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Józef Kucia : d3d11: Forward d3d10_device_OMSetDepthStencilState() to d3d11_immediate_context_OMSetDepthStencilState().
by Alexandre Julliard
16 Mar '16
16 Mar '16
Module: wine Branch: master Commit: 36c8209a58393ebcaa29fa013df1d2e9e1eb0934 URL:
http://source.winehq.org/git/wine.git/?a=commit;h=36c8209a58393ebcaa29fa013…
Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Wed Mar 16 10:02:39 2016 +0100 d3d11: Forward d3d10_device_OMSetDepthStencilState() to d3d11_immediate_context_OMSetDepthStencilState(). Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/d3d11/device.c | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index ef4a7f4..a454261 100644 --- a/dlls/d3d11/device.c +++ b/dlls/d3d11/device.c @@ -3219,12 +3219,14 @@ static void STDMETHODCALLTYPE d3d10_device_OMSetDepthStencilState(ID3D10Device1 ID3D10DepthStencilState *depth_stencil_state, UINT stencil_ref) { struct d3d_device *device = impl_from_ID3D10Device(iface); + struct d3d_depthstencil_state *ds_state_object; TRACE("iface %p, depth_stencil_state %p, stencil_ref %u.\n", iface, depth_stencil_state, stencil_ref); - device->depth_stencil_state = unsafe_impl_from_ID3D10DepthStencilState(depth_stencil_state); - device->stencil_ref = stencil_ref; + ds_state_object = unsafe_impl_from_ID3D10DepthStencilState(depth_stencil_state); + d3d11_immediate_context_OMSetDepthStencilState(&device->immediate_context.ID3D11DeviceContext_iface, + ds_state_object ? &ds_state_object->ID3D11DepthStencilState_iface : NULL, stencil_ref); } static void STDMETHODCALLTYPE d3d10_device_SOSetTargets(ID3D10Device1 *iface,
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Józef Kucia : d3d11: Implement d3d11_immediate_context_OMSetDepthStencilState().
by Alexandre Julliard
16 Mar '16
16 Mar '16
Module: wine Branch: master Commit: 46ba44dcb1985def29ffaf4eb0a4a36b9840f467 URL:
http://source.winehq.org/git/wine.git/?a=commit;h=46ba44dcb1985def29ffaf4eb…
Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Wed Mar 16 10:02:38 2016 +0100 d3d11: Implement d3d11_immediate_context_OMSetDepthStencilState(). Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/d3d11/d3d11_private.h | 2 ++ dlls/d3d11/device.c | 50 +++++++++++++++++++++++++++++++++++++++++++++- dlls/d3d11/state.c | 9 +++++++++ 3 files changed, 60 insertions(+), 1 deletion(-) diff --git a/dlls/d3d11/d3d11_private.h b/dlls/d3d11/d3d11_private.h index a83a754..0d2a162 100644 --- a/dlls/d3d11/d3d11_private.h +++ b/dlls/d3d11/d3d11_private.h @@ -319,6 +319,8 @@ struct d3d_depthstencil_state HRESULT d3d_depthstencil_state_init(struct d3d_depthstencil_state *state, struct d3d_device *device, const D3D11_DEPTH_STENCIL_DESC *desc) DECLSPEC_HIDDEN; +struct d3d_depthstencil_state *unsafe_impl_from_ID3D11DepthStencilState( + ID3D11DepthStencilState *iface) DECLSPEC_HIDDEN; struct d3d_depthstencil_state *unsafe_impl_from_ID3D10DepthStencilState( ID3D10DepthStencilState *iface) DECLSPEC_HIDDEN; diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index 8e29303..ef4a7f4 100644 --- a/dlls/d3d11/device.c +++ b/dlls/d3d11/device.c @@ -670,7 +670,55 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetBlendState(ID3D11Devi static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3D11DeviceContext *iface, ID3D11DepthStencilState *depth_stencil_state, UINT stencil_ref) { - FIXME("iface %p, depth_stencil_state %p, stencil_ref %u stub!\n", iface, depth_stencil_state, stencil_ref); + struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface); + const D3D11_DEPTH_STENCILOP_DESC *stencil_desc; + const D3D11_DEPTH_STENCIL_DESC *desc; + + TRACE("iface %p, depth_stencil_state %p, stencil_ref %u.\n", + iface, depth_stencil_state, stencil_ref); + + wined3d_mutex_lock(); + device->stencil_ref = stencil_ref; + if (!(device->depth_stencil_state = unsafe_impl_from_ID3D11DepthStencilState(depth_stencil_state))) + { + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ZENABLE, TRUE); + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ZWRITEENABLE, D3D11_DEPTH_WRITE_MASK_ALL); + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ZFUNC, D3D11_COMPARISON_LESS); + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILENABLE, FALSE); + wined3d_mutex_unlock(); + return; + } + + desc = &device->depth_stencil_state->desc; + + if (desc->FrontFace.StencilFailOp != desc->BackFace.StencilFailOp + || desc->FrontFace.StencilDepthFailOp != desc->BackFace.StencilDepthFailOp + || desc->FrontFace.StencilPassOp != desc->BackFace.StencilPassOp + || desc->FrontFace.StencilFunc != desc->BackFace.StencilFunc) + FIXME("Two-sided stencil testing not supported.