/* * Copyright 2008 Henri Verbeet for CodeWeavers * Copyright 2015 Józef Kucia for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #define COBJMACROS #include "initguid.h" #include "d3d11.h" #include "wine/test.h" static const D3D_FEATURE_LEVEL d3d11_feature_levels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, D3D_FEATURE_LEVEL_9_3, D3D_FEATURE_LEVEL_9_2, D3D_FEATURE_LEVEL_9_1 }; static ULONG get_refcount(IUnknown *iface) { IUnknown_AddRef(iface); return IUnknown_Release(iface); } static ID3D11Device *create_device(const D3D_FEATURE_LEVEL *feature_level) { ID3D11Device *device; UINT feature_level_count = feature_level ? 1 : 0; if (SUCCEEDED(D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, feature_level, feature_level_count, D3D11_SDK_VERSION, &device, NULL, NULL))) return device; if (SUCCEEDED(D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_WARP, NULL, 0, feature_level, feature_level_count, D3D11_SDK_VERSION, &device, NULL, NULL))) return device; if (SUCCEEDED(D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_REFERENCE, NULL, 0, feature_level, feature_level_count, D3D11_SDK_VERSION, &device, NULL, NULL))) return device; return NULL; } static void test_create_device(void) { D3D_FEATURE_LEVEL feature_level, supported_feature_level; DXGI_SWAP_CHAIN_DESC swapchain_desc, obtained_desc; ID3D11DeviceContext *immediate_context; IDXGISwapChain *swapchain; ID3D11Device *device; ULONG refcount; HWND window; HRESULT hr; hr = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION, &device, NULL, NULL); if (FAILED(hr)) { skip("Failed to create HAL device.\n"); return; } supported_feature_level = ID3D11Device_GetFeatureLevel(device); ID3D11Device_Release(device); hr = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION, NULL, NULL, NULL); ok(SUCCEEDED(hr), "D3D11CreateDevice failed %#x.\n", hr); hr = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION, NULL, &feature_level, NULL); ok(SUCCEEDED(hr), "D3D11CreateDevice failed %#x.\n", hr); ok(feature_level == supported_feature_level, "Got feature level %#x, expected %#x.\n", feature_level, supported_feature_level); hr = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION, NULL, NULL, &immediate_context); ok(SUCCEEDED(hr), "D3D11CreateDevice failed %#x.\n", hr); ok(!!immediate_context, "Expected immediate device context pointer, got NULL.\n"); refcount = get_refcount((IUnknown *)immediate_context); ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount); ID3D11DeviceContext_GetDevice(immediate_context, &device); refcount = ID3D11Device_Release(device); ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount); refcount = ID3D11DeviceContext_Release(immediate_context); ok(!refcount, "ID3D11DeviceContext has %u references left.\n", refcount); device = (ID3D11Device *)0xdeadbeef; feature_level = 0xdeadbeef; immediate_context = (ID3D11DeviceContext *)0xdeadbeef; hr = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_UNKNOWN, NULL, 0, NULL, 0, D3D11_SDK_VERSION, &device, &feature_level, &immediate_context); todo_wine ok(hr == E_INVALIDARG, "D3D11CreateDevice returned %#x.\n", hr); ok(!device, "Got unexpected device pointer %p.\n", device); ok(!feature_level, "Got unexpected feature level %#x.\n", feature_level); ok(!immediate_context, "Got unexpected immediate context pointer %p.\n", immediate_context); window = CreateWindowA("static", "d3d11_test", 0, 0, 0, 0, 0, 0, 0, 0, 0); swapchain_desc.BufferDesc.Width = 800; swapchain_desc.BufferDesc.Height = 600; swapchain_desc.BufferDesc.RefreshRate.Numerator = 60; swapchain_desc.BufferDesc.RefreshRate.Denominator = 60; swapchain_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; swapchain_desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; swapchain_desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; swapchain_desc.SampleDesc.Count = 1; swapchain_desc.SampleDesc.Quality = 0; swapchain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapchain_desc.BufferCount = 1; swapchain_desc.OutputWindow = window; swapchain_desc.Windowed = TRUE; swapchain_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; swapchain_desc.Flags = 0; hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION, &swapchain_desc, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "D3D11CreateDeviceAndSwapChain failed %#x.\n", hr); hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION, &swapchain_desc, NULL, NULL, &feature_level, NULL); ok(SUCCEEDED(hr), "D3D11CreateDeviceAndSwapChain failed %#x.\n", hr); ok(feature_level == supported_feature_level, "Got feature level %#x, expected %#x.\n", feature_level, supported_feature_level); hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION, &swapchain_desc, &swapchain, &device, NULL, NULL); ok(SUCCEEDED(hr), "D3D11CreateDeviceAndSwapChain failed %#x.\n", hr); memset(&obtained_desc, 0, sizeof(obtained_desc)); hr = IDXGISwapChain_GetDesc(swapchain, &obtained_desc); ok(SUCCEEDED(hr), "GetDesc failed %#x.\n", hr); ok(obtained_desc.BufferDesc.Width == swapchain_desc.BufferDesc.Width, "Got unexpected BufferDesc.Width %u.\n", obtained_desc.BufferDesc.Width); ok(obtained_desc.BufferDesc.Height == swapchain_desc.BufferDesc.Height, "Got unexpected BufferDesc.Height %u.\n", obtained_desc.BufferDesc.Height); todo_wine ok(obtained_desc.BufferDesc.RefreshRate.Numerator == swapchain_desc.BufferDesc.RefreshRate.Numerator, "Got unexpected BufferDesc.RefreshRate.Numerator %u.\n", obtained_desc.BufferDesc.RefreshRate.Numerator); todo_wine ok(obtained_desc.BufferDesc.RefreshRate.Denominator == swapchain_desc.BufferDesc.RefreshRate.Denominator, "Got unexpected BufferDesc.RefreshRate.Denominator %u.\n", obtained_desc.BufferDesc.RefreshRate.Denominator); ok(obtained_desc.BufferDesc.Format == swapchain_desc.BufferDesc.Format, "Got unexpected BufferDesc.Format %#x.\n", obtained_desc.BufferDesc.Format); ok(obtained_desc.BufferDesc.ScanlineOrdering == swapchain_desc.BufferDesc.ScanlineOrdering, "Got unexpected BufferDesc.ScanlineOrdering %#x.\n", obtained_desc.BufferDesc.ScanlineOrdering); ok(obtained_desc.BufferDesc.Scaling == swapchain_desc.BufferDesc.Scaling, "Got unexpected BufferDesc.Scaling %#x.\n", obtained_desc.BufferDesc.Scaling); ok(obtained_desc.SampleDesc.Count == swapchain_desc.SampleDesc.Count, "Got unexpected SampleDesc.Count %u.\n", obtained_desc.SampleDesc.Count); ok(obtained_desc.SampleDesc.Quality == swapchain_desc.SampleDesc.Quality, "Got unexpected SampleDesc.Quality %u.\n", obtained_desc.SampleDesc.Quality); todo_wine ok(obtained_desc.BufferUsage == swapchain_desc.BufferUsage, "Got unexpected BufferUsage %#x.\n", obtained_desc.BufferUsage); ok(obtained_desc.BufferCount == swapchain_desc.BufferCount, "Got unexpected BufferCount %u.\n", obtained_desc.BufferCount); ok(obtained_desc.OutputWindow == swapchain_desc.OutputWindow, "Got unexpected OutputWindow %p.\n", obtained_desc.OutputWindow); ok(obtained_desc.Windowed == swapchain_desc.Windowed, "Got unexpected Windowed %#x.\n", obtained_desc.Windowed); ok(obtained_desc.SwapEffect == swapchain_desc.SwapEffect, "Got unexpected SwapEffect %#x.\n", obtained_desc.SwapEffect); ok(obtained_desc.Flags == swapchain_desc.Flags, "Got unexpected Flags %#x.\n", obtained_desc.Flags); refcount = IDXGISwapChain_Release(swapchain); ok(!refcount, "Swapchain has %u references left.\n", refcount); feature_level = ID3D11Device_GetFeatureLevel(device); ok(feature_level == supported_feature_level, "Got feature level %#x, expected %#x.\n", feature_level, supported_feature_level); refcount = ID3D11Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION, NULL, NULL, &device, NULL, NULL); ok(SUCCEEDED(hr), "D3D11CreateDeviceAndSwapChain failed %#x.\n", hr); ID3D11Device_Release(device); hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION, NULL, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "D3D11CreateDeviceAndSwapChain failed %#x.\n", hr); hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION, NULL, NULL, NULL, &feature_level, NULL); ok(SUCCEEDED(hr), "D3D11CreateDeviceAndSwapChain failed %#x.\n", hr); ok(feature_level == supported_feature_level, "Got feature level %#x, expected %#x.\n", feature_level, supported_feature_level); hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION, &swapchain_desc, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "D3D11CreateDeviceAndSwapChain failed %#x.\n", hr); swapchain_desc.OutputWindow = NULL; hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION, &swapchain_desc, NULL, &device, NULL, NULL); ok(SUCCEEDED(hr), "D3D11CreateDeviceAndSwapChain failed %#x.\n", hr); ID3D11Device_Release(device); swapchain = (IDXGISwapChain *)0xdeadbeef; device = (ID3D11Device *)0xdeadbeef; feature_level = 0xdeadbeef; immediate_context = (ID3D11DeviceContext *)0xdeadbeef; swapchain_desc.OutputWindow = NULL; hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION, &swapchain_desc, &swapchain, &device, &feature_level, &immediate_context); todo_wine ok(hr == DXGI_ERROR_INVALID_CALL, "D3D11CreateDeviceAndSwapChain returned %#x.\n", hr); ok(!swapchain, "Got unexpected swapchain pointer %p.\n", swapchain); ok(!device, "Got unexpected device pointer %p.\n", device); ok(!feature_level, "Got unexpected feature level %#x.\n", feature_level); ok(!immediate_context, "Got unexpected immediate context pointer %p.