[PATCH] d3d11/tests: Disable cross-device ContextState tests.
Stefan Dösinger
stefan at codeweavers.com
Mon Jan 17 14:22:00 CST 2022
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=51103
Signed-off-by: Stefan Dösinger <stefan at codeweavers.com>
---
dlls/d3d11/tests/d3d11.c | 151 +++++++++++++++++++++------------------
1 file changed, 83 insertions(+), 68 deletions(-)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 55a245c744c..d3bf7fefcf2 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -7396,74 +7396,88 @@ static void test_device_context_state(void)
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);
- ok(!!d3d11_device2, "Failed to create device.\n");
- hr = ID3D11Device_QueryInterface(d3d11_device2, &IID_ID3D11Device1, (void **)&device2);
- ok(SUCCEEDED(hr), "Failed to query device interface, hr %#x.\n", hr);
- ID3D11Device_Release(d3d11_device2);
- ID3D11Device1_GetImmediateContext1(device2, &context2);
- ok(!!context2, "Failed to get immediate context.\n");
-
- /* but they track a distinct state on each context */
- ID3D11DeviceContext1_SwapDeviceContextState(context2, context_state, &tmp_context_state);
- ok(!!tmp_context_state, "Failed to get context state.\n");
- tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
- ID3D11DeviceContext1_VSGetShader(context2, &tmp_vs, NULL, NULL);
- ok(!tmp_vs, "Got unexpected shader %p.\n", tmp_vs);
-
- /* 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);
- 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);
- 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;
- ID3D11DeviceContext1_VSGetShader(context2, &tmp_vs, NULL, NULL);
- ok(!tmp_vs, "Got unexpected shader %p.\n", tmp_vs);
-
- ID3D11DeviceContext1_SwapDeviceContextState(context2, context_state, &tmp_context_state);
- ok(!!tmp_context_state, "Failed to get context state.\n");
- refcount = ID3DDeviceContextState_Release(tmp_context_state);
- ok(refcount == 0, "Got refcount %u, expected 1.\n", refcount);
-
- /* clearing the vertex shader on context doesn't have side effect on context2 */
- ID3D11DeviceContext1_VSSetShader(context, NULL, NULL, 0);
- refcount = ID3D11VertexShader_Release(vs2);
- ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount);
- tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
- ID3D11DeviceContext1_VSGetShader(context2, &tmp_vs, NULL, NULL);
- 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);
- 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);
- tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
- ID3D11DeviceContext1_VSGetShader(context, &tmp_vs, NULL, NULL);
- ok(!tmp_vs, "Got unexpected shader %p.\n", tmp_vs);
-
- refcount = ID3D11DeviceContext1_Release(context2);
- ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount);
- refcount = ID3D11Device1_Release(device2);
- ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount);
+ /* context states may be used with other devices instances too
+ *
+ * Or at least, no error is returned right away. Using objects like shaders
+ * from other device instances causes a segfault later on Nvidia Windows
+ * drivers. This suggests the feature tested below is more a bug than a
+ * feature.
+ *
+ * The tests below suggest that a ContextState object stores its own state
+ * for every device it is used with. This isn't entirely true, e.g. the
+ * primitive topology can be transfered between devices, but will cause odd
+ * refcounting behavior afterwards (IAGetPrimitiveTopology will leak 54
+ * references on the context's device for example). */
+ if (0)
+ {
+ d3d11_device2 = create_device(NULL);
+ ok(!!d3d11_device2, "Failed to create device.\n");
+ hr = ID3D11Device_QueryInterface(d3d11_device2, &IID_ID3D11Device1, (void **)&device2);
+ ok(SUCCEEDED(hr), "Failed to query device interface, hr %#x.\n", hr);
+ ID3D11Device_Release(d3d11_device2);
+ ID3D11Device1_GetImmediateContext1(device2, &context2);
+ ok(!!context2, "Failed to get immediate context.\n");
+
+ /* but they track a distinct state on each context */
+ ID3D11DeviceContext1_SwapDeviceContextState(context2, context_state, &tmp_context_state);
+ ok(!!tmp_context_state, "Failed to get context state.\n");
+ tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
+ ID3D11DeviceContext1_VSGetShader(context2, &tmp_vs, NULL, NULL);
+ ok(!tmp_vs, "Got unexpected shader %p.\n", tmp_vs);
+
+ /* 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);
+ 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);
+ 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;
+ ID3D11DeviceContext1_VSGetShader(context2, &tmp_vs, NULL, NULL);
+ ok(!tmp_vs, "Got unexpected shader %p.\n", tmp_vs);
+
+ ID3D11DeviceContext1_SwapDeviceContextState(context2, context_state, &tmp_context_state);
+ ok(!!tmp_context_state, "Failed to get context state.\n");
+ refcount = ID3DDeviceContextState_Release(tmp_context_state);
+ ok(refcount == 0, "Got refcount %u, expected 1.\n", refcount);
+
+ /* clearing the vertex shader on context doesn't have side effect on context2 */
+ ID3D11DeviceContext1_VSSetShader(context, NULL, NULL, 0);
+ refcount = get_refcount(vs2);
+ ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
+ tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
+ ID3D11DeviceContext1_VSGetShader(context2, &tmp_vs, NULL, NULL);
+ 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);
+ 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);
+ tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
+ ID3D11DeviceContext1_VSGetShader(context, &tmp_vs, NULL, NULL);
+ ok(!tmp_vs, "Got unexpected shader %p.\n", tmp_vs);
+
+ refcount = ID3D11DeviceContext1_Release(context2);
+ ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount);
+ refcount = ID3D11Device1_Release(device2);
+ ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount);
+ }
ID3D11DeviceContext1_SwapDeviceContextState(context, previous_context_state, &tmp_context_state);
refcount = ID3DDeviceContextState_Release(previous_context_state);
@@ -8132,6 +8146,7 @@ static void test_device_context_state(void)
if (hs) ID3D11HullShader_Release(hs);
ID3D11PixelShader_Release(ps);
ID3D11GeometryShader_Release(gs);
+ ID3D11VertexShader_Release(vs2);
ID3D11VertexShader_Release(vs);
ID3D11Buffer_Release(cb);
ID3D11ShaderResourceView_Release(srv);
--
2.24.3 (Apple Git-128)
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