Signed-off-by: Rémi Bernon rbernon@codeweavers.com --- dlls/d3d11/d3d11_private.h | 7 ++ dlls/d3d11/device.c | 21 ++++++ dlls/d3d11/tests/d3d11.c | 136 ++++++++++++++++++++++++++++++------- 3 files changed, 141 insertions(+), 23 deletions(-)
diff --git a/dlls/d3d11/d3d11_private.h b/dlls/d3d11/d3d11_private.h index 7cb06b01447..d7fb7b8c3c1 100644 --- a/dlls/d3d11/d3d11_private.h +++ b/dlls/d3d11/d3d11_private.h @@ -530,6 +530,13 @@ struct d3d_device_context_state ID3D11ShaderResourceView *srvs[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT]; ID3D11Buffer *cbs[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT]; } vs; + struct + { + ID3D11GeometryShader *shader; + ID3D11SamplerState *samplers[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT]; + ID3D11ShaderResourceView *srvs[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT]; + ID3D11Buffer *cbs[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT]; + } gs;
GUID emulated_interface; ID3D11Device2 *device; diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index 32f4eacc015..f1d0cc9d5a8 100644 --- a/dlls/d3d11/device.c +++ b/dlls/d3d11/device.c @@ -84,17 +84,21 @@ static ULONG STDMETHODCALLTYPE d3d_device_context_state_Release(ID3DDeviceContex { wined3d_private_store_cleanup(&state->private_store); if (state->vs.shader) ID3D11VertexShader_Release(state->vs.shader); + if (state->gs.shader) ID3D11GeometryShader_Release(state->gs.shader); for (i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) { if (state->vs.samplers[i]) ID3D11SamplerState_Release(state->vs.samplers[i]); + if (state->gs.samplers[i]) ID3D11SamplerState_Release(state->gs.samplers[i]); } for (i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) { if (state->vs.srvs[i]) ID3D11ShaderResourceView_Release(state->vs.srvs[i]); + if (state->gs.srvs[i]) ID3D11ShaderResourceView_Release(state->gs.srvs[i]); } for (i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) { if (state->vs.cbs[i]) ID3D11Buffer_Release(state->vs.cbs[i]); + if (state->gs.cbs[i]) ID3D11Buffer_Release(state->gs.cbs[i]); } ID3D11Device2_Release(state->device); heap_free(state); @@ -165,6 +169,7 @@ static void d3d_device_context_state_init(struct d3d_device_context_state *state
wined3d_private_store_init(&state->private_store); memset(&state->vs, 0, sizeof(state->vs)); + memset(&state->gs, 0, sizeof(state->gs));
state->emulated_interface = *emulated_interface; state->device = &device->ID3D11Device2_iface; @@ -2702,6 +2707,14 @@ static void d3d11_immediate_context_capture_state(ID3D11DeviceContext1 *iface, s d3d11_immediate_context_VSGetConstantBuffers(iface, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, state->vs.cbs);
+ d3d11_immediate_context_GSGetShader(iface, &state->gs.shader, NULL, 0); + d3d11_immediate_context_GSGetSamplers(iface, 0, + D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, state->gs.samplers); + d3d11_immediate_context_GSGetShaderResources(iface, 0, + D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, state->gs.srvs); + d3d11_immediate_context_GSGetConstantBuffers(iface, 0, + D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, state->gs.cbs); + wined3d_mutex_unlock(); }
@@ -2717,6 +2730,14 @@ static void d3d11_immediate_context_restore_state(ID3D11DeviceContext1 *iface, s d3d11_immediate_context_VSSetConstantBuffers(iface, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, state->vs.cbs);
+ d3d11_immediate_context_GSSetShader(iface, state->gs.shader, NULL, 0); + d3d11_immediate_context_GSSetSamplers(iface, 0, + D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, state->gs.samplers); + d3d11_immediate_context_GSSetShaderResources(iface, 0, + D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, state->gs.srvs); + d3d11_immediate_context_GSSetConstantBuffers(iface, 0, + D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, state->gs.cbs); + wined3d_mutex_unlock(); }
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 389954f18ab..aa4b54ba9d5 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -6613,6 +6613,49 @@ static void test_device_context_state(void) 0x0000000e, 0x0300005f, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, }; +#if 0 + struct gs_out + { + float4 pos : SV_POSITION; + }; + + [maxvertexcount(4)] + void main(point float4 vin[1] : POSITION, inout TriangleStream<gs_out> vout) + { + float offset = 0.1 * vin[0].w; + gs_out v; + + v.pos = float4(vin[0].x - offset, vin[0].y - offset, vin[0].z, vin[0].w); + vout.Append(v); + v.pos = float4(vin[0].x - offset, vin[0].y + offset, vin[0].z, vin[0].w); + vout.Append(v); + v.pos = float4(vin[0].x + offset, vin[0].y - offset, vin[0].z, vin[0].w); + vout.Append(v); + v.pos = float4(vin[0].x + offset, vin[0].y + offset, vin[0].z, vin[0].w); + vout.Append(v); + } +#endif + static const DWORD simple_gs[] = + { + 0x43425844, 0x000ee786, 0xc624c269, 0x885a5cbe, 0x444b3b1f, 0x00000001, 0x0000023c, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x000001a0, 0x00020040, + 0x00000068, 0x0400005f, 0x002010f2, 0x00000001, 0x00000000, 0x02000068, 0x00000001, 0x0100085d, + 0x0100285c, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x0200005e, 0x00000004, 0x0f000032, + 0x00100032, 0x00000000, 0x80201ff6, 0x00000041, 0x00000000, 0x00000000, 0x00004002, 0x3dcccccd, + 0x3dcccccd, 0x00000000, 0x00000000, 0x00201046, 0x00000000, 0x00000000, 0x05000036, 0x00102032, + 0x00000000, 0x00100046, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, + 0x00000000, 0x01000013, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0e000032, + 0x00100052, 0x00000000, 0x00201ff6, 0x00000000, 0x00000000, 0x00004002, 0x3dcccccd, 0x00000000, + 0x3dcccccd, 0x00000000, 0x00201106, 0x00000000, 0x00000000, 0x05000036, 0x00102022, 0x00000000, + 0x0010002a, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000, + 0x01000013, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x05000036, 0x00102022, + 0x00000000, 0x0010001a, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, + 0x00000000, 0x01000013, 0x05000036, 0x00102032, 0x00000000, 0x00100086, 0x00000000, 0x06000036, + 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000, 0x01000013, 0x0100003e, + };
ID3DDeviceContextState *context_state, *previous_context_state; ID3D11SamplerState *sampler, *tmp_sampler; @@ -6622,6 +6665,7 @@ static void test_device_context_state(void) ID3D11DeviceContext1 *context = NULL; D3D11_SAMPLER_DESC sampler_desc; D3D_FEATURE_LEVEL feature_level; + ID3D11GeometryShader *tmp_gs, *gs; ID3D11VertexShader *tmp_vs, *vs; ID3D11Device *d3d11_device; ID3D11Device1 *device; @@ -6685,12 +6729,6 @@ static void test_device_context_state(void) ok(tmp_sampler == sampler, "Got sampler %p, expected %p.\n", tmp_sampler, sampler); ID3D11SamplerState_Release(tmp_sampler);
- ID3D11DeviceContext1_GSSetSamplers(context, 0, 1, &sampler); - tmp_sampler = NULL; - ID3D11DeviceContext1_GSGetSamplers(context, 0, 1, &tmp_sampler); - ok(tmp_sampler == sampler, "Got sampler %p, expected %p.\n", tmp_sampler, sampler); - ID3D11SamplerState_Release(tmp_sampler); - ID3D11DeviceContext1_HSSetSamplers(context, 0, 1, &sampler); tmp_sampler = NULL; ID3D11DeviceContext1_HSGetSamplers(context, 0, 1, &tmp_sampler); @@ -6739,12 +6777,6 @@ static void test_device_context_state(void) ok(tmp_cb == cb, "Got buffer %p, expected %p.\n", tmp_cb, cb); ID3D11Buffer_Release(tmp_cb);
- ID3D11DeviceContext1_GSSetConstantBuffers(context, 0, 1, &cb); - tmp_cb = NULL; - ID3D11DeviceContext1_GSGetConstantBuffers(context, 0, 1, &tmp_cb); - ok(tmp_cb == cb, "Got buffer %p, expected %p.\n", tmp_cb, cb); - ID3D11Buffer_Release(tmp_cb); - ID3D11DeviceContext1_HSSetConstantBuffers(context, 0, 1, &cb); tmp_cb = NULL; ID3D11DeviceContext1_HSGetConstantBuffers(context, 0, 1, &tmp_cb); @@ -6754,6 +6786,9 @@ static void test_device_context_state(void) hr = ID3D11Device1_CreateVertexShader(device, simple_vs, sizeof(simple_vs), NULL, &vs); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
