d3d11: Return 0 for the class instance count from the shader getters.

Signed-off-by: Lucian Poston <lucian.poston@gmail.com>
Signed-off-by: Alistair Leslie-Hughes <leslie_alistair@hotmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Lucian Poston 2018-05-15 20:17:12 +04:30 committed by Alexandre Julliard
parent 372451253c
commit 7ec5ec584a
2 changed files with 31 additions and 6 deletions

View File

@ -1522,6 +1522,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetShader(ID3D11DeviceCo
if (class_instances || class_instance_count)
FIXME("Dynamic linking not implemented yet.\n");
if (class_instance_count)
*class_instance_count = 0;
wined3d_mutex_lock();
if (!(wined3d_shader = wined3d_device_get_pixel_shader(device->wined3d_device)))
@ -1577,6 +1579,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetShader(ID3D11DeviceCo
if (class_instances || class_instance_count)
FIXME("Dynamic linking not implemented yet.\n");
if (class_instance_count)
*class_instance_count = 0;
wined3d_mutex_lock();
if (!(wined3d_shader = wined3d_device_get_vertex_shader(device->wined3d_device)))
@ -1745,6 +1749,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetShader(ID3D11DeviceCo
if (class_instances || class_instance_count)
FIXME("Dynamic linking not implemented yet.\n");
if (class_instance_count)
*class_instance_count = 0;
wined3d_mutex_lock();
if (!(wined3d_shader = wined3d_device_get_geometry_shader(device->wined3d_device)))
@ -2187,6 +2193,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetShader(ID3D11DeviceCo
if (class_instances || class_instance_count)
FIXME("Dynamic linking not implemented yet.\n");
if (class_instance_count)
*class_instance_count = 0;
wined3d_mutex_lock();
if (!(wined3d_shader = wined3d_device_get_hull_shader(device->wined3d_device)))
@ -2294,6 +2302,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetShader(ID3D11DeviceCo
if (class_instances || class_instance_count)
FIXME("Dynamic linking not implemented yet.\n");
if (class_instance_count)
*class_instance_count = 0;
wined3d_mutex_lock();
if (!(wined3d_shader = wined3d_device_get_domain_shader(device->wined3d_device)))
@ -2426,6 +2436,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetShader(ID3D11DeviceCo
if (class_instances || class_instance_count)
FIXME("Dynamic linking not implemented yet.\n");
if (class_instance_count)
*class_instance_count = 0;
wined3d_mutex_lock();
if (!(wined3d_shader = wined3d_device_get_compute_shader(device->wined3d_device)))

View File

@ -9684,6 +9684,7 @@ static void test_clear_state(void)
float blend_factor[4];
ID3D11Device *device;
BOOL predicate_value;
UINT instance_count;
DXGI_FORMAT format;
UINT sample_mask;
UINT stencil_ref;
@ -9719,8 +9720,10 @@ static void test_clear_state(void)
{
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
}
ID3D11DeviceContext_VSGetShader(context, &tmp_vs, NULL, 0);
instance_count = 100;
ID3D11DeviceContext_VSGetShader(context, &tmp_vs, NULL, &instance_count);
ok(!tmp_vs, "Got unexpected vertex shader %p.\n", tmp_vs);
ok(!instance_count, "Got unexpected instance count %u.\n", instance_count);
ID3D11DeviceContext_HSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
tmp_buffer);
@ -9738,8 +9741,10 @@ static void test_clear_state(void)
{
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
}
ID3D11DeviceContext_HSGetShader(context, &tmp_hs, NULL, 0);
instance_count = 100;
ID3D11DeviceContext_HSGetShader(context, &tmp_hs, NULL, &instance_count);
ok(!tmp_hs, "Got unexpected hull shader %p.\n", tmp_hs);
ok(!instance_count, "Got unexpected instance count %u.\n", instance_count);
ID3D11DeviceContext_DSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
tmp_buffer);
@ -9757,8 +9762,10 @@ static void test_clear_state(void)
{
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
}
ID3D11DeviceContext_DSGetShader(context, &tmp_ds, NULL, 0);
instance_count = 100;
ID3D11DeviceContext_DSGetShader(context, &tmp_ds, NULL, &instance_count);
ok(!tmp_ds, "Got unexpected domain shader %p.\n", tmp_ds);
ok(!instance_count, "Got unexpected instance count %u.\n", instance_count);
ID3D11DeviceContext_GSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
tmp_buffer);
@ -9776,8 +9783,10 @@ static void test_clear_state(void)
{
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
}
ID3D11DeviceContext_GSGetShader(context, &tmp_gs, NULL, 0);
instance_count = 100;
ID3D11DeviceContext_GSGetShader(context, &tmp_gs, NULL, &instance_count);
ok(!tmp_gs, "Got unexpected geometry shader %p.\n", tmp_gs);
ok(!instance_count, "Got unexpected instance count %u.\n", instance_count);
ID3D11DeviceContext_PSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
tmp_buffer);
@ -9796,8 +9805,10 @@ static void test_clear_state(void)
{
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
}
ID3D11DeviceContext_PSGetShader(context, &tmp_ps, NULL, 0);
instance_count = 100;
ID3D11DeviceContext_PSGetShader(context, &tmp_ps, NULL, &instance_count);
ok(!tmp_ps, "Got unexpected pixel shader %p.\n", tmp_ps);
ok(!instance_count, "Got unexpected instance count %u.\n", instance_count);
ID3D11DeviceContext_CSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
tmp_buffer);
@ -9816,8 +9827,10 @@ static void test_clear_state(void)
{
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
}
ID3D11DeviceContext_CSGetShader(context, &tmp_cs, NULL, 0);
instance_count = 100;
ID3D11DeviceContext_CSGetShader(context, &tmp_cs, NULL, &instance_count);
ok(!tmp_cs, "Got unexpected compute shader %p.\n", tmp_cs);
ok(!instance_count, "Got unexpected instance count %u.\n", instance_count);
ID3D11DeviceContext_CSGetUnorderedAccessViews(context, 0, D3D11_PS_CS_UAV_REGISTER_COUNT, tmp_uav);
for (i = 0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; ++i)
{