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wine
wine-cw
Commits
00aa8ab0
Commit
00aa8ab0
authored
Feb 12, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Feb 13, 2007
Browse files
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Plain Diff
d3d8: Deleting bound shaders unbinds them.
parent
12252d05
Hide whitespace changes
Inline
Side-by-side
Showing
2 changed files
with
151 additions
and
18 deletions
+151
-18
device.c
dlls/d3d8/device.c
+17
-4
device.c
dlls/d3d8/tests/device.c
+134
-14
No files found.
dlls/d3d8/device.c
View file @
00aa8ab0
...
...
@@ -1244,11 +1244,8 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShader(LPDIRECT3DDEVICE8 ifa
IWineD3DVertexShader_Release
(
pShader
);
*
ppShader
=
(
d3d8_shader
->
handle
-
This
->
shader_handles
)
+
(
VS_HIGHESTFIXEDFXF
+
1
);
}
else
{
WARN
(
"(%p) : The shader has been set to NULL
\n
"
,
This
);
/* TODO: Find out what should be returned, e.g. the FVF */
*
ppShader
=
0
;
hrc
=
D3D
ERR_INVALIDCALL
;
hrc
=
D3D
_OK
;
}
}
else
{
WARN
(
"(%p) : Call to IWineD3DDevice_GetVertexShader failed %u (device %p)
\n
"
,
This
,
hrc
,
This
->
WineD3DDevice
);
...
...
@@ -1267,8 +1264,16 @@ static HRESULT WINAPI IDirect3DDevice8Impl_DeleteVertexShader(LPDIRECT3DDEVICE
ERR
(
"(%p) : Trying to delete an invalid handle
\n
"
,
This
);
return
D3DERR_INVALIDCALL
;
}
else
{
IWineD3DVertexShader
*
cur
=
NULL
;
shader_handle
*
handle
=
&
This
->
shader_handles
[
pShader
-
(
VS_HIGHESTFIXEDFXF
+
1
)];
IDirect3DVertexShader8Impl
*
shader
=
*
handle
;
IWineD3DDevice_GetVertexShader
(
This
->
WineD3DDevice
,
&
cur
);
if
(
cur
)
{
if
(
cur
==
shader
->
wineD3DVertexShader
)
IDirect3DDevice8_SetVertexShader
(
iface
,
0
);
IWineD3DVertexShader_Release
(
cur
);
}
while
(
IUnknown_Release
((
IUnknown
*
)
shader
));
free_shader_handle
(
This
,
handle
);
}
...
...
@@ -1450,8 +1455,16 @@ static HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(LPDIRECT3DDEVICE8 i
ERR
(
"(%p) : Trying to delete an invalid handle
\n
"
,
This
);
return
D3DERR_INVALIDCALL
;
}
else
{
IWineD3DPixelShader
*
cur
=
NULL
;
shader_handle
*
handle
=
&
This
->
shader_handles
[
pShader
-
(
VS_HIGHESTFIXEDFXF
+
1
)];
IDirect3DPixelShader8Impl
*
shader
=
*
handle
;
IWineD3DDevice_GetPixelShader
(
This
->
WineD3DDevice
,
&
cur
);
if
(
cur
)
{
if
(
cur
==
shader
->
wineD3DPixelShader
)
IDirect3DDevice8_SetPixelShader
(
iface
,
0
);
IWineD3DPixelShader_Release
(
cur
);
}
while
(
IUnknown_Release
((
IUnknown
*
)
shader
));
free_shader_handle
(
This
,
handle
);
}
...
...
dlls/d3d8/tests/device.c
View file @
00aa8ab0
...
...
@@ -24,6 +24,20 @@
static
IDirect3D8
*
(
WINAPI
*
pDirect3DCreate8
)(
UINT
);
static
const
DWORD
simple_vs
[]
=
{
0xFFFE0101
,
/* vs_1_1 */
0x00000009
,
0xC0010000
,
0x90E40000
,
0xA0E40000
,
/* dp4 oPos.x, v0, c0 */
0x00000009
,
0xC0020000
,
0x90E40000
,
0xA0E40001
,
/* dp4 oPos.y, v0, c1 */
0x00000009
,
0xC0040000
,
0x90E40000
,
0xA0E40002
,
/* dp4 oPos.z, v0, c2 */
0x00000009
,
0xC0080000
,
0x90E40000
,
0xA0E40003
,
/* dp4 oPos.w, v0, c3 */
0x0000FFFF
};
/* END */
static
const
DWORD
simple_ps
[]
=
{
0xFFFF0101
,
/* ps_1_1 */
0x00000051
,
0xA00F0001
,
0x3F800000
,
0x00000000
,
0x00000000
,
0x00000000
,
/* def c1 = 1.0, 0.0, 0.0, 0.0 */
0x00000042
,
0xB00F0000
,
/* tex t0 */
0x00000008
,
0x800F0000
,
0xA0E40001
,
0xA0E40000
,
/* dp3 r0, c1, c0 */
0x00000005
,
0x800F0000
,
0x90E40000
,
0x80E40000
,
/* mul r0, v0, r0 */
0x00000005
,
0x800F0000
,
0xB0E40000
,
0x80E40000
,
/* mul r0, t0, r0 */
0x0000FFFF
};
/* END */
static
int
get_refcount
(
IUnknown
*
object
)
{
IUnknown_AddRef
(
object
);
...
...
@@ -290,20 +304,6 @@ static void test_refcount(void)
D3DVSD_REG
(
D3DVSDE_DIFFUSE
,
D3DVSDT_D3DCOLOR
),
/* D3DVSDE_DIFFUSE, Register v5 */
D3DVSD_END
()
};
static
DWORD
simple_vs
[]
=
{
0xFFFE0101
,
/* vs_1_1 */
0x00000009
,
0xC0010000
,
0x90E40000
,
0xA0E40000
,
/* dp4 oPos.x, v0, c0 */
0x00000009
,
0xC0020000
,
0x90E40000
,
0xA0E40001
,
/* dp4 oPos.y, v0, c1 */
0x00000009
,
0xC0040000
,
0x90E40000
,
0xA0E40002
,
/* dp4 oPos.z, v0, c2 */
0x00000009
,
0xC0080000
,
0x90E40000
,
0xA0E40003
,
/* dp4 oPos.w, v0, c3 */
0x0000FFFF
};
/* END */
static
DWORD
simple_ps
[]
=
{
0xFFFF0101
,
/* ps_1_1 */
0x00000051
,
0xA00F0001
,
0x3F800000
,
0x00000000
,
0x00000000
,
0x00000000
,
/* def c1 = 1.0, 0.0, 0.0, 0.0 */
0x00000042
,
0xB00F0000
,
/* tex t0 */
0x00000008
,
0x800F0000
,
0xA0E40001
,
0xA0E40000
,
/* dp3 r0, c1, c0 */
0x00000005
,
0x800F0000
,
0x90E40000
,
0x80E40000
,
/* mul r0, v0, r0 */
0x00000005
,
0x800F0000
,
0xB0E40000
,
0x80E40000
,
/* mul r0, t0, r0 */
0x0000FFFF
};
/* END */
pD3d
=
pDirect3DCreate8
(
D3D_SDK_VERSION
);
ok
(
pD3d
!=
NULL
,
"Failed to create IDirect3D8 object
\n
"
);
...
...
