d3dcompiler/tests: Rewrite to use a separate d3d9 device for each test.
This brings the d3dcompiler tests more in line with existing d3d9 tests, and allows potentially running the tests in parallel. 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
b9bf9df33b
commit
6f80956146
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@ -5,5 +5,5 @@ EXTRADEFS = -DD3D_COMPILER_VERSION=43
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C_SRCS = \
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asm.c \
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blob.c \
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hlsl.c \
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hlsl_d3d9.c \
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reflection.c
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@ -1,701 +0,0 @@
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/*
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* Copyright (C) 2010 Travis Athougies
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#define COBJMACROS
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#include "wine/test.h"
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#include "d3dx9.h"
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#include "d3dcompiler.h"
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#include <math.h>
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static pD3DCompile ppD3DCompile;
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static HRESULT (WINAPI *pD3DXGetShaderConstantTable)(const DWORD *byte_code, ID3DXConstantTable **constant_table);
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static D3DMATRIX *(WINAPI *pD3DXMatrixOrthoLH)(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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struct vertex
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{
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float x, y, z;
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float tx, ty;
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};
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/* Tells compute_shader_probe* which pixels should be what colors */
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struct hlsl_probe_info
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{
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unsigned int x, y;
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/* The expected values in this region */
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D3DXCOLOR c;
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/* The max error for any value */
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float epsilon;
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/* An error message to print if this test fails */
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const char *message;
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};
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static HWND create_window(void)
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{
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WNDCLASSA wc = {0};
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wc.lpfnWndProc = DefWindowProcA;
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wc.lpszClassName = "d3d9_test_wc";
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RegisterClassA(&wc);
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return CreateWindowA("d3d9_test_wc", "d3d9_test", 0, 0, 0, 0, 0, 0, 0, 0, 0);
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}
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static IDirect3DDevice9 *init_d3d9(IDirect3DVertexDeclaration9 **vdeclaration,
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IDirect3DVertexBuffer9 **quad_geometry, IDirect3DVertexShader9 **vshader_passthru)
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{
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static const struct vertex quad_vertices[4] =
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{
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{-1.0f, -1.0f, 0.0f, 0.0f, 1.0f},
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{-1.0f, 1.0f, 0.0f, 0.0f, 0.0f},
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{ 1.0f, -1.0f, 0.0f, 1.0f, 1.0f},
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{ 1.0f, 1.0f, 0.0f, 1.0f, 0.0f}
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};
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static const D3DVERTEXELEMENT9 vdeclelements[] =
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{
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{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
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{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
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D3DDECL_END()
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};
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static const char *vshader_passthru_hlsl =
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"float4 vshader(float4 pos: POSITION, inout float2 texcoord: TEXCOORD0): POSITION\n"
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"{\n"
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" return pos;\n"
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"}";
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IDirect3D9 *d3d9_ptr;
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IDirect3DDevice9 *device_ptr = NULL;
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D3DPRESENT_PARAMETERS present_parameters;
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void *temp_geometry_vertices;
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ID3D10Blob *compiled = NULL;
