d3d10/tests: Add some tests for effect pools.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
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@ -25,6 +25,13 @@
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#define D3DERR_INVALIDCALL 0x8876086c
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static ULONG get_refcount(void *iface)
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{
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IUnknown *unknown = iface;
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IUnknown_AddRef(unknown);
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return IUnknown_Release(unknown);
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}
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static ID3D10Device *create_device(void)
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{
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ID3D10Device *device;
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@ -52,6 +59,11 @@ static inline HRESULT create_effect(DWORD *data, UINT flags, ID3D10Device *devic
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return D3D10CreateEffectFromMemory(data, data[6], flags, device, effect_pool, effect);
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}
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static HRESULT create_effect_pool(DWORD *data, ID3D10Device *device, ID3D10EffectPool **pool)
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{
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return D3D10CreateEffectPoolFromMemory(data, data[6], 0, device, pool);
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}
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/*
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* test_effect_constant_buffer_type
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*/
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@ -6268,6 +6280,364 @@ static void test_effect_shader_object(void)
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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#if 0
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cbuffer s_cb
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{
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float f1 : COLOR0;
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float f2 : COLOR1;
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};
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BlendState s_blendstate;
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Texture s_texture;
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PixelShader ps;
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technique10 tech
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{
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pass P0
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{
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SetPixelShader(ps);
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SetVertexShader(NULL);
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SetGeometryShader(NULL);
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}
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};
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#endif
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static DWORD fx_test_pool[] =
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{
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0x43425844, 0x465314db, 0xd8433ab8, 0x34f3adc3, 0x03610f3e, 0x00000001, 0x00000240, 0x00000001,
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0x00000024, 0x30315846, 0x00000214, 0xfeff1001, 0x00000001, 0x00000002, 0x00000003, 0x00000000,
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0x00000000, 0x00000000, 0x00000001, 0x000000ec, 0x00000000, 0x00000001, 0x00000000, 0x00000001,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x62635f73,
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0x6f6c6600, 0x09007461, 0x01000000, 0x00000000, 0x04000000, 0x10000000, 0x04000000, 0x09000000,
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0x66000009, 0x4f430031, 0x30524f4c, 0x00326600, 0x4f4c4f43, 0x42003152, 0x646e656c, 0x74617453,
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0x003f0065, 0x00020000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00020000, 0x5f730000,
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0x6e656c62, 0x61747364, 0x74006574, 0x75747865, 0x73006572, 0x02000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x09000000, 0x73000000, 0x7865745f, 0x65727574, 0x78695000, 0x68536c65,
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0x72656461, 0x0000a100, 0x00000200, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000500,
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0x00737000, 0x68636574, 0x00305000, 0x00000001, 0x00000002, 0x00000000, 0x00000001, 0x00000002,
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0x00000000, 0x00000004, 0x00000010, 0x00000000, 0x00000002, 0xffffffff, 0x00000000, 0x0000002b,
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0x0000000f, 0x0000002e, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000035, 0x0000000f,
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0x00000038, 0x00000004, 0x00000000, 0x00000000, 0x00000000, 0x00000066, 0x0000004a, 0x00000000,
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0xffffffff, 0x00000000, 0x00000000, 0x00000097, 0x0000007b, 0x00000000, 0xffffffff, 0x00000000,
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0x000000c9, 0x000000ad, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x000000cc, 0x00000001,
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0x00000000, 0x000000d1, 0x00000003, 0x00000000, 0x00000007, 0x00000000, 0x00000002, 0x000000c9,
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0x00000006, 0x00000000, 0x00000001, 0x000000d4, 0x00000008, 0x00000000, 0x00000001, 0x000000e0,
