d3d11/tests: Add more tests for ID3D11DeviceContext1_SwapDeviceContextState.

Better checking multiple context swap side effects.

Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Rémi Bernon 2021-02-02 16:41:00 +01:00 committed by Alexandre Julliard
parent 98fcca256a
commit ccffc06c6d
1 changed files with 43 additions and 4 deletions

View File

@ -7057,14 +7057,21 @@ static void test_device_context_state(void)
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);
/* 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);
todo_wine ok(tmp_vs == vs2, "Got shader %p, expected %p.\n", tmp_vs, vs2);
if (tmp_vs) refcount = ID3D11VertexShader_Release(tmp_vs);
else refcount = 0;
todo_wine 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);
@ -7072,15 +7079,47 @@ static void test_device_context_state(void)
todo_wine ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
todo_wine 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);
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);
todo_wine ok(tmp_vs == vs, "Got shader %p, expected %p.\n", tmp_vs, vs);
if (tmp_vs) refcount = ID3D11VertexShader_Release(tmp_vs);
else refcount = 0;
todo_wine 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);
todo_wine ok(tmp_vs == vs, "Got shader %p, expected %p.\n", tmp_vs, vs);
if (tmp_vs) refcount = ID3D11VertexShader_Release(tmp_vs);
else refcount = 0;
todo_wine 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);
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_VSSetShader(context, NULL, NULL, 0);
refcount = ID3D11VertexShader_Release(vs2);
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);
ok(!refcount, "Got refcount %u, expected 0.\n", refcount);