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ID3D10Blob *errors = NULL;
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HRESULT hr;
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d3d9_ptr = Direct3DCreate9(D3D_SDK_VERSION);
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if (!d3d9_ptr)
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{
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skip("could not create D3D9\n");
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return NULL;
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}
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hr = IDirect3D9_CheckDeviceFormat(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
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0, D3DRTYPE_SURFACE, D3DFMT_A32B32G32R32F);
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if (FAILED(hr))
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{
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skip("A32B32G32R32F format not available on this device\n");
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IDirect3D9_Release(d3d9_ptr);
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return NULL;
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}
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ZeroMemory(&present_parameters, sizeof(present_parameters));
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present_parameters.Windowed = TRUE;
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present_parameters.hDeviceWindow = create_window();
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present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
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hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL,
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D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
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IDirect3D9_Release(d3d9_ptr);
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if (FAILED(hr))
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{
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skip("could not create Direct3D9 device\n");
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return NULL;
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}
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/* Create the quad geometry */
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hr = IDirect3DDevice9_CreateVertexBuffer(device_ptr, 4 * sizeof(struct vertex),
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D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, quad_geometry, NULL);
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ok(SUCCEEDED(hr),
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"Could not create vertex buffer, IDirect3DDevice9_CreateVertexBuffer returned: %08x\n", hr);
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hr = IDirect3DVertexBuffer9_Lock(*quad_geometry, 0, sizeof(quad_vertices), &temp_geometry_vertices, 0);
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ok(SUCCEEDED(hr), "IDirect3DVertexBuffer9_Lock returned: %08x\n", hr);
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memcpy(temp_geometry_vertices, quad_vertices, sizeof(quad_vertices));
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IDirect3DVertexBuffer9_Unlock(*quad_geometry);
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hr = IDirect3DDevice9_CreateVertexDeclaration(device_ptr, vdeclelements, vdeclaration);
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ok(SUCCEEDED(hr), "Could not create vertex declaration: "
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"IDirect3DDevice9_CreateVertexDeclaration returned: %08x\n", hr);
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hr = IDirect3DDevice9_SetVertexDeclaration(device_ptr, *vdeclaration);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned: %08x\n", hr);
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/* Create a simple vertex shader to just pass through the values */
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hr = ppD3DCompile(vshader_passthru_hlsl, strlen(vshader_passthru_hlsl), NULL,
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NULL, NULL, "vshader", "vs_1_1", 0, 0, &compiled, &errors);
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if (FAILED(hr))
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{
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skip("not compiling vertex shader due to lacking wine HLSL support!\n");
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if (errors)
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ID3D10Blob_Release(errors);
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return NULL;
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}
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hr = IDirect3DDevice9_CreateVertexShader(device_ptr, ID3D10Blob_GetBufferPointer(compiled),
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vshader_passthru);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader returned: %08x\n", hr);
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ID3D10Blob_Release(compiled);
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return device_ptr;
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}
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/* Convenience functions */
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static void set_float4_d3d9(IDirect3DDevice9 *device, ID3DXConstantTable *constants, const char *name,
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float x, float y, float z, float w)
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{
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D3DXVECTOR4 vector;
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vector.x = x;
