diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 4a0001e700c..c5c2e16e716 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -6749,16 +6749,30 @@ static void test_device_context_state(void) 0x03001062, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, }; +#if 0 + [numthreads(1, 1, 1)] + void main() { } +#endif + static const DWORD simple_cs[] = + { + 0x43425844, 0x1acc3ad0, 0x71c7b057, 0xc72c4306, 0xf432cb57, 0x00000001, 0x00000074, 0x00000003, + 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000020, 0x00050050, 0x00000008, 0x0100086a, + 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x0100003e, + }; ID3DDeviceContextState *context_state, *previous_context_state, *tmp_context_state, *context_state2; ID3D11SamplerState *sampler, *tmp_sampler; + D3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc; D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc; + ID3D11UnorderedAccessView *tmp_uav, *uav; ID3D11ShaderResourceView *tmp_srv, *srv; D3D11_DEVICE_CONTEXT_TYPE context_type; ID3D11DeviceContext1 *context = NULL, *context2; D3D11_SAMPLER_DESC sampler_desc; D3D_FEATURE_LEVEL feature_level; ID3D11GeometryShader *tmp_gs, *gs; + ID3D11ComputeShader *tmp_cs, *cs; ID3D11DomainShader *tmp_ds, *ds; ID3D11VertexShader *tmp_vs, *vs, *vs2; ID3D11PixelShader *tmp_ps, *ps; @@ -6766,7 +6780,7 @@ static void test_device_context_state(void) ID3D11Device *d3d11_device, *d3d11_device2; ID3D11Device1 *device, *device2; struct vec4 constant; - ID3D11Buffer *cb, *srvb, *tmp_cb; + ID3D11Buffer *cb, *srvb, *uavb, *tmp_cb; ULONG refcount; HRESULT hr; @@ -6807,12 +6821,6 @@ static void test_device_context_state(void) hr = ID3D11Device1_CreateSamplerState(device, &sampler_desc, &sampler); ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); - ID3D11DeviceContext1_CSSetSamplers(context, 0, 1, &sampler); - tmp_sampler = NULL; - ID3D11DeviceContext1_CSGetSamplers(context, 0, 1, &tmp_sampler); - ok(tmp_sampler == sampler, "Got sampler %p, expected %p.\n", tmp_sampler, sampler); - ID3D11SamplerState_Release(tmp_sampler); - feature_level = min(feature_level, D3D_FEATURE_LEVEL_11_1); hr = ID3D11Device1_CreateDeviceContextState(device, 0, &feature_level, 1, D3D11_SDK_VERSION, &IID_ID3D11Device1, NULL, &context_state); @@ -6836,12 +6844,7 @@ static void test_device_context_state(void) cb = create_buffer((ID3D11Device *)device, D3D11_BIND_CONSTANT_BUFFER, sizeof(constant), NULL); srvb = create_buffer((ID3D11Device *)device, D3D11_BIND_SHADER_RESOURCE, 1024, NULL); - - ID3D11DeviceContext1_CSSetConstantBuffers(context, 0, 1, &cb); - tmp_cb = NULL; - ID3D11DeviceContext1_CSGetConstantBuffers(context, 0, 1, &tmp_cb); - ok(tmp_cb == cb, "Got buffer %p, expected %p.\n", tmp_cb, cb); - ID3D11Buffer_Release(tmp_cb); + uavb = create_buffer((ID3D11Device *)device, D3D11_BIND_UNORDERED_ACCESS, 1024, NULL); hr = ID3D11Device1_CreateVertexShader(device, simple_vs, sizeof(simple_vs), NULL, &vs); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); @@ -6866,6 +6869,13 @@ static void test_device_context_state(void) ok(SUCCEEDED(hr), "Failed to create domain shader, hr %#x.\n", hr); } + if (feature_level < D3D_FEATURE_LEVEL_11_0) cs = NULL; + else + { + hr = ID3D11Device1_CreateComputeShader(device, simple_cs, sizeof(simple_cs), NULL, &cs); + ok(SUCCEEDED(hr), "Failed to create compute shader, hr %#x.