Signed-off-by: Rémi Bernon rbernon@codeweavers.com ---
I tried on Windows with --validate --warp, and this test passes, so I don't think the enable_debug_layer check is required here.
dlls/d3d11/d3d11_private.h | 7 +++ dlls/d3d11/device.c | 21 +++++++ dlls/d3d11/tests/d3d11.c | 123 +++++++++++++++++++++++++------------ 3 files changed, 112 insertions(+), 39 deletions(-)
diff --git a/dlls/d3d11/d3d11_private.h b/dlls/d3d11/d3d11_private.h index d7fb7b8c3c1..7fef636b883 100644 --- a/dlls/d3d11/d3d11_private.h +++ b/dlls/d3d11/d3d11_private.h @@ -537,6 +537,13 @@ struct d3d_device_context_state ID3D11ShaderResourceView *srvs[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT]; ID3D11Buffer *cbs[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT]; } gs; + struct + { + ID3D11PixelShader *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]; + } ps;
GUID emulated_interface; ID3D11Device2 *device; diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index f1d0cc9d5a8..d24ec0ef0ba 100644 --- a/dlls/d3d11/device.c +++ b/dlls/d3d11/device.c @@ -85,20 +85,24 @@ 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); + if (state->ps.shader) ID3D11PixelShader_Release(state->ps.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]); + if (state->ps.samplers[i]) ID3D11SamplerState_Release(state->ps.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]); + if (state->ps.srvs[i]) ID3D11ShaderResourceView_Release(state->ps.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]); + if (state->ps.cbs[i]) ID3D11Buffer_Release(state->ps.cbs[i]); } ID3D11Device2_Release(state->device); heap_free(state); @@ -170,6 +174,7 @@ 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)); + memset(&state->ps, 0, sizeof(state->ps));
state->emulated_interface = *emulated_interface; state->device = &device->ID3D11Device2_iface; @@ -2715,6 +2720,14 @@ static void d3d11_immediate_context_capture_state(ID3D11DeviceContext1 *iface, s d3d11_immediate_context_GSGetConstantBuffers(iface, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, state->gs.cbs);
+ d3d11_immediate_context_PSGetShader(iface, &state->ps.shader, NULL, 0); + d3d11_immediate_context_PSGetSamplers(iface, 0, + D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, state->ps.samplers); + d3d11_immediate_context_PSGetShaderResources(iface, 0, + D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, state->ps.srvs); + d3d11_immediate_context_PSGetConstantBuffers(iface, 0, + D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, state->ps.cbs); + wined3d_mutex_unlock(); }
@@ -2738,6 +2751,14 @@ static void d3d11_immediate_context_restore_state(ID3D11DeviceContext1 *iface, s d3d11_immediate_context_GSSetConstantBuffers(iface, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, state->gs.cbs);
+ d3d11_immediate_context_PSSetShader(iface, state->ps.shader, NULL, 0); + d3d11_immediate_context_PSSetSamplers(iface, 0, + D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, state->ps.samplers); + d3d11_immediate_context_PSSetShaderResources(iface, 0, + D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, state->ps.srvs); + d3d11_immediate_context_PSSetConstantBuffers(iface, 0, + D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, state->ps.cbs); + wined3d_mutex_unlock(); }
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index aa4b54ba9d5..7220be73ac7 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -6656,6 +6656,22 @@ static void test_device_context_state(void) 0x00000000, 0x01000013, 0x05000036, 0x00102032, 0x00000000, 0x00100086, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000, 0x01000013, 0x0100003e, }; +#if 0 + float4 main(float4 color : COLOR) : SV_TARGET + { + return color; + } +#endif + static const DWORD simple_ps[] = + { + 0x43425844, 0x08c2b568, 0x17d33120, 0xb7d82948, 0x13a570fb, 0x00000001, 0x000000d0, 0x00000003, + 0x0000002c, 0x0000005c, 0x00000090, 0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x4f4c4f43, 0xabab0052, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, + 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040, 0x0000000e, + 0x03001062, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x001020f2, + 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, + };