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vector.y = y;
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vector.z = z;
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vector.w = w;
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ID3DXConstantTable_SetVector(constants, device, name, &vector);
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}
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/* Compile our pixel shader and get back the compiled version and a constant table */
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static IDirect3DPixelShader9 *compile_pixel_shader9(IDirect3DDevice9 *device, const char *shader,
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const char *profile, ID3DXConstantTable **constants)
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{
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ID3D10Blob *compiled = NULL;
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ID3D10Blob *errors = NULL;
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IDirect3DPixelShader9 *pshader;
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HRESULT hr;
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hr = ppD3DCompile(shader, strlen(shader), NULL, NULL,
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NULL, "test", profile, /* test is the name of the entry point of our shader */
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0, 0, &compiled, &errors);
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ok(hr == D3D_OK, "Pixel shader %s compilation failed: %s\n", shader,
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errors ? (char *)ID3D10Blob_GetBufferPointer(errors) : "");
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if (FAILED(hr)) return NULL;
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hr = pD3DXGetShaderConstantTable(ID3D10Blob_GetBufferPointer(compiled), constants);
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ok(hr == D3D_OK, "Could not get constant table from compiled pixel shader\n");
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hr = IDirect3DDevice9_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(compiled), &pshader);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader returned: %08x\n", hr);
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ID3D10Blob_Release(compiled);
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return pshader;
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}
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/* Draw a full screen quad */
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static void draw_quad_with_shader9(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry)
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{
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HRESULT hr;
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D3DXMATRIX projection_matrix;
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pD3DXMatrixOrthoLH(&projection_matrix, 2.0f, 2.0f, 0.0f, 1.0f);
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IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &projection_matrix);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned: %08x\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned: %08x\n", hr);
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hr = IDirect3DDevice9_SetStreamSource(device, 0, quad_geometry, 0, sizeof(struct vertex));
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ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource returned: %08x\n", hr);
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hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
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ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive returned: %08x\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned: %08x\n", hr);
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}
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static void setup_device9(IDirect3DDevice9 *device, IDirect3DSurface9 **render_target,
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IDirect3DSurface9 **readback, D3DFORMAT format, unsigned int width, unsigned int height,
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IDirect3DVertexShader9 *vshader, IDirect3DPixelShader9 *pshader)
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{
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HRESULT hr;
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hr = IDirect3DDevice9_CreateRenderTarget(device, width, height, format,
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D3DMULTISAMPLE_NONE, 0, FALSE, render_target, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateRenderTarget returned: %08x\n", hr);
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/* The Direct3D 9 docs state that we cannot lock a render target surface,
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instead we must copy the render target onto this surface to lock it */
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hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, width, height, format,
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D3DPOOL_SYSTEMMEM, readback, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface returned: %08x\n", hr);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, *render_target);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget returned: %08x\n", hr);
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hr = IDirect3DDevice9_SetVertexShader(device, vshader);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned: %08x\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, pshader);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned: %08x\n", hr);
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}