@@ -823,6 +823,125 @@ cleanup:
if
(
hwnd
)
DestroyWindow
(
hwnd
);
}
static
void
test_shader
(
void
)
{
HRESULT
hr
;
HWND
hwnd
=
NULL
;
IDirect3D8
*
pD3d
=
NULL
;
IDirect3DDevice8
*
pDevice
=
NULL
;
D3DPRESENT_PARAMETERS
d3dpp
;
D3DDISPLAYMODE
d3ddm
;
DWORD
hPixelShader
=
0
,
hVertexShader
=
0
;
DWORD
hPixelShader2
=
0
,
hVertexShader2
=
0
;
DWORD
hTempHandle
;
static
DWORD
dwVertexDecl
[]
=
{
D3DVSD_STREAM
(
0
),
D3DVSD_REG
(
D3DVSDE_POSITION
,
D3DVSDT_FLOAT3
),
D3DVSD_END
()
};
pD3d
=
pDirect3DCreate8
(
D3D_SDK_VERSION
);
ok
(
pD3d
!=
NULL
,
"Failed to create IDirect3D8 object
\n
"
);
hwnd
=
CreateWindow
(
"static"
,
"d3d8_test"
,
WS_OVERLAPPEDWINDOW
,
100
,
100
,
160
,
160
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
hwnd
!=
NULL
,
"Failed to create window
\n
"
);
if
(
!
pD3d
||
!
hwnd
)
goto
cleanup
;
IDirect3D8_GetAdapterDisplayMode
(
pD3d
,
D3DADAPTER_DEFAULT
,
&
d3ddm
);
ZeroMemory
(
&
d3dpp
,
sizeof
(
d3dpp
)
);
d3dpp
.
Windowed
=
TRUE
;
d3dpp
.
SwapEffect
=
D3DSWAPEFFECT_DISCARD
;
d3dpp
.
BackBufferWidth
=
800
;
d3dpp
.
BackBufferHeight
=
600
;
d3dpp
.
BackBufferFormat
=
d3ddm
.
Format
;
hr
=
IDirect3D8_CreateDevice
(
pD3d
,
D3DADAPTER_DEFAULT
,
D3DDEVTYPE_HAL
/* no NULLREF here */
,
hwnd
,
D3DCREATE_SOFTWARE_VERTEXPROCESSING
,
&
d3dpp
,
&
pDevice
);
ok
(
hr
==
D3D_OK
,
"IDirect3D8_CreateDevice failed with %s
\n
"
,
DXGetErrorString8
(
hr
));
if
(
!
pDevice
)
goto
cleanup
;
/* First create a vertex shader */
hr
=
IDirect3DDevice8_CreateVertexShader
(
pDevice
,
dwVertexDecl
,
NULL
,
&
hVertexShader
,
0
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_CreateVertexShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
/* Msdn says that the new vertex shader is set immediately. This is wrong, apparently */
hr
=
IDirect3DDevice8_GetVertexShader
(
pDevice
,
&
hTempHandle
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_GetVertexShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
ok
(
hTempHandle
==
0
,
"Vertex Shader %d is set, expected shader %d
\n
"
,
hTempHandle
,
0
);
/* Assign the shader, then verify that GetVertexShader works */
hr
=
IDirect3DDevice8_SetVertexShader
(
pDevice
,
hVertexShader
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_SetVertexShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
hr
=
IDirect3DDevice8_GetVertexShader
(
pDevice
,
&
hTempHandle
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_GetVertexShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
ok
(
hTempHandle
==
hVertexShader
,
"Vertex Shader %d is set, expected shader %d
\n
"
,
hTempHandle
,
hVertexShader
);
/* Delete the assigned shader. This is supposed to work */
hr
=
IDirect3DDevice8_DeleteVertexShader
(
pDevice
,
hVertexShader
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_DeleteVertexShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
/* The shader should be unset now */
hr
=
IDirect3DDevice8_GetVertexShader
(
pDevice
,
&
hTempHandle
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_GetVertexShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
ok
(
hTempHandle
==
0
,
"Vertex Shader %d is set, expected shader %d
\n
"
,
hTempHandle
,
0
);
/* The same with a pixel shader */
hr
=
IDirect3DDevice8_CreatePixelShader
(
pDevice
,
simple_ps
,
&
hPixelShader
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_CreatePixelShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
/* Msdn says that the new pixel shader is set immediately. This is wrong, apparently */
hr
=
IDirect3DDevice8_GetPixelShader
(
pDevice
,
&
hTempHandle
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_GetPixelShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
ok
(
hTempHandle
==
0
,
"Pixel Shader %d is set, expected shader %d
\n
"
,
hTempHandle
,
0
);
/* Assign the shader, then verify that GetPixelShader works */
hr
=
IDirect3DDevice8_SetPixelShader
(
pDevice
,
hPixelShader
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_SetPixelShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
hr
=
IDirect3DDevice8_GetPixelShader
(
pDevice
,
&
hTempHandle
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_GetPixelShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
ok
(
hTempHandle
==
hPixelShader
,
"Pixel Shader %d is set, expected shader %d
\n
"
,
hTempHandle
,
hPixelShader
);
/* Delete the assigned shader. This is supposed to work */
hr
=
IDirect3DDevice8_DeletePixelShader
(
pDevice
,
hPixelShader
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_DeletePixelShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
/* The shader should be unset now */
hr
=
IDirect3DDevice8_GetPixelShader
(
pDevice
,
&
hTempHandle
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_GetPixelShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
ok
(
hTempHandle
==
0
,
"Pixel Shader %d is set, expected shader %d
\n
"
,
hTempHandle
,
0
);
/* What happens if a non-bound shader is deleted? */
hr
=
IDirect3DDevice8_CreateVertexShader
(
pDevice
,
dwVertexDecl
,
NULL
,
&
hVertexShader
,
0
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_CreateVertexShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
hr
=
IDirect3DDevice8_CreateVertexShader
(
pDevice
,
dwVertexDecl
,
NULL
,
&
hVertexShader2
,
0
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_CreateVertexShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
hr
=
IDirect3DDevice8_SetVertexShader
(
pDevice
,
hVertexShader
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_SetVertexShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
hr
=
IDirect3DDevice8_DeleteVertexShader
(
pDevice
,
hVertexShader2
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_DeleteVertexShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
hr
=
IDirect3DDevice8_GetVertexShader
(
pDevice
,
&
hTempHandle
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_GetVertexShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
ok
(
hTempHandle
==
hVertexShader
,
"Vertex Shader %d is set, expected shader %d
\n
"
,
hTempHandle
,
hVertexShader
);
hr
=
IDirect3DDevice8_DeleteVertexShader
(
pDevice
,
hVertexShader
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_DeleteVertexShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
/* Now for pixel shaders */
hr
=
IDirect3DDevice8_CreatePixelShader
(
pDevice
,
simple_ps
,
&
hPixelShader
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_CreatePixelShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
hr
=
IDirect3DDevice8_CreatePixelShader
(
pDevice
,
simple_ps
,
&
hPixelShader2
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_CreatePixelShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
hr
=
IDirect3DDevice8_SetPixelShader
(
pDevice
,
hPixelShader
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_SetPixelShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
hr
=
IDirect3DDevice8_DeletePixelShader
(
pDevice
,
hPixelShader2
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_DeletePixelShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
hr
=
IDirect3DDevice8_GetPixelShader
(
pDevice
,
&
hTempHandle
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_GetPixelShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
ok
(
hTempHandle
==
hPixelShader
,
"Pixel Shader %d is set, expected shader %d
\n
"
,
hTempHandle
,
hPixelShader
);
hr
=
IDirect3DDevice8_DeletePixelShader
(
pDevice
,
hPixelShader
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_DeletePixelShader returned %s
\n
"
,
DXGetErrorString8
(
hr
));
cleanup:
if
(
pD3d
)
IDirect3D8_Release
(
pD3d
);
if
(
pDevice
)
IDirect3D8_Release
(
pDevice
);
if
(
hwnd
)
DestroyWindow
(
hwnd
);
}
START_TEST
(
device
)
{
HMODULE
d3d8_handle
=
LoadLibraryA
(
"d3d8.dll"
);
...
...
@@ -844,5 +963,6 @@ START_TEST(device)
test_cursor
();
test_states
();
test_scene
();
test_shader
();
}
}
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