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Added d3d11-shader-count patchset
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parent
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commit
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@ -0,0 +1,106 @@
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From 27b806367185176be74cd3f2d7a733389e2925b9 Mon Sep 17 00:00:00 2001
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From: Lucian Poston <lucian.poston@gmail.com>
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Date: Thu, 23 Nov 2017 09:50:41 -0800
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Subject: [PATCH 1/2] d3d11: Test shader class instance count
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https://bugs.winehq.org/show_bug.cgi?id=44052
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Signed-off-by: Lucian Poston <lucian.poston@gmail.com>
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---
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dlls/d3d11/tests/d3d11.c | 32 +++++++++++++++++++++++++-------
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1 file changed, 25 insertions(+), 7 deletions(-)
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diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
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index 63f964a..1345b0e 100644
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--- a/dlls/d3d11/tests/d3d11.c
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+++ b/dlls/d3d11/tests/d3d11.c
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@@ -9688,7 +9688,7 @@ static void test_clear_state(void)
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UINT sample_mask;
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UINT stencil_ref;
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ULONG refcount;
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- UINT count, i;
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+ UINT count, i, instance_count;
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HRESULT hr;
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device_desc.feature_level = &feature_level;
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@@ -9719,8 +9719,11 @@ static void test_clear_state(void)
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{
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ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
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}
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- ID3D11DeviceContext_VSGetShader(context, &tmp_vs, NULL, 0);
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+ instance_count = 100;
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+ ID3D11DeviceContext_VSGetShader(context, &tmp_vs, NULL, &instance_count);
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ok(!tmp_vs, "Got unexpected vertex shader %p.\n", tmp_vs);
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+ todo_wine
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+ ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
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ID3D11DeviceContext_HSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
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tmp_buffer);
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@@ -9738,8 +9741,11 @@ static void test_clear_state(void)
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{
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ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
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}
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- ID3D11DeviceContext_HSGetShader(context, &tmp_hs, NULL, 0);
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+ instance_count = 100;
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+ ID3D11DeviceContext_HSGetShader(context, &tmp_hs, NULL, &instance_count);
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ok(!tmp_hs, "Got unexpected hull shader %p.\n", tmp_hs);
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+ todo_wine
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+ ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
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ID3D11DeviceContext_DSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
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tmp_buffer);
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@@ -9757,8 +9763,11 @@ static void test_clear_state(void)
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{
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ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
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}
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- ID3D11DeviceContext_DSGetShader(context, &tmp_ds, NULL, 0);
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+ instance_count = 100;
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+ ID3D11DeviceContext_DSGetShader(context, &tmp_ds, NULL, &instance_count);
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ok(!tmp_ds, "Got unexpected domain shader %p.\n", tmp_ds);
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+ todo_wine
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+ ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
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ID3D11DeviceContext_GSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
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tmp_buffer);
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@@ -9776,8 +9785,11 @@ static void test_clear_state(void)
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{
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ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
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}
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- ID3D11DeviceContext_GSGetShader(context, &tmp_gs, NULL, 0);
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+ instance_count = 100;
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+ ID3D11DeviceContext_GSGetShader(context, &tmp_gs, NULL, &instance_count);
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ok(!tmp_gs, "Got unexpected geometry shader %p.\n", tmp_gs);
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+ todo_wine
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+ ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
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ID3D11DeviceContext_PSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
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tmp_buffer);
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@@ -9796,8 +9808,11 @@ static void test_clear_state(void)
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{
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ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
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}
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- ID3D11DeviceContext_PSGetShader(context, &tmp_ps, NULL, 0);
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+ instance_count = 100;
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+ ID3D11DeviceContext_PSGetShader(context, &tmp_ps, NULL, &instance_count);
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ok(!tmp_ps, "Got unexpected pixel shader %p.\n", tmp_ps);
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+ todo_wine
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+ ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
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ID3D11DeviceContext_CSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
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tmp_buffer);
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@@ -9816,8 +9831,11 @@ static void test_clear_state(void)
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{
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ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
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}
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- ID3D11DeviceContext_CSGetShader(context, &tmp_cs, NULL, 0);
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+ instance_count = 100;
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+ ID3D11DeviceContext_CSGetShader(context, &tmp_cs, NULL, &instance_count);
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ok(!tmp_cs, "Got unexpected compute shader %p.\n", tmp_cs);
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+ todo_wine
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+ ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
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ID3D11DeviceContext_CSGetUnorderedAccessViews(context, 0, D3D11_PS_CS_UAV_REGISTER_COUNT, tmp_uav);
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for (i = 0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; ++i)
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{
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--
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1.9.1
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@ -0,0 +1,129 @@
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From 56048495ec1b1a6d986b9d1ff74a5d541f67ce65 Mon Sep 17 00:00:00 2001
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From: Lucian Poston <lucian.poston@gmail.com>
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Date: Sat, 18 Nov 2017 21:46:35 -0800
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Subject: [PATCH 2/2] d3d11: Return valid values for shader class instances
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Instead of returning garbage data for class instances, return 0 class
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instances.