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static BOOL colors_match(D3DXCOLOR a, D3DXCOLOR b, float epsilon)
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{
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return (fabs(a.r - b.r) < epsilon && fabs(a.g - b.g) < epsilon && fabs(a.b - b.b) < epsilon &&
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fabs(a.a - b.a) < epsilon);
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}
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/* Compute a shader on a width by height buffer and probes certain locations
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to see if they are as expected. */
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static void compute_shader_probe9(IDirect3DDevice9 *device, IDirect3DVertexShader9 *vshader,
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IDirect3DPixelShader9 *pshader, IDirect3DVertexBuffer9 *quad_geometry,
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const struct hlsl_probe_info *probes, unsigned int count,
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unsigned int width, unsigned int height, unsigned int line_number)
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{
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IDirect3DSurface9 *render_target;
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IDirect3DSurface9 *readback;
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HRESULT hr;
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D3DLOCKED_RECT lr;
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D3DXCOLOR *pbits_data;
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unsigned int i;
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setup_device9(device, &render_target, &readback, D3DFMT_A32B32G32R32F,
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width, height, vshader, pshader);
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/* Draw the quad with the shader and read back the data */
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draw_quad_with_shader9(device, quad_geometry);
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IDirect3DDevice9_GetRenderTargetData(device, render_target, readback);
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hr = IDirect3DSurface9_LockRect(readback, &lr, NULL, D3DLOCK_READONLY);
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ok(hr == D3D_OK, "IDirect3DSurface9_LockRect returned: %08x\n", hr);
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pbits_data = lr.pBits;
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/* Now go through the probes and check each one */
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for (i = 0; i < count; i++, probes++) {
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int index = probes->x + (probes->y * lr.Pitch / sizeof(D3DXCOLOR));
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ok(colors_match(probes->c, pbits_data[index], probes->epsilon),
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"Line %d: At (%d, %d): %s: Expected (%.04f,%.04f,%.04f, %.04f), got "
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"(%.04f,%.04f,%.04f,%.04f)\n", line_number, probes->x, probes->y, probes->message,
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probes->c.r, probes->c.g, probes->c.b, probes->c.a, pbits_data[index].r,
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pbits_data[index].g, pbits_data[index].b, pbits_data[index].a);
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}
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hr = IDirect3DSurface9_UnlockRect(readback);
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ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect returned: %08x\n", hr);
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/* We now present the scene. This is mostly for debugging purposes, since GetRenderTargetData
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also waits for drawing commands to complete. The reason this call is here and not in a
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draw function is because the contents of the render target surface are invalidated after
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this call. */
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_Present returned: %08x\n", hr);
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IDirect3DSurface9_Release(render_target);
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IDirect3DSurface9_Release(readback);
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}
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/* Now the actual test functions */
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static void test_swizzle(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry,
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IDirect3DVertexShader9 *vshader_passthru)
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{
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static const struct hlsl_probe_info probes[] =
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{
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{0, 0, {0.0101f, 0.0303f, 0.0202f, 0.0404f}, 0.0001f, "swizzle_test"}
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};
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static const char *swizzle_test_shader =
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"uniform float4 color;\n"
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"float4 test(): COLOR\n"
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"{\n"
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" float4 ret = color;\n"
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" ret.gb = ret.ra;\n"
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" ret.ra = float2(0.0101, 0.0404);\n"