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};
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/* Compiled as a child with /Gch (D3DCOMPILE_EFFECT_CHILD_EFFECT) */
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#if 0
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cbuffer l_cb
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{
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float f0 : COLOR0;
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};
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cbuffer l_cb2
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{
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float f3;
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};
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technique10 tech_child
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{
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pass P0
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{
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SetPixelShader(NULL);
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SetVertexShader(NULL);
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SetGeometryShader(NULL);
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}
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};
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#endif
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static DWORD fx_test_pool_child[] =
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{
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0x43425844, 0x5addae59, 0x62b6f327, 0x0ca7b6a5, 0x61338a81, 0x00000001, 0x00000198, 0x00000001,
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0x00000024, 0x30315846, 0x0000016c, 0xfeff1001, 0x00000002, 0x00000002, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000001, 0x00000070, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x62635f6c,
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0x6f6c6600, 0x09007461, 0x01000000, 0x00000000, 0x04000000, 0x10000000, 0x04000000, 0x09000000,
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0x66000009, 0x4f430030, 0x30524f4c, 0x635f6c00, 0x66003262, 0x65740033, 0x635f6863, 0x646c6968,
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0x00305000, 0x00000001, 0x00000002, 0x00000000, 0x00000001, 0x00000002, 0x00000000, 0x00000001,
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0x00000002, 0x00000000, 0x00000004, 0x00000010, 0x00000000, 0x00000001, 0xffffffff, 0x00000000,
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0x0000002b, 0x0000000f, 0x0000002e, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000035,
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0x00000010, 0x00000000, 0x00000001, 0xffffffff, 0x00000000, 0x0000003b, 0x0000000f, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0000003e, 0x00000001, 0x00000000, 0x00000049,
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0x00000003, 0x00000000, 0x00000007, 0x00000000, 0x00000001, 0x0000004c, 0x00000006, 0x00000000,
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0x00000001, 0x00000058, 0x00000008, 0x00000000, 0x00000001, 0x00000064,
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};
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static void test_effect_pool(void)
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{
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ID3D10Effect *effect, *effect2, *child_effect;
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ID3D10Device *device, *device2, *device3;
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D3D10_EFFECT_VARIABLE_DESC var_desc;
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D3D10_PASS_SHADER_DESC shader_desc;
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ID3D10EffectPool *pool, *pool2;
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ID3D10EffectConstantBuffer *cb;
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ID3D10EffectShaderVariable *sv;
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ID3D10EffectTechnique *t;
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ID3D10EffectVariable *v;
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ID3D10EffectPass *pass;
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D3D10_EFFECT_DESC desc;
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ID3D10Buffer *buffer;
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ULONG refcount;
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HRESULT hr;
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BOOL ret;
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if (!(device = create_device()))
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{
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skip("Failed to create device, skipping tests.\n");
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return;
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}
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device2 = create_device();
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ok(!!device2, "Failed to create d3d device.\n");
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hr = D3D10CreateEffectPoolFromMemory(NULL, 0, 0, device, &pool);
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todo_wine
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ok(hr == E_INVALIDARG, "Unexpected hr %#x.\n", hr);
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hr = create_effect_pool(fx_test_pool, device, &pool);
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todo_wine
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ok(hr == S_OK, "Failed to create effect pool, hr %#x.\n", hr);
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if (FAILED(hr))
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{
