d3dx9: Return E_FAIL from ValidateTechnique() for techniques with unsupported shaders.
Signed-off-by: Paul Gofman <gofmanp@gmail.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -103,6 +103,7 @@ struct d3dx_object
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UINT size;
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void *data;
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struct d3dx_parameter *param;
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BOOL creation_failed;
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};
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struct d3dx_state
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@ -3941,11 +3942,50 @@ static D3DXHANDLE WINAPI ID3DXEffectImpl_GetCurrentTechnique(ID3DXEffect *iface)
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static HRESULT WINAPI ID3DXEffectImpl_ValidateTechnique(ID3DXEffect* iface, D3DXHANDLE technique)
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{
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struct ID3DXEffectImpl *This = impl_from_ID3DXEffect(iface);
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struct ID3DXEffectImpl *effect = impl_from_ID3DXEffect(iface);
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struct d3dx9_base_effect *base = &effect->base_effect;
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struct d3dx_technique *tech = get_valid_technique(base, technique);
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HRESULT ret = D3D_OK;
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unsigned int i, j;
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FIXME("(%p)->(%p): stub\n", This, technique);
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FIXME("iface %p, technique %p semi-stub.\n", iface, technique);
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return D3D_OK;
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if (!tech)
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{
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ret = D3DERR_INVALIDCALL;
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goto done;
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}
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for (i = 0; i < tech->pass_count; ++i)
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{
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struct d3dx_pass *pass = &tech->passes[i];
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for (j = 0; j < pass->state_count; ++j)
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{
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struct d3dx_state *state = &pass->states[j];
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if (state_table[state->operation].class == SC_VERTEXSHADER
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|| state_table[state->operation].class == SC_PIXELSHADER)
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{
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struct d3dx_parameter *param;
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void *param_value;
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BOOL param_dirty;
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HRESULT hr;
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if (FAILED(hr = d3dx9_get_param_value_ptr(pass, &pass->states[j], ¶m_value, ¶m,
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FALSE, ¶m_dirty)))
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return hr;
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if (param->object_id && base->objects[param->object_id].creation_failed)
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{
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ret = E_FAIL;
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goto done;
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}
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}
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}
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}
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done:
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TRACE("Returning %#x.\n", ret);
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return ret;
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}
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static HRESULT WINAPI ID3DXEffectImpl_FindNextValidTechnique(ID3DXEffect* iface, D3DXHANDLE technique, D3DXHANDLE* next_technique)
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@ -5938,7 +5978,7 @@ static HRESULT d3dx9_create_object(struct d3dx9_base_effect *base, struct d3dx_o
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(IDirect3DVertexShader9 **)param->data)))
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{
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WARN("Failed to create vertex shader.\n");
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return D3D_OK;
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object->creation_failed = TRUE;
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}
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break;
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case D3DXPT_PIXELSHADER:
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@ -5946,7 +5986,7 @@ static HRESULT d3dx9_create_object(struct d3dx9_base_effect *base, struct d3dx_o
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(IDirect3DPixelShader9 **)param->data)))
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{
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WARN("Failed to create pixel shader.\n");
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return D3D_OK;
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object->creation_failed = TRUE;
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}
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break;
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default:
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@ -7090,10 +7090,8 @@ static void test_effect_unsupported_shader(void)
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ok(hr == D3D_OK, "Got result %#x.\n", hr);
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hr = effect->lpVtbl->ValidateTechnique(effect, "missing_technique");
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todo_wine
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ok(hr == D3DERR_INVALIDCALL, "Got result %#x.\n", hr);
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hr = effect->lpVtbl->ValidateTechnique(effect, "tech0");
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todo_wine
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ok(hr == E_FAIL, "Got result %#x.\n", hr);
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hr = effect->lpVtbl->ValidateTechnique(effect, "tech1");
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@ -7101,7 +7099,6 @@ static void test_effect_unsupported_shader(void)
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effect->lpVtbl->SetInt(effect, "i", 1);
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ok(hr == D3D_OK, "Got result %#x.\n", hr);
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hr = effect->lpVtbl->ValidateTechnique(effect, "tech1");
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todo_wine
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ok(hr == E_FAIL, "Got result %#x.\n", hr);
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effect->lpVtbl->SetInt(effect, "i", 0);
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hr = effect->lpVtbl->ValidateTechnique(effect, "tech1");
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@ -7275,7 +7272,6 @@ static void test_effect_null_shader(void)
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effect->lpVtbl->SetInt(effect, "i", 2);
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ok(hr == D3D_OK, "Failed to set parameter, hr %#x.\n", hr);
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hr = effect->lpVtbl->ValidateTechnique(effect, "tech1");
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todo_wine
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ok(hr == E_FAIL, "Got result %#x.\n", hr);
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effect->lpVtbl->Release(effect);
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