[PATCH v2 4/6] d3d11: Pass the requested feature levels to dxgi.

Matteo Bruni mbruni at codeweavers.com
Wed Mar 9 16:19:22 CST 2016


Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
Now that we respect the requested feature level the d3d11 test starts
failing (because we require SM4+ for the x_4_0_level_9_x shaders).
Adding todo_wine as necessary.

v2: Set the default feature levels in D3D11CreateDevice() if none are
specified by the caller.

 dlls/d3d11/d3d11_main.c  | 19 +++++++++++++++----
 dlls/d3d11/tests/d3d11.c | 20 ++++++++++++++------
 2 files changed, 29 insertions(+), 10 deletions(-)

diff --git a/dlls/d3d11/d3d11_main.c b/dlls/d3d11/d3d11_main.c
index e3ef209..ebd4808 100644
--- a/dlls/d3d11/d3d11_main.c
+++ b/dlls/d3d11/d3d11_main.c
@@ -132,7 +132,6 @@ HRESULT WINAPI D3D11CoreRegisterLayers(void)
 HRESULT WINAPI D3D11CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapter, UINT flags,
         const D3D_FEATURE_LEVEL *feature_levels, UINT levels, ID3D11Device **device)
 {
-    static const D3D_FEATURE_LEVEL level = D3D_FEATURE_LEVEL_10_0;
     IUnknown *dxgi_device;
     HMODULE d3d11;
     HRESULT hr;
@@ -140,10 +139,8 @@ HRESULT WINAPI D3D11CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapte
     TRACE("factory %p, adapter %p, flags %#x, feature_levels %p, levels %u, device %p.\n",
             factory, adapter, flags, feature_levels, levels, device);
 
-    FIXME("Ignoring feature levels.\n");
-
     d3d11 = GetModuleHandleA("d3d11.dll");
-    hr = DXGID3D10CreateDevice(d3d11, factory, adapter, flags, &level, 1, (void **)&dxgi_device);
+    hr = DXGID3D10CreateDevice(d3d11, factory, adapter, flags, feature_levels, levels, (void **)&dxgi_device);
     if (FAILED(hr))
     {
         WARN("Failed to create device, returning %#x.\n", hr);
@@ -165,6 +162,15 @@ HRESULT WINAPI D3D11CreateDevice(IDXGIAdapter *adapter, D3D_DRIVER_TYPE driver_t
         const D3D_FEATURE_LEVEL *feature_levels, UINT levels, UINT sdk_version, ID3D11Device **device_out,
         D3D_FEATURE_LEVEL *obtained_feature_level, ID3D11DeviceContext **immediate_context)
 {
+    static const D3D_FEATURE_LEVEL default_feature_levels[] =
+    {
+        D3D_FEATURE_LEVEL_11_0,
+        D3D_FEATURE_LEVEL_10_1,
+        D3D_FEATURE_LEVEL_10_0,
+        D3D_FEATURE_LEVEL_9_3,
+        D3D_FEATURE_LEVEL_9_2,
+        D3D_FEATURE_LEVEL_9_1,
+    };
     IDXGIFactory *factory;
     ID3D11Device *device;
     HRESULT hr;
@@ -262,6 +268,11 @@ HRESULT WINAPI D3D11CreateDevice(IDXGIAdapter *adapter, D3D_DRIVER_TYPE driver_t
         }
     }
 
+    if (!feature_levels)
+    {
+        feature_levels = default_feature_levels;
+        levels = sizeof(default_feature_levels) / sizeof(default_feature_levels[0]);
+    }
     hr = D3D11CoreCreateDevice(factory, adapter, flags, feature_levels, levels, &device);
     IDXGIAdapter_Release(adapter);
     IDXGIFactory_Release(factory);
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 9d6add5..f0ae840 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -1977,6 +1977,8 @@ static void test_create_shader(void)
     for (i = 0; i < sizeof(d3d11_feature_levels) / sizeof(*d3d11_feature_levels); ++i)
     {
         D3D_FEATURE_LEVEL feature_level = d3d11_feature_levels[i];
+        BOOL todo = feature_level <= D3D_FEATURE_LEVEL_9_3;
+
         if (!(device = create_device(&feature_level)))
         {
             skip("Failed to create device for feature level %#x.\n", feature_level);
@@ -1985,16 +1987,22 @@ static void test_create_shader(void)
 
         /* level_9 shaders */
         hr = ID3D11Device_CreatePixelShader(device, ps_4_0_level_9_0, sizeof(ps_4_0_level_9_0), NULL, &ps);
-        ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_0 shader, hr %#x, feature level %#x.\n", hr, feature_level);
-        ID3D11PixelShader_Release(ps);
+        todo_wine_if(todo)
+            ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_0 shader, hr %#x, feature level %#x.\n", hr, feature_level);
+        if (SUCCEEDED(hr))
+            ID3D11PixelShader_Release(ps);
 
         hr = ID3D11Device_CreatePixelShader(device, ps_4_0_level_9_1, sizeof(ps_4_0_level_9_1), NULL, &ps);
-        ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_1 shader, hr %#x, feature level %#x.\n", hr, feature_level);
-        ID3D11PixelShader_Release(ps);
+        todo_wine_if(todo)
+            ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_1 shader, hr %#x, feature level %#x.\n", hr, feature_level);
+        if (SUCCEEDED(hr))
+            ID3D11PixelShader_Release(ps);
 
         hr = ID3D11Device_CreatePixelShader(device, ps_4_0_level_9_3, sizeof(ps_4_0_level_9_3), NULL, &ps);
-        ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_3 shader, hr %#x, feature level %#x.\n", hr, feature_level);
-        ID3D11PixelShader_Release(ps);
+        todo_wine_if(todo)
+            ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_3 shader, hr %#x, feature level %#x.\n", hr, feature_level);
+        if (SUCCEEDED(hr))
+            ID3D11PixelShader_Release(ps);
 
         /* vertex shader */
         hr = ID3D11Device_CreateVertexShader(device, vs_2_0, sizeof(vs_2_0), NULL, &vs);
-- 
2.4.10




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