ID3DDeviceContextState *context_state, *previous_context_state; ID3D11SamplerState *sampler, *tmp_sampler; @@ -6667,6 +6683,7 @@ static void test_device_context_state(void) D3D_FEATURE_LEVEL feature_level; ID3D11GeometryShader *tmp_gs, *gs; ID3D11VertexShader *tmp_vs, *vs; + ID3D11PixelShader *tmp_ps, *ps; ID3D11Device *d3d11_device; ID3D11Device1 *device; struct vec4 constant; @@ -6711,12 +6728,6 @@ static void test_device_context_state(void) hr = ID3D11Device1_CreateSamplerState(device, &sampler_desc, &sampler); ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
- ID3D11DeviceContext1_PSSetSamplers(context, 0, 1, &sampler); - tmp_sampler = NULL; - ID3D11DeviceContext1_PSGetSamplers(context, 0, 1, &tmp_sampler); - ok(tmp_sampler == sampler, "Got sampler %p, expected %p.\n", tmp_sampler, sampler); - ID3D11SamplerState_Release(tmp_sampler); - ID3D11DeviceContext1_CSSetSamplers(context, 0, 1, &sampler); tmp_sampler = NULL; ID3D11DeviceContext1_CSGetSamplers(context, 0, 1, &tmp_sampler); @@ -6765,12 +6776,6 @@ 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_PSSetConstantBuffers(context, 0, 1, &cb); - tmp_cb = NULL; - ID3D11DeviceContext1_PSGetConstantBuffers(context, 0, 1, &tmp_cb); - ok(tmp_cb == cb, "Got buffer %p, expected %p.\n", tmp_cb, cb); - ID3D11Buffer_Release(tmp_cb); - ID3D11DeviceContext1_DSSetConstantBuffers(context, 0, 1, &cb); tmp_cb = NULL; ID3D11DeviceContext1_DSGetConstantBuffers(context, 0, 1, &tmp_cb); @@ -6789,6 +6794,9 @@ static void test_device_context_state(void) hr = ID3D11Device1_CreateGeometryShader(device, simple_gs, sizeof(simple_gs), NULL, &gs); ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#x.\n", hr);
+ hr = ID3D11Device1_CreatePixelShader(device, simple_ps, sizeof(simple_ps), NULL, &ps); + ok(SUCCEEDED(hr), "Failed to create pixel 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; @@ -6807,6 +6815,11 @@ static void test_device_context_state(void) ID3D11DeviceContext1_GSSetShader(context, gs, NULL, 0); ID3D11DeviceContext1_GSSetShaderResources(context, 0, 1, &srv);
+ ID3D11DeviceContext1_PSSetConstantBuffers(context, 0, 1, &cb); + ID3D11DeviceContext1_PSSetSamplers(context, 0, 1, &sampler); + ID3D11DeviceContext1_PSSetShader(context, ps, NULL, 0); + ID3D11DeviceContext1_PSSetShaderResources(context, 0, 1, &srv); + previous_context_state = NULL; ID3D11DeviceContext1_SwapDeviceContextState(context, context_state, &previous_context_state); refcount = ID3DDeviceContextState_Release(context_state); @@ -6842,6 +6855,19 @@ static void test_device_context_state(void) ID3D11DeviceContext1_GSGetShaderResources(context, 0, 1, &tmp_srv); ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv);
+ tmp_cb = (ID3D11Buffer *)0xdeadbeef; + ID3D11DeviceContext1_PSGetConstantBuffers(context, 0, 1, &tmp_cb); + ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb); + tmp_sampler = (ID3D11SamplerState *)0xdeadbeef; + ID3D11DeviceContext1_PSGetSamplers(context, 0, 1, &tmp_sampler); + ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler); + tmp_ps = (ID3D11PixelShader *)0xdeadbeef; + ID3D11DeviceContext1_PSGetShader(context, &tmp_ps, NULL, NULL); + ok(!tmp_ps, "Got unexpected shader %p.\n", tmp_ps); + tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef; + ID3D11DeviceContext1_PSGetShaderResources(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); @@ -6858,6 +6884,14 @@ static void test_device_context_state(void) ID3D11DeviceContext1_VSGetConstantBuffers(context, 0, 1, &tmp_cb); ok(tmp_cb == cb, "Got buffer %p, expected %p.\n", tmp_cb, cb); ID3D11Buffer_Release(tmp_cb); + tmp_ps = (ID3D11PixelShader *)0xdeadbeef; + ID3D11DeviceContext1_PSGetShader(context, &tmp_ps, NULL, NULL); + ok(tmp_ps == ps, "Got shader %p, expected %p.\n", tmp_ps, ps); + ID3D11PixelShader_Release(tmp_ps); + tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef; + ID3D11DeviceContext1_PSGetShaderResources(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_GSGetSamplers(context, 0, 1, &tmp_sampler); @@ -6940,15 +6974,6 @@ static void test_device_context_state(void) context_type = ID3D11DeviceContext1_GetType(context); ok(context_type == D3D11_DEVICE_CONTEXT_IMMEDIATE, "Unexpected context type %u.\n", context_type);
