Signed-off-by: Rémi Bernon rbernon@codeweavers.com ---
This basically shows that the initial plan is a dead-end, and that I'll have to implement device context swap through wined3d_state swapping instead.
So, just sending the tests for now.
dlls/d3d11/tests/d3d11.c | 79 +++++++++++++++++++++++++++++++++++----- 1 file changed, 69 insertions(+), 10 deletions(-)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 7220be73ac7..20bf62b792e 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -6673,19 +6673,19 @@ static void test_device_context_state(void) 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, };
- ID3DDeviceContextState *context_state, *previous_context_state; + ID3DDeviceContextState *context_state, *previous_context_state, *tmp_context_state, *context_state2; ID3D11SamplerState *sampler, *tmp_sampler; D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc; ID3D11ShaderResourceView *tmp_srv, *srv; D3D11_DEVICE_CONTEXT_TYPE context_type; - ID3D11DeviceContext1 *context = NULL; + ID3D11DeviceContext1 *context = NULL, *context2; D3D11_SAMPLER_DESC sampler_desc; D3D_FEATURE_LEVEL feature_level; ID3D11GeometryShader *tmp_gs, *gs; - ID3D11VertexShader *tmp_vs, *vs; + ID3D11VertexShader *tmp_vs, *vs, *vs2; ID3D11PixelShader *tmp_ps, *ps; - ID3D11Device *d3d11_device; - ID3D11Device1 *device; + ID3D11Device *d3d11_device, *d3d11_device2; + ID3D11Device1 *device, *device2; struct vec4 constant; ID3D11Buffer *cb, *srvb, *tmp_cb; ULONG refcount; @@ -6809,6 +6809,8 @@ static void test_device_context_state(void) ID3D11DeviceContext1_VSSetSamplers(context, 0, 1, &sampler); ID3D11DeviceContext1_VSSetShader(context, vs, NULL, 0); ID3D11DeviceContext1_VSSetShaderResources(context, 0, 1, &srv); + refcount = get_refcount(vs); + ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
ID3D11DeviceContext1_GSSetConstantBuffers(context, 0, 1, &cb); ID3D11DeviceContext1_GSSetSamplers(context, 0, 1, &sampler); @@ -6820,11 +6822,15 @@ static void test_device_context_state(void) ID3D11DeviceContext1_PSSetShader(context, ps, NULL, 0); ID3D11DeviceContext1_PSSetShaderResources(context, 0, 1, &srv);
+ previous_context_state = (ID3DDeviceContextState *)0xdeadbeef; + ID3D11DeviceContext1_SwapDeviceContextState(context, NULL, &previous_context_state); + todo_wine ok(previous_context_state == NULL, "Got unexpected state pointer.\n"); + if (previous_context_state) ID3DDeviceContextState_Release(previous_context_state); previous_context_state = NULL; ID3D11DeviceContext1_SwapDeviceContextState(context, context_state, &previous_context_state); - refcount = ID3DDeviceContextState_Release(context_state); - ok(!refcount, "Got refcount %u, expected 0.\n", refcount); ok(previous_context_state != NULL, "Failed to get previous context state\n"); + refcount = get_refcount(vs); + todo_wine ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
context_type = ID3D11DeviceContext1_GetType(context); ok(context_type == D3D11_DEVICE_CONTEXT_IMMEDIATE, "Unexpected context type %u.\n", context_type); @@ -6868,11 +6874,64 @@ static void test_device_context_state(void) 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); + /* updating the device context should also update the device context state */ + hr = ID3D11Device1_CreateVertexShader(device, simple_vs, sizeof(simple_vs), NULL, &vs2); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ID3D11DeviceContext1_VSSetShader(context, vs2, NULL, 0); + ID3D11DeviceContext1_SwapDeviceContextState(context, context_state, &tmp_context_state); + refcount = ID3DDeviceContextState_Release(tmp_context_state); + todo_wine ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount); + todo_wine ok(tmp_context_state == context_state, "Got unexpected state pointer.\n"); + tmp_vs = (ID3D11VertexShader *)0xdeadbeef; + ID3D11DeviceContext1_VSGetShader(context, &tmp_vs, NULL, NULL); + todo_wine ok(tmp_vs == vs2, "Got shader %p, expected %p.\n", tmp_vs, vs2); + if (tmp_vs) refcount = ID3D11VertexShader_Release(tmp_vs); + else refcount = 0; + todo_wine ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount); + + /* context states may be used with other devices instances too */ + d3d11_device2 = create_device(NULL); + ok(!!d3d11_device2, "Failed to create device.\n"); + hr = ID3D11Device_QueryInterface(d3d11_device2, &IID_ID3D11Device1, (void **)&device2); + ok(SUCCEEDED(hr), "Failed to query device interface, hr %#x.\n", hr); + ID3D11Device_Release(d3d11_device2); + ID3D11Device1_GetImmediateContext1(device2, &context2); + ok(!!context2, "Failed to get immediate context.\n"); + + ID3D11DeviceContext1_SwapDeviceContextState(context2, context_state, &tmp_context_state); + ok(!!tmp_context_state, "Failed to get context state.\n"); + tmp_vs = (ID3D11VertexShader *)0xdeadbeef; + ID3D11DeviceContext1_VSGetShader(context, &tmp_vs, NULL, NULL); + todo_wine ok(tmp_vs == vs2, "Got shader %p, expected %p.\n", tmp_vs, vs2); + if (tmp_vs) refcount = ID3D11VertexShader_Release(tmp_vs); + else refcount = 0; + todo_wine ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount); + ID3D11DeviceContext1_SwapDeviceContextState(context2, tmp_context_state, &context_state2); + refcount = ID3DDeviceContextState_Release(tmp_context_state); + ok(refcount == 0, "Got refcount %u, expected 1.\n", refcount); + refcount = ID3DDeviceContextState_Release(context_state2); + todo_wine ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount); + todo_wine ok(context_state2 == context_state, "Got unexpected state pointer.\n"); + + refcount = ID3D11DeviceContext1_Release(context2); + ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount); + refcount = ID3D11Device1_Release(device2); + ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount); + + ID3D11DeviceContext1_VSSetShader(context, NULL, NULL, 0); + refcount = ID3D11VertexShader_Release(vs2); + ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount); + + ID3D11DeviceContext1_SwapDeviceContextState(context, previous_context_state, &tmp_context_state); refcount = ID3DDeviceContextState_Release(previous_context_state); ok(!refcount, "Got refcount %u, expected 0.\n", refcount); + refcount = ID3DDeviceContextState_Release(tmp_context_state); + todo_wine ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount); + refcount = ID3DDeviceContextState_Release(context_state); + ok(!refcount, "Got refcount %u, expected 0.\n", refcount); + todo_wine ok(tmp_context_state == context_state, "Got unexpected state pointer.\n"); + refcount = get_refcount(vs); + ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
/* ID3DDeviceContextState retains the previous state. */