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>
This commit is contained in:
Stefan Dösinger 2022-01-17 23:22:00 +03:00 committed by Alexandre Julliard
parent bc2c9afe9c
commit 36d206008c
1 changed files with 74 additions and 59 deletions

View File

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