Re: [PATCH] d3dx9/test: Add TextureShader GetConstantBuffer tests
2016-08-17 8:53 GMT+02:00 Alistair Leslie-Hughes <leslie_alistair(a)hotmail.com>:
+ hr = D3DXCreateTextureShader(texture_noise, &shader); + ok(hr == S_OK, "got %08x\n", hr); + if(hr == S_OK) + { + ID3DXBuffer *buffer = NULL; + + hr = shader->lpVtbl->GetConstantBuffer(shader, &buffer); + todo_wine ok(hr == S_OK, "got %08x\n", hr); + if(hr == S_OK) + { + int size = ID3DXBuffer_GetBufferSize(buffer); + ok(size == 16, "GetBufferSize failed, got %u\n", size);
Do you know what the returned buffer is supposed to be? Dumping the contents seems to suggest arbitrary (but not random) stack data.
Hi Matteo, On 22/08/16 19:32, Matteo Bruni wrote:
2016-08-17 8:53 GMT+02:00 Alistair Leslie-Hughes <leslie_alistair(a)hotmail.com>:
+ hr = D3DXCreateTextureShader(texture_noise, &shader); + ok(hr == S_OK, "got %08x\n", hr); + if(hr == S_OK) + { + ID3DXBuffer *buffer = NULL; + + hr = shader->lpVtbl->GetConstantBuffer(shader, &buffer); + todo_wine ok(hr == S_OK, "got %08x\n", hr); + if(hr == S_OK) + { + int size = ID3DXBuffer_GetBufferSize(buffer); + ok(size == 16, "GetBufferSize failed, got %u\n", size);
Do you know what the returned buffer is supposed to be? Dumping the contents seems to suggest arbitrary (but not random) stack data.
Yes, I did think about this going this but the values appeared to be different between windows version. See this test run for details. http://testbot.winehq.org/JobDetails.pl?Key=25134 Best Regards Alistair Leslie-Hughes
participants (2)
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Alistair Leslie-Hughes -
Matteo Bruni