, 0x1b000001, 0x00000000, 0x01000000, 0x26000000,
> +    0x1c000001, 0x00000000, 0x01000000, 0x32000000, 0x1d000001, 0x00000000, 0x01000000, 0x3e000000,
> +    0x1e000001, 0x00000000, 0x01000000, 0x4a000000, 0x1f000001, 0x00000000, 0x01000000, 0x56000000,
> +    0x20000001, 0x00000000, 0x01000000, 0x62000000, 0x21000001, 0x00000000, 0x01000000, 0x6e000000,
> +    0x22000001, 0x00000000, 0x01000000, 0x7a000000, 0x23000001, 0x00000000, 0x01000000, 0x86000000,
> +    0x00000001, 0xb9000000, 0x9d000001, 0x00000001, 0xff000000, 0x0bffffff, 0x24000000, 0x00000000,
> +    0x01000000, 0xc5000000, 0x25000001, 0x00000000, 0x01000000, 0xd1000000, 0x25000001, 0x07000000,
> +    0x01000000, 0xdd000000, 0x26000001, 0x00000000, 0x01000000, 0xe9000000, 0x27000001, 0x00000000,
> +    0x01000000, 0xf5000000, 0x28000001, 0x00000000, 0x01000000, 0x01000000, 0x29000002, 0x00000000,
> +    0x01000000, 0x0d000000, 0x2a000002, 0x00000000, 0x01000000, 0x19000000, 0x2b000002, 0x00000000,
> +    0x01000000, 0x25000000, 0x2c000002, 0x00000000, 0x01000000, 0x31000000, 0x2c000002, 0x07000000,
> +    0x01000000, 0x3d000000, 0x00000002, 0x72000000, 0x56000002, 0x00000002, 0xff000000, 0x0bffffff,
> +    0x2d000000, 0x00000000, 0x01000000, 0x7b000000, 0x2e000002, 0x00000000, 0x01000000, 0x87000000,
> +    0x2f000002, 0x00000000, 0x01000000, 0x93000000, 0x30000002, 0x00000000, 0x01000000, 0x9f000000,
> +    0x31000002, 0x00000000, 0x01000000, 0xab000000, 0x32000002, 0x00000000, 0x01000000, 0xb7000000,
> +    0x33000002, 0x00000000, 0x01000000, 0xc3000000, 0x34000002, 0x00000000, 0x01000000, 0xcf000000,
> +    0x35000002, 0x00000000, 0x01000000, 0xf3000000, 0x36000002, 0x00000000, 0x01000000, 0xff000000,
> +    0x37000002, 0x00000000, 0x01000000, 0x0b000000, 0x00000003, 0x17000000, 0x01000003, 0x00000000,
> +    0x1d000000, 0x06000003, 0x00000000, 0x0a000000, 0x00000000, 0x01000000, 0x23000000, 0x0b000003,
> +    0x00000000, 0x01000000, 0x47000000, 0x02000003, 0x00000000, 0x02000000, 0xb9000000, 0x09000001,
> +    0x00000000, 0x01000000, 0x53000000, 0x01000003, 0x00000000, 0x02000000, 0xe1000000, 0x00000000,
> +    0x00000000, 0x02000000, 0x30000000, 0x00000000,
>  };
>
>  static void test_effect_state_groups(void)
> --
> 2.33.0



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