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" return ret;\n"
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"}";
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ID3DXConstantTable *constants;
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IDirect3DPixelShader9 *pshader;
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pshader = compile_pixel_shader9(device, swizzle_test_shader, "ps_2_0", &constants);
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if (pshader != NULL)
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{
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set_float4_d3d9(device, constants, "color", 0.0303f, 0.0f, 0.0f, 0.0202f);
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compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry,
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probes, ARRAY_SIZE(probes), 1, 1, __LINE__);
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ID3DXConstantTable_Release(constants);
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IDirect3DPixelShader9_Release(pshader);
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}
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}
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static void test_math(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry,
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IDirect3DVertexShader9 *vshader_passthru)
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{
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/* Tests order of operations */
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static const float u = 2.5f, v = 0.3f, w = 0.2f, x = 0.7f, y = 0.1f, z = 1.5f;
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static const struct hlsl_probe_info probes[] =
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{
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{0, 0, {-12.4300f, 9.8333f, 1.6000f, 34.9999f}, 0.0001f,
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"order of operations test"}
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};
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static const char *order_of_operations_shader =
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"float4 test(uniform float u, uniform float v, uniform float w, uniform float x,\n"
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" uniform float y, uniform float z): COLOR\n"
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"{\n"
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" return float4(x * y - z / w + --u / -v,\n"
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" z * x / y + w / -v,\n"
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" u + v - w,\n"
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" x / y / w);\n"
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"}";
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ID3DXConstantTable *constants;
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IDirect3DPixelShader9 *pshader;
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pshader = compile_pixel_shader9(device, order_of_operations_shader, "ps_2_0", &constants);
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if (pshader != NULL)
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{
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ID3DXConstantTable_SetFloat(constants, device, "$u", u);
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ID3DXConstantTable_SetFloat(constants, device, "$v", v);
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ID3DXConstantTable_SetFloat(constants, device, "$w", w);
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ID3DXConstantTable_SetFloat(constants, device, "$x", x);
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ID3DXConstantTable_SetFloat(constants, device, "$y", y);
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ID3DXConstantTable_SetFloat(constants, device, "$z", z);
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compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry,
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probes, ARRAY_SIZE(probes), 1, 1, __LINE__);
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ID3DXConstantTable_Release(constants);
|
||||
IDirect3DPixelShader9_Release(pshader);
|
||||
}
|
||||
}
|
||||
|
||||
static void test_conditionals(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry,
|
||||
IDirect3DVertexShader9 *vshader_passthru)
|
||||
{
|
||||
static const struct hlsl_probe_info if_greater_probes[] =
|
||||
{
|
||||
{ 0, 0, {0.9f, 0.8f, 0.7f, 0.6f}, 0.0001f, "if greater test"},
|
||||
{ 5, 0, {0.9f, 0.8f, 0.7f, 0.6f}, 0.0001f, "if greater test"},
|
||||
{10, 0, {0.9f, 0.8f, 0.7f, 0.6f}, 0.0001f, "if greater test"},
|
||||
{15, 0, {0.9f, 0.8f, 0.7f, 0.6f}, 0.0001f, "if greater test"},
|
||||
{25, 0, {0.1f, 0.2f, 0.3f, 0.4f}, 0.0001f, "if greater test"},
|
||||
{30, 0, {0.1f, 0.2f, 0.3f, 0.4f}, 0.0001f, "if greater test"}
|
||||
};
|
||||
|
||||
static const char *if_greater_shader =
|
||||
"float4 test(float2 pos: TEXCOORD0): COLOR\n"
|
||||
"{\n"
|
||||
" if((pos.x * 32.0) > 20.0)\n"
|
||||
" return float4(0.1, 0.2, 0.3, 0.4);\n"
|
||||
" else\n"
|
||||
" return float4(0.9, 0.8, 0.7, 0.6);\n"
|
||||
"}";
|
||||
|
||||
static const struct hlsl_probe_info ternary_operator_probes[] =
|
||||
{
|
||||
{0, 0, {0.50f, 0.25f, 0.50f, 0.75f}, 0.00001f, "ternary operator test"},
|
||||
{1, 0, {0.50f, 0.25f, 0.50f, 0.75f}, 0.00001f, "ternary operator test"},
|
||||
{2, 0, {0.50f, 0.25f, 0.50f, 0.75f}, 0.00001f, "ternary operator test"},
|
||||
{3, 0, {0.50f, 0.25f, 0.50f, 0.75f}, 0.00001f, "ternary operator test"},
|
||||
{4, 0, {0.60f, 0.80f, 0.10f, 0.20f}, 0.00001f, "ternary operator test"},
|
||||
{5, 0, {0.60f, 0.80f, 0.10f, 0.20f}, 0.00001f, "ternary operator test"},
|