\n"); + + stencil_desc = &desc->FrontFace; + + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ZENABLE, desc->DepthEnable); + if (desc->DepthEnable) + { + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ZWRITEENABLE, desc->DepthWriteMask); + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ZFUNC, desc->DepthFunc); + } + + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILENABLE, desc->StencilEnable); + if (desc->StencilEnable) + { + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILMASK, desc->StencilReadMask); + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILWRITEMASK, desc->StencilWriteMask); + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILFAIL, stencil_desc->StencilFailOp); + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILZFAIL, + stencil_desc->StencilDepthFailOp); + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILPASS, stencil_desc->StencilPassOp); + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILFUNC, stencil_desc->StencilFunc); + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILREF, stencil_ref); + } + wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d11_immediate_context_SOSetTargets(ID3D11DeviceContext *iface, UINT buffer_count, diff --git a/dlls/d3d11/state.c b/dlls/d3d11/state.c index 2fc0297..665d142 100644 --- a/dlls/d3d11/state.c +++ b/dlls/d3d11/state.c @@ -597,6 +597,15 @@ HRESULT d3d_depthstencil_state_init(struct d3d_depthstencil_state *state, struct return S_OK; } +struct d3d_depthstencil_state *unsafe_impl_from_ID3D11DepthStencilState(ID3D11DepthStencilState *iface) +{ + if (!iface) + return NULL; + assert(iface->lpVtbl == &d3d11_depthstencil_state_vtbl); + + return impl_from_ID3D11DepthStencilState(iface); +} + struct d3d_depthstencil_state *unsafe_impl_from_ID3D10DepthStencilState(ID3D10DepthStencilState *iface) { if (!iface)
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Józef Kucia : d3d11/tests: Test values of unused fields in D3D11_DEPTH_STENCIL_DESC.
by Alexandre Julliard
16 Mar '16
16 Mar '16
Module: wine Branch: master Commit: bf88464c98bc30fa7635b7579ab700be3a541b00 URL:
http://source.winehq.org/git/wine.git/?a=commit;h=bf88464c98bc30fa7635b7579…
Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Wed Mar 16 10:02:37 2016 +0100 d3d11/tests: Test values of unused fields in D3D11_DEPTH_STENCIL_DESC. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/d3d11/tests/d3d11.c | 45 +++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 45 insertions(+) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 81cb87f..89f9c5b 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -2737,6 +2737,51 @@ static void test_create_depthstencil_state(void) refcount = ID3D11DepthStencilState_Release(ds_state1); ok(!refcount, "Got unexpected refcount %u.\n", refcount); + ds_desc.DepthEnable = FALSE; + ds_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; + ds_desc.DepthFunc = D3D11_COMPARISON_NEVER; + ds_desc.StencilEnable = FALSE; + ds_desc.StencilReadMask = 0; + ds_desc.StencilWriteMask = 0; + ds_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_ZERO; + ds_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_ZERO; + ds_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_ZERO; + ds_desc.FrontFace.StencilFunc = D3D11_COMPARISON_NEVER; + ds_desc.BackFace = ds_desc.FrontFace; + + hr = ID3D11Device_CreateDepthStencilState(device, &ds_desc, &ds_state1); + ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr); + + memset(&ds_desc, 0, sizeof(ds_desc)); + ID3D11DepthStencilState_GetDesc(ds_state1, &ds_desc); + ok(!ds_desc.DepthEnable, "Got unexpected depth enable %#x.\n", ds_desc.DepthEnable); + ok(ds_desc.DepthWriteMask == D3D11_DEPTH_WRITE_MASK_ALL, + "Got unexpected depth write mask %#x.\n", ds_desc.DepthWriteMask); + ok(ds_desc.DepthFunc == D3D11_COMPARISON_LESS, "Got unexpected depth func %#x.\n", ds_desc.DepthFunc); + ok(!ds_desc.StencilEnable, "Got unexpected stencil enable %#x.\n", ds_desc.StencilEnable); + ok(ds_desc.StencilReadMask == D3D11_DEFAULT_STENCIL_READ_MASK, + "Got unexpected stencil read mask %#x.\n", ds_desc.StencilReadMask); + ok(ds_desc.StencilWriteMask == D3D11_DEFAULT_STENCIL_WRITE_MASK, + "Got unexpected stencil write mask %#x.\n", ds_desc.StencilWriteMask); + ok(ds_desc.FrontFace.StencilDepthFailOp == D3D11_STENCIL_OP_KEEP, + "Got unexpected front face stencil depth fail op %#x.\n", ds_desc.FrontFace.StencilDepthFailOp); + ok(ds_desc.FrontFace.StencilPassOp == D3D11_STENCIL_OP_KEEP, + "Got unexpected front face stencil pass op %#x.\n", ds_desc.FrontFace.StencilPassOp); + ok(ds_desc.FrontFace.StencilFailOp == D3D11_STENCIL_OP_KEEP, + "Got unexpected front face stencil fail op %#x.\n", ds_desc.FrontFace.StencilFailOp); + ok(ds_desc.FrontFace.StencilFunc == D3D11_COMPARISON_ALWAYS, + "Got unexpected front face stencil func %#x.