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ID3D10Device_Release(device);
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return;
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}
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refcount = get_refcount(pool);
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ok(refcount == 1, "Unexpected refcount %u.\n", refcount);
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effect = pool->lpVtbl->AsEffect(pool);
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ok(!!effect, "Expected effect pointer.\n");
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effect->lpVtbl->AddRef(effect);
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refcount = get_refcount(pool);
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ok(refcount == 2, "Unexpected refcount %u.\n", refcount);
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effect->lpVtbl->Release(effect);
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hr = effect->lpVtbl->QueryInterface(effect, &IID_ID3D10EffectPool, (void **)&pool2);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(pool2 == pool, "Unexpected pool pointer.\n");
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pool2->lpVtbl->Release(pool2);
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ret = effect->lpVtbl->IsPool(effect);
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ok(ret, "Expected pool.\n");
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hr = effect->lpVtbl->GetDesc(effect, &desc);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!desc.IsChildEffect, "Unexpected child flag.\n");
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ok(desc.ConstantBuffers == 1, "Unexpected buffer count %u.\n", desc.ConstantBuffers);
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ok(!desc.SharedConstantBuffers, "Unexpected shared buffer count %u.\n",
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desc.SharedConstantBuffers);
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ok(desc.GlobalVariables == 5, "Unexpected variables count %u.\n", desc.GlobalVariables);
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ok(!desc.SharedGlobalVariables, "Unexpected shared variables count %u.\n",
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desc.SharedGlobalVariables);
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cb = effect->lpVtbl->GetConstantBufferByIndex(effect, 0);
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hr = cb->lpVtbl->GetDesc(cb, &var_desc);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!strcmp(var_desc.Name, "s_cb"), "Unexpected name %s.\n", var_desc.Name);
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ok(var_desc.Flags == D3D10_EFFECT_VARIABLE_POOLED, "Unexpected flags %#x.\n", var_desc.Flags);
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v = effect->lpVtbl->GetVariableByName(effect, "s_blendstate");
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hr = v->lpVtbl->GetDesc(v, &var_desc);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!strcmp(var_desc.Name, "s_blendstate"), "Unexpected name %s.\n", var_desc.Name);
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ok(var_desc.Flags == D3D10_EFFECT_VARIABLE_POOLED, "Unexpected flags %#x.\n", var_desc.Flags);
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v = effect->lpVtbl->GetVariableByName(effect, "s_texture");
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hr = v->lpVtbl->GetDesc(v, &var_desc);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!strcmp(var_desc.Name, "s_texture"), "Unexpected name %s.\n", var_desc.Name);
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ok(var_desc.Flags == D3D10_EFFECT_VARIABLE_POOLED, "Unexpected flags %#x.\n", var_desc.Flags);
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v = effect->lpVtbl->GetVariableByName(effect, "ps");
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hr = v->lpVtbl->GetDesc(v, &var_desc);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!strcmp(var_desc.Name, "ps"), "Unexpected name %s.\n", var_desc.Name);
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ok(var_desc.Flags == D3D10_EFFECT_VARIABLE_POOLED, "Unexpected flags %#x.\n", var_desc.Flags);
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t = effect->lpVtbl->GetTechniqueByIndex(effect, 0);
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pass = t->lpVtbl->GetPassByIndex(t, 0);
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hr = pass->lpVtbl->GetVertexShaderDesc(pass, &shader_desc);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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sv = shader_desc.pShaderVariable;
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hr = sv->lpVtbl->GetDesc(sv, &var_desc);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!strcmp(var_desc.Name, "$Anonymous"), "Unexpected name %s.\n", var_desc.Name);
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ok(!var_desc.Flags, "Unexpected flags %#x.\n", var_desc.Flags);
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/* Create standalone effect from the same blob used for pool, */
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hr = create_effect(fx_test_pool, D3D10_EFFECT_COMPILE_CHILD_EFFECT, device, NULL, &child_effect);
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ok(hr == E_INVALIDARG, "Unexpected hr %#x.\n", hr);
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hr = create_effect(fx_test_pool, 0, device, NULL, &effect2);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ret = effect2->lpVtbl->IsPool(effect2);
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ok(!ret, "Unexpected pool.\n");
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hr = effect2->lpVtbl->GetDesc(effect2, &desc);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!desc.IsChildEffect, "Unexpected child flag.\n");
