d3d11/tests: Disable cross-device ContextState tests.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=51103 Signed-off-by: Stefan Dösinger <stefan@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -7422,74 +7422,88 @@ static void test_device_context_state(void)
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refcount = ID3D11VertexShader_Release(tmp_vs);
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ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
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/* context states may be used with other devices instances too */
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d3d11_device2 = create_device(NULL);
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ok(!!d3d11_device2, "Failed to create device.\n");
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hr = ID3D11Device_QueryInterface(d3d11_device2, &IID_ID3D11Device1, (void **)&device2);
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ok(SUCCEEDED(hr), "Failed to query device interface, hr %#x.\n", hr);
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ID3D11Device_Release(d3d11_device2);
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ID3D11Device1_GetImmediateContext1(device2, &context2);
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ok(!!context2, "Failed to get immediate context.\n");
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/* context states may be used with other devices instances too
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*
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* Or at least, no error is returned right away. Using objects like shaders
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* from other device instances causes a segfault later on Nvidia Windows
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* drivers. This suggests the feature tested below is more a bug than a
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* feature.
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*
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* The tests below suggest that a ContextState object stores its own state
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* for every device it is used with. This isn't entirely true, e.g. the
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* primitive topology can be transfered between devices, but will cause odd
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* refcounting behavior afterwards (IAGetPrimitiveTopology will leak 54
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* references on the context's device for example). */
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if (0)
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{
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d3d11_device2 = create_device(NULL);
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ok(!!d3d11_device2, "Failed to create device.\n");
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hr = ID3D11Device_QueryInterface(d3d11_device2, &IID_ID3D11Device1, (void **)&device2);
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ok(SUCCEEDED(hr), "Failed to query device interface, hr %#x.\n", hr);
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ID3D11Device_Release(d3d11_device2);
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ID3D11Device1_GetImmediateContext1(device2, &context2);
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ok(!!context2, "Failed to get immediate context.\n");
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/* but they track a distinct state on each context */
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ID3D11DeviceContext1_SwapDeviceContextState(context2, context_state, &tmp_context_state);
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ok(!!tmp_context_state, "Failed to get context state.\n");
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tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
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ID3D11DeviceContext1_VSGetShader(context2, &tmp_vs, NULL, NULL);
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ok(!tmp_vs, "Got unexpected shader %p.\n", tmp_vs);
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/* but they track a distinct state on each context */
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ID3D11DeviceContext1_SwapDeviceContextState(context2, context_state, &tmp_context_state);
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ok(!!tmp_context_state, "Failed to get context state.\n");
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tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
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ID3D11DeviceContext1_VSGetShader(context2, &tmp_vs, NULL, NULL);
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ok(!tmp_vs, "Got unexpected shader %p.\n", tmp_vs);
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/* updating context2 vertex shader doesn't update other contexts using the same state */
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ID3D11DeviceContext1_VSSetShader(context2, vs, NULL, 0);
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ID3D11DeviceContext1_VSGetShader(context, &tmp_vs, NULL, NULL);
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ok(tmp_vs == vs2, "Got shader %p, expected %p.\n", tmp_vs, vs2);
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refcount = ID3D11VertexShader_Release(tmp_vs);
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ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
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/* updating context2 vertex shader doesn't update other contexts using the same state */
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ID3D11DeviceContext1_VSSetShader(context2, vs, NULL, 0);
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ID3D11DeviceContext1_VSGetShader(context, &tmp_vs, NULL, NULL);
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ok(tmp_vs == vs2, "Got shader %p, expected %p.\n", tmp_vs, vs2);
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refcount = ID3D11VertexShader_Release(tmp_vs);
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ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
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ID3D11DeviceContext1_SwapDeviceContextState(context2, tmp_context_state, &context_state2);
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refcount = ID3DDeviceContextState_Release(tmp_context_state);
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ok(refcount == 0, "Got refcount %u, expected 1.\n", refcount);
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refcount = ID3DDeviceContextState_Release(context_state2);
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ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
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ok(context_state2 == context_state, "Got unexpected state pointer.\n");
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ID3D11DeviceContext1_SwapDeviceContextState(context2, tmp_context_state, &context_state2);
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refcount = ID3DDeviceContextState_Release(tmp_context_state);
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ok(refcount == 0, "Got refcount %u, expected 1.\n", refcount);
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refcount = ID3DDeviceContextState_Release(context_state2);
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ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
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ok(context_state2 == context_state, "Got unexpected state pointer.\n");
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/* swapping the default state on context2 effectively clears the vertex shader */
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tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
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ID3D11DeviceContext1_VSGetShader(context2, &tmp_vs, NULL, NULL);
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ok(!tmp_vs, "Got unexpected shader %p.\n", tmp_vs);
