d3d11: Pass the requested feature levels to dxgi.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -132,7 +132,6 @@ HRESULT WINAPI D3D11CoreRegisterLayers(void)
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HRESULT WINAPI D3D11CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapter, UINT flags,
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HRESULT WINAPI D3D11CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapter, UINT flags,
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const D3D_FEATURE_LEVEL *feature_levels, UINT levels, ID3D11Device **device)
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const D3D_FEATURE_LEVEL *feature_levels, UINT levels, ID3D11Device **device)
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{
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{
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static const D3D_FEATURE_LEVEL level = D3D_FEATURE_LEVEL_10_0;
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IUnknown *dxgi_device;
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IUnknown *dxgi_device;
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HMODULE d3d11;
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HMODULE d3d11;
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HRESULT hr;
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HRESULT hr;
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@ -140,10 +139,8 @@ HRESULT WINAPI D3D11CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapte
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TRACE("factory %p, adapter %p, flags %#x, feature_levels %p, levels %u, device %p.\n",
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TRACE("factory %p, adapter %p, flags %#x, feature_levels %p, levels %u, device %p.\n",
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factory, adapter, flags, feature_levels, levels, device);
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factory, adapter, flags, feature_levels, levels, device);
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FIXME("Ignoring feature levels.\n");
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d3d11 = GetModuleHandleA("d3d11.dll");
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d3d11 = GetModuleHandleA("d3d11.dll");
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hr = DXGID3D10CreateDevice(d3d11, factory, adapter, flags, &level, 1, (void **)&dxgi_device);
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hr = DXGID3D10CreateDevice(d3d11, factory, adapter, flags, feature_levels, levels, (void **)&dxgi_device);
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if (FAILED(hr))
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if (FAILED(hr))
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{
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{
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WARN("Failed to create device, returning %#x.\n", hr);
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WARN("Failed to create device, returning %#x.\n", hr);
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@ -165,6 +162,15 @@ HRESULT WINAPI D3D11CreateDevice(IDXGIAdapter *adapter, D3D_DRIVER_TYPE driver_t
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const D3D_FEATURE_LEVEL *feature_levels, UINT levels, UINT sdk_version, ID3D11Device **device_out,
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const D3D_FEATURE_LEVEL *feature_levels, UINT levels, UINT sdk_version, ID3D11Device **device_out,
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D3D_FEATURE_LEVEL *obtained_feature_level, ID3D11DeviceContext **immediate_context)
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D3D_FEATURE_LEVEL *obtained_feature_level, ID3D11DeviceContext **immediate_context)
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{
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{
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static const D3D_FEATURE_LEVEL default_feature_levels[] =
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{
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_1,
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D3D_FEATURE_LEVEL_10_0,
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D3D_FEATURE_LEVEL_9_3,
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D3D_FEATURE_LEVEL_9_2,
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D3D_FEATURE_LEVEL_9_1,
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};
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IDXGIFactory *factory;
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IDXGIFactory *factory;
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ID3D11Device *device;
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ID3D11Device *device;
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HRESULT hr;
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HRESULT hr;
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@ -262,6 +268,11 @@ HRESULT WINAPI D3D11CreateDevice(IDXGIAdapter *adapter, D3D_DRIVER_TYPE driver_t
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}
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}
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}
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}
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if (!feature_levels)
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{
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feature_levels = default_feature_levels;
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levels = sizeof(default_feature_levels) / sizeof(default_feature_levels[0]);
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}
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hr = D3D11CoreCreateDevice(factory, adapter, flags, feature_levels, levels, &device);
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hr = D3D11CoreCreateDevice(factory, adapter, flags, feature_levels, levels, &device);
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IDXGIAdapter_Release(adapter);
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IDXGIAdapter_Release(adapter);
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IDXGIFactory_Release(factory);
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IDXGIFactory_Release(factory);
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@ -1977,6 +1977,8 @@ static void test_create_shader(void)
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for (i = 0; i < sizeof(d3d11_feature_levels) / sizeof(*d3d11_feature_levels); ++i)
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for (i = 0; i < sizeof(d3d11_feature_levels) / sizeof(*d3d11_feature_levels); ++i)
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{
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{
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D3D_FEATURE_LEVEL feature_level = d3d11_feature_levels[i];
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D3D_FEATURE_LEVEL feature_level = d3d11_feature_levels[i];
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BOOL todo = feature_level <= D3D_FEATURE_LEVEL_9_3;
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if (!(device = create_device(&feature_level)))
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if (!(device = create_device(&feature_level)))
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{
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{
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skip("Failed to create device for feature level %#x.\n", feature_level);
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skip("Failed to create device for feature level %#x.\n", feature_level);
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@ -1985,16 +1987,22 @@ static void test_create_shader(void)
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/* level_9 shaders */
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/* level_9 shaders */
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hr = ID3D11Device_CreatePixelShader(device, ps_4_0_level_9_0, sizeof(ps_4_0_level_9_0), NULL, &ps);
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hr = ID3D11Device_CreatePixelShader(device, ps_4_0_level_9_0, sizeof(ps_4_0_level_9_0), NULL, &ps);
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ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_0 shader, hr %#x, feature level %#x.\n", hr, feature_level);
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todo_wine_if(todo)
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ID3D11PixelShader_Release(ps);
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ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_0 shader, hr %#x, feature level %#x.\n", hr, feature_level);
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if (SUCCEEDED(hr))
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ID3D11PixelShader_Release(ps);
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hr = ID3D11Device_CreatePixelShader(device, ps_4_0_level_9_1, sizeof(ps_4_0_level_9_1), NULL, &ps);
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hr = ID3D11Device_CreatePixelShader(device, ps_4_0_level_9_1, sizeof(ps_4_0_level_9_1), NULL, &ps);
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ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_1 shader, hr %#x, feature level %#x.\n", hr, feature_level);
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todo_wine_if(todo)
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ID3D11PixelShader_Release(ps);
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ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_1 shader, hr %#x, feature level %#x.\n", hr, feature_level);
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if (SUCCEEDED(hr))
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ID3D11PixelShader_Release(ps);
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hr = ID3D11Device_CreatePixelShader(device, ps_4_0_level_9_3, sizeof(ps_4_0_level_9_3), NULL, &ps);
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hr = ID3D11Device_CreatePixelShader(device, ps_4_0_level_9_3, sizeof(ps_4_0_level_9_3), NULL, &ps);
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ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_3 shader, hr %#x, feature level %#x.\n", hr, feature_level);
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todo_wine_if(todo)
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ID3D11PixelShader_Release(ps);
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ok(SUCCEEDED(hr), "Failed to create ps_4_0_level_9_3 shader, hr %#x, feature level %#x.\n", hr, feature_level);
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if (SUCCEEDED(hr))
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ID3D11PixelShader_Release(ps);
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/* vertex shader */
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/* vertex shader */
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hr = ID3D11Device_CreateVertexShader(device, vs_2_0, sizeof(vs_2_0), NULL, &vs);
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hr = ID3D11Device_CreateVertexShader(device, vs_2_0, sizeof(vs_2_0), NULL, &vs);
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