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https://bugs.winehq.org/show_bug.cgi?id=44052
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Signed-off-by: Lucian Poston <lucian.poston@gmail.com>
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---
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dlls/d3d11/device.c | 12 ++++++++++++
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dlls/d3d11/tests/d3d11.c | 6 ------
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2 files changed, 12 insertions(+), 6 deletions(-)
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diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
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index 18fa670..f859e0f 100644
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--- a/dlls/d3d11/device.c
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+++ b/dlls/d3d11/device.c
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@@ -1522,6 +1522,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetShader(ID3D11DeviceCo
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if (class_instances || class_instance_count)
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FIXME("Dynamic linking not implemented yet.\n");
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+ if (class_instance_count)
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+ *class_instance_count = 0;
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wined3d_mutex_lock();
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if (!(wined3d_shader = wined3d_device_get_pixel_shader(device->wined3d_device)))
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@@ -1577,6 +1579,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetShader(ID3D11DeviceCo
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if (class_instances || class_instance_count)
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FIXME("Dynamic linking not implemented yet.\n");
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+ if (class_instance_count)
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+ *class_instance_count = 0;
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wined3d_mutex_lock();
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if (!(wined3d_shader = wined3d_device_get_vertex_shader(device->wined3d_device)))
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@@ -1745,6 +1749,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetShader(ID3D11DeviceCo
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if (class_instances || class_instance_count)
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FIXME("Dynamic linking not implemented yet.\n");
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+ if (class_instance_count)
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+ *class_instance_count = 0;
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wined3d_mutex_lock();
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if (!(wined3d_shader = wined3d_device_get_geometry_shader(device->wined3d_device)))
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@@ -2187,6 +2193,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetShader(ID3D11DeviceCo
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if (class_instances || class_instance_count)
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FIXME("Dynamic linking not implemented yet.\n");
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+ if (class_instance_count)
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+ *class_instance_count = 0;
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wined3d_mutex_lock();
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if (!(wined3d_shader = wined3d_device_get_hull_shader(device->wined3d_device)))
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@@ -2294,6 +2302,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetShader(ID3D11DeviceCo
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if (class_instances || class_instance_count)
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FIXME("Dynamic linking not implemented yet.\n");
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+ if (class_instance_count)
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+ *class_instance_count = 0;
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wined3d_mutex_lock();
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if (!(wined3d_shader = wined3d_device_get_domain_shader(device->wined3d_device)))
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@@ -2426,6 +2436,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetShader(ID3D11DeviceCo
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if (class_instances || class_instance_count)
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FIXME("Dynamic linking not implemented yet.\n");
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+ if (class_instance_count)
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+ *class_instance_count = 0;
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wined3d_mutex_lock();
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if (!(wined3d_shader = wined3d_device_get_compute_shader(device->wined3d_device)))
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diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
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index 1345b0e..72ca70f 100644
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--- a/dlls/d3d11/tests/d3d11.c
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+++ b/dlls/d3d11/tests/d3d11.c
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@@ -9722,7 +9722,6 @@ static void test_clear_state(void)
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instance_count = 100;
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ID3D11DeviceContext_VSGetShader(context, &tmp_vs, NULL, &instance_count);
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ok(!tmp_vs, "Got unexpected vertex shader %p.\n", tmp_vs);
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- todo_wine
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ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
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ID3D11DeviceContext_HSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
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@@ -9744,7 +9743,6 @@ static void test_clear_state(void)
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instance_count = 100;
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ID3D11DeviceContext_HSGetShader(context, &tmp_hs, NULL, &instance_count);
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ok(!tmp_hs, "Got unexpected hull shader %p.\n", tmp_hs);
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- todo_wine
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ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
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ID3D11DeviceContext_DSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
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@@ -9766,7 +9764,6 @@ static void test_clear_state(void)
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instance_count = 100;
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ID3D11DeviceContext_DSGetShader(context, &tmp_ds, NULL, &instance_count);
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ok(!tmp_ds, "Got unexpected domain shader %p.\n", tmp_ds);
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- todo_wine
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ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
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ID3D11DeviceContext_GSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
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@@ -9788,7 +9785,6 @@ static void test_clear_state(void)
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instance_count = 100;
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ID3D11DeviceContext_GSGetShader(context, &tmp_gs, NULL, &instance_count);
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ok(!tmp_gs, "Got unexpected geometry shader %p.\n", tmp_gs);
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- todo_wine
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ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
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ID3D11DeviceContext_PSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
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@@ -9811,7 +9807,6 @@ static void test_clear_state(void)
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instance_count = 100;
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ID3D11DeviceContext_PSGetShader(context, &tmp_ps, NULL, &instance_count);
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ok(!tmp_ps, "Got unexpected pixel shader %p.\n", tmp_ps);
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- todo_wine
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ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
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ID3D11DeviceContext_CSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
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@@ -9834,7 +9829,6 @@ static void test_clear_state(void)
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instance_count = 100;
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ID3D11DeviceContext_CSGetShader(context, &tmp_cs, NULL, &instance_count);
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ok(!tmp_cs, "Got unexpected compute shader %p.\n", tmp_cs);
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- todo_wine
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ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
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ID3D11DeviceContext_CSGetUnorderedAccessViews(context, 0, D3D11_PS_CS_UAV_REGISTER_COUNT, tmp_uav);
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for (i = 0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; ++i)
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--
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1.9.1
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1
patches/d3d11-shader-count/definition
Normal file
1
patches/d3d11-shader-count/definition
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@ -0,0 +1 @@
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Fixes: [44052] - Return a valid valud for shader count.
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@ -111,6 +111,7 @@ patch_enable_all ()
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enable_d2d1_ID2D1Factory1="$1"
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enable_d3d11_Deferred_Context="$1"
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enable_d3d11_Depth_Bias="$1"
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enable_d3d11_shader_count="$1"
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enable_d3d8_ValidateShader="$1"
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enable_d3d9_DesktopWindow="$1"
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enable_d3d9_Tests="$1"
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@ -521,6 +522,9 @@ patch_enable ()
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d3d11-Depth_Bias)
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enable_d3d11_Depth_Bias="$2"
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;;
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d3d11-shader-count)
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enable_d3d11_shader_count="$2"
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;;
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d3d8-ValidateShader)
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enable_d3d8_ValidateShader="$2"
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;;
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@ -3227,6 +3231,23 @@ if test "$enable_d3d11_Depth_Bias" -eq 1; then
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) >> "$patchlist"
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fi
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# Patchset d3d11-shader-count
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# |
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# | This patchset fixes the following Wine bugs:
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# | * [#44052] - Return a valid valud for shader count.
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# |
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# | Modified files:
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# | * dlls/d3d11/device.c, dlls/d3d11/tests/d3d11.c
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# |
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if test "$enable_d3d11_shader_count" -eq 1; then
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patch_apply d3d11-shader-count/0001-d3d11-Test-shader-class-instance-count.patch
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patch_apply d3d11-shader-count/0002-d3d11-Return-valid-values-for-shader-class-instances.patch
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(
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printf '%s\n' '+ { "Lucian Poston", "d3d11: Test shader class instance count.", 1 },';
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printf '%s\n' '+ { "Lucian Poston", "d3d11: Return valid values for shader class instances.", 1 },';
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) >> "$patchlist"
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fi
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# Patchset d3d8-ValidateShader
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# |
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# | This patchset fixes the following Wine bugs:
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