||||
{6, 0, {0.60f, 0.80f, 0.10f, 0.20f}, 0.00001f, "ternary operator test"},
|
||||
{7, 0, {0.60f, 0.80f, 0.10f, 0.20f}, 0.00001f, "ternary operator test"}
|
||||
};
|
||||
|
||||
static const char *ternary_operator_shader =
|
||||
"float4 test(float2 pos: TEXCOORD0): COLOR\n"
|
||||
"{\n"
|
||||
" return (pos.x < 0.5?float4(0.5, 0.25, 0.5, 0.75):float4(0.6, 0.8, 0.1, 0.2));\n"
|
||||
"}";
|
||||
|
||||
ID3DXConstantTable *constants;
|
||||
IDirect3DPixelShader9 *pshader;
|
||||
|
||||
pshader = compile_pixel_shader9(device, if_greater_shader, "ps_2_0", &constants);
|
||||
if (pshader != NULL)
|
||||
{
|
||||
compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, if_greater_probes,
|
||||
ARRAY_SIZE(if_greater_probes), 32, 1, __LINE__);
|
||||
|
||||
ID3DXConstantTable_Release(constants);
|
||||
IDirect3DPixelShader9_Release(pshader);
|
||||
}
|
||||
|
||||
pshader = compile_pixel_shader9(device, ternary_operator_shader, "ps_2_0", &constants);
|
||||
if (pshader != NULL)
|
||||
{
|
||||
compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, ternary_operator_probes,
|
||||
ARRAY_SIZE(ternary_operator_probes), 8, 1, __LINE__);
|
||||
|
||||
ID3DXConstantTable_Release(constants);
|
||||
IDirect3DPixelShader9_Release(pshader);
|
||||
}
|
||||
}
|
||||
|
||||
static void test_float_vectors(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry,
|
||||
IDirect3DVertexShader9 *vshader_passthru)
|
||||
{
|
||||
static const struct hlsl_probe_info vec4_indexing_test1_probes[] =
|
||||
{
|
||||
{0, 0, {0.020f, 0.245f, 0.351f, 1.000f}, 0.0001f, "vec4 indexing test 1"}
|
||||
};
|
||||
|
||||
static const char *vec4_indexing_test1_shader =
|
||||
"float4 test(): COLOR\n"
|
||||
"{\n"
|
||||
" float4 color;\n"
|
||||
" color[0] = 0.020;\n"
|
||||
" color[1] = 0.245;\n"
|
||||
" color[2] = 0.351;\n"
|
||||
" color[3] = 1.0;\n"
|
||||
" return color;\n"
|
||||
"}";
|
||||
|
||||
static const struct hlsl_probe_info vec4_indexing_test2_probes[] =
|
||||
{
|
||||
{0, 0, {0.5f, 0.3f, 0.8f, 0.2f}, 0.0001f, "vec4 indexing test 2"}
|
||||
};
|
||||
|
||||
/* We have this uniform i here so the compiler can't optimize */
|
||||
static const char *vec4_indexing_test2_shader =
|
||||
"uniform int i;\n"
|
||||
"float4 test(): COLOR\n"
|
||||
"{\n"
|
||||
" float4 color = float4(0.5, 0.4, 0.3, 0.2);\n"
|
||||
" color.g = color[i];\n"
|
||||
" color.b = 0.8;\n"
|
||||
" return color;\n"
|
||||
"}";
|
||||
|
||||
ID3DXConstantTable *constants;
|
||||
IDirect3DPixelShader9 *pshader;
|
||||
|
||||
pshader = compile_pixel_shader9(device, vec4_indexing_test1_shader, "ps_2_0", &constants);
|
||||
if (pshader != NULL)
|
||||
{
|
||||
compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, vec4_indexing_test1_probes,
|
||||
ARRAY_SIZE(vec4_indexing_test1_probes), 1, 1, __LINE__);
|
||||
|
||||
ID3DXConstantTable_Release(constants);
|
||||
IDirect3DPixelShader9_Release(pshader);
|
||||
}
|
||||
|
||||
pshader = compile_pixel_shader9(device, vec4_indexing_test2_shader, "ps_2_0", &constants);
|
||||
if (pshader != NULL)
|
||||
{
|
||||
ID3DXConstantTable_SetInt(constants, device, "i", 2);
|
||||
|
||||
compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, vec4_indexing_test2_probes,
|
||||
ARRAY_SIZE(vec4_indexing_test2_probes), 32, 1, __LINE__);
|
||||
|
||||
ID3DXConstantTable_Release(constants);
|
||||
IDirect3DPixelShader9_Release(pshader);
|
||||
}
|
||||
}
|
||||
|
||||
static void test_trig(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry,
|
||||
IDirect3DVertexShader9 *vshader_passthru)
|
||||
{
|
||||
static const struct hlsl_probe_info sincos_probes[] =
|
||||
{
|
||||
{0, 0, {0.5000f, 1.0000f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{1, 0, {0.5975f, 0.9904f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{2, 0, {0.6913f, 0.9620f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{3, 0, {0.7778f, 0.9160f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{4, 0, {0.8536f, 0.8536f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{5, 0, {0.9157f, 0.7778f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{6, 0, {0.9620f, 0.6913f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{7, 0, {0.9904f, 0.5975f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{8, 0, {1.0000f, 0.5000f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{9, 0, {0.9904f, 0.4025f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{10, 0, {0.9619f, 0.3087f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{11, 0, {0.9157f, 0.2222f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{12, 0, {0.8536f, 0.1464f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{13, 0, {0.7778f, 0.0843f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{14, 0, {0.6913f, 0.0381f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{15, 0, {0.5975f, 0.0096f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{16, 0, {0.5000f, 0.0000f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{17, 0, {0.4025f, 0.0096f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{18, 0, {0.3087f, 0.0381f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{19, 0, {0.2222f, 0.0843f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{20, 0, {0.1464f, 0.1464f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{21, 0, {0.0843f, 0.2222f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{22, 0, {0.0381f, 0.3087f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{23, 0, {0.0096f, 0.4025f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{24, 0, {0.0000f, 0.5000f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{25, 0, {0.0096f, 0.5975f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{26, 0, {0.0381f, 0.6913f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{27, 0, {0.0843f, 0.7778f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{28, 0, {0.1464f, 0.8536f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{29, 0, {0.2222f, 0.9157f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{30, 0, {0.3087f, 0.9619f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
