d3d11/tests: Check that shaders implement d3d10 interfaces.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
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@ -1448,6 +1448,7 @@ static void test_create_shader(void)
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ID3D11GeometryShader *gs;
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ID3D11VertexShader *vs;
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ID3D11PixelShader *ps;
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IUnknown *iface;
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unsigned int i;
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HRESULT hr;
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@ -1481,6 +1482,7 @@ static void test_create_shader(void)
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expected_refcount = get_refcount((IUnknown *)device) + 1;
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hr = ID3D11Device_CreateVertexShader(device, vs_4_0, sizeof(vs_4_0), NULL, &vs);
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ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n",
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refcount, expected_refcount);
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@ -1492,12 +1494,20 @@ static void test_create_shader(void)
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ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n",
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refcount, expected_refcount);
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ID3D11Device_Release(tmp);
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ID3D11VertexShader_Release(vs);
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hr = ID3D11VertexShader_QueryInterface(vs, &IID_ID3D10VertexShader, (void **)&iface);
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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"Vertex shader should implement ID3D10VertexShader.\n");
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if (SUCCEEDED(hr)) IUnknown_Release(iface);
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refcount = ID3D11VertexShader_Release(vs);
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ok(!refcount, "Vertex shader has %u references left.\n", refcount);
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/* pixel shader */
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expected_refcount = get_refcount((IUnknown *)device) + 1;
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hr = ID3D11Device_CreatePixelShader(device, ps_4_0, sizeof(ps_4_0), NULL, &ps);
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ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n",
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refcount, expected_refcount);
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@ -1509,12 +1519,20 @@ static void test_create_shader(void)
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ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n",
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refcount, expected_refcount);
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ID3D11Device_Release(tmp);
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ID3D11PixelShader_Release(ps);
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hr = ID3D11PixelShader_QueryInterface(ps, &IID_ID3D10PixelShader, (void **)&iface);
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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"Pixel shader should implement ID3D10PixelShader.\n");
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if (SUCCEEDED(hr)) IUnknown_Release(iface);
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refcount = ID3D11PixelShader_Release(ps);
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ok(!refcount, "Pixel shader has %u references left.\n", refcount);
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/* geometry shader */
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expected_refcount = get_refcount((IUnknown *)device) + 1;
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hr = ID3D11Device_CreateGeometryShader(device, gs_4_0, sizeof(gs_4_0), NULL, &gs);
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ok(SUCCEEDED(hr), "Failed to create SM4 geometry shader, hr %#x.\n", hr);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n",
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refcount, expected_refcount);
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@ -1526,6 +1544,12 @@ static void test_create_shader(void)
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ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n",
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refcount, expected_refcount);
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ID3D11Device_Release(tmp);
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hr = ID3D11GeometryShader_QueryInterface(gs, &IID_ID3D10GeometryShader, (void **)&iface);
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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"Geometry shader should implement ID3D10GeometryShader.\n");
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if (SUCCEEDED(hr)) IUnknown_Release(iface);
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refcount = ID3D11GeometryShader_Release(gs);
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ok(!refcount, "Geometry shader has %u references left.\n", refcount);
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