\n", immediate_context); swapchain = (IDXGISwapChain *)0xdeadbeef; device = (ID3D11Device *)0xdeadbeef; feature_level = 0xdeadbeef; immediate_context = (ID3D11DeviceContext *)0xdeadbeef; swapchain_desc.OutputWindow = window; swapchain_desc.BufferDesc.Format = DXGI_FORMAT_BC5_UNORM; hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION, &swapchain_desc, &swapchain, &device, &feature_level, &immediate_context); todo_wine ok(hr == E_INVALIDARG, "D3D11CreateDeviceAndSwapChain returned %#x.\n", hr); ok(!swapchain, "Got unexpected swapchain pointer %p.\n", swapchain); ok(!device, "Got unexpected device pointer %p.\n", device); ok(!feature_level, "Got unexpected feature level %#x.\n", feature_level); ok(!immediate_context, "Got unexpected immediate context pointer %p.\n", immediate_context); DestroyWindow(window); } static void test_device_interfaces(void) { ID3D11Device *device; IUnknown *iface; ULONG refcount; unsigned int i; HRESULT hr; for (i = 0; i < sizeof(d3d11_feature_levels) / sizeof(*d3d11_feature_levels); ++i) { if (!(device = create_device(&d3d11_feature_levels[i]))) { skip("Failed to create device for feature level %#x.\n", d3d11_feature_levels[i]); continue; } hr = ID3D11Device_QueryInterface(device, &IID_IUnknown, (void **)&iface); ok(SUCCEEDED(hr), "Device should implement IUnknown interface, hr %#x.\n", hr); IUnknown_Release(iface); hr = ID3D11Device_QueryInterface(device, &IID_IDXGIObject, (void **)&iface); ok(SUCCEEDED(hr), "Device should implement IDXGIObject interface, hr %#x.\n", hr); IUnknown_Release(iface); hr = ID3D11Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&iface); ok(SUCCEEDED(hr), "Device should implement IDXGIDevice interface, hr %#x.\n", hr); IUnknown_Release(iface); hr = ID3D11Device_QueryInterface(device, &IID_ID3D10Multithread, (void **)&iface); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, "Device should implement ID3D10Multithread interface, hr %#x.\n", hr); if (SUCCEEDED(hr)) IUnknown_Release(iface); hr = ID3D11Device_QueryInterface(device, &IID_ID3D10Device, (void **)&iface); todo_wine ok(hr == E_NOINTERFACE, "Device should not implement ID3D10Device interface, hr %#x.\n", hr); if (SUCCEEDED(hr)) IUnknown_Release(iface); hr = ID3D11Device_QueryInterface(device, &IID_ID3D10Device1, (void **)&iface); todo_wine ok(hr == E_NOINTERFACE, "Device should not implement ID3D10Device1 interface, hr %#x.\n", hr); if (SUCCEEDED(hr)) IUnknown_Release(iface); refcount = ID3D11Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } } static void test_get_immediate_context(void) { ID3D11DeviceContext *immediate_context, *previous_immediate_context; ULONG expected_refcount, refcount; ID3D11Device *device; if (!(device = create_device(NULL))) { skip("Failed to create device.\n"); return; } expected_refcount = get_refcount((IUnknown *)device) + 1; ID3D11Device_GetImmediateContext(device, &immediate_context); refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u.\n", refcount); previous_immediate_context = immediate_context; ID3D11Device_GetImmediateContext(device, &immediate_context); ok(immediate_context == previous_immediate_context, "Got different immediate device context objects.\n"); refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u.\n", refcount); refcount = ID3D11DeviceContext_Release(previous_immediate_context); ok(refcount == 1, "Got unexpected refcount %u.\n", refcount); refcount = ID3D11DeviceContext_Release(immediate_context); ok(!refcount, "Got unexpected refcount %u.\n", refcount); ID3D11Device_GetImmediateContext(device, &immediate_context); ok(immediate_context == previous_immediate_context, "Got different immediate device context objects.\n"); refcount = ID3D11DeviceContext_Release(immediate_context); ok(!refcount, "Got unexpected refcount %u.\n", refcount); refcount = ID3D11Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_create_texture2d(void) { ULONG refcount, expected_refcount; D3D11_SUBRESOURCE_DATA data = {0}; ID3D11Device *device, *tmp; D3D11_TEXTURE2D_DESC desc; ID3D11Texture2D *texture; IDXGISurface *surface; HRESULT hr; if (!(device = create_device(NULL))) { skip("Failed to create device, skipping tests.\n"); return; } desc.Width = 512; desc.Height = 512; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_RENDER_TARGET; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; hr = ID3D11Device_CreateTexture2D(device, &desc, &data, &texture); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); expected_refcount = get_refcount((IUnknown *)device) + 1; hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr); refcount = get_refcount((IUnknown *)device); ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); tmp = NULL; expected_refcount = refcount + 1; ID3D11Texture2D_GetDevice(texture, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); ID3D11Device_Release(tmp); hr = ID3D11Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface); ok(SUCCEEDED(hr), "Texture should implement IDXGISurface.\n"); IDXGISurface_Release(surface); ID3D11Texture2D_Release(texture); desc.MipLevels = 0; expected_refcount = get_refcount((IUnknown *)device) + 1; hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr); refcount = get_refcount((IUnknown *)device); ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); tmp = NULL; expected_refcount = refcount + 1; ID3D11Texture2D_GetDevice(texture, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); ID3D11Device_Release(tmp); ID3D11Texture2D_GetDesc(texture, &desc); ok(desc.Width == 512, "Got unexpected Width %u.\n", desc.Width); ok(desc.Height == 512, "Got unexpected Height %u.\n", desc.Height); ok(desc.MipLevels == 10, "Got unexpected MipLevels %u.\n", desc.MipLevels); ok(desc.ArraySize == 1, "Got unexpected ArraySize %u.\n", desc.ArraySize); ok(desc.Format == DXGI_FORMAT_R8G8B8A8_UNORM, "Got unexpected Format %#x.\n", desc.Format); ok(desc.SampleDesc.Count == 1, "Got unexpected SampleDesc.Count %u.\n", desc.SampleDesc.Count); ok(desc.SampleDesc.Quality == 0, "Got unexpected SampleDesc.Quality %u.\n", desc.SampleDesc.Quality); ok(desc.Usage == D3D11_USAGE_DEFAULT, "Got unexpected Usage %u.\n", desc.Usage); ok(desc.BindFlags == D3D11_BIND_RENDER_TARGET, "Got unexpected BindFlags %#x.\n", desc.BindFlags); ok(desc.CPUAccessFlags == 0, "Got unexpected CPUAccessFlags %#x.\n", desc.CPUAccessFlags); ok(desc.MiscFlags == 0, "Got unexpected MiscFlags %#x.\n", desc.MiscFlags); hr = ID3D11Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface); ok(FAILED(hr), "Texture should not implement IDXGISurface.\n"); ID3D11Texture2D_Release(texture); desc.MipLevels = 1; desc.ArraySize = 2; hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr); hr = ID3D11Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface); ok(FAILED(hr), "Texture should not implement IDXGISurface.\n"); ID3D11Texture2D_Release(texture); refcount = ID3D11Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_texture2d_interfaces(void) { ID3D10Texture2D *d3d10_texture; D3D11_TEXTURE2D_DESC desc; ID3D11Texture2D *texture; IDXGISurface *surface; ID3D11Device *device; unsigned int i; ULONG refcount; HRESULT hr; static const struct test { BOOL implements_d3d10_interfaces; UINT bind_flags; UINT misc_flags; UINT expected_bind_flags; UINT expected_misc_flags; } desc_conversion_tests[] = { { TRUE, D3D11_BIND_SHADER_RESOURCE, 0, D3D10_BIND_SHADER_RESOURCE, 0 }, { TRUE, D3D11_BIND_UNORDERED_ACCESS, 0, D3D11_BIND_UNORDERED_ACCESS, 0 }, { FALSE, 0, D3D11_RESOURCE_MISC_RESOURCE_CLAMP, 0, 0 }, { TRUE, 0, D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX, 0, D3D10_RESOURCE_MISC_SHARED_KEYEDMUTEX }, { TRUE, 0, D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX | D3D11_RESOURCE_MISC_SHARED_NTHANDLE, 0, D3D10_RESOURCE_MISC_SHARED_KEYEDMUTEX }, }; if (!(device = create_device(NULL))) { skip("Failed to create ID3D11Device, skipping tests.\n"); return; } desc.Width = 512; desc.Height = 512; desc.MipLevels = 0; desc.ArraySize = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_RENDER_TARGET; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr); hr = ID3D11Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface); ok(hr == E_NOINTERFACE, "Texture should not implement IDXGISurface.\n"); hr = ID3D11Texture2D_QueryInterface(texture, &IID_ID3D10Texture2D, (void **)&d3d10_texture); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, "Texture should implement ID3D10Texture2D.\n"); if (SUCCEEDED(hr)) ID3D10Texture2D_Release(d3d10_texture); ID3D11Texture2D_Release(texture); if (FAILED(hr)) { win_skip("2D textures do not implement ID3D10Texture2D, skipping tests.\n"); ID3D11Device_Release(device); return; } for (i = 0; i < sizeof(desc_conversion_tests) / sizeof(*desc_conversion_tests); ++i) { const struct test *current = &desc_conversion_tests[i]; D3D10_TEXTURE2D_DESC d3d10_desc; ID3D10Device *d3d10_device; desc.Width = 512; desc.Height = 512; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = current->bind_flags; desc.CPUAccessFlags = 0; desc.MiscFlags = current->misc_flags; hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture); /* Shared resources are not supported by REF and WARP devices. */ ok(SUCCEEDED(hr) || broken(hr == E_OUTOFMEMORY), "Test %u: Failed to create a 2d texture, hr %#x.\n", i, hr); if (FAILED(hr)) { win_skip("Failed to create ID3D11Texture2D, skipping test %u.