\n", ds_desc.FrontFace.StencilFunc); + ok(ds_desc.BackFace.StencilDepthFailOp == D3D11_STENCIL_OP_KEEP, + "Got unexpected back face stencil depth fail op %#x.\n", ds_desc.BackFace.StencilDepthFailOp); + ok(ds_desc.BackFace.StencilPassOp == D3D11_STENCIL_OP_KEEP, + "Got unexpected back face stencil pass op %#x.\n", ds_desc.BackFace.StencilPassOp); + ok(ds_desc.BackFace.StencilFailOp == D3D11_STENCIL_OP_KEEP, + "Got unexpected back face stencil fail op %#x.\n", ds_desc.BackFace.StencilFailOp); + ok(ds_desc.BackFace.StencilFunc == D3D11_COMPARISON_ALWAYS, + "Got unexpected back face stencil func %#x.\n", ds_desc.BackFace.StencilFunc); + + ID3D11DepthStencilState_Release(ds_state1); + refcount = ID3D11Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); }
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Józef Kucia : d3d10core/tests: Test values of unused fields in D3D10_DEPTH_STENCIL_DESC.
by Alexandre Julliard
16 Mar '16
16 Mar '16
Module: wine Branch: master Commit: 3939dae06d4edbf35bd206321523deea9d404188 URL:
http://source.winehq.org/git/wine.git/?a=commit;h=3939dae06d4edbf35bd206321…
Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Wed Mar 16 10:02:36 2016 +0100 d3d10core/tests: Test values of unused fields in D3D10_DEPTH_STENCIL_DESC. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/d3d10core/tests/device.c | 47 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 47 insertions(+) diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index f31d92a..b7ac197 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -2142,6 +2142,53 @@ static void test_create_depthstencil_state(void) refcount = ID3D10DepthStencilState_Release(ds_state1); ok(!refcount, "Got unexpected refcount %u.\n", refcount); + ds_desc.DepthEnable = FALSE; + ds_desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ZERO; + ds_desc.DepthFunc = D3D10_COMPARISON_NEVER; + ds_desc.StencilEnable = FALSE; + ds_desc.StencilReadMask = 0; + ds_desc.StencilWriteMask = 0; + ds_desc.FrontFace.StencilFailOp = D3D10_STENCIL_OP_ZERO; + ds_desc.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_ZERO; + ds_desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_ZERO; + ds_desc.FrontFace.StencilFunc = D3D10_COMPARISON_NEVER; + ds_desc.BackFace = ds_desc.FrontFace; + + hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state1); + ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr); + + memset(&ds_desc, 0, sizeof(ds_desc)); + ID3D10DepthStencilState_GetDesc(ds_state1, &ds_desc); + ok(!ds_desc.DepthEnable, "Got unexpected depth enable %#x.\n", ds_desc.DepthEnable); + ok(ds_desc.DepthWriteMask == D3D10_DEPTH_WRITE_MASK_ALL + || broken(ds_desc.DepthWriteMask == D3D10_DEPTH_WRITE_MASK_ZERO), + "Got unexpected depth write mask %#x.\n", ds_desc.DepthWriteMask); + ok(ds_desc.DepthFunc == D3D10_COMPARISON_LESS || broken(ds_desc.DepthFunc == D3D10_COMPARISON_NEVER), + "Got unexpected depth func %#x.\n", ds_desc.DepthFunc); + ok(!ds_desc.StencilEnable, "Got unexpected stencil enable %#x.\n", ds_desc.StencilEnable); + ok(ds_desc.StencilReadMask == D3D10_DEFAULT_STENCIL_READ_MASK, + "Got unexpected stencil read mask %#x.\n", ds_desc.StencilReadMask); + ok(ds_desc.StencilWriteMask == D3D10_DEFAULT_STENCIL_WRITE_MASK, + "Got unexpected stencil write mask %#x.\n", ds_desc.StencilWriteMask); + ok(ds_desc.FrontFace.StencilDepthFailOp == D3D10_STENCIL_OP_KEEP, + "Got unexpected front face stencil depth fail op %#x.\n", ds_desc.FrontFace.StencilDepthFailOp); + ok(ds_desc.FrontFace.StencilPassOp == D3D10_STENCIL_OP_KEEP, + "Got unexpected front face stencil pass op %#x.\n", ds_desc.FrontFace.StencilPassOp); + ok(ds_desc.FrontFace.StencilFailOp == D3D10_STENCIL_OP_KEEP, + "Got unexpected front face stencil fail op %#x.\n", ds_desc.FrontFace.StencilFailOp); + ok(ds_desc.FrontFace.StencilFunc == D3D10_COMPARISON_ALWAYS, + "Got unexpected front face stencil func %#x.\n", ds_desc.FrontFace.StencilFunc); + ok(ds_desc.BackFace.StencilDepthFailOp == D3D10_STENCIL_OP_KEEP, + "Got unexpected back face stencil depth fail op %#x.\n", ds_desc.BackFace.StencilDepthFailOp); + ok(ds_desc.BackFace.StencilPassOp == D3D10_STENCIL_OP_KEEP, + "Got unexpected back face stencil pass op %#x.\n", ds_desc.BackFace.StencilPassOp); + ok(ds_desc.BackFace.StencilFailOp == D3D10_STENCIL_OP_KEEP, + "Got unexpected back face stencil fail op %#x.\n", ds_desc.BackFace.StencilFailOp); + ok(ds_desc.BackFace.StencilFunc == D3D10_COMPARISON_ALWAYS, + "Got unexpected back face stencil func %#x.\n", ds_desc.BackFace.StencilFunc); + + ID3D10DepthStencilState_Release(ds_state1); + refcount = ID3D10Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); }
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Józef Kucia : d3d11: Fill unused fields in D3D11_DEPTH_STENCIL_DESC with default values.