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ok(desc.ConstantBuffers == 1, "Unexpected buffer count %u.\n", desc.ConstantBuffers);
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ok(!desc.SharedConstantBuffers, "Unexpected shared buffer count %u.\n",
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desc.SharedConstantBuffers);
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ok(desc.GlobalVariables == 5, "Unexpected variables count %u.\n", desc.GlobalVariables);
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ok(!desc.SharedGlobalVariables, "Unexpected shared variables count %u.\n",
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desc.SharedGlobalVariables);
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cb = effect2->lpVtbl->GetConstantBufferByIndex(effect2, 0);
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hr = cb->lpVtbl->GetDesc(cb, &var_desc);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!strcmp(var_desc.Name, "s_cb"), "Unexpected name %s.\n", var_desc.Name);
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ok(!var_desc.Flags, "Unexpected flags %#x.\n", var_desc.Flags);
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effect2->lpVtbl->Release(effect2);
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/* Pool and child that use different devices. */
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hr = create_effect_pool(fx_test_pool, device2, &pool2);
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ok(hr == S_OK, "Failed to create an effect pool, hr %#x.\n", hr);
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hr = create_effect(fx_test_pool_child, D3D10_EFFECT_COMPILE_CHILD_EFFECT, device, pool2, &child_effect);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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hr = child_effect->lpVtbl->GetDevice(child_effect, &device3);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(device3 == device, "Unexpected device.\n");
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ID3D10Device_Release(device3);
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cb = child_effect->lpVtbl->GetConstantBufferByName(child_effect, "s_cb");
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ok(cb->lpVtbl->IsValid(cb), "Expected valid constant buffer.\n");
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hr = cb->lpVtbl->GetConstantBuffer(cb, &buffer);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ID3D10Buffer_GetDevice(buffer, &device3);
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ok(device3 == device2, "Unexpected device.\n");
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ID3D10Device_Release(device3);
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ID3D10Buffer_Release(buffer);
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child_effect->lpVtbl->Release(child_effect);
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pool2->lpVtbl->Release(pool2);
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/* When pool is specified, corresponding flag has to be set. */
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hr = create_effect(fx_test_pool_child, 0, device, pool, &child_effect);
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ok(hr == E_INVALIDARG, "Unexpected hr %#x.\n", hr);
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hr = create_effect(fx_test_pool_child, D3D10_EFFECT_COMPILE_CHILD_EFFECT, device, NULL, &child_effect);
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ok(hr == E_INVALIDARG, "Unexpected hr %#x.\n", hr);
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refcount = get_refcount(pool);
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ok(refcount == 1, "Unexpected refcount %u.\n", refcount);
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hr = create_effect(fx_test_pool_child, D3D10_EFFECT_COMPILE_CHILD_EFFECT, device, pool, &child_effect);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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refcount = get_refcount(pool);
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ok(refcount == 2, "Unexpected refcount %u.\n", refcount);
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hr = child_effect->lpVtbl->GetDesc(child_effect, &desc);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(desc.IsChildEffect, "Unexpected child flag.\n");
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ok(desc.ConstantBuffers == 2, "Unexpected buffer count %u.\n", desc.ConstantBuffers);
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ok(desc.SharedConstantBuffers == 1, "Unexpected shared buffer count %u.\n",
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desc.SharedConstantBuffers);
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ok(desc.GlobalVariables == 2, "Unexpected variables count %u.\n", desc.GlobalVariables);
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ok(desc.SharedGlobalVariables == 5, "Unexpected shared variables count %u.\n",
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desc.SharedGlobalVariables);
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/* Local buffers are enumerated first, then shared ones. */
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cb = child_effect->lpVtbl->GetConstantBufferByIndex(child_effect, 0);
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ret = cb->lpVtbl->IsValid(cb);
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ok(ret, "Unexpected invalid variable.\n");
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hr = cb->lpVtbl->GetDesc(cb, &var_desc);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!strcmp(var_desc.Name, "l_cb"), "Unexpected name %s.\n", var_desc.Name);
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ok(!var_desc.Flags, "Unexpected flags %#x.\n", var_desc.Flags);