\n", i); continue; } hr = ID3D11Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface); ok(SUCCEEDED(hr), "Test %u: Texture should implement IDXGISurface.\n", i); IDXGISurface_Release(surface); hr = ID3D11Texture2D_QueryInterface(texture, &IID_ID3D10Texture2D, (void **)&d3d10_texture); ID3D11Texture2D_Release(texture); if (current->implements_d3d10_interfaces) { ok(SUCCEEDED(hr), "Test %u: Texture should implement ID3D10Texture2D.\n", i); } else { todo_wine ok(hr == E_NOINTERFACE, "Test %u: Texture should not implement ID3D10Texture2D.\n", i); if (SUCCEEDED(hr)) ID3D10Texture2D_Release(d3d10_texture); continue; } ID3D10Texture2D_GetDesc(d3d10_texture, &d3d10_desc); ok(d3d10_desc.Width == desc.Width, "Test %u: Got unexpected Width %u.\n", i, d3d10_desc.Width); ok(d3d10_desc.Height == desc.Height, "Test %u: Got unexpected Height %u.\n", i, d3d10_desc.Height); ok(d3d10_desc.MipLevels == desc.MipLevels, "Test %u: Got unexpected MipLevels %u.\n", i, d3d10_desc.MipLevels); ok(d3d10_desc.ArraySize == desc.ArraySize, "Test %u: Got unexpected ArraySize %u.\n", i, d3d10_desc.ArraySize); ok(d3d10_desc.Format == desc.Format, "Test %u: Got unexpected Format %u.\n", i, d3d10_desc.Format); ok(d3d10_desc.SampleDesc.Count == desc.SampleDesc.Count, "Test %u: Got unexpected SampleDesc.Count %u.\n", i, d3d10_desc.SampleDesc.Count); ok(d3d10_desc.SampleDesc.Quality == desc.SampleDesc.Quality, "Test %u: Got unexpected SampleDesc.Quality %u.\n", i, d3d10_desc.SampleDesc.Quality); ok(d3d10_desc.Usage == (D3D10_USAGE)desc.Usage, "Test %u: Got unexpected Usage %u.\n", i, d3d10_desc.Usage); ok(d3d10_desc.BindFlags == current->expected_bind_flags, "Test %u: Got unexpected BindFlags %#x.\n", i, d3d10_desc.BindFlags); ok(d3d10_desc.CPUAccessFlags == desc.CPUAccessFlags, "Test %u: Got unexpected CPUAccessFlags %#x.\n", i, d3d10_desc.CPUAccessFlags); ok(d3d10_desc.MiscFlags == current->expected_misc_flags, "Test %u: Got unexpected MiscFlags %#x.\n", i, d3d10_desc.MiscFlags); d3d10_device = (ID3D10Device *)0xdeadbeef; ID3D10Texture2D_GetDevice(d3d10_texture, &d3d10_device); todo_wine ok(!d3d10_device, "Test %u: Got unexpected device pointer %p, expected NULL.\n", i, d3d10_device); if (d3d10_device) ID3D10Device_Release(d3d10_device); ID3D10Texture2D_Release(d3d10_texture); } refcount = ID3D11Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_create_texture3d(void) { ULONG refcount, expected_refcount; D3D11_SUBRESOURCE_DATA data = {0}; ID3D11Device *device, *tmp; D3D11_TEXTURE3D_DESC desc; ID3D11Texture3D *texture; IDXGISurface *surface; HRESULT hr; if (!(device = create_device(NULL))) { skip("Failed to create ID3D11Device, skipping tests.\n"); return; } desc.Width = 64; desc.Height = 64; desc.Depth = 64; desc.MipLevels = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_RENDER_TARGET; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; hr = ID3D11Device_CreateTexture3D(device, &desc, &data, &texture); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); expected_refcount = get_refcount((IUnknown *)device) + 1; hr = ID3D11Device_CreateTexture3D(device, &desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 3d texture, hr %#x.\n", hr); refcount = get_refcount((IUnknown *)device); ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); tmp = NULL; expected_refcount = refcount + 1; ID3D11Texture3D_GetDevice(texture, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); ID3D11Device_Release(tmp); hr = ID3D11Texture3D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface); ok(FAILED(hr), "Texture should not implement IDXGISurface.\n"); ID3D11Texture3D_Release(texture); desc.MipLevels = 0; expected_refcount = get_refcount((IUnknown *)device) + 1; hr = ID3D11Device_CreateTexture3D(device, &desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 3d texture, hr %#x.\n", hr); refcount = get_refcount((IUnknown *)device); ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); tmp = NULL; expected_refcount = refcount + 1; ID3D11Texture3D_GetDevice(texture, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); ID3D11Device_Release(tmp); ID3D11Texture3D_GetDesc(texture, &desc); ok(desc.Width == 64, "Got unexpected Width %u.\n", desc.Width); ok(desc.Height == 64, "Got unexpected Height %u.\n", desc.Height); ok(desc.Depth == 64, "Got unexpected Depth %u.\n", desc.Depth); ok(desc.MipLevels == 7, "Got unexpected MipLevels %u.\n", desc.MipLevels); ok(desc.Format == DXGI_FORMAT_R8G8B8A8_UNORM, "Got unexpected Format %#x.\n", desc.Format); ok(desc.Usage == D3D11_USAGE_DEFAULT, "Got unexpected Usage %u.\n", desc.Usage); ok(desc.BindFlags == D3D11_BIND_RENDER_TARGET, "Got unexpected BindFlags %u.\n", desc.BindFlags); ok(desc.CPUAccessFlags == 0, "Got unexpected CPUAccessFlags %u.\n", desc.CPUAccessFlags); ok(desc.MiscFlags == 0, "Got unexpected MiscFlags %u.\n", desc.MiscFlags); hr = ID3D11Texture3D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface); ok(FAILED(hr), "Texture should not implement IDXGISurface.\n"); ID3D11Texture3D_Release(texture); refcount = ID3D11Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_texture3d_interfaces(void) { ID3D10Texture3D *d3d10_texture; D3D11_TEXTURE3D_DESC desc; ID3D11Texture3D *texture; IDXGISurface *surface; ID3D11Device *device; unsigned int i; ULONG refcount; HRESULT hr; static const struct test { BOOL implements_d3d10_interfaces; UINT bind_flags; UINT misc_flags; UINT expected_bind_flags; UINT expected_misc_flags; } desc_conversion_tests[] = { { TRUE, D3D11_BIND_SHADER_RESOURCE, 0, D3D10_BIND_SHADER_RESOURCE, 0 }, { TRUE, D3D11_BIND_UNORDERED_ACCESS, 0, D3D11_BIND_UNORDERED_ACCESS, 0 }, { FALSE, 0, D3D11_RESOURCE_MISC_RESOURCE_CLAMP, 0, 0 }, { TRUE, 0, D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX, 0, D3D10_RESOURCE_MISC_SHARED_KEYEDMUTEX }, }; if (!(device = create_device(NULL))) { skip("Failed to create ID3D11Device.\n"); return; } desc.Width = 64; desc.Height = 64; desc.Depth = 64; desc.MipLevels = 0; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_RENDER_TARGET; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; hr = ID3D11Device_CreateTexture3D(device, &desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 3d texture, hr %#x.\n", hr); hr = ID3D11Texture3D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface); ok(hr == E_NOINTERFACE, "Texture should not implement IDXGISurface.\n"); hr = ID3D11Texture3D_QueryInterface(texture, &IID_ID3D10Texture3D, (void **)&d3d10_texture); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, "Texture should implement ID3D10Texture3D.\n"); if (SUCCEEDED(hr)) ID3D10Texture3D_Release(d3d10_texture); ID3D11Texture3D_Release(texture); if (FAILED(hr)) { win_skip("3D textures do not implement ID3D10Texture3D.\n"); ID3D11Device_Release(device); return; } for (i = 0; i < sizeof(desc_conversion_tests) / sizeof(*desc_conversion_tests); ++i) { const struct test *current = &desc_conversion_tests[i]; D3D10_TEXTURE3D_DESC d3d10_desc; ID3D10Device *d3d10_device; desc.Width = 64; desc.Height = 64; desc.Depth = 64; desc.MipLevels = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = current->bind_flags; desc.CPUAccessFlags = 0; desc.MiscFlags = current->misc_flags; hr = ID3D11Device_CreateTexture3D(device, &desc, NULL, &texture); /* Shared resources are not supported by REF and WARP devices. */ ok(SUCCEEDED(hr) || broken(hr == E_OUTOFMEMORY), "Test %u: Failed to create a 3d texture, hr %#x.\n", i, hr); if (FAILED(hr)) { win_skip("Failed to create ID3D11Texture3D, skipping test %u.\n", i); continue; } hr = ID3D11Texture3D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface); ok(hr == E_NOINTERFACE, "Texture should not implement IDXGISurface.\n"); hr = ID3D11Texture3D_QueryInterface(texture, &IID_ID3D10Texture3D, (void **)&d3d10_texture); ID3D11Texture3D_Release(texture); if (current->implements_d3d10_interfaces) { ok(SUCCEEDED(hr), "Test %u: Texture should implement ID3D10Texture3D.\n", i); } else { todo_wine ok(hr == E_NOINTERFACE, "Test %u: Texture should not implement ID3D10Texture3D.\n", i); if (SUCCEEDED(hr)) ID3D10Texture3D_Release(d3d10_texture); continue; } ID3D10Texture3D_GetDesc(d3d10_texture, &d3d10_desc); ok(d3d10_desc.Width == desc.Width, "Test %u: Got unexpected Width %u.\n", i, d3d10_desc.Width); ok(d3d10_desc.Height == desc.Height, "Test %u: Got unexpected Height %u.\n", i, d3d10_desc.Height); ok(d3d10_desc.Depth == desc.Depth, "Test %u: Got unexpected Depth %u.\n", i, d3d10_desc.Depth); ok(d3d10_desc.MipLevels == desc.MipLevels, "Test %u: Got unexpected MipLevels %u.\n", i, d3d10_desc.MipLevels); ok(d3d10_desc.Format == desc.Format, "Test %u: Got unexpected Format %u.\n", i, d3d10_desc.Format); ok(d3d10_desc.Usage == (D3D10_USAGE)desc.Usage, "Test %u: Got unexpected Usage %u.\n", i, d3d10_desc.Usage); ok(d3d10_desc.BindFlags == current->expected_bind_flags, "Test %u: Got unexpected BindFlags %#x.\n", i, d3d10_desc.BindFlags); ok(d3d10_desc.CPUAccessFlags == desc.CPUAccessFlags, "Test %u: Got unexpected CPUAccessFlags %#x.\n", i, d3d10_desc.CPUAccessFlags); ok(d3d10_desc.MiscFlags == current->expected_misc_flags, "Test %u: Got unexpected MiscFlags %#x.\n", i, d3d10_desc.MiscFlags); d3d10_device = (ID3D10Device *)0xdeadbeef; ID3D10Texture3D_GetDevice(d3d10_texture, &d3d10_device); todo_wine ok(!d3d10_device, "Test %u: Got unexpected device pointer %p, expected NULL.