by Alexandre Julliard
16 Mar '16
16 Mar '16
Module: wine Branch: master Commit: 6848a32c3d7c8669385089898b01ab914efd0864 URL:
http://source.winehq.org/git/wine.git/?a=commit;h=6848a32c3d7c8669385089898…
Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Wed Mar 16 10:02:35 2016 +0100 d3d11: Fill unused fields in D3D11_DEPTH_STENCIL_DESC with default values. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/d3d11/device.c | 36 ++++++++++++++++++++++++++++++------ 1 file changed, 30 insertions(+), 6 deletions(-) diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index 845a33e..8e29303 100644 --- a/dlls/d3d11/device.c +++ b/dlls/d3d11/device.c @@ -2233,13 +2233,37 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateDepthStencilState(ID3D11Devi * it as a key in the rbtree. */ memset(&tmp_desc, 0, sizeof(tmp_desc)); tmp_desc.DepthEnable = desc->DepthEnable; - tmp_desc.DepthWriteMask = desc->DepthWriteMask; - tmp_desc.DepthFunc = desc->DepthFunc; + if (desc->DepthEnable) + { + tmp_desc.DepthWriteMask = desc->DepthWriteMask; + tmp_desc.DepthFunc = desc->DepthFunc; + } + else + { + tmp_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; + tmp_desc.DepthFunc = D3D11_COMPARISON_LESS; + } tmp_desc.StencilEnable = desc->StencilEnable; - tmp_desc.StencilReadMask = desc->StencilReadMask; - tmp_desc.StencilWriteMask = desc->StencilWriteMask; - tmp_desc.FrontFace = desc->FrontFace; - tmp_desc.BackFace = desc->BackFace; + if (desc->StencilEnable) + { + tmp_desc.StencilReadMask = desc->StencilReadMask; + tmp_desc.StencilWriteMask = desc->StencilWriteMask; + tmp_desc.FrontFace = desc->FrontFace; + tmp_desc.BackFace = desc->BackFace; + } + else + { + tmp_desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; + tmp_desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; + tmp_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; + tmp_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; + tmp_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; + tmp_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; + tmp_desc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; + tmp_desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; + tmp_desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; + tmp_desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; + } wined3d_mutex_lock(); if ((entry = wine_rb_get(&device->depthstencil_states, &tmp_desc)))
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Sebastian Lackner : ieframe: Fix implementation of impl_from_ITargetFrame2.
by Alexandre Julliard
16 Mar '16
16 Mar '16
Module: wine Branch: master Commit: 68c36efd18a62f8759c4d086a99272ec8c9d0278 URL:
http://source.winehq.org/git/wine.git/?a=commit;h=68c36efd18a62f8759c4d086a…
Author: Sebastian Lackner <sebastian(a)fds-team.de> Date: Wed Mar 16 04:36:36 2016 +0100 ieframe: Fix implementation of impl_from_ITargetFrame2. Signed-off-by: Sebastian Lackner <sebastian(a)fds-team.de> Signed-off-by: Jacek Caban <jacek(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/ieframe/navigate.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dlls/ieframe/navigate.c b/dlls/ieframe/navigate.c index 1027313eb..88bc7e6 100644 --- a/dlls/ieframe/navigate.c +++ b/dlls/ieframe/navigate.c @@ -1243,7 +1243,7 @@ static const IHlinkFrameVtbl HlinkFrameVtbl = { static inline HlinkFrame *impl_from_ITargetFrame2(ITargetFrame2 *iface) { - return CONTAINING_RECORD(iface, HlinkFrame, IHlinkFrame_iface); + return CONTAINING_RECORD(iface, HlinkFrame, ITargetFrame2_iface); } static HRESULT WINAPI TargetFrame2_QueryInterface(ITargetFrame2 *iface, REFIID riid, void **ppv)
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Matteo Bruni : d3d11/tests: Test relative addressing in constant buffers.