{31, 0, {0.4025f, 0.9904f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
|
||||
};
|
||||
|
||||
static const char *sincos_shader =
|
||||
"float4 test(float x: TEXCOORD0): COLOR\n"
|
||||
"{\n"
|
||||
" const float pi2 = 6.2831853;\n"
|
||||
" float calcd_sin = (sin(x * pi2) + 1)/2;\n"
|
||||
" float calcd_cos = (cos(x * pi2) + 1)/2;\n"
|
||||
" return float4(calcd_sin, calcd_cos, 0, 0);\n"
|
||||
"}";
|
||||
|
||||
ID3DXConstantTable *constants;
|
||||
IDirect3DPixelShader9 *pshader;
|
||||
|
||||
pshader = compile_pixel_shader9(device, sincos_shader, "ps_2_0", &constants);
|
||||
if (pshader != NULL)
|
||||
{
|
||||
compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, sincos_probes,
|
||||
ARRAY_SIZE(sincos_probes), 32, 1, __LINE__);
|
||||
|
||||
ID3DXConstantTable_Release(constants);
|
||||
IDirect3DPixelShader9_Release(pshader);
|
||||
}
|
||||
}
|
||||
|
||||
static void test_fail(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *qquad_geometry,
|
||||
IDirect3DVertexShader9 *vshader_passthru)
|
||||
{
|
||||
static const char *tests[] =
|
||||
{
|
||||
"float4 test(float2 pos: TEXCOORD0) : COLOR\n"
|
||||
"{\n"
|
||||
" return y;\n"
|
||||
"}",
|
||||
|
||||
"float4 test(float2 pos: TEXCOORD0) : COLOR\n"
|
||||
"{\n"
|
||||
" float4 x = float4(0, 0, 0, 0);\n"
|
||||
" x.xzzx = float4(1, 2, 3, 4);\n"
|
||||
" return x;\n"
|
||||
"}",
|
||||
|
||||
"float4 test(float2 pos: TEXCOORD0) : COLOR\n"
|
||||
"{\n"
|
||||
" float4 x = pos;\n"
|
||||
" return x;\n"
|
||||
"}",
|
||||
|
||||
"float4 test(float2 pos, TEXCOORD0) ; COLOR\n"
|
||||
"{\n"
|
||||
" pos = float4 x;\n"
|
||||
" mul(float4(5, 4, 3, 2), mvp) = x;\n"
|
||||
" return float4;\n"
|
||||
"}",
|
||||
|
||||
"float4 563r(float2 45s: TEXCOORD0) : COLOR\n"
|
||||
"{\n"
|
||||
" float2 x = 45s;\n"
|
||||
" return float4(x.x, x.y, 0, 0);\n"
|
||||
"}",
|
||||
|
||||
"float4 test(float2 pos: TEXCOORD0) : COLOR\n"
|
||||
"{\n"
|
||||
" struct { int b,c; } x = {0};\n"
|
||||
" return y;\n"
|
||||
"}",
|
||||
|
||||
"float4 test(float2 pos: TEXCOORD0) : COLOR\n"
|
||||
"{\n"
|
||||
" struct {} x = {};\n"
|
||||
" return y;\n"
|
||||
"}",
|
||||
};
|
||||
|
||||
ID3D10Blob *compiled, *errors;
|
||||
unsigned int i;
|
||||
HRESULT hr;
|
||||
|
||||
for (i = 0; i < ARRAY_SIZE(tests); ++i)
|
||||
{
|
||||
compiled = errors = NULL;
|
||||
hr = ppD3DCompile(tests[i], strlen(tests[i]), NULL, NULL, NULL, "test", "ps_2_0", 0, 0, &compiled, &errors);
|
||||
ok(hr == E_FAIL, "Test %u, got unexpected hr %#x.\n", i, hr);
|
||||
ok(!!errors, "Test %u, expected non-NULL error blob.\n", i);
|
||||
ok(!compiled, "Test %u, expected no compiled shader blob.\n", i);
|
||||
ID3D10Blob_Release(errors);
|
||||
}
|
||||
}
|
||||
|
||||
static BOOL load_d3dcompiler(void)
|
||||
{
|
||||
HMODULE module;
|
||||
|
||||
#if D3D_COMPILER_VERSION == 47
|
||||
if (!(module = LoadLibraryA("d3dcompiler_47.dll"))) return FALSE;
|
||||
#else
|
||||
if (!(module = LoadLibraryA("d3dcompiler_43.dll"))) return FALSE;
|
||||
#endif
|
||||
|
||||
ppD3DCompile = (void*)GetProcAddress(module, "D3DCompile");
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
START_TEST(hlsl)
|
||||
{
|
||||
D3DCAPS9 caps;
|
||||
ULONG refcount;
|
||||
IDirect3DDevice9 *device;
|
||||
IDirect3DVertexDeclaration9 *vdeclaration;
|
||||
IDirect3DVertexBuffer9 *quad_geometry;
|
||||
IDirect3DVertexShader9 *vshader_passthru;
|
||||
HMODULE mod;
|
||||
|
||||
if (!load_d3dcompiler())
|
||||
{
|
||||
win_skip("Could not load DLL.\n");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!(mod = LoadLibraryA("d3dx9_36.dll")))
|
||||
{
|
||||
win_skip("Failed to load d3dx9_36.dll.\n");
|
||||
return;
|
||||
}
|
||||
pD3DXGetShaderConstantTable = (void *)GetProcAddress(mod, "D3DXGetShaderConstantTable");
|
||||
pD3DXMatrixOrthoLH = (void *)GetProcAddress(mod, "D3DXMatrixOrthoLH");
|
||||
|
||||
device = init_d3d9(&vdeclaration, &quad_geometry, &vshader_passthru);
|
||||
if (!device) return;
|
||||
|
||||
/* Make sure we support pixel shaders, before trying to compile them! */
|
||||
/* Direct3D 9 (Shader model 1-3 tests) */
|
||||
IDirect3DDevice9_GetDeviceCaps(device, &caps);
|
||||
if (caps.PixelShaderVersion >= D3DPS_VERSION(2, 0))
|
||||
{
|
||||
todo_wine
|
||||
{
|
||||
test_swizzle(device, quad_geometry, vshader_passthru);
|
||||
test_math(device, quad_geometry, vshader_passthru);
|
||||
test_conditionals(device, quad_geometry, vshader_passthru);
|
||||
test_float_vectors(device, quad_geometry, vshader_passthru);
|
||||
test_trig(device, quad_geometry, vshader_passthru);
|
||||
test_fail(device, quad_geometry, vshader_passthru);
|
||||
}
|
||||
} else skip("no pixel shader support\n");
|
||||
|
||||
/* Reference counting sanity checks */
|
||||
if (vshader_passthru)
|
||||
{
|
||||
refcount = IDirect3DVertexShader9_Release(vshader_passthru);
|
||||
ok(!refcount, "Pass-through vertex shader has %u references left\n", refcount);
|
||||
}
|
||||
|
||||
refcount = IDirect3DVertexBuffer9_Release(quad_geometry);
|
||||
ok(!refcount, "Vertex buffer has %u references left\n", refcount);
|
||||
|
||||
refcount = IDirect3DVertexDeclaration9_Release(vdeclaration);
|
||||
ok(!refcount, "Vertex declaration has %u references left\n", refcount);
|
||||
|
||||
refcount = IDirect3DDevice9_Release(device);
|
||||
ok(!refcount, "Device has %u references left\n", refcount);
|
||||
}
|
|
@ -0,0 +1,678 @@
|
|||
/*
|
||||
* Copyright (C) 2010 Travis Athougies
|
||||
* Copyright (C) 2020 Zebediah Figura for CodeWeavers
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation; either
|
||||
* version 2.1 of the License, or (at your option) any later version.
