From ccffc06c6df30aa8b4ea487b868c419b9c7f5a9a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Bernon?= Date: Tue, 2 Feb 2021 16:41:00 +0100 Subject: [PATCH] d3d11/tests: Add more tests for ID3D11DeviceContext1_SwapDeviceContextState. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Better checking multiple context swap side effects. Signed-off-by: RĂ©mi Bernon Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d11/tests/d3d11.c | 47 ++++++++++++++++++++++++++++++++++++---- 1 file changed, 43 insertions(+), 4 deletions(-) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index c5c2e16e716..7935dab1332 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -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);