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d3d10core/tests: Check that shaders implement d3d11 interfaces.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
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17ad42fcf5
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1 changed files with 19 additions and 2 deletions
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@ -1085,6 +1085,7 @@ float4 main(const float4 color : COLOR) : SV_TARGET
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ID3D10VertexShader *vs = NULL;
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ID3D10PixelShader *ps = NULL;
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ID3D10Device *device, *tmp;
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IUnknown *iface;
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HRESULT hr;
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if (!(device = create_device()))
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@ -1096,6 +1097,7 @@ float4 main(const float4 color : COLOR) : SV_TARGET
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expected_refcount = get_refcount((IUnknown *)device) + 1;
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hr = ID3D10Device_CreateVertexShader(device, vs_4_0, sizeof(vs_4_0), &vs);
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ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x\n", hr);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
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tmp = NULL;
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@ -1105,7 +1107,14 @@ float4 main(const float4 color : COLOR) : SV_TARGET
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refcount = get_refcount((IUnknown *)device);
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ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
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ID3D10Device_Release(tmp);
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ID3D10VertexShader_Release(vs);
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hr = ID3D10VertexShader_QueryInterface(vs, &IID_ID3D11VertexShader, (void **)&iface);
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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"Vertex shader should implement ID3D11VertexShader.\n");
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if (SUCCEEDED(hr)) IUnknown_Release(iface);
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refcount = ID3D10VertexShader_Release(vs);
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ok(!refcount, "Vertex shader has %u references left.\n", refcount);
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hr = ID3D10Device_CreateVertexShader(device, vs_2_0, sizeof(vs_2_0), &vs);
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ok(hr == E_INVALIDARG, "Created a SM2 vertex shader, hr %#x\n", hr);
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@ -1119,6 +1128,7 @@ float4 main(const float4 color : COLOR) : SV_TARGET
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expected_refcount = get_refcount((IUnknown *)device) + 1;
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hr = ID3D10Device_CreatePixelShader(device, ps_4_0, sizeof(ps_4_0), &ps);
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ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x\n", hr);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
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tmp = NULL;
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@ -1128,7 +1138,14 @@ float4 main(const float4 color : COLOR) : SV_TARGET
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refcount = get_refcount((IUnknown *)device);
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ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
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ID3D10Device_Release(tmp);
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ID3D10PixelShader_Release(ps);
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hr = ID3D10PixelShader_QueryInterface(ps, &IID_ID3D11PixelShader, (void **)&iface);
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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"Pixel shader should implement ID3D11PixelShader.\n");
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if (SUCCEEDED(hr)) IUnknown_Release(iface);
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refcount = ID3D10PixelShader_Release(ps);
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ok(!refcount, "Pixel shader has %u references left.\n", refcount);
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refcount = ID3D10Device_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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