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cb = child_effect->lpVtbl->GetConstantBufferByIndex(child_effect, 1);
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ret = cb->lpVtbl->IsValid(cb);
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ok(ret, "Unexpected invalid variable.\n");
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hr = cb->lpVtbl->GetDesc(cb, &var_desc);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!strcmp(var_desc.Name, "l_cb2"), "Unexpected name %s.\n", var_desc.Name);
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ok(!var_desc.Flags, "Unexpected flags %#x.\n", var_desc.Flags);
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cb = child_effect->lpVtbl->GetConstantBufferByIndex(child_effect, 2);
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ret = cb->lpVtbl->IsValid(cb);
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ok(ret, "Unexpected invalid variable.\n");
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hr = cb->lpVtbl->GetDesc(cb, &var_desc);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!strcmp(var_desc.Name, "s_cb"), "Unexpected name %s.\n", var_desc.Name);
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ok(var_desc.Flags == D3D10_EFFECT_VARIABLE_POOLED, "Unexpected flags %#x.\n", var_desc.Flags);
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/* Pool techniques are not accessible */
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t = effect->lpVtbl->GetTechniqueByIndex(effect, 0);
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ok(t->lpVtbl->IsValid(t), "Unexpected invalid technique.\n");
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t = effect->lpVtbl->GetTechniqueByIndex(effect, 1);
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ok(!t->lpVtbl->IsValid(t), "Unexpected valid technique.\n");
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/* Local variables first */
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v = child_effect->lpVtbl->GetVariableByIndex(child_effect, 0);
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hr = v->lpVtbl->GetDesc(v, &var_desc);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!strcmp(var_desc.Name, "f0"), "Unexpected name %s.\n", var_desc.Name);
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ok(!var_desc.Flags, "Unexpected flags %#x.\n", var_desc.Flags);
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v = child_effect->lpVtbl->GetVariableByIndex(child_effect, 1);
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hr = v->lpVtbl->GetDesc(v, &var_desc);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!strcmp(var_desc.Name, "f3"), "Unexpected name %s.\n", var_desc.Name);
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ok(!var_desc.Flags, "Unexpected flags %#x.\n", var_desc.Flags);
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v = child_effect->lpVtbl->GetVariableByIndex(child_effect, 2);
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hr = v->lpVtbl->GetDesc(v, &var_desc);
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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ok(!strcmp(var_desc.Name, "f1"), "Unexpected name %s.\n", var_desc.Name);
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ok(var_desc.Flags == D3D10_EFFECT_VARIABLE_POOLED, "Unexpected flags %#x.\n", var_desc.Flags);
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|
||||
v = child_effect->lpVtbl->GetVariableByIndex(child_effect, 3);
|
||||
hr = v->lpVtbl->GetDesc(v, &var_desc);
|
||||
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
|
||||
ok(!strcmp(var_desc.Name, "f2"), "Unexpected name %s.\n", var_desc.Name);
|
||||
ok(var_desc.Flags == D3D10_EFFECT_VARIABLE_POOLED, "Unexpected flags %#x.\n", var_desc.Flags);
|
||||
|
||||
v = child_effect->lpVtbl->GetVariableByIndex(child_effect, 4);
|
||||
hr = v->lpVtbl->GetDesc(v, &var_desc);
|
||||
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
|
||||
ok(!strcmp(var_desc.Name, "s_blendstate"), "Unexpected name %s.\n", var_desc.Name);
|
||||
ok(var_desc.Flags == D3D10_EFFECT_VARIABLE_POOLED, "Unexpected flags %#x.\n", var_desc.Flags);
|
||||
|
||||
v = child_effect->lpVtbl->GetVariableByName(child_effect, "s_texture");
|
||||
hr = v->lpVtbl->GetDesc(v, &var_desc);
|
||||
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
|
||||
ok(!strcmp(var_desc.Name, "s_texture"), "Unexpected name %s.\n", var_desc.Name);
|
||||
ok(var_desc.Flags == D3D10_EFFECT_VARIABLE_POOLED, "Unexpected flags %#x.\n", var_desc.Flags);
|
||||
|
||||
v = child_effect->lpVtbl->GetVariableBySemantic(child_effect, "COLOR0");
|
||||
hr = v->lpVtbl->GetDesc(v, &var_desc);
|
||||
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
|
||||
ok(!strcmp(var_desc.Name, "f0"), "Unexpected name %s.\n", var_desc.Name);
|
||||
ok(!var_desc.Flags, "Unexpected flags %#x.\n", var_desc.Flags);
|
||||
|
||||
v = child_effect->lpVtbl->GetVariableBySemantic(child_effect, "COLOR1");
|
||||
hr = v->lpVtbl->GetDesc(v, &var_desc);
|
||||
ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
|
||||
ok(!strcmp(var_desc.Name, "f2"), "Unexpected name %s.\n", var_desc.Name);
|
||||
ok(var_desc.Flags == D3D10_EFFECT_VARIABLE_POOLED, "Unexpected flags %#x.\n", var_desc.Flags);
|
||||
|
||||
child_effect->lpVtbl->Release(child_effect);
|
||||
|
||||
pool->lpVtbl->Release(pool);
|
||||
|
||||
refcount = ID3D10Device_Release(device);
|
||||
ok(!refcount, "Device has %u references left.\n", refcount);
|
||||
|
||||
refcount = ID3D10Device_Release(device2);
|
||||
ok(!refcount, "Device has %u references left.\n", refcount);
|
||||
}
|
||||
|
||||
START_TEST(effect)
|
||||
{
|
||||
test_effect_constant_buffer_type();
|
||||
|
@ -6287,4 +6657,5 @@ START_TEST(effect)
|
|||
test_effect_optimize();
|
||||
test_effect_shader_description();
|
||||
test_effect_shader_object();
|
||||
test_effect_pool();
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue