From 1c8983bf75b16f9b82eae72a13e6d5052a14ad0f Mon Sep 17 00:00:00 2001 From: Matteo Bruni Date: Wed, 9 Mar 2016 23:19:24 +0100 Subject: [PATCH] d3d11/tests: Test creating SM4 shaders on feature level 9. Signed-off-by: Matteo Bruni Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d11/tests/d3d11.c | 131 +++++++++++++++++++++------------------ 1 file changed, 71 insertions(+), 60 deletions(-) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 321fc2c7bf1..c42286a91f4 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -2031,86 +2031,97 @@ static void test_create_shader(void) ok(hr == E_INVALIDARG, "Created a SM4 vertex shader from a pixel shader source, hr %#x, feature level %#x.\n", hr, feature_level); - if (feature_level < D3D_FEATURE_LEVEL_10_0) + expected_refcount = get_refcount((IUnknown *)device) + (feature_level >= D3D_FEATURE_LEVEL_10_0); + hr = ID3D11Device_CreateVertexShader(device, vs_4_0, sizeof(vs_4_0), NULL, &vs); + if (feature_level >= D3D_FEATURE_LEVEL_10_0) + ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level); + else + ok(hr == E_INVALIDARG, "Created a SM4 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level); + + refcount = get_refcount((IUnknown *)device); + ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", + refcount, expected_refcount); + if (feature_level >= D3D_FEATURE_LEVEL_10_0) { - refcount = ID3D11Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); - continue; + tmp = NULL; + expected_refcount = refcount + 1; + ID3D11VertexShader_GetDevice(vs, &tmp); + ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); + refcount = get_refcount((IUnknown *)device); + ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", + refcount, expected_refcount); + ID3D11Device_Release(tmp); + + hr = ID3D11VertexShader_QueryInterface(vs, &IID_ID3D10VertexShader, (void **)&iface); + ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, + "Vertex shader should implement ID3D10VertexShader.\n"); + if (SUCCEEDED(hr)) IUnknown_Release(iface); + + refcount = ID3D11VertexShader_Release(vs); + ok(!refcount, "Vertex shader has %u references left.\n", refcount); } - expected_refcount = get_refcount((IUnknown *)device) + 1; - hr = ID3D11Device_CreateVertexShader(device, vs_4_0, sizeof(vs_4_0), NULL, &vs); - ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level); - - refcount = get_refcount((IUnknown *)device); - ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", - refcount, expected_refcount); - tmp = NULL; - expected_refcount = refcount + 1; - ID3D11VertexShader_GetDevice(vs, &tmp); - ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); - refcount = get_refcount((IUnknown *)device); - ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", - refcount, expected_refcount); - ID3D11Device_Release(tmp); - - hr = ID3D11VertexShader_QueryInterface(vs, &IID_ID3D10VertexShader, (void **)&iface); - ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, - "Vertex shader should implement ID3D10VertexShader.\n"); - if (SUCCEEDED(hr)) IUnknown_Release(iface); - - refcount = ID3D11VertexShader_Release(vs); - ok(!refcount, "Vertex shader has %u references left.\n", refcount); - /* pixel shader */ - expected_refcount = get_refcount((IUnknown *)device) + 1; + expected_refcount = get_refcount((IUnknown *)device) + (feature_level >= D3D_FEATURE_LEVEL_10_0); hr = ID3D11Device_CreatePixelShader(device, ps_4_0, sizeof(ps_4_0), NULL, &ps); - ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level); + if (feature_level >= D3D_FEATURE_LEVEL_10_0) + ok(SUCCEEDED(hr), "Failed to create SM4 pixel shader, hr %#x, feature level %#x.\n", hr, feature_level); + else + ok(hr == E_INVALIDARG, "Created a SM4 pixel shader, hr %#x, feature level %#x.\n", hr, feature_level); refcount = get_refcount((IUnknown *)device); ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); - tmp = NULL; - expected_refcount = refcount + 1; - ID3D11PixelShader_GetDevice(ps, &tmp); - ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); - refcount = get_refcount((IUnknown *)device); - ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", - refcount, expected_refcount); - ID3D11Device_Release(tmp); + if (feature_level >= D3D_FEATURE_LEVEL_10_0) + { + tmp = NULL; + expected_refcount = refcount + 1; + ID3D11PixelShader_GetDevice(ps, &tmp); + ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); + refcount = get_refcount((IUnknown *)device); + ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", + refcount, expected_refcount); + ID3D11Device_Release(tmp); - hr = ID3D11PixelShader_QueryInterface(ps, &IID_ID3D10PixelShader, (void **)&iface); - ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, - "Pixel shader should implement ID3D10PixelShader.\n"); - if (SUCCEEDED(hr)) IUnknown_Release(iface); + hr = ID3D11PixelShader_QueryInterface(ps, &IID_ID3D10PixelShader, (void **)&iface); + ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, + "Pixel shader should implement ID3D10PixelShader.\n"); + if (SUCCEEDED(hr)) IUnknown_Release(iface); - refcount = ID3D11PixelShader_Release(ps); - ok(!refcount, "Pixel shader has %u references left.\n", refcount); + refcount = ID3D11PixelShader_Release(ps); + ok(!refcount, "Pixel shader has %u references left.\n", refcount); + } /* geometry shader */ - expected_refcount = get_refcount((IUnknown *)device) + 1; + expected_refcount = get_refcount((IUnknown *)device) + (feature_level >= D3D_FEATURE_LEVEL_10_0); hr = ID3D11Device_CreateGeometryShader(device, gs_4_0, sizeof(gs_4_0), NULL, &gs); - ok(SUCCEEDED(hr), "Failed to create SM4 geometry shader, hr %#x.\n", hr); + if (feature_level >= D3D_FEATURE_LEVEL_10_0) + ok(SUCCEEDED(hr), "Failed to create SM4 geometry shader, hr %#x, feature level %#x.\n", hr, feature_level); + else + ok(hr == E_INVALIDARG, "Created a SM4 geometry shader, hr %#x, feature level %#x.\n", hr, feature_level); refcount = get_refcount((IUnknown *)device); ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); - tmp = NULL; - expected_refcount = refcount + 1; - ID3D11GeometryShader_GetDevice(gs, &tmp); - ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); - refcount = get_refcount((IUnknown *)device); - ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", - refcount, expected_refcount); - ID3D11Device_Release(tmp); + if (feature_level >= D3D_FEATURE_LEVEL_10_0) + { + tmp = NULL; + expected_refcount = refcount + 1; + ID3D11GeometryShader_GetDevice(gs, &tmp); + ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); + refcount = get_refcount((IUnknown *)device); + ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", + refcount, expected_refcount); + ID3D11Device_Release(tmp); - hr = ID3D11GeometryShader_QueryInterface(gs, &IID_ID3D10GeometryShader, (void **)&iface); - ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, - "Geometry shader should implement ID3D10GeometryShader.\n"); - if (SUCCEEDED(hr)) IUnknown_Release(iface); + hr = ID3D11GeometryShader_QueryInterface(gs, &IID_ID3D10GeometryShader, (void **)&iface); + ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, + "Geometry shader should implement ID3D10GeometryShader.\n"); + if (SUCCEEDED(hr)) IUnknown_Release(iface); - refcount = ID3D11GeometryShader_Release(gs); - ok(!refcount, "Geometry shader has %u references left.\n", refcount); + refcount = ID3D11GeometryShader_Release(gs); + ok(!refcount, "Geometry shader has %u references left.\n", refcount); + } refcount = ID3D11Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount);