Added d3d11-shader-count patchset

This commit is contained in:
Alistair Leslie-Hughes 2018-05-04 09:27:24 +10:00
parent f9342fe22e
commit a022e6ff69
4 changed files with 257 additions and 0 deletions

View File

@ -0,0 +1,106 @@
From 27b806367185176be74cd3f2d7a733389e2925b9 Mon Sep 17 00:00:00 2001
From: Lucian Poston <lucian.poston@gmail.com>
Date: Thu, 23 Nov 2017 09:50:41 -0800
Subject: [PATCH 1/2] d3d11: Test shader class instance count
https://bugs.winehq.org/show_bug.cgi?id=44052
Signed-off-by: Lucian Poston <lucian.poston@gmail.com>
---
dlls/d3d11/tests/d3d11.c | 32 +++++++++++++++++++++++++-------
1 file changed, 25 insertions(+), 7 deletions(-)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 63f964a..1345b0e 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -9688,7 +9688,7 @@ static void test_clear_state(void)
UINT sample_mask;
UINT stencil_ref;
ULONG refcount;
- UINT count, i;
+ UINT count, i, instance_count;
HRESULT hr;
device_desc.feature_level = &feature_level;
@@ -9719,8 +9719,11 @@ static void test_clear_state(void)
{
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
}
- ID3D11DeviceContext_VSGetShader(context, &tmp_vs, NULL, 0);
+ instance_count = 100;
+ ID3D11DeviceContext_VSGetShader(context, &tmp_vs, NULL, &instance_count);
ok(!tmp_vs, "Got unexpected vertex shader %p.\n", tmp_vs);
+ todo_wine
+ ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
ID3D11DeviceContext_HSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
tmp_buffer);
@@ -9738,8 +9741,11 @@ static void test_clear_state(void)
{
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
}
- ID3D11DeviceContext_HSGetShader(context, &tmp_hs, NULL, 0);
+ instance_count = 100;
+ ID3D11DeviceContext_HSGetShader(context, &tmp_hs, NULL, &instance_count);
ok(!tmp_hs, "Got unexpected hull shader %p.\n", tmp_hs);
+ todo_wine
+ ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
ID3D11DeviceContext_DSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
tmp_buffer);
@@ -9757,8 +9763,11 @@ static void test_clear_state(void)
{
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
}
- ID3D11DeviceContext_DSGetShader(context, &tmp_ds, NULL, 0);
+ instance_count = 100;
+ ID3D11DeviceContext_DSGetShader(context, &tmp_ds, NULL, &instance_count);
ok(!tmp_ds, "Got unexpected domain shader %p.\n", tmp_ds);
+ todo_wine
+ ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
ID3D11DeviceContext_GSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
tmp_buffer);
@@ -9776,8 +9785,11 @@ static void test_clear_state(void)
{
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
}
- ID3D11DeviceContext_GSGetShader(context, &tmp_gs, NULL, 0);
+ instance_count = 100;
+ ID3D11DeviceContext_GSGetShader(context, &tmp_gs, NULL, &instance_count);
ok(!tmp_gs, "Got unexpected geometry shader %p.\n", tmp_gs);
+ todo_wine
+ ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
ID3D11DeviceContext_PSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
tmp_buffer);
@@ -9796,8 +9808,11 @@ static void test_clear_state(void)
{
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
}
- ID3D11DeviceContext_PSGetShader(context, &tmp_ps, NULL, 0);
+ instance_count = 100;
+ ID3D11DeviceContext_PSGetShader(context, &tmp_ps, NULL, &instance_count);
ok(!tmp_ps, "Got unexpected pixel shader %p.\n", tmp_ps);
+ todo_wine
+ ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
ID3D11DeviceContext_CSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
tmp_buffer);
@@ -9816,8 +9831,11 @@ static void test_clear_state(void)
{
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
}
- ID3D11DeviceContext_CSGetShader(context, &tmp_cs, NULL, 0);
+ instance_count = 100;
+ ID3D11DeviceContext_CSGetShader(context, &tmp_cs, NULL, &instance_count);
ok(!tmp_cs, "Got unexpected compute shader %p.\n", tmp_cs);
+ todo_wine
+ ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
ID3D11DeviceContext_CSGetUnorderedAccessViews(context, 0, D3D11_PS_CS_UAV_REGISTER_COUNT, tmp_uav);
for (i = 0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; ++i)
{
--
1.9.1

View File

@ -0,0 +1,129 @@
From 56048495ec1b1a6d986b9d1ff74a5d541f67ce65 Mon Sep 17 00:00:00 2001
From: Lucian Poston <lucian.poston@gmail.com>
Date: Sat, 18 Nov 2017 21:46:35 -0800
Subject: [PATCH 2/2] d3d11: Return valid values for shader class instances
Instead of returning garbage data for class instances, return 0 class
instances.
https://bugs.winehq.org/show_bug.cgi?id=44052
Signed-off-by: Lucian Poston <lucian.poston@gmail.com>
---
dlls/d3d11/device.c | 12 ++++++++++++
dlls/d3d11/tests/d3d11.c | 6 ------
2 files changed, 12 insertions(+), 6 deletions(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index 18fa670..f859e0f 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -1522,6 +1522,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetShader(ID3D11DeviceCo
if (class_instances || class_instance_count)
FIXME("Dynamic linking not implemented yet.\n");
+ if (class_instance_count)
+ *class_instance_count = 0;
wined3d_mutex_lock();
if (!(wined3d_shader = wined3d_device_get_pixel_shader(device->wined3d_device)))
@@ -1577,6 +1579,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetShader(ID3D11DeviceCo
if (class_instances || class_instance_count)
FIXME("Dynamic linking not implemented yet.\n");
+ if (class_instance_count)
+ *class_instance_count = 0;
wined3d_mutex_lock();
if (!(wined3d_shader = wined3d_device_get_vertex_shader(device->wined3d_device)))
@@ -1745,6 +1749,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetShader(ID3D11DeviceCo
if (class_instances || class_instance_count)
FIXME("Dynamic linking not implemented yet.\n");
+ if (class_instance_count)
+ *class_instance_count = 0;
wined3d_mutex_lock();
if (!(wined3d_shader = wined3d_device_get_geometry_shader(device->wined3d_device)))
@@ -2187,6 +2193,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetShader(ID3D11DeviceCo
if (class_instances || class_instance_count)
FIXME("Dynamic linking not implemented yet.\n");
+ if (class_instance_count)
+ *class_instance_count = 0;
wined3d_mutex_lock();
if (!(wined3d_shader = wined3d_device_get_hull_shader(device->wined3d_device)))
@@ -2294,6 +2302,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetShader(ID3D11DeviceCo
if (class_instances || class_instance_count)
FIXME("Dynamic linking not implemented yet.\n");
+ if (class_instance_count)
+ *class_instance_count = 0;
wined3d_mutex_lock();
if (!(wined3d_shader = wined3d_device_get_domain_shader(device->wined3d_device)))
@@ -2426,6 +2436,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetShader(ID3D11DeviceCo
if (class_instances || class_instance_count)
FIXME("Dynamic linking not implemented yet.\n");
+ if (class_instance_count)
+ *class_instance_count = 0;
wined3d_mutex_lock();
if (!(wined3d_shader = wined3d_device_get_compute_shader(device->wined3d_device)))
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 1345b0e..72ca70f 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -9722,7 +9722,6 @@ static void test_clear_state(void)
instance_count = 100;
ID3D11DeviceContext_VSGetShader(context, &tmp_vs, NULL, &instance_count);
ok(!tmp_vs, "Got unexpected vertex shader %p.\n", tmp_vs);
- todo_wine
ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
ID3D11DeviceContext_HSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
@@ -9744,7 +9743,6 @@ static void test_clear_state(void)
instance_count = 100;
ID3D11DeviceContext_HSGetShader(context, &tmp_hs, NULL, &instance_count);
ok(!tmp_hs, "Got unexpected hull shader %p.\n", tmp_hs);
- todo_wine
ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
ID3D11DeviceContext_DSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
@@ -9766,7 +9764,6 @@ static void test_clear_state(void)
instance_count = 100;
ID3D11DeviceContext_DSGetShader(context, &tmp_ds, NULL, &instance_count);
ok(!tmp_ds, "Got unexpected domain shader %p.\n", tmp_ds);
- todo_wine
ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
ID3D11DeviceContext_GSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
@@ -9788,7 +9785,6 @@ static void test_clear_state(void)
instance_count = 100;
ID3D11DeviceContext_GSGetShader(context, &tmp_gs, NULL, &instance_count);
ok(!tmp_gs, "Got unexpected geometry shader %p.\n", tmp_gs);
- todo_wine
ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
ID3D11DeviceContext_PSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
@@ -9811,7 +9807,6 @@ static void test_clear_state(void)
instance_count = 100;
ID3D11DeviceContext_PSGetShader(context, &tmp_ps, NULL, &instance_count);
ok(!tmp_ps, "Got unexpected pixel shader %p.\n", tmp_ps);
- todo_wine
ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
ID3D11DeviceContext_CSGetConstantBuffers(context, 0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
@@ -9834,7 +9829,6 @@ static void test_clear_state(void)
instance_count = 100;
ID3D11DeviceContext_CSGetShader(context, &tmp_cs, NULL, &instance_count);
ok(!tmp_cs, "Got unexpected compute shader %p.\n", tmp_cs);
- todo_wine
ok(instance_count == 0, "Expected 0 instances, got %u.\n", instance_count);
ID3D11DeviceContext_CSGetUnorderedAccessViews(context, 0, D3D11_PS_CS_UAV_REGISTER_COUNT, tmp_uav);
for (i = 0; i < D3D11_PS_CS_UAV_REGISTER_COUNT; ++i)
--
1.9.1

View File

@ -0,0 +1 @@
Fixes: [44052] - Return a valid valud for shader count.

View File

@ -111,6 +111,7 @@ patch_enable_all ()
enable_d2d1_ID2D1Factory1="$1"
enable_d3d11_Deferred_Context="$1"
enable_d3d11_Depth_Bias="$1"
enable_d3d11_shader_count="$1"
enable_d3d8_ValidateShader="$1"
enable_d3d9_DesktopWindow="$1"
enable_d3d9_Tests="$1"
@ -521,6 +522,9 @@ patch_enable ()
d3d11-Depth_Bias)
enable_d3d11_Depth_Bias="$2"
;;
d3d11-shader-count)
enable_d3d11_shader_count="$2"
;;
d3d8-ValidateShader)
enable_d3d8_ValidateShader="$2"
;;
@ -3227,6 +3231,23 @@ if test "$enable_d3d11_Depth_Bias" -eq 1; then
) >> "$patchlist"
fi
# Patchset d3d11-shader-count
# |
# | This patchset fixes the following Wine bugs:
# | * [#44052] - Return a valid valud for shader count.
# |
# | Modified files:
# | * dlls/d3d11/device.c, dlls/d3d11/tests/d3d11.c
# |
if test "$enable_d3d11_shader_count" -eq 1; then
patch_apply d3d11-shader-count/0001-d3d11-Test-shader-class-instance-count.patch
patch_apply d3d11-shader-count/0002-d3d11-Return-valid-values-for-shader-class-instances.patch
(
printf '%s\n' '+ { "Lucian Poston", "d3d11: Test shader class instance count.", 1 },';
printf '%s\n' '+ { "Lucian Poston", "d3d11: Return valid values for shader class instances.", 1 },';
) >> "$patchlist"
fi
# Patchset d3d8-ValidateShader
# |
# | This patchset fixes the following Wine bugs: