d3d10core/tests: Add test for state refcounting.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2018-04-17 14:26:51 +02:00 committed by Alexandre Julliard
parent 2d4371846c
commit 0e2297e981

View file

@ -17,6 +17,7 @@
*/
#include <assert.h>
#include <float.h>
#include <limits.h>
#include <math.h>
#define COBJMACROS
@ -8096,6 +8097,127 @@ static void test_private_data(void)
ok(!refcount, "Test object has %u references left.\n", refcount);
}
static void test_state_refcounting(void)
{
ID3D10RasterizerState *rasterizer_state, *tmp_rasterizer_state;
D3D10_RASTERIZER_DESC rasterizer_desc;
D3D10_TEXTURE2D_DESC texture_desc;
D3D10_QUERY_DESC predicate_desc;
D3D10_SAMPLER_DESC sampler_desc;
ID3D10ShaderResourceView *srv;
ID3D10RenderTargetView *rtv;
ID3D10SamplerState *sampler;
ID3D10Predicate *predicate;
ID3D10Texture2D *texture;
ID3D10Device *device;
ULONG refcount;
HRESULT hr;
if (!(device = create_device()))
{
skip("Failed to create device.\n");
return;
}
/* ID3D10SamplerState */
memset(&sampler_desc, 0, sizeof(sampler_desc));
sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
sampler_desc.MaxLOD = FLT_MAX;
hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler);
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
refcount = get_refcount(sampler);
ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler);
refcount = ID3D10SamplerState_Release(sampler);
ok(!refcount, "Got refcount %u, expected 0.\n", refcount);
sampler = NULL;
ID3D10Device_PSGetSamplers(device, 0, 1, &sampler);
todo_wine ok(!sampler, "Got unexpected pointer %p, expected NULL.\n", sampler);
if (sampler)
ID3D10SamplerState_Release(sampler);
/* ID3D10RasterizerState */
memset(&rasterizer_desc, 0, sizeof(rasterizer_desc));
rasterizer_desc.FillMode = D3D10_FILL_SOLID;
rasterizer_desc.CullMode = D3D10_CULL_BACK;
rasterizer_desc.DepthClipEnable = TRUE;
hr = ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &rasterizer_state);
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
ID3D10Device_RSSetState(device, rasterizer_state);
refcount = ID3D10RasterizerState_Release(rasterizer_state);
ok(!refcount, "Got refcount %u, expected 0.\n", refcount);
ID3D10Device_RSGetState(device, &tmp_rasterizer_state);
ok(tmp_rasterizer_state == rasterizer_state, "Got rasterizer state %p, expected %p.\n",
tmp_rasterizer_state, rasterizer_state);
refcount = ID3D10RasterizerState_Release(tmp_rasterizer_state);
ok(!refcount, "Got refcount %u, expected 0.\n", refcount);
/* ID3D10ShaderResourceView */
memset(&texture_desc, 0, sizeof(texture_desc));
texture_desc.Width = 32;
texture_desc.Height = 32;
texture_desc.MipLevels = 1;
texture_desc.ArraySize = 1;
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texture_desc.SampleDesc.Count = 1;
texture_desc.Usage = D3D10_USAGE_DEFAULT;
texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srv);
ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
ID3D10Texture2D_Release(texture);
ID3D10Device_PSSetShaderResources(device, 0, 1, &srv);
refcount = ID3D10ShaderResourceView_Release(srv);
ok(!refcount, "Got refcount %u, expected 0.\n", refcount);
srv = NULL;
ID3D10Device_PSGetShaderResources(device, 0, 1, &srv);
todo_wine ok(!srv, "Got unexpected pointer %p, expected NULL.\n", srv);
if (srv)
ID3D10ShaderResourceView_Release(srv);
/* ID3D10RenderTargetView */
texture_desc.BindFlags = D3D10_BIND_RENDER_TARGET;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv);
ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
ID3D10Texture2D_Release(texture);
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
refcount = ID3D10RenderTargetView_Release(rtv);
ok(!refcount, "Got refcount %u, expected 0.\n", refcount);
rtv = NULL;
ID3D10Device_OMGetRenderTargets(device, 1, &rtv, NULL);
todo_wine ok(!rtv, "Got unexpected pointer %p, expected NULL.\n", rtv);
if (rtv)
ID3D10RenderTargetView_Release(rtv);
/* ID3D10Predicate */
predicate_desc.Query = D3D10_QUERY_OCCLUSION_PREDICATE;
predicate_desc.MiscFlags = 0;
hr = ID3D10Device_CreatePredicate(device, &predicate_desc, &predicate);
ok(SUCCEEDED(hr), "Failed to create predicate, hr %#x.\n", hr);
ID3D10Device_SetPredication(device, predicate, TRUE);
refcount = ID3D10Predicate_Release(predicate);
ok(!refcount, "Got refcount %u, expected 0.\n", refcount);
predicate = NULL;
ID3D10Device_GetPredication(device, &predicate, NULL);
todo_wine ok(!predicate, "Got unexpected pointer %p, expected NULL.\n", predicate);
if (predicate)
ID3D10Predicate_Release(predicate);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
}
static void test_il_append_aligned(void)
{
struct d3d10core_test_context test_context;
@ -16299,6 +16421,7 @@ START_TEST(device)
test_depth_stencil_sampling();
test_multiple_render_targets();
test_private_data();
test_state_refcounting();
test_il_append_aligned();
test_instance_id();
test_fragment_coords();