[PATCH 2/2] d3d11: Return valid values for shader class instances
Lucian Poston
lucian.poston at gmail.com
Thu Nov 23 11:58:50 CST 2017
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 at gmail.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 7a8f3df5a2..aa9c6d9854 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -1488,6 +1488,8 @@ 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)))
@@ -1543,6 +1545,8 @@ 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)))
@@ -1711,6 +1715,8 @@ 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)))
@@ -2137,6 +2143,8 @@ 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)))
@@ -2244,6 +2252,8 @@ 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)))
@@ -2376,6 +2386,8 @@ 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 615d7c1096..5567b4b88d 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -8656,7 +8656,6 @@ 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,
@@ -8678,7 +8677,6 @@ 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,
@@ -8700,7 +8698,6 @@ 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,
@@ -8722,7 +8719,6 @@ 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,
@@ -8745,7 +8741,6 @@ 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,
@@ -8768,7 +8763,6 @@ 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)
--
2.13.6
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