\n", i, d3d10_device); if (d3d10_device) ID3D10Device_Release(d3d10_device); ID3D10Texture3D_Release(d3d10_texture); } refcount = ID3D11Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_buffer_interfaces(void) { ID3D10Buffer *d3d10_buffer; D3D11_BUFFER_DESC desc; ID3D11Buffer *buffer; ID3D11Device *device; unsigned int i; ULONG refcount; HRESULT hr; static const struct test { BOOL implements_d3d10_interfaces; UINT bind_flags; UINT misc_flags; UINT structure_stride; UINT expected_bind_flags; UINT expected_misc_flags; } desc_conversion_tests[] = { { TRUE, D3D11_BIND_VERTEX_BUFFER, 0, 0, D3D10_BIND_VERTEX_BUFFER, 0 }, { TRUE, D3D11_BIND_INDEX_BUFFER, 0, 0, D3D10_BIND_INDEX_BUFFER, 0 }, { TRUE, D3D11_BIND_CONSTANT_BUFFER, 0, 0, D3D10_BIND_CONSTANT_BUFFER, 0 }, { TRUE, D3D11_BIND_SHADER_RESOURCE, 0, 0, D3D10_BIND_SHADER_RESOURCE, 0 }, { TRUE, D3D11_BIND_STREAM_OUTPUT, 0, 0, D3D10_BIND_STREAM_OUTPUT, 0 }, { TRUE, D3D11_BIND_RENDER_TARGET, 0, 0, D3D10_BIND_RENDER_TARGET, 0 }, { TRUE, D3D11_BIND_UNORDERED_ACCESS, 0, 0, D3D11_BIND_UNORDERED_ACCESS, 0 }, { TRUE, 0, D3D11_RESOURCE_MISC_SHARED, 0, 0, D3D10_RESOURCE_MISC_SHARED }, { TRUE, 0, D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS, 0, 0, 0 }, { TRUE, D3D11_BIND_SHADER_RESOURCE, D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS, 0, D3D10_BIND_SHADER_RESOURCE, 0 }, { FALSE /* Structured buffers do not implement ID3D10Buffer. */, 0, D3D11_RESOURCE_MISC_BUFFER_STRUCTURED, 16, 0, 0 }, { TRUE, 0, D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX, 0, 0, D3D10_RESOURCE_MISC_SHARED_KEYEDMUTEX }, }; if (!(device = create_device(NULL))) { skip("Failed to create ID3D11Device.\n"); return; } desc.ByteWidth = 1024; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; desc.StructureByteStride = 0; hr = ID3D11Device_CreateBuffer(device, &desc, NULL, &buffer); ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x.\n", hr); hr = ID3D11Buffer_QueryInterface(buffer, &IID_ID3D10Buffer, (void **)&d3d10_buffer); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, "Buffer should implement ID3D10Buffer.\n"); if (SUCCEEDED(hr)) ID3D10Buffer_Release(d3d10_buffer); ID3D11Buffer_Release(buffer); if (FAILED(hr)) { win_skip("Buffers do not implement ID3D10Buffer.\n"); ID3D11Device_Release(device); return; } for (i = 0; i < sizeof(desc_conversion_tests) / sizeof(*desc_conversion_tests); ++i) { const struct test *current = &desc_conversion_tests[i]; D3D10_BUFFER_DESC d3d10_desc; ID3D10Device *d3d10_device; desc.ByteWidth = 1024; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = current->bind_flags; desc.CPUAccessFlags = 0; desc.MiscFlags = current->misc_flags; desc.StructureByteStride = current->structure_stride; hr = ID3D11Device_CreateBuffer(device, &desc, NULL, &buffer); /* Shared resources are not supported by REF and WARP devices. */ ok(SUCCEEDED(hr) || broken(hr == E_OUTOFMEMORY), "Test %u: Failed to create a buffer, hr %#x.\n", i, hr); if (FAILED(hr)) { win_skip("Failed to create a buffer, skipping test %u.\n", i); continue; } hr = ID3D11Buffer_QueryInterface(buffer, &IID_ID3D10Buffer, (void **)&d3d10_buffer); ID3D11Buffer_Release(buffer); if (current->implements_d3d10_interfaces) { ok(SUCCEEDED(hr), "Test %u: Buffer should implement ID3D10Buffer.\n", i); } else { todo_wine ok(hr == E_NOINTERFACE, "Test %u: Buffer should not implement ID3D10Buffer.\n", i); if (SUCCEEDED(hr)) ID3D10Buffer_Release(d3d10_buffer); continue; } ID3D10Buffer_GetDesc(d3d10_buffer, &d3d10_desc); ok(d3d10_desc.ByteWidth == desc.ByteWidth, "Test %u: Got unexpected ByteWidth %u.\n", i, d3d10_desc.ByteWidth); ok(d3d10_desc.Usage == (D3D10_USAGE)desc.Usage, "Test %u: Got unexpected Usage %u.\n", i, d3d10_desc.Usage); ok(d3d10_desc.BindFlags == current->expected_bind_flags, "Test %u: Got unexpected BindFlags %#x.\n", i, d3d10_desc.BindFlags); ok(d3d10_desc.CPUAccessFlags == desc.CPUAccessFlags, "Test %u: Got unexpected CPUAccessFlags %#x.\n", i, d3d10_desc.CPUAccessFlags); ok(d3d10_desc.MiscFlags == current->expected_misc_flags, "Test %u: Got unexpected MiscFlags %#x.\n", i, d3d10_desc.MiscFlags); d3d10_device = (ID3D10Device *)0xdeadbeef; ID3D10Buffer_GetDevice(d3d10_buffer, &d3d10_device); todo_wine ok(!d3d10_device, "Test %u: Got unexpected device pointer %p, expected NULL.\n", i, d3d10_device); if (d3d10_device) ID3D10Device_Release(d3d10_device); ID3D10Buffer_Release(d3d10_buffer); } refcount = ID3D11Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_create_depthstencil_view(void) { D3D11_DEPTH_STENCIL_VIEW_DESC dsv_desc; D3D11_TEXTURE2D_DESC texture_desc; ULONG refcount, expected_refcount; ID3D11DepthStencilView *dsview; ID3D11Device *device, *tmp; ID3D11Texture2D *texture; HRESULT hr; if (!(device = create_device(NULL))) { skip("Failed to create device.\n"); return; } texture_desc.Width = 512; texture_desc.Height = 512; texture_desc.MipLevels = 1; texture_desc.ArraySize = 1; texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; texture_desc.SampleDesc.Count = 1; texture_desc.SampleDesc.Quality = 0; texture_desc.Usage = D3D11_USAGE_DEFAULT; texture_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL; texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr); expected_refcount = get_refcount((IUnknown *)device) + 1; hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)texture, NULL, &dsview); ok(SUCCEEDED(hr), "Failed to create a depthstencil view, hr %#x.\n", hr); refcount = get_refcount((IUnknown *)device); ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); tmp = NULL; expected_refcount = refcount + 1; ID3D11DepthStencilView_GetDevice(dsview, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); ID3D11Device_Release(tmp); ID3D11DepthStencilView_GetDesc(dsview, &dsv_desc); ok(dsv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", dsv_desc.Format); ok(dsv_desc.ViewDimension == D3D11_DSV_DIMENSION_TEXTURE2D, "Got unexpected view dimension %#x.\n", dsv_desc.ViewDimension); ok(!dsv_desc.Flags, "Got unexpected flags %#x.\n", dsv_desc.Flags); ok(U(dsv_desc).Texture2D.MipSlice == 0, "Got Unexpected mip slice %u.\n", U(dsv_desc).Texture2D.MipSlice); ID3D11DepthStencilView_Release(dsview); ID3D11Texture2D_Release(texture); refcount = ID3D11Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_depthstencil_view_interfaces(void) { D3D10_DEPTH_STENCIL_VIEW_DESC d3d10_dsv_desc; D3D11_DEPTH_STENCIL_VIEW_DESC dsv_desc; ID3D10DepthStencilView *d3d10_dsview; D3D11_TEXTURE2D_DESC texture_desc; ID3D11DepthStencilView *dsview; ID3D11Texture2D *texture; ID3D11Device *device; ULONG refcount; HRESULT hr; if (!(device = create_device(NULL))) { skip("Failed to create device.\n"); return; } texture_desc.Width = 512; texture_desc.Height = 512; texture_desc.MipLevels = 1; texture_desc.ArraySize = 1; texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; texture_desc.SampleDesc.Count = 1; texture_desc.SampleDesc.Quality = 0; texture_desc.Usage = D3D11_USAGE_DEFAULT; texture_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL; texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr); dsv_desc.Format = texture_desc.Format; dsv_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; dsv_desc.Flags = 0; U(dsv_desc).Texture2D.MipSlice = 0; hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)texture, &dsv_desc, &dsview); ok(SUCCEEDED(hr), "Failed to create a depthstencil view, hr %#x.\n", hr); hr = ID3D11DepthStencilView_QueryInterface(dsview, &IID_ID3D10DepthStencilView, (void **)&d3d10_dsview); ID3D11DepthStencilView_Release(dsview); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, "Depth stencil view should implement ID3D10DepthStencilView.\n"); if (FAILED(hr)) { win_skip("Depth stencil view does not implement ID3D10DepthStencilView.\n"); goto done; } ID3D10DepthStencilView_GetDesc(d3d10_dsview, &d3d10_dsv_desc); ok(d3d10_dsv_desc.Format == dsv_desc.Format, "Got unexpected format %#x.\n", d3d10_dsv_desc.Format); ok(d3d10_dsv_desc.ViewDimension == (D3D10_DSV_DIMENSION)dsv_desc.ViewDimension, "Got unexpected view dimension %u.\n", d3d10_dsv_desc.ViewDimension); ok(U(d3d10_dsv_desc).Texture2D.MipSlice == U(dsv_desc).Texture2D.MipSlice, "Got unexpected mip slice %u.\n", U(d3d10_dsv_desc).Texture2D.MipSlice); ID3D10DepthStencilView_Release(d3d10_dsview); done: ID3D11Texture2D_Release(texture); refcount = ID3D11Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_create_rendertarget_view(void) { D3D11_RENDER_TARGET_VIEW_DESC rtv_desc; D3D11_SUBRESOURCE_DATA data = {0}; D3D11_TEXTURE2D_DESC texture_desc; ULONG refcount, expected_refcount; D3D11_BUFFER_DESC buffer_desc; ID3D11RenderTargetView *rtview; ID3D11Device *device, *tmp; ID3D11Texture2D *texture; ID3D11Buffer *buffer; IUnknown *iface; HRESULT hr; if (!(device = create_device(NULL))) { skip("Failed to create device.\n"); return; } buffer_desc.ByteWidth = 1024; buffer_desc.Usage = D3D11_USAGE_DEFAULT; buffer_desc.BindFlags = D3D11_BIND_RENDER_TARGET; buffer_desc.CPUAccessFlags = 0; buffer_desc.MiscFlags = 0; buffer_desc.StructureByteStride = 0; hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &data, &buffer); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); expected_refcount = get_refcount((IUnknown *)device) + 1; hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &buffer); ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x.