From: Lucian Poston lucian.poston@gmail.com
Signed-off-by: Lucian Poston lucian.poston@gmail.com Signed-off-by: Alistair Leslie-Hughes leslie_alistair@hotmail.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/d3d11/device.c | 12 ++++++++++++ dlls/d3d11/tests/d3d11.c | 25 +++++++++++++++++++------ 2 files changed, 31 insertions(+), 6 deletions(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index e4d87603df8..5bc5018d634 100644 --- a/dlls/d3d11/device.c +++ b/dlls/d3d11/device.c @@ -1522,6 +1522,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetShader(ID3D11DeviceCo
if (class_instances || class_instance_count) FIXME("Dynamic linking not implemented yet.\n"); + if (class_instance_count) + *class_instance_count = 0;
wined3d_mutex_lock(); if (!(wined3d_shader = wined3d_device_get_pixel_shader(device->wined3d_device))) @@ -1577,6 +1579,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetShader(ID3D11DeviceCo
if (class_instances || class_instance_count) FIXME("Dynamic linking not implemented yet.\n"); + if (class_instance_count) + *class_instance_count = 0;
wined3d_mutex_lock(); if (!(wined3d_shader = wined3d_device_get_vertex_shader(device->wined3d_device))) @@ -1745,6 +1749,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetShader(ID3D11DeviceCo
if (class_instances || class_instance_count) FIXME("Dynamic linking not implemented yet.\n"); + if (class_instance_count) + *class_instance_count = 0;
wined3d_mutex_lock(); if (!(wined3d_shader = wined3d_device_get_geometry_shader(device->wined3d_device))) @@ -2187,6 +2193,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetShader(ID3D11DeviceCo
if (class_instances || class_instance_count) FIXME("Dynamic linking not implemented yet.\n"); + if (class_instance_count) + *class_instance_count = 0;
wined3d_mutex_lock(); if (!(wined3d_shader = wined3d_device_get_hull_shader(device->wined3d_device))) @@ -2294,6 +2302,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetShader(ID3D11DeviceCo
if (class_instances || class_instance_count) FIXME("Dynamic linking not implemented yet.\n"); + if (class_instance_count) + *class_instance_count = 0;
wined3d_mutex_lock(); if (!(wined3d_shader = wined3d_device_get_domain_shader(device->wined3d_device))) @@ -2426,6 +2436,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetShader(ID3D11DeviceCo
if (class_instances || class_instance_count) FIXME("Dynamic linking not implemented yet.\n"); + if (class_instance_count) + *class_instance_count = 0;
wined3d_mutex_lock(); if (!(wined3d_shader = wined3d_device_get_compute_shader(device->wined3d_device))) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 63f964a4614..9c12a768e20 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -9684,6 +9684,7 @@ static void test_clear_state(void) float blend_factor[4]; ID3D11Device *device; BOOL predicate_value; + UINT instance_count; DXGI_FORMAT format; UINT sample_mask; UINT stencil_ref; @@ -9719,8 +9720,10 @@ static void test_clear_state(void) { ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i); } - ID3D11DeviceContext_VSGetShader(context, &tmp_vs, NULL, 0); + instance_count = 100; + ID3D11DeviceContext_VSGetShader(context, &tmp_vs, NULL, &instance_count); ok(!tmp_vs, "Got unexpected vertex shader %p.\n", tmp_vs); + ok(!instance_count, "Got unexpected instance count %u.\n", instance_count);
ID3D11DeviceContext_HSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer); @@ -9738,8 +9741,10 @@ static void test_clear_state(void) { ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i); } - ID3D11DeviceContext_HSGetShader(context, &tmp_hs, NULL, 0); + instance_count = 100; + ID3D11DeviceContext_HSGetShader(context, &tmp_hs, NULL, &instance_count); ok(!tmp_hs, "Got unexpected hull shader %p.\n", tmp_hs); + ok(!instance_count, "Got unexpected instance count %u.\n", instance_count);
ID3D11DeviceContext_DSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer); @@ -9757,8 +9762,10 @@ static void test_clear_state(void) { ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i); } - ID3D11DeviceContext_DSGetShader(context, &tmp_ds, NULL, 0); + instance_count = 100; + ID3D11DeviceContext_DSGetShader(context, &tmp_ds, NULL, &instance_count); ok(!tmp_ds, "Got unexpected domain shader %p.\n", tmp_ds); + ok(!instance_count, "Got unexpected instance count %u.\n", instance_count);
ID3D11DeviceContext_GSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer); @@ -9776,8 +9783,10 @@ static void test_clear_state(void) { ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i); } - ID3D11DeviceContext_GSGetShader(context, &tmp_gs, NULL, 0); + instance_count = 100; + ID3D11DeviceContext_GSGetShader(context, &tmp_gs, NULL, &instance_count); ok(!tmp_gs, "Got unexpected geometry shader %p.\n", tmp_gs); + ok(!instance_count, "Got unexpected instance count %u.\n", instance_count);
ID3D11DeviceContext_PSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer); @@ -9796,8 +9805,10 @@ static void test_clear_state(void) { ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i); } - ID3D11DeviceContext_PSGetShader(context, &tmp_ps, NULL, 0); + instance_count = 100; + ID3D11DeviceContext_PSGetShader(context, &tmp_ps, NULL, &instance_count); ok(!tmp_ps, "Got unexpected pixel shader %p.\n", tmp_ps); + ok(!instance_count, "Got unexpected instance count %u.\n", instance_count);
ID3D11DeviceContext_CSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer); @@ -9816,8 +9827,10 @@ static void test_clear_state(void) { ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i); } - ID3D11DeviceContext_CSGetShader(context, &tmp_cs, NULL, 0); + instance_count = 100; + ID3D11DeviceContext_CSGetShader(context, &tmp_cs, NULL, &instance_count); ok(!tmp_cs, "Got unexpected compute shader %p.\n", tmp_cs); + ok(!instance_count, "Got unexpected instance count %u.\n", instance_count); ID3D11DeviceContext_CSGetUnorderedAccessViews(context, 0, D3D11_PS_CS_UAV_REGISTER_COUNT, tmp_uav); for (i = 0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; ++i) {