\n", hr); + } + srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; srv_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; U(srv_desc).Buffer.ElementOffset = 0; @@ -6874,6 +6884,15 @@ static void test_device_context_state(void) ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr); ID3D11Buffer_Release(srvb); + uav_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; + uav_desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; + U(uav_desc).Buffer.FirstElement = 0; + U(uav_desc).Buffer.NumElements = 4; + U(uav_desc).Buffer.Flags = 0; + hr = ID3D11Device1_CreateUnorderedAccessView(device, (ID3D11Resource *)uavb, &uav_desc, &uav); + ok(hr == S_OK, "Failed to create unordered access view, hr %#x.\n", hr); + ID3D11Buffer_Release(uavb); + ID3D11DeviceContext1_VSSetConstantBuffers(context, 0, 1, &cb); ID3D11DeviceContext1_VSSetSamplers(context, 0, 1, &sampler); ID3D11DeviceContext1_VSSetShader(context, vs, NULL, 0); @@ -6901,6 +6920,12 @@ static void test_device_context_state(void) ID3D11DeviceContext1_DSSetShader(context, ds, NULL, 0); ID3D11DeviceContext1_DSSetShaderResources(context, 0, 1, &srv); + ID3D11DeviceContext1_CSSetConstantBuffers(context, 0, 1, &cb); + ID3D11DeviceContext1_CSSetSamplers(context, 0, 1, &sampler); + ID3D11DeviceContext1_CSSetShader(context, cs, NULL, 0); + ID3D11DeviceContext1_CSSetShaderResources(context, 0, 1, &srv); + ID3D11DeviceContext1_CSSetUnorderedAccessViews(context, 0, 1, &uav, NULL); + previous_context_state = (ID3DDeviceContextState *)0xdeadbeef; ID3D11DeviceContext1_SwapDeviceContextState(context, NULL, &previous_context_state); todo_wine ok(previous_context_state == NULL, "Got unexpected state pointer.\n"); @@ -6987,6 +7012,27 @@ static void test_device_context_state(void) todo_wine ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv); if (tmp_srv) ID3D11ShaderResourceView_Release(tmp_srv); + tmp_cb = (ID3D11Buffer *)0xdeadbeef; + ID3D11DeviceContext1_CSGetConstantBuffers(context, 0, 1, &tmp_cb); + todo_wine ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb); + if (tmp_cb) ID3D11Buffer_Release(tmp_cb); + tmp_sampler = (ID3D11SamplerState *)0xdeadbeef; + ID3D11DeviceContext1_CSGetSamplers(context, 0, 1, &tmp_sampler); + todo_wine ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler); + if (tmp_sampler) ID3D11SamplerState_Release(tmp_sampler); + tmp_cs = (ID3D11ComputeShader *)0xdeadbeef; + ID3D11DeviceContext1_CSGetShader(context, &tmp_cs, NULL, NULL); + if (cs) todo_wine ok(!tmp_cs, "Got unexpected shader %p.\n", tmp_cs); + if (tmp_cs) ID3D11ComputeShader_Release(tmp_cs); + tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef; + ID3D11DeviceContext1_CSGetShaderResources(context, 0, 1, &tmp_srv); + todo_wine ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv); + if (tmp_srv) ID3D11ShaderResourceView_Release(tmp_srv); + tmp_uav = (ID3D11UnorderedAccessView *)0xdeadbeef; + ID3D11DeviceContext1_CSGetUnorderedAccessViews(context, 0, 1, &tmp_uav); + todo_wine ok(!tmp_uav, "Got unexpected uav %p.