d3d10core/tests: Check that shaders implement d3d11 interfaces.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
This commit is contained in:
Józef Kucia 2015-10-06 01:49:29 +02:00 committed by Alexandre Julliard
parent 17ad42fcf5
commit 44293175a3
1 changed files with 19 additions and 2 deletions

View File

@ -1085,6 +1085,7 @@ float4 main(const float4 color : COLOR) : SV_TARGET
ID3D10VertexShader *vs = NULL;
ID3D10PixelShader *ps = NULL;
ID3D10Device *device, *tmp;
IUnknown *iface;
HRESULT hr;
if (!(device = create_device()))
@ -1096,6 +1097,7 @@ float4 main(const float4 color : COLOR) : SV_TARGET
expected_refcount = get_refcount((IUnknown *)device) + 1;
hr = ID3D10Device_CreateVertexShader(device, vs_4_0, sizeof(vs_4_0), &vs);
ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x\n", hr);
refcount = get_refcount((IUnknown *)device);
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
tmp = NULL;
@ -1105,7 +1107,14 @@ float4 main(const float4 color : COLOR) : SV_TARGET
refcount = get_refcount((IUnknown *)device);
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
ID3D10Device_Release(tmp);
ID3D10VertexShader_Release(vs);
hr = ID3D10VertexShader_QueryInterface(vs, &IID_ID3D11VertexShader, (void **)&iface);
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
"Vertex shader should implement ID3D11VertexShader.\n");
if (SUCCEEDED(hr)) IUnknown_Release(iface);
refcount = ID3D10VertexShader_Release(vs);
ok(!refcount, "Vertex shader has %u references left.\n", refcount);
hr = ID3D10Device_CreateVertexShader(device, vs_2_0, sizeof(vs_2_0), &vs);
ok(hr == E_INVALIDARG, "Created a SM2 vertex shader, hr %#x\n", hr);
@ -1119,6 +1128,7 @@ float4 main(const float4 color : COLOR) : SV_TARGET
expected_refcount = get_refcount((IUnknown *)device) + 1;
hr = ID3D10Device_CreatePixelShader(device, ps_4_0, sizeof(ps_4_0), &ps);
ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x\n", hr);
refcount = get_refcount((IUnknown *)device);
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
tmp = NULL;
@ -1128,7 +1138,14 @@ float4 main(const float4 color : COLOR) : SV_TARGET
refcount = get_refcount((IUnknown *)device);
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
ID3D10Device_Release(tmp);
ID3D10PixelShader_Release(ps);
hr = ID3D10PixelShader_QueryInterface(ps, &IID_ID3D11PixelShader, (void **)&iface);
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
"Pixel shader should implement ID3D11PixelShader.\n");
if (SUCCEEDED(hr)) IUnknown_Release(iface);
refcount = ID3D10PixelShader_Release(ps);
ok(!refcount, "Pixel shader has %u references left.\n", refcount);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);