\n", hr); refcount = get_refcount((IUnknown *)device); ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); tmp = NULL; expected_refcount = refcount + 1; ID3D11Buffer_GetDevice(buffer, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); ID3D11Device_Release(tmp); rtv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; rtv_desc.ViewDimension = D3D11_RTV_DIMENSION_BUFFER; U(rtv_desc).Buffer.ElementOffset = 0; U(rtv_desc).Buffer.ElementWidth = 64; expected_refcount = get_refcount((IUnknown *)device) + 1; hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)buffer, &rtv_desc, &rtview); ok(SUCCEEDED(hr), "Failed to create a rendertarget view, hr %#x.\n", hr); refcount = get_refcount((IUnknown *)device); ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); tmp = NULL; expected_refcount = refcount + 1; ID3D11RenderTargetView_GetDevice(rtview, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); ID3D11Device_Release(tmp); hr = ID3D11RenderTargetView_QueryInterface(rtview, &IID_ID3D10RenderTargetView, (void **)&iface); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, "Render target view should implement ID3D10RenderTargetView.\n"); if (SUCCEEDED(hr)) IUnknown_Release(iface); ID3D11RenderTargetView_Release(rtview); ID3D11Buffer_Release(buffer); texture_desc.Width = 512; texture_desc.Height = 512; texture_desc.MipLevels = 1; texture_desc.ArraySize = 1; texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; texture_desc.SampleDesc.Count = 1; texture_desc.SampleDesc.Quality = 0; texture_desc.Usage = D3D11_USAGE_DEFAULT; texture_desc.BindFlags = D3D11_BIND_RENDER_TARGET; texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr); /* For texture resources it's allowed to specify NULL as desc */ hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)texture, NULL, &rtview); ok(SUCCEEDED(hr), "Failed to create a rendertarget view, hr %#x.\n", hr); ID3D11RenderTargetView_GetDesc(rtview, &rtv_desc); ok(rtv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", rtv_desc.Format); ok(rtv_desc.ViewDimension == D3D11_RTV_DIMENSION_TEXTURE2D, "Got unexpected view dimension %#x.\n", rtv_desc.ViewDimension); ok(U(rtv_desc).Texture2D.MipSlice == 0, "Got unexpected mip slice %#x.\n", U(rtv_desc).Texture2D.MipSlice); hr = ID3D11RenderTargetView_QueryInterface(rtview, &IID_ID3D10RenderTargetView, (void **)&iface); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, "Render target view should implement ID3D10RenderTargetView.\n"); if (SUCCEEDED(hr)) IUnknown_Release(iface); ID3D11RenderTargetView_Release(rtview); ID3D11Texture2D_Release(texture); refcount = ID3D11Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_create_shader_resource_view(void) { D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc; D3D11_TEXTURE2D_DESC texture_desc; ULONG refcount, expected_refcount; ID3D11ShaderResourceView *srview; D3D11_BUFFER_DESC buffer_desc; ID3D11Device *device, *tmp; ID3D11Texture2D *texture; ID3D11Buffer *buffer; IUnknown *iface; HRESULT hr; if (!(device = create_device(NULL))) { skip("Failed to create device.\n"); return; } buffer_desc.ByteWidth = 1024; buffer_desc.Usage = D3D11_USAGE_DEFAULT; buffer_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; buffer_desc.CPUAccessFlags = 0; buffer_desc.MiscFlags = 0; buffer_desc.StructureByteStride = 0; hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &buffer); ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x.\n", hr); hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)buffer, NULL, &srview); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; srv_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; U(srv_desc).Buffer.ElementOffset = 0; U(srv_desc).Buffer.ElementWidth = 64; expected_refcount = get_refcount((IUnknown *)device) + 1; hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)buffer, &srv_desc, &srview); ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x.\n", hr); refcount = get_refcount((IUnknown *)device); ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); tmp = NULL; expected_refcount = refcount + 1; ID3D11ShaderResourceView_GetDevice(srview, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); ID3D11Device_Release(tmp); hr = ID3D11ShaderResourceView_QueryInterface(srview, &IID_ID3D10ShaderResourceView, (void **)&iface); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, "Shader resource view should implement ID3D10ShaderResourceView.\n"); if (SUCCEEDED(hr)) IUnknown_Release(iface); ID3D11ShaderResourceView_Release(srview); ID3D11Buffer_Release(buffer); texture_desc.Width = 512; texture_desc.Height = 512; texture_desc.MipLevels = 0; texture_desc.ArraySize = 1; texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; texture_desc.SampleDesc.Count = 1; texture_desc.SampleDesc.Quality = 0; texture_desc.Usage = D3D11_USAGE_DEFAULT; texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr); hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srview); ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x.\n", hr); hr = ID3D11ShaderResourceView_QueryInterface(srview, &IID_ID3D10ShaderResourceView, (void **)&iface); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, "Shader resource view should implement ID3D10ShaderResourceView.\n"); if (SUCCEEDED(hr)) IUnknown_Release(iface); ID3D11ShaderResourceView_GetDesc(srview, &srv_desc); ok(srv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", srv_desc.Format); ok(srv_desc.ViewDimension == D3D11_SRV_DIMENSION_TEXTURE2D, "Got unexpected view dimension %#x.\n", srv_desc.ViewDimension); ok(U(srv_desc).Texture2D.MostDetailedMip == 0, "Got unexpected MostDetailedMip %u.\n", U(srv_desc).Texture2D.MostDetailedMip); ok(U(srv_desc).Texture2D.MipLevels == 10, "Got unexpected MipLevels %u.\n", U(srv_desc).Texture2D.MipLevels); ID3D11ShaderResourceView_Release(srview); ID3D11Texture2D_Release(texture); refcount = ID3D11Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_create_shader(void) { #if 0 float4 light; float4x4 mat; struct input { float4 position : POSITION; float3 normal : NORMAL; }; struct output { float4 position : POSITION; float4 diffuse : COLOR; }; output main(const input v) { output o; o.position = mul(v.position, mat); o.diffuse = dot((float3)light, v.normal); return o; } #endif static const DWORD vs_4_0[] = { 0x43425844, 0x3ae813ca, 0x0f034b91, 0x790f3226, 0x6b4a718a, 0x00000001, 0x000001c0, 0x00000003, 0x0000002c, 0x0000007c, 0x000000cc, 0x4e475349, 0x00000048, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000041, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000707, 0x49534f50, 0x4e4f4954, 0x524f4e00, 0x004c414d, 0x4e47534f, 0x00000048, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000041, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x49534f50, 0x4e4f4954, 0x4c4f4300, 0xab00524f, 0x52444853, 0x000000ec, 0x00010040, 0x0000003b, 0x04000059, 0x00208e46, 0x00000000, 0x00000005, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101072, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000001, 0x08000011, 0x00102012, 0x00000000, 0x00101e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000001, 0x08000011, 0x00102022, 0x00000000, 0x00101e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000002, 0x08000011, 0x00102042, 0x00000000, 0x00101e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000003, 0x08000011, 0x00102082, 0x00000000, 0x00101e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000004, 0x08000010, 0x001020f2, 0x00000001, 0x00208246, 0x00000000, 0x00000000, 0x00101246, 0x00000001, 0x0100003e, }; static const DWORD vs_2_0[] = { 0xfffe0200, 0x002bfffe, 0x42415443, 0x0000001c, 0x00000077, 0xfffe0200, 0x00000002, 0x0000001c, 0x00000100, 0x00000070, 0x00000044, 0x00040002, 0x00000001, 0x0000004c, 0x00000000, 0x0000005c, 0x00000002, 0x00000004, 0x00000060, 0x00000000, 0x6867696c, 0xabab0074, 0x00030001, 0x00040001, 0x00000001, 0x00000000, 0x0074616d, 0x00030003, 0x00040004, 0x00000001, 0x00000000, 0x325f7376, 0x4d00305f, 0x6f726369, 0x74666f73, 0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e392072, 0x392e3932, 0x332e3235, 0x00313131, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f, 0x80000003, 0x900f0001, 0x03000009, 0xc0010000, 0x90e40000, 0xa0e40000, 0x03000009, 0xc0020000, 0x90e40000, 0xa0e40001, 0x03000009, 0xc0040000, 0x90e40000, 0xa0e40002, 0x03000009, 0xc0080000, 0x90e40000, 0xa0e40003, 0x03000008, 0xd00f0000, 0xa0e40004, 0x90e40001, 0x0000ffff, }; static const DWORD vs_3_0[] = { 0xfffe0300, 0x002bfffe, 0x42415443, 0x0000001c, 0x00000077, 0xfffe0300, 0x00000002, 0x0000001c, 0x00000100, 0x00000070, 0x00000044, 0x00040002, 0x00000001, 0x0000004c, 0x00000000, 0x0000005c, 0x00000002, 0x00000004, 0x00000060, 0x00000000, 0x6867696c, 0xabab0074, 0x00030001, 0x00040001, 0x00000001, 0x00000000, 0x0074616d, 0x00030003, 0x00040004, 0x00000001, 0x00000000, 0x335f7376, 0x4d00305f, 0x6f726369, 0x74666f73, 0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e392072, 0x392e3932, 0x332e3235, 0x00313131, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f, 0x80000003, 0x900f0001, 0x0200001f, 0x80000000, 0xe00f0000, 0x0200001f, 0x8000000a, 0xe00f0001, 0x03000009, 0xe0010000, 0x90e40000, 0xa0e40000, 0x03000009, 0xe0020000, 0x90e40000, 0xa0e40001, 0x03000009, 