+ hr = ID3D11Device1_CreateGeometryShader(device, simple_gs, sizeof(simple_gs), NULL, &gs); + ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#x.\n", hr); + srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; srv_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; U(srv_desc).Buffer.ElementOffset = 0; @@ -6767,6 +6802,11 @@ static void test_device_context_state(void) ID3D11DeviceContext1_VSSetShader(context, vs, NULL, 0); ID3D11DeviceContext1_VSSetShaderResources(context, 0, 1, &srv);
+ ID3D11DeviceContext1_GSSetConstantBuffers(context, 0, 1, &cb); + ID3D11DeviceContext1_GSSetSamplers(context, 0, 1, &sampler); + ID3D11DeviceContext1_GSSetShader(context, gs, NULL, 0); + ID3D11DeviceContext1_GSSetShaderResources(context, 0, 1, &srv); + previous_context_state = NULL; ID3D11DeviceContext1_SwapDeviceContextState(context, context_state, &previous_context_state); refcount = ID3DDeviceContextState_Release(context_state); @@ -6789,6 +6829,19 @@ static void test_device_context_state(void) ID3D11DeviceContext1_VSGetShaderResources(context, 0, 1, &tmp_srv); ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv);
+ tmp_cb = (ID3D11Buffer *)0xdeadbeef; + ID3D11DeviceContext1_GSGetConstantBuffers(context, 0, 1, &tmp_cb); + ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb); + tmp_sampler = (ID3D11SamplerState *)0xdeadbeef; + ID3D11DeviceContext1_GSGetSamplers(context, 0, 1, &tmp_sampler); + ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler); + tmp_gs = (ID3D11GeometryShader *)0xdeadbeef; + ID3D11DeviceContext1_GSGetShader(context, &tmp_gs, NULL, NULL); + ok(!tmp_gs, "Got unexpected shader %p.\n", tmp_gs); + tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef; + ID3D11DeviceContext1_GSGetShaderResources(context, 0, 1, &tmp_srv); + ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv); + ID3D11DeviceContext1_SwapDeviceContextState(context, previous_context_state, &context_state); refcount = ID3DDeviceContextState_Release(context_state); ok(!refcount, "Got refcount %u, expected 0.\n", refcount); @@ -6832,6 +6885,14 @@ static void test_device_context_state(void) ID3D11DeviceContext1_HSGetConstantBuffers(context, 0, 1, &tmp_cb); ok(tmp_cb == cb, "Got buffer %p, expected %p.\n", tmp_cb, cb); ID3D11Buffer_Release(tmp_cb); + tmp_gs = (ID3D11GeometryShader *)0xdeadbeef; + ID3D11DeviceContext1_GSGetShader(context, &tmp_gs, NULL, NULL); + ok(tmp_gs == gs, "Got shader %p, expected %p.\n", tmp_gs, gs); + ID3D11GeometryShader_Release(tmp_gs); + tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef; + ID3D11DeviceContext1_GSGetShaderResources(context, 0, 1, &tmp_srv); + ok(tmp_srv == srv, "Got srv %p, expected %p.\n", tmp_srv, srv); + ID3D11ShaderResourceView_Release(tmp_srv);
tmp_sampler = (ID3D11SamplerState *)0xdeadbeef; ID3D11DeviceContext1_DSGetSamplers(context, 0, 1, &tmp_sampler); @@ -6900,12 +6961,6 @@ static void test_device_context_state(void) todo_wine ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler); if (tmp_sampler) ID3D11SamplerState_Release(tmp_sampler);
- ID3D11DeviceContext1_GSSetSamplers(context, 0, 1, &sampler); - tmp_sampler = (ID3D11SamplerState *)0xdeadbeef; - ID3D11DeviceContext1_GSGetSamplers(context, 0, 1, &tmp_sampler); - todo_wine ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler); - if (tmp_sampler) ID3D11SamplerState_Release(tmp_sampler); - ID3D11DeviceContext1_HSSetSamplers(context, 0, 1, &sampler); tmp_sampler = (ID3D11SamplerState *)0xdeadbeef; ID3D11DeviceContext1_HSGetSamplers(context, 0, 1, &tmp_sampler); @@ -6934,23 +6989,40 @@ static void test_device_context_state(void) todo_wine ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv); if (tmp_srv && tmp_srv != (ID3D11ShaderResourceView *)0xdeadbeef) ID3D11ShaderResourceView_Release(tmp_srv);
+ ID3D11DeviceContext1_GSSetConstantBuffers(context, 0, 1, &cb); + ID3D11DeviceContext1_GSSetSamplers(context, 0, 1, &sampler); + ID3D11DeviceContext1_GSSetShader(context, gs, NULL, 0); + ID3D11DeviceContext1_GSSetShaderResources(context, 0, 1, &srv); + tmp_cb = (ID3D11Buffer *)0xdeadbeef; - ID3D11DeviceContext1_CSGetConstantBuffers(context, 0, 1, &tmp_cb); + ID3D11DeviceContext1_GSGetConstantBuffers(context, 0, 1, &tmp_cb); todo_wine ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb); - if (tmp_cb) ID3D11Buffer_Release(tmp_cb); + if (tmp_cb && tmp_cb != (ID3D11Buffer *)0xdeadbeef) ID3D11Buffer_Release(tmp_cb); + tmp_sampler = (ID3D11SamplerState *)0xdeadbeef; + ID3D11DeviceContext1_GSGetSamplers(context, 0, 1, &tmp_sampler); + todo_wine ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler); + if (tmp_sampler && tmp_sampler != (ID3D11SamplerState *)0xdeadbeef) ID3D11SamplerState_Release(tmp_sampler); + tmp_gs = (ID3D11GeometryShader *)0xdeadbeef; + ID3D11DeviceContext1_GSGetShader(context, &tmp_gs, NULL, NULL); + todo_wine ok(!tmp_gs, "Got unexpected shader %p.\n", tmp_gs); + if (tmp_gs && tmp_gs != (ID3D11GeometryShader *)0xdeadbeef) ID3D11GeometryShader_Release(tmp_gs); + tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef; + ID3D11DeviceContext1_GSGetShaderResources(context, 0, 1, &tmp_srv); + todo_wine ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv); + if (tmp_srv && tmp_srv != (ID3D11ShaderResourceView *)0xdeadbeef) ID3D11ShaderResourceView_Release(tmp_srv);
tmp_cb = (ID3D11Buffer *)0xdeadbeef; - ID3D11DeviceContext1_PSGetConstantBuffers(context, 0, 1, &tmp_cb); + ID3D11DeviceContext1_CSGetConstantBuffers(context, 0, 1, &tmp_cb); todo_wine ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb); if (tmp_cb) ID3D11Buffer_Release(tmp_cb);
tmp_cb = (ID3D11Buffer *)0xdeadbeef; - ID3D11DeviceContext1_DSGetConstantBuffers(context, 0, 1, &tmp_cb); + ID3D11DeviceContext1_PSGetConstantBuffers(context, 0, 1, &tmp_cb); todo_wine ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb); if (tmp_cb) ID3D11Buffer_Release(tmp_cb);
tmp_cb = (ID3D11Buffer *)0xdeadbeef; - ID3D11DeviceContext1_GSGetConstantBuffers(context, 0, 1, &tmp_cb); + ID3D11DeviceContext1_DSGetConstantBuffers(context, 0, 1, &tmp_cb); todo_wine ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb); if (tmp_cb) ID3D11Buffer_Release(tmp_cb);
@@ -7003,9 +7075,27 @@ static void test_device_context_state(void) ok(tmp_srv == srv, "Got srv %p, expected %p.\n", tmp_srv, srv); ID3D11ShaderResourceView_Release(tmp_srv);
+ tmp_sampler = (ID3D11SamplerState *)0xdeadbeef; + ID3D11DeviceContext1_GSGetSamplers(context, 0, 1, &tmp_sampler); + ok(tmp_sampler == sampler, "Got sampler %p, expected %p.\n", tmp_sampler, sampler); + ID3D11SamplerState_Release(tmp_sampler); + tmp_cb = (ID3D11Buffer *)0xdeadbeef; + ID3D11DeviceContext1_GSGetConstantBuffers(context, 0, 1, &tmp_cb); + ok(tmp_cb == cb, "Got buffer %p, expected %p.\n", tmp_cb, cb); + ID3D11Buffer_Release(tmp_cb); + tmp_gs = (ID3D11GeometryShader *)0xdeadbeef; + ID3D11DeviceContext1_GSGetShader(context, &tmp_gs, NULL, NULL); + ok(tmp_gs == gs, "Got shader %p, expected %p.\n", tmp_gs, gs); + ID3D11GeometryShader_Release(tmp_gs); + tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef; + ID3D11DeviceContext1_GSGetShaderResources(context, 0, 1, &tmp_srv); + ok(tmp_srv == srv, "Got srv %p, expected %p.\n", tmp_srv, srv); + ID3D11ShaderResourceView_Release(tmp_srv); + check_interface(device, &IID_ID3D10Device, TRUE, FALSE); check_interface(device, &IID_ID3D10Device1, TRUE, FALSE);
+ ID3D11GeometryShader_Release(gs); ID3D11VertexShader_Release(vs); ID3D11Buffer_Release(cb); ID3D11ShaderResourceView_Release(srv);