d3dx9/tests: Add test for null shaders in effect.

Signed-off-by: Paul Gofman <gofmanp@gmail.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Paul Gofman 2017-09-08 00:07:59 +02:00 committed by Alexandre Julliard
parent c9f72ccec2
commit 120a83dc03
1 changed files with 132 additions and 8 deletions

View File

@ -7162,6 +7162,130 @@ static void test_effect_unsupported_shader(void)
DestroyWindow(window);
}
#if 0
vertexshader vs_arr[2];
int i;
technique tech0
{
pass p0
{
VertexShader = null;
}
}
technique tech1
{
pass p0
{
VertexShader = vs_arr[i];
}
}
#endif
static const DWORD test_effect_null_shader_blob[] =
{
0xfeff0901, 0x000000b4, 0x00000000, 0x00000010, 0x00000004, 0x00000020, 0x00000000, 0x00000002,
0x00000001, 0x00000002, 0x00000007, 0x615f7376, 0x00007272, 0x00000002, 0x00000000, 0x0000004c,
0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x00000000, 0x00000002, 0x00000069, 0x00000000,
0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x00000003,
0x00003070, 0x00000006, 0x68636574, 0x00000030, 0x00000003, 0x00000010, 0x00000004, 0x00000000,
0x00000000, 0x00000000, 0x00000003, 0x00003070, 0x00000006, 0x68636574, 0x00000031, 0x00000002,
0x00000002, 0x00000005, 0x00000004, 0x00000004, 0x00000018, 0x00000000, 0x00000000, 0x0000002c,
0x00000048, 0x00000000, 0x00000000, 0x0000007c, 0x00000000, 0x00000001, 0x00000074, 0x00000000,
0x00000001, 0x00000092, 0x00000000, 0x00000058, 0x00000054, 0x000000a8, 0x00000000, 0x00000001,
0x000000a0, 0x00000000, 0x00000001, 0x00000092, 0x00000000, 0x0000008c, 0x00000088, 0x00000002,
0x00000001, 0x00000001, 0x00000000, 0x00000002, 0x00000000, 0x00000001, 0x00000000, 0xffffffff,
0x00000000, 0x00000002, 0x000000e4, 0x00000008, 0x615f7376, 0x00007272, 0x46580200, 0x0023fffe,
0x42415443, 0x0000001c, 0x00000057, 0x46580200, 0x00000001, 0x0000001c, 0x00000100, 0x00000054,
0x00000030, 0x00000002, 0x00000001, 0x00000034, 0x00000044, 0xabab0069, 0x00020000, 0x00010001,
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x4d007874, 0x6f726369,
0x74666f73, 0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e392072,
0x392e3932, 0x332e3235, 0x00313131, 0x0002fffe, 0x54494c43, 0x00000000, 0x000cfffe, 0x434c5846,
0x00000001, 0x10000001, 0x00000001, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000004,
0x00000000, 0xf0f0f0f0, 0x0f0f0f0f, 0x0000ffff,
};
static void test_effect_null_shader(void)
{
D3DPRESENT_PARAMETERS present_parameters = {0};
IDirect3DDevice9 *device;
ID3DXEffect *effect;
D3DXPASS_DESC desc;
IDirect3D9 *d3d;
D3DXHANDLE pass;
ULONG refcount;
HWND window;
HRESULT hr;
/* Creating a fresh device because the existing device can have invalid
* render states from previous tests. If IDirect3DDevice9_ValidateDevice()
* returns certain error codes, native ValidateTechnique() fails. */
if (!(window = CreateWindowA("static", "d3dx9_test", WS_OVERLAPPEDWINDOW, 0, 0,
640, 480, NULL, NULL, NULL, NULL)))
{
skip("Failed to create window.\n");
return;
}
if (!(d3d = Direct3DCreate9(D3D_SDK_VERSION)))
{
skip("Failed to create IDirect3D9 object.\n");
DestroyWindow(window);
return;
}
present_parameters.Windowed = TRUE;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window,
D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device);
if (FAILED(hr))
{
skip("Failed to create IDirect3DDevice9 object, hr %#x.\n", hr);
IDirect3D9_Release(d3d);
DestroyWindow(window);
return;
}
hr = D3DXCreateEffectEx(device, test_effect_null_shader_blob,
sizeof(test_effect_null_shader_blob), NULL, NULL, NULL, 0, NULL, &effect, NULL);
ok(hr == D3D_OK, "Failed to create effect, hr %#x.\n", hr);
pass = effect->lpVtbl->GetPass(effect, "tech0", 0);
ok(!!pass, "GetPass() failed.\n");
hr = effect->lpVtbl->GetPassDesc(effect, pass, &desc);
todo_wine
ok(hr == D3D_OK, "Got result %#x.\n", hr);
ok(!desc.pVertexShaderFunction, "Got non NULL vertex function.\n");
pass = effect->lpVtbl->GetPass(effect, "tech1", 0);
ok(!!pass, "GetPass() failed.\n");
hr = effect->lpVtbl->GetPassDesc(effect, pass, &desc);
ok(hr == D3D_OK, "Got result %#x.\n", hr);
ok(!desc.pVertexShaderFunction, "Got non NULL vertex function.\n");
hr = effect->lpVtbl->ValidateTechnique(effect, "tech0");
ok(hr == D3D_OK, "Got result %#x.\n", hr);
effect->lpVtbl->SetInt(effect, "i", 0);
ok(hr == D3D_OK, "Failed to set parameter, hr %#x.\n", hr);
hr = effect->lpVtbl->ValidateTechnique(effect, "tech1");
ok(hr == D3D_OK, "Got result %#x.\n", hr);
effect->lpVtbl->SetInt(effect, "i", 1);
ok(hr == D3D_OK, "Failed to set parameter, hr %#x.\n", hr);
hr = effect->lpVtbl->ValidateTechnique(effect, "tech1");
ok(hr == D3D_OK, "Got result %#x.\n", hr);
effect->lpVtbl->SetInt(effect, "i", 2);
ok(hr == D3D_OK, "Failed to set parameter, hr %#x.\n", hr);
hr = effect->lpVtbl->ValidateTechnique(effect, "tech1");
todo_wine
ok(hr == E_FAIL, "Got result %#x.\n", hr);
effect->lpVtbl->Release(effect);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
START_TEST(effect)
{
HWND wnd;
@ -7169,7 +7293,7 @@ START_TEST(effect)
IDirect3DDevice9 *device;
D3DPRESENT_PARAMETERS d3dpp;
HRESULT hr;
ULONG count;
ULONG refcount;
if (!(wnd = CreateWindowA("static", "d3dx9_test", WS_OVERLAPPEDWINDOW, 0, 0,
640, 480, NULL, NULL, NULL, NULL)))
@ -7214,13 +7338,13 @@ START_TEST(effect)
test_effect_large_address_aware_flag(device);
test_effect_get_pass_desc(device);
test_effect_skip_constants(device);
test_effect_unsupported_shader();
count = IDirect3DDevice9_Release(device);
ok(count == 0, "The device was not properly freed: refcount %u\n", count);
count = IDirect3D9_Release(d3d);
ok(count == 0, "Release failed %u\n", count);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
refcount = IDirect3D9_Release(d3d);
ok(!refcount, "D3D9 object has %u references left.\n", refcount);
DestroyWindow(wnd);
test_effect_unsupported_shader();
test_effect_null_shader();
}