0xe0040000, 0x90e40000, 0xa0e40002, 0x03000009, 0xe0080000, 0x90e40000, 0xa0e40003, 0x03000008, 0xe00f0001, 0xa0e40004, 0x90e40001, 0x0000ffff, }; #if 0 float4 main(const float4 color : COLOR) : SV_TARGET { float4 o; o = color; return o; } #endif static const DWORD ps_4_0[] = { 0x43425844, 0x4da9446f, 0xfbe1f259, 0x3fdb3009, 0x517521fa, 0x00000001, 0x000001ac, 0x00000005, 0x00000034, 0x0000008c, 0x000000bc, 0x000000f0, 0x00000130, 0x46454452, 0x00000050, 0x00000000, 0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e39322e, 0x2e323539, 0x31313133, 0xababab00, 0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040, 0x0000000e, 0x03001062, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, }; #if 0 struct gs_out { float4 pos : SV_POSITION; }; [maxvertexcount(4)] void main(point float4 vin[1] : POSITION, inout TriangleStream vout) { float offset = 0.1 * vin[0].w; gs_out v; v.pos = float4(vin[0].x - offset, vin[0].y - offset, vin[0].z, vin[0].w); vout.Append(v); v.pos = float4(vin[0].x - offset, vin[0].y + offset, vin[0].z, vin[0].w); vout.Append(v); v.pos = float4(vin[0].x + offset, vin[0].y - offset, vin[0].z, vin[0].w); vout.Append(v); v.pos = float4(vin[0].x + offset, vin[0].y + offset, vin[0].z, vin[0].w); vout.Append(v); } #endif static const DWORD gs_4_0[] = { 0x43425844, 0x000ee786, 0xc624c269, 0x885a5cbe, 0x444b3b1f, 0x00000001, 0x0000023c, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x000001a0, 0x00020040, 0x00000068, 0x0400005f, 0x002010f2, 0x00000001, 0x00000000, 0x02000068, 0x00000001, 0x0100085d, 0x0100285c, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x0200005e, 0x00000004, 0x0f000032, 0x00100032, 0x00000000, 0x80201ff6, 0x00000041, 0x00000000, 0x00000000, 0x00004002, 0x3dcccccd, 0x3dcccccd, 0x00000000, 0x00000000, 0x00201046, 0x00000000, 0x00000000, 0x05000036, 0x00102032, 0x00000000, 0x00100046, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000, 0x01000013, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0e000032, 0x00100052, 0x00000000, 0x00201ff6, 0x00000000, 0x00000000, 0x00004002, 0x3dcccccd, 0x00000000, 0x3dcccccd, 0x00000000, 0x00201106, 0x00000000, 0x00000000, 0x05000036, 0x00102022, 0x00000000, 0x0010002a, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000, 0x01000013, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x05000036, 0x00102022, 0x00000000, 0x0010001a, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000, 0x01000013, 0x05000036, 0x00102032, 0x00000000, 0x00100086, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000, 0x01000013, 0x0100003e, }; ULONG refcount, expected_refcount; ID3D11Device *device, *tmp; ID3D11GeometryShader *gs; ID3D11VertexShader *vs; ID3D11PixelShader *ps; IUnknown *iface; unsigned int i; HRESULT hr; for (i = 0; i < sizeof(d3d11_feature_levels) / sizeof(*d3d11_feature_levels); ++i) { D3D_FEATURE_LEVEL feature_level = d3d11_feature_levels[i]; if (!(device = create_device(&feature_level))) { skip("Failed to create device for feature level %#x.\n", feature_level); continue; } /* vertex shader */ hr = ID3D11Device_CreateVertexShader(device, vs_2_0, sizeof(vs_2_0), NULL, &vs); ok(hr == E_INVALIDARG, "Created a SM2 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level); hr = ID3D11Device_CreateVertexShader(device, vs_3_0, sizeof(vs_3_0), NULL, &vs); ok(hr == E_INVALIDARG, "Created a SM3 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level); hr = ID3D11Device_CreateVertexShader(device, ps_4_0, sizeof(ps_4_0), NULL, &vs); ok(hr == E_INVALIDARG, "Created a SM4 vertex shader from a pixel shader source, hr %#x, feature level %#x.\n", hr, feature_level); if (feature_level < D3D_FEATURE_LEVEL_10_0) { refcount = ID3D11Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); continue; } expected_refcount = get_refcount((IUnknown *)device) + 1; hr = ID3D11Device_CreateVertexShader(device, vs_4_0, sizeof(vs_4_0), NULL, &vs); ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level); refcount = get_refcount((IUnknown *)device); ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); tmp = NULL; expected_refcount = refcount + 1; ID3D11VertexShader_GetDevice(vs, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); ID3D11Device_Release(tmp); hr = ID3D11VertexShader_QueryInterface(vs, &IID_ID3D10VertexShader, (void **)&iface); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, "Vertex shader should implement ID3D10VertexShader.\n"); if (SUCCEEDED(hr)) IUnknown_Release(iface); refcount = ID3D11VertexShader_Release(vs); ok(!refcount, "Vertex shader has %u references left.\n", refcount); /* pixel shader */ expected_refcount = get_refcount((IUnknown *)device) + 1; hr = ID3D11Device_CreatePixelShader(device, ps_4_0, sizeof(ps_4_0), NULL, &ps); ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level); refcount = get_refcount((IUnknown *)device); ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); tmp = NULL; expected_refcount = refcount + 1; ID3D11PixelShader_GetDevice(ps, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); ID3D11Device_Release(tmp); hr = ID3D11PixelShader_QueryInterface(ps, &IID_ID3D10PixelShader, (void **)&iface); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, "Pixel shader should implement ID3D10PixelShader.\n"); if (SUCCEEDED(hr)) IUnknown_Release(iface); refcount = ID3D11PixelShader_Release(ps); ok(!refcount, "Pixel shader has %u references left.\n", refcount); /* geometry shader */ expected_refcount = get_refcount((IUnknown *)device) + 1; hr = ID3D11Device_CreateGeometryShader(device, gs_4_0, sizeof(gs_4_0), NULL, &gs); ok(SUCCEEDED(hr), "Failed to create SM4 geometry shader, hr %#x.\n", hr); refcount = get_refcount((IUnknown *)device); ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); tmp = NULL; expected_refcount = refcount + 1; ID3D11GeometryShader_GetDevice(gs, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); ID3D11Device_Release(tmp); hr = ID3D11GeometryShader_QueryInterface(gs, &IID_ID3D10GeometryShader, (void **)&iface); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, "Geometry shader should implement ID3D10GeometryShader.\n"); if (SUCCEEDED(hr)) IUnknown_Release(iface); refcount = ID3D11GeometryShader_Release(gs); ok(!refcount, "Geometry shader has %u references left.\n", refcount); refcount = ID3D11Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } } static void test_create_blend_state(void) { static const D3D11_BLEND_DESC desc_conversion_tests[] = { { FALSE, FALSE, { { FALSE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD }, }, }, { FALSE, TRUE, { { TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL }, { FALSE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_RED }, { TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL }, { FALSE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_GREEN }, { TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL }, { TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL }, { TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL }, { TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL }, }, }, { FALSE, TRUE, { { TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL }, { TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_SUBTRACT, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL }, { TRUE, D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_OP_ADD, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL }, { TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL }, { TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ONE, D3D11_BLEND_OP_MAX, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL }, { TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ONE, D3D11_BLEND_OP_MIN, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL }, { FALSE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL }, { FALSE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL }, }, }, }; ID3D11BlendState *blend_state1, *blend_state2; D3D11_BLEND_DESC desc, obtained_desc; ID3D10BlendState *d3d10_blend_state; D3D10_BLEND_DESC d3d10_blend_desc; ULONG refcount, expected_refcount; ID3D11Device *device, *tmp; unsigned int i, j; HRESULT hr; if (!(device = create_device(NULL))) { skip("Failed to create device.\n"); return; } hr = ID3D11Device_CreateBlendState(device, NULL, &blend_state1); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); memset(&desc, 0, sizeof(desc)); desc.AlphaToCoverageEnable = FALSE; desc.IndependentBlendEnable = FALSE; desc.RenderTarget[0].BlendEnable = FALSE; desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; desc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO; desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; expected_refcount = get_refcount((IUnknown *)device) + 1; hr = ID3D11Device_CreateBlendState(device, &desc, &blend_state1); ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); hr = ID3D11Device_CreateBlendState(device, &desc, &blend_state2); ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); ok(blend_state1 == blend_state2, "Got different blend state objects.\n"); refcount = get_refcount((IUnknown *)device); ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); tmp = NULL; expected_refcount = refcount + 1; ID3D11BlendState_GetDevice(blend_state1, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); ID3D11Device_Release(tmp); ID3D11BlendState_GetDesc(blend_state1, &obtained_desc); ok(obtained_desc.AlphaToCoverageEnable == FALSE, "Got unexpected alpha to coverage enable %#x.