d3dcompiler/tests: Add tests for semantics.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
37d8d163e3
commit
3e89cbc5af
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@ -42,13 +42,14 @@ struct vec4
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float x, y, z, w;
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float x, y, z, w;
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};
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};
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#define compile_shader(a, b) compile_shader_(__LINE__, a, b)
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#define compile_shader(a, b) compile_shader_(__LINE__, a, b, 0)
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static ID3D10Blob *compile_shader_(unsigned int line, const char *source, const char *target)
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#define compile_shader_flags(a, b, c) compile_shader_(__LINE__, a, b, c)
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static ID3D10Blob *compile_shader_(unsigned int line, const char *source, const char *target, UINT flags)
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{
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{
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ID3D10Blob *blob = NULL, *errors = NULL;
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ID3D10Blob *blob = NULL, *errors = NULL;
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HRESULT hr;
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HRESULT hr;
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hr = ppD3DCompile(source, strlen(source), NULL, NULL, NULL, "main", target, 0, 0, &blob, &errors);
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hr = ppD3DCompile(source, strlen(source), NULL, NULL, NULL, "main", target, flags, 0, &blob, &errors);
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ok_(__FILE__, line)(hr == S_OK, "Failed to compile shader, hr %#x.\n", hr);
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ok_(__FILE__, line)(hr == S_OK, "Failed to compile shader, hr %#x.\n", hr);
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if (errors)
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if (errors)
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{
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{
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@ -287,7 +288,7 @@ static void draw_quad_(unsigned int line, struct test_context *context, ID3D10Bl
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if (!context->vs)
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if (!context->vs)
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{
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{
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ID3D10Blob *vs_code = compile_shader_(line, vs_source, "vs_4_0");
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ID3D10Blob *vs_code = compile_shader_(line, vs_source, "vs_4_0", 0);
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hr = ID3D11Device_CreateInputLayout(device, default_layout_desc, ARRAY_SIZE(default_layout_desc),
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hr = ID3D11Device_CreateInputLayout(device, default_layout_desc, ARRAY_SIZE(default_layout_desc),
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ID3D10Blob_GetBufferPointer(vs_code), ID3D10Blob_GetBufferSize(vs_code), &context->input_layout);
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ID3D10Blob_GetBufferPointer(vs_code), ID3D10Blob_GetBufferSize(vs_code), &context->input_layout);
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@ -734,6 +735,238 @@ static void test_reflection(void)
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ok(!refcount, "Got unexpected refcount %u.\n", refcount);
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ok(!refcount, "Got unexpected refcount %u.\n", refcount);
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}
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}
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static void check_parameter_desc(const char *prefix, const D3D11_SIGNATURE_PARAMETER_DESC *desc,
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const D3D11_SIGNATURE_PARAMETER_DESC *expect)
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{
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ok(!strcmp(desc->SemanticName, expect->SemanticName), "%s: got name %s.\n", prefix, debugstr_a(desc->SemanticName));
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ok(desc->SemanticIndex == expect->SemanticIndex, "%s: got index %u.\n", prefix, desc->SemanticIndex);
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ok(desc->Register == expect->Register, "%s: got register %u.\n", prefix, desc->Register);
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ok(desc->SystemValueType == expect->SystemValueType, "%s: got sysval %u.\n", prefix, desc->SystemValueType);
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ok(desc->ComponentType == expect->ComponentType, "%s: got data type %u.\n", prefix, desc->ComponentType);
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ok(desc->Mask == expect->Mask, "%s: got mask %#x.\n", prefix, desc->Mask);
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todo_wine_if(desc->ReadWriteMask != expect->ReadWriteMask)
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ok(desc->ReadWriteMask == expect->ReadWriteMask, "%s: got used mask %#x.\n", prefix, desc->ReadWriteMask);
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ok(desc->Stream == expect->Stream, "%s: got stream %u.\n", prefix, desc->Stream);
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}
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static void test_semantic_reflection(void)
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{
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D3D11_SIGNATURE_PARAMETER_DESC desc;
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ID3D11ShaderReflection *reflection;
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D3D11_SHADER_DESC shader_desc;
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ID3D10Blob *code = NULL;
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unsigned int i, j;
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char prefix[40];
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ULONG refcount;
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HRESULT hr;
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static const char vs1_source[] =
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"void main(\n"
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" in float4 a : apple,\n"
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" out float4 b : banana2,\n"
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" inout float4 c : color,\n"
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" inout float4 d : depth,\n"
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" inout float4 e : sv_position,\n"
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" in uint3 f : fruit,\n"
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" inout bool2 g : grape,\n"
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" in int h : honeydew)\n"
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"{\n"
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" b.yw = a.xz;\n"
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"}";
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static const D3D11_SIGNATURE_PARAMETER_DESC vs1_inputs[] =
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{
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{"apple", 0, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0x5},
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{"color", 0, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
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{"depth", 0, 2, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
