From: Lucian Poston lucian.poston@gmail.com
Instead of returning garbage data for class instances, return 0 class instances.
https://bugs.winehq.org/show_bug.cgi?id=44052
Signed-off-by: Lucian Poston lucian.poston@gmail.com Signed-off-by: Alistair Leslie-Hughes leslie_alistair@hotmail.com --- dlls/d3d11/device.c | 12 ++++++++++++ dlls/d3d11/tests/d3d11.c | 6 ------ 2 files changed, 12 insertions(+), 6 deletions(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index e4d8760..5bc5018 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 1345b0e..72ca70f 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -9722,7 +9722,6 @@ static void test_clear_state(void) instance_count = 100; ID3D11DeviceContext_VSGetShader(context, &tmp_vs, NULL, &instance_count); ok(!tmp_vs, "Got unexpected vertex shader %p.\n", tmp_vs); - todo_wine ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
ID3D11DeviceContext_HSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, @@ -9744,7 +9743,6 @@ static void test_clear_state(void) instance_count = 100; ID3D11DeviceContext_HSGetShader(context, &tmp_hs, NULL, &instance_count); ok(!tmp_hs, "Got unexpected hull shader %p.\n", tmp_hs); - todo_wine ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
ID3D11DeviceContext_DSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, @@ -9766,7 +9764,6 @@ static void test_clear_state(void) instance_count = 100; ID3D11DeviceContext_DSGetShader(context, &tmp_ds, NULL, &instance_count); ok(!tmp_ds, "Got unexpected domain shader %p.\n", tmp_ds); - todo_wine ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
ID3D11DeviceContext_GSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, @@ -9788,7 +9785,6 @@ static void test_clear_state(void) instance_count = 100; ID3D11DeviceContext_GSGetShader(context, &tmp_gs, NULL, &instance_count); ok(!tmp_gs, "Got unexpected geometry shader %p.\n", tmp_gs); - todo_wine ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
ID3D11DeviceContext_PSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, @@ -9811,7 +9807,6 @@ static void test_clear_state(void) instance_count = 100; ID3D11DeviceContext_PSGetShader(context, &tmp_ps, NULL, &instance_count); ok(!tmp_ps, "Got unexpected pixel shader %p.\n", tmp_ps); - todo_wine ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
ID3D11DeviceContext_CSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, @@ -9834,7 +9829,6 @@ static void test_clear_state(void) instance_count = 100; ID3D11DeviceContext_CSGetShader(context, &tmp_cs, NULL, &instance_count); ok(!tmp_cs, "Got unexpected compute shader %p.\n", tmp_cs); - todo_wine ok(instance_count == 0, "Expected 0 instances, got %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)