\n", obtained_desc.AlphaToCoverageEnable); ok(obtained_desc.IndependentBlendEnable == FALSE, "Got unexpected independent blend enable %#x.\n", obtained_desc.IndependentBlendEnable); for (i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) { ok(obtained_desc.RenderTarget[i].BlendEnable == FALSE, "Got unexpected blend enable %#x for render target %u.\n", obtained_desc.RenderTarget[i].BlendEnable, i); ok(obtained_desc.RenderTarget[i].SrcBlend == D3D11_BLEND_ONE, "Got unexpected src blend %u for render target %u.\n", obtained_desc.RenderTarget[i].SrcBlend, i); ok(obtained_desc.RenderTarget[i].DestBlend == D3D11_BLEND_ZERO, "Got unexpected dest blend %u for render target %u.\n", obtained_desc.RenderTarget[i].DestBlend, i); ok(obtained_desc.RenderTarget[i].BlendOp == D3D11_BLEND_OP_ADD, "Got unexpected blend op %u for render target %u.\n", obtained_desc.RenderTarget[i].BlendOp, i); ok(obtained_desc.RenderTarget[i].SrcBlendAlpha == D3D11_BLEND_ONE, "Got unexpected src blend alpha %u for render target %u.\n", obtained_desc.RenderTarget[i].SrcBlendAlpha, i); ok(obtained_desc.RenderTarget[i].DestBlendAlpha == D3D11_BLEND_ZERO, "Got unexpected dest blend alpha %u for render target %u.\n", obtained_desc.RenderTarget[i].DestBlendAlpha, i); ok(obtained_desc.RenderTarget[i].BlendOpAlpha == D3D11_BLEND_OP_ADD, "Got unexpected blend op alpha %u for render target %u.\n", obtained_desc.RenderTarget[i].BlendOpAlpha, i); ok(obtained_desc.RenderTarget[i].RenderTargetWriteMask == D3D11_COLOR_WRITE_ENABLE_ALL, "Got unexpected render target write mask %#x for render target %u.\n", obtained_desc.RenderTarget[0].RenderTargetWriteMask, i); } refcount = ID3D11BlendState_Release(blend_state1); ok(refcount == 1, "Got unexpected refcount %u.\n", refcount); refcount = ID3D11BlendState_Release(blend_state2); ok(!refcount, "Blend state has %u references left.\n", refcount); for (i = 0; i < sizeof(desc_conversion_tests) / sizeof(*desc_conversion_tests); ++i) { const D3D11_BLEND_DESC *current_desc = &desc_conversion_tests[i]; hr = ID3D11Device_CreateBlendState(device, current_desc, &blend_state1); ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); hr = ID3D11BlendState_QueryInterface(blend_state1, &IID_ID3D10BlendState, (void **)&d3d10_blend_state); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, "Blend state should implement ID3D10BlendState.\n"); if (FAILED(hr)) { win_skip("Blend state does not implement ID3D10BlendState.\n"); ID3D11BlendState_Release(blend_state1); break; } ID3D10BlendState_GetDesc(d3d10_blend_state, &d3d10_blend_desc); ok(d3d10_blend_desc.AlphaToCoverageEnable == current_desc->AlphaToCoverageEnable, "Got unexpected alpha to coverage enable %#x for test %u.\n", d3d10_blend_desc.AlphaToCoverageEnable, i); ok(d3d10_blend_desc.SrcBlend == (D3D10_BLEND)current_desc->RenderTarget[0].SrcBlend, "Got unexpected src blend %u for test %u.\n", d3d10_blend_desc.SrcBlend, i); ok(d3d10_blend_desc.DestBlend == (D3D10_BLEND)current_desc->RenderTarget[0].DestBlend, "Got unexpected dest blend %u for test %u.\n", d3d10_blend_desc.DestBlend, i); ok(d3d10_blend_desc.BlendOp == (D3D10_BLEND_OP)current_desc->RenderTarget[0].BlendOp, "Got unexpected blend op %u for test %u.\n", d3d10_blend_desc.BlendOp, i); ok(d3d10_blend_desc.SrcBlendAlpha == (D3D10_BLEND)current_desc->RenderTarget[0].SrcBlendAlpha, "Got unexpected src blend alpha %u for test %u.\n", d3d10_blend_desc.SrcBlendAlpha, i); ok(d3d10_blend_desc.DestBlendAlpha == (D3D10_BLEND)current_desc->RenderTarget[0].DestBlendAlpha, "Got unexpected dest blend alpha %u for test %u.\n", d3d10_blend_desc.DestBlendAlpha, i); ok(d3d10_blend_desc.BlendOpAlpha == (D3D10_BLEND_OP)current_desc->RenderTarget[0].BlendOpAlpha, "Got unexpected blend op alpha %u for test %u.\n", d3d10_blend_desc.BlendOpAlpha, i); for (j = 0; j < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; j++) { unsigned int k = current_desc->IndependentBlendEnable ? j : 0; ok(d3d10_blend_desc.BlendEnable[j] == current_desc->RenderTarget[k].BlendEnable, "Got unexpected blend enable %#x for test %u, render target %u.\n", d3d10_blend_desc.BlendEnable[j], i, j); ok(d3d10_blend_desc.RenderTargetWriteMask[j] == current_desc->RenderTarget[k].RenderTargetWriteMask, "Got unexpected render target write mask %#x for test %u, render target %u.\n", d3d10_blend_desc.RenderTargetWriteMask[j], i, j); } ID3D10BlendState_Release(d3d10_blend_state); refcount = ID3D11BlendState_Release(blend_state1); ok(!refcount, "Got unexpected refcount %u.\n", refcount); } refcount = ID3D11Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_create_depthstencil_state(void) { ID3D11DepthStencilState *ds_state1, *ds_state2; ID3D10DepthStencilState *d3d10_ds_state; ULONG refcount, expected_refcount; D3D11_DEPTH_STENCIL_DESC ds_desc; ID3D11Device *device, *tmp; HRESULT hr; if (!(device = create_device(NULL))) { skip("Failed to create device.\n"); return; } hr = ID3D11Device_CreateDepthStencilState(device, NULL, &ds_state1); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); ds_desc.DepthEnable = TRUE; ds_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; ds_desc.DepthFunc = D3D11_COMPARISON_LESS; ds_desc.StencilEnable = FALSE; ds_desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; ds_desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; ds_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; ds_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; ds_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; ds_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; ds_desc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; ds_desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; ds_desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; ds_desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; expected_refcount = get_refcount((IUnknown *)device) + 1; hr = ID3D11Device_CreateDepthStencilState(device, &ds_desc, &ds_state1); ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr); hr = ID3D11Device_CreateDepthStencilState(device, &ds_desc, &ds_state2); ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr); ok(ds_state1 == ds_state2, "Got different depthstencil state objects.\n"); refcount = get_refcount((IUnknown *)device); ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); tmp = NULL; expected_refcount = refcount + 1; ID3D11DepthStencilState_GetDevice(ds_state1, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); ID3D11Device_Release(tmp); hr = ID3D11DepthStencilState_QueryInterface(ds_state1, &IID_ID3D10DepthStencilState, (void **)&d3d10_ds_state); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, "Depth stencil state should implement ID3D10DepthStencilState.\n"); if (SUCCEEDED(hr)) ID3D10DepthStencilState_Release(d3d10_ds_state); refcount = ID3D11DepthStencilState_Release(ds_state2); ok(refcount == 1, "Got unexpected refcount %u.\n", refcount); refcount = ID3D11DepthStencilState_Release(ds_state1); ok(!refcount, "Got unexpected refcount %u.\n", refcount); refcount = ID3D11Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_create_rasterizer_state(void) { ID3D11RasterizerState *rast_state1, *rast_state2; ID3D10RasterizerState *d3d10_rast_state; ULONG refcount, expected_refcount; D3D10_RASTERIZER_DESC d3d10_desc; D3D11_RASTERIZER_DESC desc; ID3D11Device *device, *tmp; HRESULT hr; if (!(device = create_device(NULL))) { skip("Failed to create device.\n"); return; } hr = ID3D11Device_CreateRasterizerState(device, NULL, &rast_state1); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); desc.FillMode = D3D11_FILL_SOLID; desc.CullMode = D3D11_CULL_BACK; desc.FrontCounterClockwise = FALSE; desc.DepthBias = 0; desc.DepthBiasClamp = 0.0f; desc.SlopeScaledDepthBias = 0.0f; desc.DepthClipEnable = TRUE; desc.ScissorEnable = FALSE; desc.MultisampleEnable = FALSE; desc.AntialiasedLineEnable = FALSE; expected_refcount = get_refcount((IUnknown *)device) + 1; hr = ID3D11Device_CreateRasterizerState(device, &desc, &rast_state1); ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); hr = ID3D11Device_CreateRasterizerState(device, &desc, &rast_state2); ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); ok(rast_state1 == rast_state2, "Got different rasterizer state objects.\n"); refcount = get_refcount((IUnknown *)device); ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); tmp = NULL; expected_refcount = refcount + 1; ID3D11RasterizerState_GetDevice(rast_state1, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); ID3D11Device_Release(tmp); hr = ID3D11RasterizerState_QueryInterface(rast_state1, &IID_ID3D10RasterizerState, (void **)&d3d10_rast_state); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, "Rasterizer state should implement ID3D10RasterizerState.\n"); if (SUCCEEDED(hr)) { ID3D10RasterizerState_GetDesc(d3d10_rast_state, &d3d10_desc); ok(d3d10_desc.FillMode == D3D10_FILL_SOLID, "Got unexpected fill mode %u.\n", d3d10_desc.FillMode); ok(d3d10_desc.CullMode == D3D10_CULL_BACK, "Got unexpected cull mode %u.\n", d3d10_desc.CullMode); ok(!d3d10_desc.FrontCounterClockwise, "Got unexpected front counter clockwise %#x.\n", d3d10_desc.FrontCounterClockwise); ok(!d3d10_desc.DepthBias, "Got unexpected depth bias %d.