[PATCH 09/10] d3d10/effect: Use correct vertex shader element when returning input signature.
Matteo Bruni
matteo.mystral at gmail.com
Fri Oct 15 04:50:51 CDT 2021
On Thu, Oct 14, 2021 at 8:42 AM Nikolay Sivov <nsivov at codeweavers.com> wrote:
>
> Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
> ---
> dlls/d3d10/effect.c | 12 +++++++-----
> dlls/d3d10/tests/effect.c | 7 +++++++
> 2 files changed, 14 insertions(+), 5 deletions(-)
> @@ -3611,6 +3612,12 @@ if (0)
> ok(typedesc.UnpackedSize == 0x0, "UnpackedSize is %#x, expected 0x0\n", typedesc.UnpackedSize);
> ok(typedesc.Stride == 0x0, "Stride is %#x, expected 0x0\n", typedesc.Stride);
>
> + /* Get input signature from vertex shader set from array element. */
> + hr = p->lpVtbl->GetDesc(p, &pass_desc);
> + ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
> + ok(!!pass_desc.pIAInputSignature, "Expected input signature.\n");
> + ok(pass_desc.IAInputSignatureSize == 88, "Unexpected input signature size.\n");
It would be nice to extend this test to make sure that the correct
array element was returned (probably by using reflection).
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