Commit 36d20600 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

d3d11/tests: Disable cross-device ContextState tests.

parent bc2c9afe
...@@ -7422,7 +7422,20 @@ static void test_device_context_state(void) ...@@ -7422,7 +7422,20 @@ static void test_device_context_state(void)
refcount = ID3D11VertexShader_Release(tmp_vs); refcount = ID3D11VertexShader_Release(tmp_vs);
ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount); ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
/* context states may be used with other devices instances too */ /* context states may be used with other devices instances too
*
* Or at least, no error is returned right away. Using objects like shaders
* from other device instances causes a segfault later on Nvidia Windows
* drivers. This suggests the feature tested below is more a bug than a
* feature.
*
* The tests below suggest that a ContextState object stores its own state
* for every device it is used with. This isn't entirely true, e.g. the
* primitive topology can be transfered between devices, but will cause odd
* refcounting behavior afterwards (IAGetPrimitiveTopology will leak 54
* references on the context's device for example). */
if (0)
{
d3d11_device2 = create_device(NULL); d3d11_device2 = create_device(NULL);
ok(!!d3d11_device2, "Failed to create device.\n"); ok(!!d3d11_device2, "Failed to create device.\n");
hr = ID3D11Device_QueryInterface(d3d11_device2, &IID_ID3D11Device1, (void **)&device2); hr = ID3D11Device_QueryInterface(d3d11_device2, &IID_ID3D11Device1, (void **)&device2);
...@@ -7464,8 +7477,8 @@ static void test_device_context_state(void) ...@@ -7464,8 +7477,8 @@ static void test_device_context_state(void)
/* clearing the vertex shader on context doesn't have side effect on context2 */ /* clearing the vertex shader on context doesn't have side effect on context2 */
ID3D11DeviceContext1_VSSetShader(context, NULL, NULL, 0); ID3D11DeviceContext1_VSSetShader(context, NULL, NULL, 0);
refcount = ID3D11VertexShader_Release(vs2); refcount = get_refcount(vs2);
ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount); ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
tmp_vs = (ID3D11VertexShader *)0xdeadbeef; tmp_vs = (ID3D11VertexShader *)0xdeadbeef;
ID3D11DeviceContext1_VSGetShader(context2, &tmp_vs, NULL, NULL); ID3D11DeviceContext1_VSGetShader(context2, &tmp_vs, NULL, NULL);
ok(tmp_vs == vs, "Got shader %p, expected %p.\n", tmp_vs, vs); ok(tmp_vs == vs, "Got shader %p, expected %p.\n", tmp_vs, vs);
...@@ -7490,6 +7503,7 @@ static void test_device_context_state(void) ...@@ -7490,6 +7503,7 @@ static void test_device_context_state(void)
ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount); ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount);
refcount = ID3D11Device1_Release(device2); refcount = ID3D11Device1_Release(device2);
ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount); ok(refcount == 0, "Got refcount %u, expected 0.\n", refcount);
}
ID3D11DeviceContext1_SwapDeviceContextState(context, previous_context_state, &tmp_context_state); ID3D11DeviceContext1_SwapDeviceContextState(context, previous_context_state, &tmp_context_state);
refcount = ID3DDeviceContextState_Release(previous_context_state); refcount = ID3DDeviceContextState_Release(previous_context_state);
...@@ -8158,6 +8172,7 @@ static void test_device_context_state(void) ...@@ -8158,6 +8172,7 @@ static void test_device_context_state(void)
if (hs) ID3D11HullShader_Release(hs); if (hs) ID3D11HullShader_Release(hs);
ID3D11PixelShader_Release(ps); ID3D11PixelShader_Release(ps);
ID3D11GeometryShader_Release(gs); ID3D11GeometryShader_Release(gs);
ID3D11VertexShader_Release(vs2);
ID3D11VertexShader_Release(vs); ID3D11VertexShader_Release(vs);
ID3D11Buffer_Release(cb); ID3D11Buffer_Release(cb);
ID3D11ShaderResourceView_Release(srv); ID3D11ShaderResourceView_Release(srv);
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