- ID3D11DeviceContext1_PSSetSamplers(context, 0, 1, &sampler); - tmp_sampler = (ID3D11SamplerState *)0xdeadbeef; - ID3D11DeviceContext1_PSGetSamplers(context, 0, 1, &tmp_sampler); - todo_wine ok(tmp_sampler == (ID3D11SamplerState *)0xdeadbeef, "Got unexpected sampler %p.\n", tmp_sampler); - if (tmp_sampler && tmp_sampler != (ID3D11SamplerState *)0xdeadbeef) - ID3D11SamplerState_Release(tmp_sampler); - if (!enable_debug_layer) - ID3D11DeviceContext1_PSSetSamplers(context, 0, 1, &tmp_sampler); - ID3D11DeviceContext1_CSSetSamplers(context, 0, 1, &sampler); tmp_sampler = (ID3D11SamplerState *)0xdeadbeef; ID3D11DeviceContext1_CSGetSamplers(context, 0, 1, &tmp_sampler); @@ -7011,13 +7036,30 @@ 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_PSSetConstantBuffers(context, 0, 1, &cb); + ID3D11DeviceContext1_PSSetSamplers(context, 0, 1, &sampler); + ID3D11DeviceContext1_PSSetShader(context, ps, NULL, 0); + ID3D11DeviceContext1_PSSetShaderResources(context, 0, 1, &srv); + tmp_cb = (ID3D11Buffer *)0xdeadbeef; - ID3D11DeviceContext1_CSGetConstantBuffers(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); + if (tmp_cb && tmp_cb != (ID3D11Buffer *)0xdeadbeef) ID3D11Buffer_Release(tmp_cb); + tmp_sampler = (ID3D11SamplerState *)0xdeadbeef; + ID3D11DeviceContext1_PSGetSamplers(context, 0, 1, &tmp_sampler); + todo_wine ok(tmp_sampler == (ID3D11SamplerState *)0xdeadbeef, "Got unexpected sampler %p.\n", tmp_sampler); + if (tmp_sampler && tmp_sampler != (ID3D11SamplerState *)0xdeadbeef) ID3D11SamplerState_Release(tmp_sampler); + tmp_ps = (ID3D11PixelShader *)0xdeadbeef; + ID3D11DeviceContext1_PSGetShader(context, &tmp_ps, NULL, NULL); + todo_wine ok(!tmp_ps, "Got unexpected shader %p.\n", tmp_ps); + if (tmp_ps && tmp_ps != (ID3D11PixelShader *)0xdeadbeef) ID3D11PixelShader_Release(tmp_ps); + tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef; + ID3D11DeviceContext1_PSGetShaderResources(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);
@@ -7042,21 +7084,6 @@ static void test_device_context_state(void) ok(!refcount, "Got refcount %u, expected 0.\n", refcount);
/* ID3DDeviceContextState retains the previous state. */ - tmp_sampler = NULL; - ID3D11DeviceContext1_PSGetSamplers(context, 0, 1, &tmp_sampler); - ok(tmp_sampler == sampler, "Got sampler %p, expected %p.\n", tmp_sampler, sampler); - ID3D11SamplerState_Release(tmp_sampler); - - tmp_sampler = NULL; - ID3D11DeviceContext1_PSSetSamplers(context, 0, 1, &tmp_sampler); - tmp_sampler = (ID3D11SamplerState *)0xdeadbeef; - ID3D11DeviceContext1_PSGetSamplers(context, 0, 1, &tmp_sampler); - ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler); - ID3D11DeviceContext1_PSSetSamplers(context, 0, 1, &sampler); - tmp_sampler = NULL; - ID3D11DeviceContext1_PSGetSamplers(context, 0, 1, &tmp_sampler); - ok(tmp_sampler == sampler, "Got sampler %p, expected %p.\n", tmp_sampler, sampler); - ID3D11SamplerState_Release(tmp_sampler);
tmp_sampler = (ID3D11SamplerState *)0xdeadbeef; ID3D11DeviceContext1_VSGetSamplers(context, 0, 1, &tmp_sampler); @@ -7092,9 +7119,27 @@ 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_PSGetSamplers(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_PSGetConstantBuffers(context, 0, 1, &tmp_cb); + ok(tmp_cb == cb, "Got buffer %p, expected %p.\n", tmp_cb, cb); + ID3D11Buffer_Release(tmp_cb); + tmp_ps = (ID3D11PixelShader *)0xdeadbeef; + ID3D11DeviceContext1_PSGetShader(context, &tmp_ps, NULL, NULL); + ok(tmp_ps == ps, "Got shader %p, expected %p.\n", tmp_ps, ps); + ID3D11PixelShader_Release(tmp_ps); + tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef; + ID3D11DeviceContext1_PSGetShaderResources(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);
+ ID3D11PixelShader_Release(ps); ID3D11GeometryShader_Release(gs); ID3D11VertexShader_Release(vs); ID3D11Buffer_Release(cb);