\n", tmp_uav); + if (tmp_uav) ID3D11UnorderedAccessView_Release(tmp_uav); + /* updating the device context should also update the device context state */ hr = ID3D11Device1_CreateVertexShader(device, simple_vs, sizeof(simple_vs), NULL, &vs2); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); @@ -7073,6 +7119,18 @@ static void test_device_context_state(void) ID3D11DeviceContext1_GSGetConstantBuffers(context, 0, 1, &tmp_cb); ok(tmp_cb == cb, "Got buffer %p, expected %p.\n", tmp_cb, cb); ID3D11Buffer_Release(tmp_cb); + tmp_cs = (ID3D11ComputeShader *)0xdeadbeef; + ID3D11DeviceContext1_CSGetShader(context, &tmp_cs, NULL, NULL); + ok(tmp_cs == cs, "Got shader %p, expected %p.\n", tmp_cs, cs); + if (cs) ID3D11ComputeShader_Release(tmp_cs); + tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef; + ID3D11DeviceContext1_CSGetShaderResources(context, 0, 1, &tmp_srv); + ok(tmp_srv == srv, "Got srv %p, expected %p.\n", tmp_srv, srv); + ID3D11ShaderResourceView_Release(tmp_srv); + tmp_uav = (ID3D11UnorderedAccessView *)0xdeadbeef; + ID3D11DeviceContext1_CSGetUnorderedAccessViews(context, 0, 1, &tmp_uav); + ok(tmp_uav == uav, "Got uav %p, expected %p.\n", tmp_uav, uav); + ID3D11UnorderedAccessView_Release(tmp_uav); tmp_sampler = (ID3D11SamplerState *)0xdeadbeef; ID3D11DeviceContext1_PSGetSamplers(context, 0, 1, &tmp_sampler); @@ -7162,12 +7220,6 @@ static void test_device_context_state(void) context_type = ID3D11DeviceContext1_GetType(context); ok(context_type == D3D11_DEVICE_CONTEXT_IMMEDIATE, "Unexpected context type %u.\n", context_type); - ID3D11DeviceContext1_CSSetSamplers(context, 0, 1, &sampler); - tmp_sampler = (ID3D11SamplerState *)0xdeadbeef; - ID3D11DeviceContext1_CSGetSamplers(context, 0, 1, &tmp_sampler); - todo_wine ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler); - if (tmp_sampler) ID3D11SamplerState_Release(tmp_sampler); - ID3D11DeviceContext1_VSSetConstantBuffers(context, 0, 1, &cb); ID3D11DeviceContext1_VSSetSamplers(context, 0, 1, &sampler); ID3D11DeviceContext1_VSSetShader(context, vs, NULL, 0); @@ -7234,11 +7286,6 @@ static void test_device_context_state(void) todo_wine ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv); if (tmp_srv && tmp_srv != (ID3D11ShaderResourceView *)0xdeadbeef) ID3D11ShaderResourceView_Release(tmp_srv); - tmp_cb = (ID3D11Buffer *)0xdeadbeef; - ID3D11DeviceContext1_CSGetConstantBuffers(context, 0, 1, &tmp_cb); - todo_wine ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb); - if (tmp_cb) ID3D11Buffer_Release(tmp_cb); - ID3D11DeviceContext1_HSSetConstantBuffers(context, 0, 1, &cb); ID3D11DeviceContext1_HSSetSamplers(context, 0, 1, &sampler); ID3D11DeviceContext1_HSSetShader(context, hs, NULL, 0); @@ -7283,6 +7330,32 @@ static void test_device_context_state(void) todo_wine ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv); if (tmp_srv && tmp_srv != (ID3D11ShaderResourceView *)0xdeadbeef) ID3D11ShaderResourceView_Release(tmp_srv); + ID3D11DeviceContext1_CSSetConstantBuffers(context, 0, 1, &cb); + ID3D11DeviceContext1_CSSetSamplers(context, 0, 1, &sampler); + ID3D11DeviceContext1_CSSetShader(context, cs, NULL, 0); + ID3D11DeviceContext1_CSSetShaderResources(context, 0, 1, &srv); + + tmp_cb = (ID3D11Buffer *)0xdeadbeef; + ID3D11DeviceContext1_CSGetConstantBuffers(context, 0, 1, &tmp_cb); + todo_wine ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb); + if (tmp_cb && tmp_cb != (ID3D11Buffer *)0xdeadbeef) ID3D11Buffer_Release(tmp_cb); + tmp_sampler = (ID3D11SamplerState *)0xdeadbeef; + ID3D11DeviceContext1_CSGetSamplers(context, 0, 1, &tmp_sampler); + todo_wine ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler); + if (tmp_sampler && tmp_sampler != (ID3D11SamplerState *)0xdeadbeef) ID3D11SamplerState_Release(tmp_sampler); + tmp_cs = (ID3D11ComputeShader *)0xdeadbeef; + ID3D11DeviceContext1_CSGetShader(context, &tmp_cs, NULL, NULL); + if (cs) todo_wine ok(!tmp_cs, "Got unexpected shader %p.\n", tmp_cs); + if (tmp_cs && tmp_cs != (ID3D11ComputeShader *)0xdeadbeef) ID3D11ComputeShader_Release(tmp_cs); + tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef; + ID3D11DeviceContext1_CSGetShaderResources(context, 0, 1, &tmp_srv); + todo_wine ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv); + if (tmp_srv && tmp_srv != (ID3D11ShaderResourceView *)0xdeadbeef) ID3D11ShaderResourceView_Release(tmp_srv); + tmp_uav = (ID3D11UnorderedAccessView *)0xdeadbeef; + ID3D11DeviceContext1_CSGetUnorderedAccessViews(context, 0, 1, &tmp_uav); + todo_wine ok(!tmp_uav, "Got unexpected uav %p.\n", tmp_uav); + if (tmp_uav && tmp_uav != (ID3D11UnorderedAccessView *)0xdeadbeef) ID3D11UnorderedAccessView_Release(tmp_uav); + check_interface(device, &IID_ID3D10Device, TRUE, FALSE); check_interface(device, &IID_ID3D10Device1, TRUE, FALSE); @@ -7380,9 +7453,31 @@ static void test_device_context_state(void) ok(tmp_srv == srv, "Got srv %p, expected %p.\n", tmp_srv, srv); ID3D11ShaderResourceView_Release(tmp_srv); + tmp_sampler = (ID3D11SamplerState *)0xdeadbeef; + ID3D11DeviceContext1_CSGetSamplers(context, 0, 1, &tmp_sampler); + ok(tmp_sampler == sampler, "Got sampler %p, expected %p.\n", tmp_sampler, sampler); + ID3D11SamplerState_Release(tmp_sampler); + tmp_cb = (ID3D11Buffer *)0xdeadbeef; + ID3D11DeviceContext1_CSGetConstantBuffers(context, 0, 1, &tmp_cb); + ok(tmp_cb == cb, "Got buffer %p, expected %p.\n", tmp_cb, cb); + ID3D11Buffer_Release(tmp_cb); + tmp_cs = (ID3D11ComputeShader *)0xdeadbeef; + ID3D11DeviceContext1_CSGetShader(context, &tmp_cs, NULL, NULL); + ok(tmp_cs == cs, "Got shader %p, expected %p.\n", tmp_cs, cs); + if (cs) ID3D11ComputeShader_Release(tmp_cs); + tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef; + ID3D11DeviceContext1_CSGetShaderResources(context, 0, 1, &tmp_srv); + ok(tmp_srv == srv, "Got srv %p, expected %p.\n", tmp_srv, srv); + ID3D11ShaderResourceView_Release(tmp_srv); + tmp_uav = (ID3D11UnorderedAccessView *)0xdeadbeef; + ID3D11DeviceContext1_CSGetUnorderedAccessViews(context, 0, 1, &tmp_uav); + ok(tmp_uav == uav, "Got uav %p, expected %p.\n", tmp_uav, uav); + ID3D11UnorderedAccessView_Release(tmp_uav); + check_interface(device, &IID_ID3D10Device, TRUE, FALSE); check_interface(device, &IID_ID3D10Device1, TRUE, FALSE); + if (cs) ID3D11ComputeShader_Release(cs); if (ds) ID3D11DomainShader_Release(ds); if (hs) ID3D11HullShader_Release(hs); ID3D11PixelShader_Release(ps); @@ -7390,6 +7485,7 @@ static void test_device_context_state(void) ID3D11VertexShader_Release(vs); ID3D11Buffer_Release(cb); ID3D11ShaderResourceView_Release(srv); + ID3D11UnorderedAccessView_Release(uav); ID3D11SamplerState_Release(sampler); ID3D11DeviceContext1_Release(context); refcount = ID3D11Device1_Release(device);