by Alexandre Julliard
16 Mar '16
16 Mar '16
Module: wine Branch: master Commit: 3a8d3fb13cffb9815e826f9b9f123cc093d3924c URL:
http://source.winehq.org/git/wine.git/?a=commit;h=3a8d3fb13cffb9815e826f9b9…
Author: Matteo Bruni <mbruni(a)codeweavers.com> Date: Wed Mar 16 00:24:13 2016 +0100 d3d11/tests: Test relative addressing in constant buffers. Signed-off-by: Matteo Bruni <mbruni(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/d3d11/tests/d3d11.c | 199 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 199 insertions(+) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 4982ebc..81cb87f 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -5208,6 +5208,204 @@ static void test_clear_depth_stencil_view(void) ok(!refcount, "Device has %u references left.\n", refcount); } +static void test_cb_relative_addressing(void) +{ + struct d3d11_test_context test_context; + D3D11_SUBRESOURCE_DATA resource_data; + ID3D11Buffer *colors_cb, *index_cb; + unsigned int i, index[4] = {0}; + D3D11_BUFFER_DESC buffer_desc; + ID3D11DeviceContext *context; + ID3D11PixelShader *ps; + ID3D11Device *device; + DWORD color; + HRESULT hr; + + static const D3D11_INPUT_ELEMENT_DESC layout_desc[] = + { + {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, + }; + static const DWORD vs_code[] = + { +#if 0 +int color_index; + +cbuffer colors +{ + float4 colors[8]; +}; + +struct vs_in +{ + float4 position : POSITION; +}; + +struct vs_out +{ + float4 position : SV_POSITION; + float4 color : COLOR; +}; + +vs_out main(const vs_in v) +{ + vs_out o; + + o.position = v.position; + o.color = colors[color_index]; + + return o; +} +#endif + 0x43425844, 0xc2eb30bf, 0x2868c855, 0xaa34b609, 0x1f4957d4, 0x00000001, 0x00000164, 0x00000003, + 0x0000002c, 0x00000060, 0x000000b4, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00, + 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, + 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x58454853, 0x000000a8, 0x00010050, + 0x0000002a, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04000859, 0x00208e46, + 0x00000001, 0x00000008, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x02000068, 0x00000001, 0x05000036, 0x001020f2, + 0x00000000, 0x00101e46, 0x00000000, 0x06000036, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, + 0x00000000, 0x07000036, 0x001020f2, 0x00000001, 0x04208e46, 0x00000001, 0x0010000a, 0x00000000, + 0x0100003e, + }; + static const DWORD ps_code[] = + { +#if 0 +struct ps_in +{ + float4 position : SV_POSITION; + float4 color : COLOR; +}; + +float4 main(const ps_in v) : SV_TARGET +{ + return v.color; +} +#endif + 0x43425844, 0x1a6def50, 0x9c069300, 0x7cce68f0, 0x621239b9, 0x00000001, 0x000000f8, 0x00000003, + 0x0000002c, 0x00000080, 0x000000b4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x58454853, 0x0000003c, 0x00000050, + 0x0000000f, 0x0100086a, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, + 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e, + }; + static const struct + { + struct vec2 position; + } + quad[] = + { + {{-1.0f, -1.0f}}, + {{-1.0f, 1.0f}}, + {{ 1.0f, -1.0f}}, + {{ 1.0f, 1.0f}}, + }; + static const struct + { + float color[4]; + } + colors[10] = + { + {{0.0f, 0.0f, 0.0f, 1.0f}}, + {{0.0f, 0.0f, 1.0f, 0.0f}}, + {{0.0f, 0.0f, 1.0f, 1.0f}}, + {{0.0f, 1.0f, 0.0f, 0.0f}}, + {{0.0f, 1.0f, 0.0f, 1.0f}}, + {{0.0f, 1.0f, 1.0f, 0.0f}}, + {{0.0f, 1.0f, 1.0f, 1.0f}}, + {{1.0f, 0.0f, 0.0f, 0.0f}}, + {{1.0f, 0.0f, 0.0f, 1.0f}}, + {{1.0f, 0.0f, 1.0f, 0.0f}}, + }; + static const struct + { + unsigned int index; + DWORD expected; + } + test_data[] = + { + {0, 0xff000000}, + {1, 0x00ff0000}, + {2, 0xffff0000}, + {3, 0x0000ff00}, + {4, 0xff00ff00}, + {5, 0x00ffff00}, + {6, 0xffffff00}, + {7, 0x000000ff}, + + {8, 0xff0000ff}, + {9, 0x00ff00ff}, + }; + static const float white_color[] = {1.0f, 1.0f, 1.0f, 1.0f}; + static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0; + + if (!init_test_context(&test_context, &feature_level)) + return; + + device = test_context.device; + context = test_context.immediate_context; + + hr = ID3D11Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc), + vs_code, sizeof(vs_code), &test_context.input_layout); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + + buffer_desc.ByteWidth = sizeof(quad); + buffer_desc.Usage = D3D11_USAGE_DEFAULT; + buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + buffer_desc.CPUAccessFlags = 0; + buffer_desc.MiscFlags = 0; + buffer_desc.StructureByteStride = 0; + + resource_data.pSysMem = quad; + resource_data.SysMemPitch = 0; + resource_data.SysMemSlicePitch = 0; + + hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &test_context.vb); + ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); + + buffer_desc.ByteWidth = sizeof(colors); + buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + resource_data.pSysMem = &colors; + hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &colors_cb); + ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr); + + buffer_desc.ByteWidth = sizeof(index); + hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &index_cb); + ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr); + + hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &test_context.vs); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + + ID3D11DeviceContext_VSSetConstantBuffers(context, 0, 1, &index_cb); + ID3D11DeviceContext_VSSetConstantBuffers(context, 1, 1, &colors_cb); + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + + for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i) + { + ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white_color); + + index[0] = test_data[i].index; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)index_cb, 0, NULL, &index, 0, 0); + + draw_quad(&test_context); + + color = get_texture_color(test_context.backbuffer, 319, 239); + ok(compare_color(color, test_data[i].expected, 1), + "Got unexpected color 0x%08x for index %u.\n", color, test_data[i].index); + } + + ID3D11Buffer_Release(index_cb); + ID3D11Buffer_Release(colors_cb); + ID3D11PixelShader_Release(ps); + + release_test_context(&test_context); +} + START_TEST(d3d11) { test_create_device(); @@ -5242,4 +5440,5 @@ START_TEST(d3d11) test_multisample_init(); test_check_multisample_quality_levels(); test_clear_depth_stencil_view(); + test_cb_relative_addressing(); }
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Matteo Bruni : d3d11/tests: Add a feature_level parameter to init_test_context().
by Alexandre Julliard
16 Mar '16
16 Mar '16
Module: wine Branch: master Commit: dd72b43ae5db6d61f227ad38d9f595f7a3e131f9 URL:
http://source.winehq.org/git/wine.git/?a=commit;h=dd72b43ae5db6d61f227ad38d…
Author: Matteo Bruni <mbruni(a)codeweavers.com> Date: Wed Mar 16 00:24:12 2016 +0100 d3d11/tests: Add a feature_level parameter to init_test_context(). Signed-off-by: Matteo Bruni <mbruni(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/d3d11/tests/d3d11.c | 23 ++++++++++++----------- 1 file changed, 12 insertions(+), 11 deletions(-) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 636bec9..4982ebc 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -320,15 +320,16 @@ struct d3d11_test_context ID3D11Buffer *vb; }; -#define init_test_context(c) init_test_context_(__LINE__, c) -static BOOL init_test_context_(unsigned int line, struct d3d11_test_context *context) +#define init_test_context(c, l) init_test_context_(__LINE__, c, l) +static BOOL init_test_context_(unsigned int line, struct d3d11_test_context *context, + const D3D_FEATURE_LEVEL *feature_level) { D3D11_VIEWPORT vp; HRESULT hr; memset(context, 0, sizeof(*context)); - if (!(context->device = create_device(NULL))) + if (!(context->device = create_device(feature_level))) { skip_(__FILE__, line)("Failed to create device.\n"); return FALSE; @@ -3187,7 +3188,7 @@ static void test_blend(void) static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f}; static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f}; - if (!init_test_context(&test_context)) + if (!init_test_context(&test_context, NULL)) return; device = test_context.device; @@ -3756,7 +3757,7 @@ static void test_texture(void) {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 9.0f, level_2_colors}, }; - if (!init_test_context(&test_context)) + if (!init_test_context(&test_context, NULL)) return; device = test_context.device; @@ -4109,7 +4110,7 @@ static void test_scissor(void) 0x00000000, 0x00000000, 0x00000000, 0x00000000, }; - if (!init_test_context(&test_context)) + if (!init_test_context(&test_context, NULL)) return; device = test_context.device; @@ -4309,7 +4310,7 @@ static void test_il_append_aligned(void) }; static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f}; - if (!init_test_context(&test_context)) + if (!init_test_context(&test_context, NULL)) return; device = test_context.device; @@ -4445,7 +4446,7 @@ static void test_fragment_coords(void) static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f}; struct vec4 cutoff = {320.0f, 240.0f, 0.0f, 0.0f}; - if (!init_test_context(&test_context)) + if (!init_test_context(&test_context, NULL)) return; device = test_context.device; @@ -4577,7 +4578,7 @@ static void test_update_subresource(void) 0xff000000, 0xff7f7f7f, 0xffffffff, 0x00000000, }; - if (!init_test_context(&test_context)) + if (!init_test_context(&test_context, NULL)) return; device = test_context.device; @@ -4746,7 +4747,7 @@ static void test_copy_subresource_region(void) 0xffffffff, 0xffffffff, 0xff000000, 0x00000000, }; - if (!init_test_context(&test_context)) + if (!init_test_context(&test_context, NULL)) return; device = test_context.device; @@ -5014,7 +5015,7 @@ static void test_multisample_init(void) UINT count = 0; HRESULT hr; - if (!init_test_context(&test_context)) + if (!init_test_context(&test_context, NULL)) return; device = test_context.device;
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Matteo Bruni : wined3d: Enable SM5 shaders in the GLSL backend, when possible.