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/* swapping the default state on context2 effectively clears the vertex shader */
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tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
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ID3D11DeviceContext1_VSGetShader(context2, &tmp_vs, NULL, NULL);
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ok(!tmp_vs, "Got unexpected shader %p.\n", tmp_vs);
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ID3D11DeviceContext1_SwapDeviceContextState(context2, context_state, &tmp_context_state);
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ok(!!tmp_context_state, "Failed to get context state.\n");
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refcount = ID3DDeviceContextState_Release(tmp_context_state);
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ok(refcount == 0, "Got refcount %u, expected 1.\n", refcount);
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ID3D11DeviceContext1_SwapDeviceContextState(context2, context_state, &tmp_context_state);
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ok(!!tmp_context_state, "Failed to get context state.\n");
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refcount = ID3DDeviceContextState_Release(tmp_context_state);
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ok(refcount == 0, "Got refcount %u, expected 1.\n", refcount);
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/* clearing the vertex shader on context doesn't have side effect on context2 */
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ID3D11DeviceContext1_VSSetShader(context, NULL, NULL, 0);
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refcount = ID3D11VertexShader_Release(vs2);
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ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount);
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tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
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ID3D11DeviceContext1_VSGetShader(context2, &tmp_vs, NULL, NULL);
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ok(tmp_vs == vs, "Got shader %p, expected %p.\n", tmp_vs, vs);
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refcount = ID3D11VertexShader_Release(tmp_vs);
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ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
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/* clearing the vertex shader on context doesn't have side effect on context2 */
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ID3D11DeviceContext1_VSSetShader(context, NULL, NULL, 0);
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refcount = get_refcount(vs2);
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ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
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tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
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ID3D11DeviceContext1_VSGetShader(context2, &tmp_vs, NULL, NULL);
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ok(tmp_vs == vs, "Got shader %p, expected %p.\n", tmp_vs, vs);
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refcount = ID3D11VertexShader_Release(tmp_vs);
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ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
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/* even after swapping it again */
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ID3D11DeviceContext1_SwapDeviceContextState(context2, context_state, NULL);
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tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
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ID3D11DeviceContext1_VSGetShader(context2, &tmp_vs, NULL, NULL);
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ok(tmp_vs == vs, "Got shader %p, expected %p.\n", tmp_vs, vs);
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refcount = ID3D11VertexShader_Release(tmp_vs);
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ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
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/* even after swapping it again */
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ID3D11DeviceContext1_SwapDeviceContextState(context2, context_state, NULL);
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tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
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ID3D11DeviceContext1_VSGetShader(context2, &tmp_vs, NULL, NULL);
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ok(tmp_vs == vs, "Got shader %p, expected %p.\n", tmp_vs, vs);
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refcount = ID3D11VertexShader_Release(tmp_vs);
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ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
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/* swapping the initial state on context2 doesn't have side effect on context either */
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ID3D11DeviceContext1_SwapDeviceContextState(context2, previous_context_state, NULL);
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tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
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ID3D11DeviceContext1_VSGetShader(context, &tmp_vs, NULL, NULL);
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ok(!tmp_vs, "Got unexpected shader %p.\n", tmp_vs);
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/* swapping the initial state on context2 doesn't have side effect on context either */
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ID3D11DeviceContext1_SwapDeviceContextState(context2, previous_context_state, NULL);
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tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
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ID3D11DeviceContext1_VSGetShader(context, &tmp_vs, NULL, NULL);
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ok(!tmp_vs, "Got unexpected shader %p.\n", tmp_vs);
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refcount = ID3D11DeviceContext1_Release(context2);
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ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount);
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refcount = ID3D11Device1_Release(device2);
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ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount);
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refcount = ID3D11DeviceContext1_Release(context2);
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ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount);
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refcount = ID3D11Device1_Release(device2);
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ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount);
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}
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ID3D11DeviceContext1_SwapDeviceContextState(context, previous_context_state, &tmp_context_state);
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refcount = ID3DDeviceContextState_Release(previous_context_state);
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@ -8158,6 +8172,7 @@ static void test_device_context_state(void)
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if (hs) ID3D11HullShader_Release(hs);
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ID3D11PixelShader_Release(ps);
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ID3D11GeometryShader_Release(gs);
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ID3D11VertexShader_Release(vs2);
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ID3D11VertexShader_Release(vs);
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ID3D11Buffer_Release(cb);
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ID3D11ShaderResourceView_Release(srv);
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