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{"sv_position", 0, 3, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
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{"fruit", 0, 4, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_UINT32, 0x7},
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{"grape", 0, 5, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_UINT32, 0x3, 0x3},
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{"honeydew", 0, 6, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_SINT32, 0x1},
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};
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static const D3D11_SIGNATURE_PARAMETER_DESC vs1_outputs[] =
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{
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{"banana", 2, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0x5},
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{"color", 0, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
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{"depth", 0, 2, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
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{"sv_position", 0, 3, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
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{"grape", 0, 4, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_UINT32, 0x3, 0xc},
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};
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static const char vs2_source[] =
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"void main(inout float4 pos : position)\n"
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"{\n"
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"}";
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static const D3D11_SIGNATURE_PARAMETER_DESC vs2_inputs[] =
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{
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{"position", 0, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
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};
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static const D3D11_SIGNATURE_PARAMETER_DESC vs2_outputs[] =
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{
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{"position", 0, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
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};
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static const D3D11_SIGNATURE_PARAMETER_DESC vs2_legacy_outputs[] =
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{
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{"SV_Position", 0, 0, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
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};
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static const char ps1_source[] =
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"void main(\n"
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" in float2 a : apple,\n"
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" out float4 b : sv_target2,\n"
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" out float c : sv_depth,\n"
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" in float4 d : position,\n"
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" in float4 e : sv_position)\n"
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"{\n"
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" b = d;\n"
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" c = 0;\n"
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"}";
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static const D3D11_SIGNATURE_PARAMETER_DESC ps1_inputs[] =
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{
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{"apple", 0, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0x3},
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{"position", 0, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
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{"sv_position", 0, 2, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
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};
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static const D3D11_SIGNATURE_PARAMETER_DESC ps1_outputs[] =
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{
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{"sv_target", 2, 2, D3D_NAME_TARGET, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
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{"sv_depth", 0, ~0u, D3D_NAME_DEPTH, D3D_REGISTER_COMPONENT_FLOAT32, 0x1, 0xe},
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};
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static const char ps2_source[] =
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"void main(\n"
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" inout float4 a : color2,\n"
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" inout float b : depth,\n"
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" in float4 c : position)\n"
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"{\n"
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"}";
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static const D3D11_SIGNATURE_PARAMETER_DESC ps2_inputs[] =
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{
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{"color", 2, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
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{"depth", 0, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0x1, 0x1},
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{"SV_Position", 0, 2, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
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};
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static const D3D11_SIGNATURE_PARAMETER_DESC ps2_outputs[] =
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{
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{"SV_Target", 2, 2, D3D_NAME_TARGET, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
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{"SV_Depth", 0, ~0u, D3D_NAME_DEPTH, D3D_REGISTER_COMPONENT_FLOAT32, 0x1, 0xe},
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};
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static const char cs1_source[] =
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"[numthreads(1, 1, 1)]\n"
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"void main(in uint a : sv_dispatchthreadid)\n"
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"{\n"
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"}";
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static const char gs1_source[] =
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"struct input\n"
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"{\n"
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" float4 a : sv_position;\n"
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" float4 b : apple2;\n"
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"};\n"
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"struct vertex\n"
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"{\n"
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" float4 a : sv_position;\n"
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" float4 b : apple2;\n"
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" uint c : sv_primitiveid;\n"
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"};\n"
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"[maxvertexcount(1)]\n"
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"void main(\n"
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" point input i[1],\n"
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" inout PointStream<vertex> o,\n"
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" uint a : sv_primitiveid)\n"
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"{\n"
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" struct vertex v;\n"
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" v.a = i[0].a;\n"
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" v.b = i[0].b;\n"
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" v.c = a;\n"
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" o.Append(v);\n"
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"}";
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static const D3D11_SIGNATURE_PARAMETER_DESC gs1_inputs[] =
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{
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{"sv_position", 0, 0, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
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{"apple", 2, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
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{"sv_primitiveid", 0, ~0u, D3D_NAME_PRIMITIVE_ID, D3D_REGISTER_COMPONENT_UINT32, 0x1, 0x1},
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};
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static const D3D11_SIGNATURE_PARAMETER_DESC gs1_outputs[] =
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{
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{"sv_position", 0, 0, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
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{"apple", 2, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
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{"sv_primitiveid", 0, 2, D3D_NAME_PRIMITIVE_ID, D3D_REGISTER_COMPONENT_UINT32, 0x1, 0xe},
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};
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static const struct
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{
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const char *source;
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const char *target;
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BOOL legacy;
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const D3D11_SIGNATURE_PARAMETER_DESC *inputs;
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unsigned int input_count;
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const D3D11_SIGNATURE_PARAMETER_DESC *outputs;
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unsigned int output_count;
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}
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tests[] =
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{
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{vs1_source, "vs_4_0", FALSE, vs1_inputs, ARRAY_SIZE(vs1_inputs), vs1_outputs, ARRAY_SIZE(vs1_outputs)},
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{vs1_source, "vs_4_0", TRUE, vs1_inputs, ARRAY_SIZE(vs1_inputs), vs1_outputs, ARRAY_SIZE(vs1_outputs)},
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{vs2_source, "vs_4_0", FALSE, vs2_inputs, ARRAY_SIZE(vs2_inputs), vs2_outputs, ARRAY_SIZE(vs2_outputs)},
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{vs2_source, "vs_4_0", TRUE, vs2_inputs, ARRAY_SIZE(vs2_inputs), vs2_legacy_outputs, ARRAY_SIZE(vs2_legacy_outputs)},
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{ps1_source, "ps_4_0", FALSE, ps1_inputs, ARRAY_SIZE(ps1_inputs), ps1_outputs, ARRAY_SIZE(ps1_outputs)},
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{ps2_source, "ps_4_0", TRUE, ps2_inputs, ARRAY_SIZE(ps2_inputs), ps2_outputs, ARRAY_SIZE(ps2_outputs)},
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{cs1_source, "cs_4_0", FALSE, NULL, 0, NULL, 0},
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{gs1_source, "gs_4_0", FALSE, gs1_inputs, ARRAY_SIZE(gs1_inputs), gs1_outputs, ARRAY_SIZE(gs1_outputs)},
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};
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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todo_wine code = compile_shader_flags(tests[i].source, tests[i].target,
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tests[i].legacy ? D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY : 0);
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if (!code)
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continue;
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hr = pD3DReflect(ID3D10Blob_GetBufferPointer(code), ID3D10Blob_GetBufferSize(code),
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&IID_ID3D11ShaderReflection, (void **)&reflection);
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ok(hr == S_OK, "Test %u: got hr %#x.\n", i, hr);
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hr = reflection->lpVtbl->GetDesc(reflection, &shader_desc);
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ok(hr == S_OK, "Test %u: got hr %#x.\n", i, hr);
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todo_wine ok(shader_desc.InputParameters == tests[i].input_count,
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"Test %u: got %u input parameters.\n", i, shader_desc.InputParameters);
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todo_wine ok(shader_desc.OutputParameters == tests[i].output_count,
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"Test %u: got %u output parameters.\n", i, shader_desc.OutputParameters);
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for (j = 0; j < shader_desc.InputParameters; ++j)
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{
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hr = reflection->lpVtbl->GetInputParameterDesc(reflection, j, &desc);
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ok(hr == S_OK, "Test %u, %u: got hr %#x.\n", i, j, hr);
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sprintf(prefix, "Test %u, input %u", i, j);
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check_parameter_desc(prefix, &desc, &tests[i].inputs[j]);
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}
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for (j = 0; j < shader_desc.OutputParameters; ++j)
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{
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hr = reflection->lpVtbl->GetOutputParameterDesc(reflection, j, &desc);
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ok(hr == S_OK, "Test %u, %u: got hr %#x.\n", i, j, hr);
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sprintf(prefix, "Test %u, output %u", i, j);
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check_parameter_desc(prefix, &desc, &tests[i].outputs[j]);
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}
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ID3D10Blob_Release(code);
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refcount = reflection->lpVtbl->Release(reflection);
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ok(!refcount, "Got unexpected refcount %u.\n", refcount);
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}
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}
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static BOOL load_d3dcompiler(void)
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static BOOL load_d3dcompiler(void)
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{
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{
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HMODULE module;
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HMODULE module;
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@ -760,6 +993,7 @@ START_TEST(hlsl_d3d11)
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}
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}
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test_reflection();
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test_reflection();
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test_semantic_reflection();
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if (!(mod = LoadLibraryA("d3d11.dll")))
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if (!(mod = LoadLibraryA("d3d11.dll")))
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{
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{
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