by Alexandre Julliard
16 Mar '16
16 Mar '16
Module: wine Branch: master Commit: 64d16294bf69913315fb0470ecaf44ffee76c933 URL:
http://source.winehq.org/git/wine.git/?a=commit;h=64d16294bf69913315fb0470e…
Author: Matteo Bruni <mbruni(a)codeweavers.com> Date: Wed Mar 16 00:24:11 2016 +0100 wined3d: Enable SM5 shaders in the GLSL backend, when possible. Signed-off-by: Matteo Bruni <mbruni(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/wined3d/directx.c | 2 ++ dlls/wined3d/glsl_shader.c | 8 +++++++- dlls/wined3d/wined3d_gl.h | 1 + 3 files changed, 10 insertions(+), 1 deletion(-) diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c index e484cc6..da66aac 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -3588,6 +3588,8 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter, DWORD gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE; if (gl_version >= MAKEDWORD_VERSION(3, 2)) gl_info->supported[WINED3D_GL_VERSION_3_2] = TRUE; + if (gl_version >= MAKEDWORD_VERSION(4, 3)) + gl_info->supported[WINED3D_GL_VERSION_4_3] = TRUE; if (gl_info->supported[APPLE_FENCE]) { diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 136bd55..92a5b1c 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -8005,7 +8005,13 @@ static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct s { UINT shader_model; - if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50) && gl_info->supported[WINED3D_GL_VERSION_3_2] + /* FIXME: Check for the specific extensions required for SM5 support + * (ARB_compute_shader, ARB_tessellation_shader, ARB_gpu_shader5, ...) as + * soon as we introduce them, adjusting the GL / GLSL version checks + * accordingly. */ + if (gl_info->glsl_version >= MAKEDWORD_VERSION(4, 30) && gl_info->supported[WINED3D_GL_VERSION_4_3]) + shader_model = 5; + else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50) && gl_info->supported[WINED3D_GL_VERSION_3_2] && gl_info->supported[ARB_SHADER_BIT_ENCODING] && gl_info->supported[ARB_SAMPLER_OBJECTS]) shader_model = 4; /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3 diff --git a/dlls/wined3d/wined3d_gl.h b/dlls/wined3d/wined3d_gl.h index a59c847..e344ff1 100644 --- a/dlls/wined3d/wined3d_gl.h +++ b/dlls/wined3d/wined3d_gl.h @@ -171,6 +171,7 @@ enum wined3d_gl_extension WINED3D_GL_LEGACY_CONTEXT, WINED3D_GL_VERSION_2_0, WINED3D_GL_VERSION_3_2, + WINED3D_GL_VERSION_4_3, WINED3D_GL_EXT_COUNT, };
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Matteo Bruni : d3d10core: Add feature level support.
by Alexandre Julliard
16 Mar '16
16 Mar '16
Module: wine Branch: master Commit: fcc8553d8b8075542cd3edf26276c1915d29b0da URL:
http://source.winehq.org/git/wine.git/?a=commit;h=fcc8553d8b8075542cd3edf26…
Author: Matteo Bruni <mbruni(a)codeweavers.com> Date: Wed Mar 16 00:24:10 2016 +0100 d3d10core: Add feature level support. Signed-off-by: Matteo Bruni <mbruni(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/d3d10/d3d10_main.c | 2 +- dlls/d3d10/d3d10_private.h | 2 +- dlls/d3d10_1/d3d10_1_main.c | 6 ++---- dlls/d3d10_1/tests/d3d10_1.c | 4 ++-- dlls/d3d10core/d3d10core.spec | 2 +- dlls/d3d10core/d3d10core_main.c | 11 +++++------ 6 files changed, 12 insertions(+), 15 deletions(-) diff --git a/dlls/d3d10/d3d10_main.c b/dlls/d3d10/d3d10_main.c index 4600a70..e36ec51 100644 --- a/dlls/d3d10/d3d10_main.c +++ b/dlls/d3d10/d3d10_main.c @@ -117,7 +117,7 @@ HRESULT WINAPI D3D10CreateDevice(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver } } - hr = D3D10CoreCreateDevice(factory, adapter, flags, NULL, device); + hr = D3D10CoreCreateDevice(factory, adapter, flags, D3D_FEATURE_LEVEL_10_0, device); IDXGIAdapter_Release(adapter); IDXGIFactory_Release(factory); if (FAILED(hr)) diff --git a/dlls/d3d10/d3d10_private.h b/dlls/d3d10/d3d10_private.h index dbd72ba..232399f 100644 --- a/dlls/d3d10/d3d10_private.h +++ b/dlls/d3d10/d3d10_private.h @@ -268,7 +268,7 @@ HRESULT d3d10_effect_parse(struct d3d10_effect *This, const void *data, SIZE_T d /* D3D10Core */ HRESULT WINAPI D3D10CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapter, - UINT flags, void *unknown0, ID3D10Device **device); + unsigned int flags, D3D_FEATURE_LEVEL feature_level, ID3D10Device **device); #define MAKE_TAG(ch0, ch1, ch2, ch3) \ ((DWORD)(ch0) | ((DWORD)(ch1) << 8) | \ diff --git a/dlls/d3d10_1/d3d10_1_main.c b/dlls/d3d10_1/d3d10_1_main.c index 1f35c43..e9fad3e 100644 --- a/dlls/d3d10_1/d3d10_1_main.c +++ b/dlls/d3d10_1/d3d10_1_main.c @@ -27,7 +27,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d10); HRESULT WINAPI D3D10CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapter, - UINT flags, void *unknown0, ID3D10Device **device); + unsigned int flags, D3D_FEATURE_LEVEL feature_level, ID3D10Device **device); #define WINE_D3D10_TO_STR(x) case x: return #x @@ -161,9 +161,7 @@ HRESULT WINAPI D3D10CreateDevice1(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE drive } } - FIXME("Ignoring feature level %s.\n", debug_d3d10_feature_level(hw_level)); - - hr = D3D10CoreCreateDevice(factory, adapter, flags, NULL, (ID3D10Device **)device); + hr = D3D10CoreCreateDevice(factory, adapter, flags, hw_level, (ID3D10Device **)device); IDXGIAdapter_Release(adapter); IDXGIFactory_Release(factory); if (FAILED(hr)) diff --git a/dlls/d3d10_1/tests/d3d10_1.c b/dlls/d3d10_1/tests/d3d10_1.c index ccea06b..f7d188d 100644 --- a/dlls/d3d10_1/tests/d3d10_1.c +++ b/dlls/d3d10_1/tests/d3d10_1.c @@ -82,7 +82,7 @@ static void test_create_device(void) } feature_level = ID3D10Device1_GetFeatureLevel(device); - todo_wine ok(feature_level == supported_feature_level, "Got feature level %#x, expected %#x.\n", + ok(feature_level == supported_feature_level, "Got feature level %#x, expected %#x.\n", feature_level, supported_feature_level); ID3D10Device1_Release(device); @@ -165,7 +165,7 @@ static void test_create_device(void) ok(!refcount, "Swapchain has %u references left.\n", refcount); feature_level = ID3D10Device1_GetFeatureLevel(device); - todo_wine ok(feature_level == supported_feature_level, "Got feature level %#x, expected %#x.\n", + ok(feature_level == supported_feature_level, "Got feature level %#x, expected %#x.\n", feature_level, supported_feature_level); refcount = ID3D10Device1_Release(device); diff --git a/dlls/d3d10core/d3d10core.spec b/dlls/d3d10core/d3d10core.spec index 6569888..9bf25b5 100644 --- a/dlls/d3d10core/d3d10core.spec +++ b/dlls/d3d10core/d3d10core.spec @@ -1,2 +1,2 @@ -@ stdcall D3D10CoreCreateDevice(ptr ptr long ptr ptr) +@ stdcall D3D10CoreCreateDevice(ptr ptr long long ptr) @ stdcall D3D10CoreRegisterLayers() diff --git a/dlls/d3d10core/d3d10core_main.c b/dlls/d3d10core/d3d10core_main.c index 44f1e29..d364be9 100644 --- a/dlls/d3d10core/d3d10core_main.c +++ b/dlls/d3d10core/d3d10core_main.c @@ -26,8 +26,8 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d10core); -HRESULT WINAPI D3D11CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapter, UINT flags, - const D3D_FEATURE_LEVEL *feature_levels, UINT levels, ID3D11Device **device); +HRESULT WINAPI D3D11CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapter, unsigned int flags, + const D3D_FEATURE_LEVEL *feature_levels, unsigned int level_count, ID3D11Device **device); HRESULT WINAPI D3D10CoreRegisterLayers(void) { @@ -37,14 +37,13 @@ HRESULT WINAPI D3D10CoreRegisterLayers(void) } HRESULT WINAPI D3D10CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapter, - UINT flags, void *unknown0, ID3D10Device **device) + unsigned int flags, D3D_FEATURE_LEVEL feature_level, ID3D10Device **device) { - D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_10_0; ID3D11Device *device11; HRESULT hr; - TRACE("factory %p, adapter %p, flags %#x, unknown0 %p, device %p.\n", - factory, adapter, flags, unknown0, device); + TRACE("factory %p, adapter %p, flags %#x, feature_level %#x, device %p.\n", + factory, adapter, flags, feature_level, device); if (FAILED(hr = D3D11CoreCreateDevice(factory, adapter, flags, &feature_level, 1, &device11))) return hr;
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