\n", d3d10_desc.DepthBias); ok(!d3d10_desc.DepthBiasClamp, "Got unexpected depth bias clamp %f.\n", d3d10_desc.DepthBiasClamp); ok(!d3d10_desc.SlopeScaledDepthBias, "Got unexpected slope scaled depth bias %f.\n", d3d10_desc.SlopeScaledDepthBias); ok(!!d3d10_desc.DepthClipEnable, "Got unexpected depth clip enable %#x.\n", d3d10_desc.DepthClipEnable); ok(!d3d10_desc.ScissorEnable, "Got unexpected scissor enable %#x.\n", d3d10_desc.ScissorEnable); ok(!d3d10_desc.MultisampleEnable, "Got unexpected multisample enable %#x.\n", d3d10_desc.MultisampleEnable); ok(!d3d10_desc.AntialiasedLineEnable, "Got unexpected antialiased line enable %#x.\n", d3d10_desc.AntialiasedLineEnable); refcount = ID3D10RasterizerState_Release(d3d10_rast_state); ok(refcount == 2, "Got unexpected refcount %u.\n", refcount); } refcount = ID3D11RasterizerState_Release(rast_state2); ok(refcount == 1, "Got unexpected refcount %u.\n", refcount); refcount = ID3D11RasterizerState_Release(rast_state1); ok(!refcount, "Got unexpected refcount %u.\n", refcount); refcount = ID3D11Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_device_removed_reason(void) { ID3D11Device *device; ULONG refcount; HRESULT hr; if (!(device = create_device(NULL))) { skip("Failed to create device.\n"); return; } hr = ID3D11Device_GetDeviceRemovedReason(device); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); hr = ID3D11Device_GetDeviceRemovedReason(device); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); refcount = ID3D11Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_private_data(void) { ULONG refcount, expected_refcount; D3D11_TEXTURE2D_DESC texture_desc; ID3D10Texture2D *d3d10_texture; ID3D11Device *test_object; ID3D11Texture2D *texture; IDXGIDevice *dxgi_device; IDXGISurface *surface; ID3D11Device *device; IUnknown *ptr; HRESULT hr; UINT size; static const GUID test_guid = {0xfdb37466, 0x428f, 0x4edf, {0xa3, 0x7f, 0x9b, 0x1d, 0xf4, 0x88, 0xc5, 0xfc}}; static const GUID test_guid2 = {0x2e5afac2, 0x87b5, 0x4c10, {0x9b, 0x4b, 0x89, 0xd7, 0xd1, 0x12, 0xe7, 0x2b}}; static const DWORD data[] = {1, 2, 3, 4}; if (!(device = create_device(NULL))) { skip("Failed to create device.\n"); return; } test_object = create_device(NULL); texture_desc.Width = 512; texture_desc.Height = 512; texture_desc.MipLevels = 1; texture_desc.ArraySize = 1; texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; texture_desc.SampleDesc.Count = 1; texture_desc.SampleDesc.Quality = 0; texture_desc.Usage = D3D11_USAGE_DEFAULT; texture_desc.BindFlags = D3D11_BIND_RENDER_TARGET; texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = ID3D11Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface); ok(SUCCEEDED(hr), "Failed to get IDXGISurface, hr %#x.\n", hr); hr = ID3D11Device_SetPrivateData(device, &test_guid, 0, NULL); ok(hr == S_FALSE, "Got unexpected hr %#x.\n", hr); hr = ID3D11Device_SetPrivateDataInterface(device, &test_guid, NULL); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); hr = ID3D11Device_SetPrivateData(device, &test_guid, ~0u, NULL); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); hr = ID3D11Device_SetPrivateData(device, &test_guid, ~0u, NULL); ok(hr == S_FALSE, "Got unexpected hr %#x.\n", hr); hr = ID3D11Device_SetPrivateDataInterface(device, &test_guid, NULL); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); size = sizeof(ptr) * 2; ptr = (IUnknown *)0xdeadbeef; hr = ID3D11Device_GetPrivateData(device, &test_guid, &size, &ptr); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); ok(!ptr, "Got unexpected pointer %p.\n", ptr); ok(size == sizeof(IUnknown *), "Got unexpected size %u.\n", size); hr = ID3D11Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device); ok(SUCCEEDED(hr), "Failed to get DXGI device, hr %#x.\n", hr); size = sizeof(ptr) * 2; ptr = (IUnknown *)0xdeadbeef; hr = IDXGIDevice_GetPrivateData(dxgi_device, &test_guid, &size, &ptr); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); ok(!ptr, "Got unexpected pointer %p.\n", ptr); ok(size == sizeof(IUnknown *), "Got unexpected size %u.\n", size); IDXGIDevice_Release(dxgi_device); refcount = get_refcount((IUnknown *)test_object); hr = ID3D11Device_SetPrivateDataInterface(device, &test_guid, (IUnknown *)test_object); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); expected_refcount = refcount + 1; refcount = get_refcount((IUnknown *)test_object); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); hr = ID3D11Device_SetPrivateDataInterface(device, &test_guid, (IUnknown *)test_object); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); refcount = get_refcount((IUnknown *)test_object); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); hr = ID3D11Device_SetPrivateDataInterface(device, &test_guid, NULL); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); --expected_refcount; refcount = get_refcount((IUnknown *)test_object); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); hr = ID3D11Device_SetPrivateDataInterface(device, &test_guid, (IUnknown *)test_object); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); size = sizeof(data); hr = ID3D11Device_SetPrivateData(device, &test_guid, size, data); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); refcount = get_refcount((IUnknown *)test_object); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); hr = ID3D11Device_SetPrivateData(device, &test_guid, 42, NULL); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); hr = ID3D11Device_SetPrivateData(device, &test_guid, 42, NULL); ok(hr == S_FALSE, "Got unexpected hr %#x.\n", hr); hr = ID3D11Device_SetPrivateDataInterface(device, &test_guid, (IUnknown *)test_object); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); ++expected_refcount; size = 2 * sizeof(ptr); ptr = NULL; hr = ID3D11Device_GetPrivateData(device, &test_guid, &size, &ptr); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); ok(size == sizeof(test_object), "Got unexpected size %u.\n", size); ++expected_refcount; refcount = get_refcount((IUnknown *)test_object); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); IUnknown_Release(ptr); --expected_refcount; ptr = (IUnknown *)0xdeadbeef; size = 1; hr = ID3D11Device_GetPrivateData(device, &test_guid, &size, NULL); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); ok(size == sizeof(device), "Got unexpected size %u.\n", size); size = 2 * sizeof(ptr); hr = ID3D11Device_GetPrivateData(device, &test_guid, &size, NULL); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); ok(size == sizeof(device), "Got unexpected size %u.\n", size); refcount = get_refcount((IUnknown *)test_object); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); size = 1; hr = ID3D11Device_GetPrivateData(device, &test_guid, &size, &ptr); ok(hr == DXGI_ERROR_MORE_DATA, "Got unexpected hr %#x.\n", hr); ok(size == sizeof(device), "Got unexpected size %u.\n", size); ok(ptr == (IUnknown *)0xdeadbeef, "Got unexpected pointer %p.\n", ptr); hr = ID3D11Device_GetPrivateData(device, &test_guid2, NULL, NULL); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); size = 0xdeadbabe; hr = ID3D11Device_GetPrivateData(device, &test_guid2, &size, &ptr); ok(hr == DXGI_ERROR_NOT_FOUND, "Got unexpected hr %#x.\n", hr); ok(size == 0, "Got unexpected size %u.\n", size); ok(ptr == (IUnknown *)0xdeadbeef, "Got unexpected pointer %p.\n", ptr); hr = ID3D11Device_GetPrivateData(device, &test_guid, NULL, &ptr); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); ok(ptr == (IUnknown *)0xdeadbeef, "Got unexpected pointer %p.\n", ptr); hr = ID3D11Texture2D_SetPrivateDataInterface(texture, &test_guid, (IUnknown *)test_object); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); ptr = NULL; size = sizeof(ptr); hr = IDXGISurface_GetPrivateData(surface, &test_guid, &size, &ptr); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); ok(ptr == (IUnknown *)test_object, "Got unexpected ptr %p, expected %p.\n", ptr, test_object); IUnknown_Release(ptr); hr = ID3D11Texture2D_QueryInterface(texture, &IID_ID3D10Texture2D, (void **)&d3d10_texture); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, "Texture should implement ID3D10Texture2D.\n"); if (SUCCEEDED(hr)) { ptr = NULL; size = sizeof(ptr); hr = ID3D10Texture2D_GetPrivateData(d3d10_texture, &test_guid, &size, &ptr); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); ok(ptr == (IUnknown *)test_object, "Got unexpected ptr %p, expected %p.\n", ptr, test_object); IUnknown_Release(ptr); ID3D10Texture2D_Release(d3d10_texture); } IDXGISurface_Release(surface); ID3D11Texture2D_Release(texture); refcount = ID3D11Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); refcount = ID3D11Device_Release(test_object); ok(!refcount, "Test object has %u references left.\n", refcount); } START_TEST(d3d11) { test_create_device(); test_device_interfaces(); test_get_immediate_context(); test_create_texture2d(); test_texture2d_interfaces(); test_create_texture3d(); test_texture3d_interfaces(); test_buffer_interfaces(); test_create_depthstencil_view(); test_depthstencil_view_interfaces(); test_create_rendertarget_view(); test_create_shader_resource_view(); test_create_shader(); test_create_blend_state(); test_create_depthstencil_state(); test_create_rasterizer_state(); test_device_removed_reason(); test_private_data(); }