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library; if not, write to the Free Software
|
||||
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
|
||||
*/
|
||||
#define COBJMACROS
|
||||
#include "wine/test.h"
|
||||
#include "d3dx9.h"
|
||||
#include "d3dcompiler.h"
|
||||
|
||||
#include <math.h>
|
||||
|
||||
static pD3DCompile ppD3DCompile;
|
||||
|
||||
static HRESULT (WINAPI *pD3DXGetShaderConstantTable)(const DWORD *byte_code, ID3DXConstantTable **constant_table);
|
||||
|
||||
struct vec2
|
||||
{
|
||||
float x, y;
|
||||
};
|
||||
|
||||
struct vec4
|
||||
{
|
||||
float x, y, z, w;
|
||||
};
|
||||
|
||||
#define compile_shader(a, b) compile_shader_(__LINE__, a, b)
|
||||
static ID3D10Blob *compile_shader_(unsigned int line, const char *source, const char *target)
|
||||
{
|
||||
ID3D10Blob *blob = NULL, *errors = NULL;
|
||||
HRESULT hr;
|
||||
|
||||
hr = ppD3DCompile(source, strlen(source), NULL, NULL, NULL, "main", target, 0, 0, &blob, &errors);
|
||||
ok_(__FILE__, line)(hr == D3D_OK, "Failed to compile shader, hr %#x.\n", hr);
|
||||
if (errors)
|
||||
{
|
||||
if (winetest_debug > 1)
|
||||
trace_(__FILE__, line)("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
|
||||
ID3D10Blob_Release(errors);
|
||||
}
|
||||
return blob;
|
||||
}
|
||||
|
||||
static IDirect3DDevice9 *create_device(HWND window)
|
||||
{
|
||||
D3DPRESENT_PARAMETERS present_parameters =
|
||||
{
|
||||
.Windowed = TRUE,
|
||||
.hDeviceWindow = window,
|
||||
.SwapEffect = D3DSWAPEFFECT_DISCARD,
|
||||
.BackBufferWidth = 640,
|
||||
.BackBufferHeight = 480,
|
||||
.BackBufferFormat = D3DFMT_A8R8G8B8,
|
||||
};
|
||||
IDirect3DDevice9 *device;
|
||||
IDirect3DSurface9 *rt;
|
||||
IDirect3D9 *d3d;
|
||||
D3DCAPS9 caps;
|
||||
HRESULT hr;
|
||||
|
||||
d3d = Direct3DCreate9(D3D_SDK_VERSION);
|
||||
ok(!!d3d, "Failed to create a D3D object.\n");
|
||||
|
||||
hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window,
|
||||
D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device);
|
||||
IDirect3D9_Release(d3d);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
skip("Failed to create a 3D device, hr %#x.\n", hr);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
|
||||
ok(hr == D3D_OK, "Failed to get device caps, hr %#x.\n", hr);
|
||||
if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0) || caps.VertexShaderVersion < D3DVS_VERSION(2, 0))
|
||||
{
|
||||
skip("No shader model 2 support.\n");
|
||||
IDirect3DDevice9_Release(device);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if (FAILED(hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A32B32G32R32F,
|
||||
D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL)))
|
||||
{
|
||||
skip("Failed to create an A32B32G32R32F surface, hr %#x.\n", hr);
|
||||
IDirect3DDevice9_Release(device);
|
||||
return NULL;
|
||||
}
|
||||
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
|
||||
ok(hr == D3D_OK, "Failed to set render target, hr %#x.\n", hr);
|
||||
IDirect3DSurface9_Release(rt);
|
||||
|
||||
return device;
|
||||
}
|
||||
|
||||
struct test_context
|
||||
{
|
||||
IDirect3DDevice9 *device;
|
||||
HWND window;
|
||||
};
|
||||
|
||||
#define init_test_context(a) init_test_context_(__LINE__, a)
|
||||
static BOOL init_test_context_(unsigned int line, struct test_context *context)
|
||||
{
|
||||
RECT rect = {0, 0, 640, 480};
|
||||
|
||||
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
|
||||
context->window = CreateWindowA("static", "d3dcompiler_test", WS_OVERLAPPEDWINDOW,
|
||||
0, 0, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, NULL, NULL);
|
||||
ok(!!context->window, "Failed to create a window.\n");
|
||||
|
||||
if (!(context->device = create_device(context->window)))
|
||||
{
|
||||
DestroyWindow(context->window);
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
#define release_test_context(context) release_test_context_(__LINE__, context)
|
||||
static void release_test_context_(unsigned int line, struct test_context *context)
|
||||
{
|
||||
ULONG ref = IDirect3DDevice9_Release(context->device);
|
||||
ok_(__FILE__, line)(!ref, "Device has %u references left.\n", ref);
|
||||
DestroyWindow(context->window);
|
||||
}
|
||||
|
||||
#define draw_quad(device, ps_code) draw_quad_(__LINE__, device, ps_code)
|
||||
static void draw_quad_(unsigned int line, IDirect3DDevice9 *device, ID3D10Blob *ps_code)
|
||||
{
|
||||
IDirect3DVertexDeclaration9 *vertex_declaration;
|
||||
IDirect3DVertexShader9 *vs;
|
||||
IDirect3DPixelShader9 *ps;
|
||||
ID3D10Blob *vs_code;
|
||||
HRESULT hr;
|
||||
|
||||
static const D3DVERTEXELEMENT9 decl_elements[] =
|
||||
{
|
||||
{0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
|
||||
{0, 8, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
|
||||
D3DDECL_END()
|
||||
};
|
||||
|
||||
static const struct
|
||||
{
|
||||
struct vec2 position;
|
||||
struct vec2 t0;
|
||||
}
|
||||
quad[] =
|
||||
{
|
||||
{{-1.0f, -1.0f}, {0.0f, 1.0f}},
|
||||
{{-1.0f, 1.0f}, {0.0f, 0.0f}},
|
||||
{{ 1.0f, -1.0f}, {1.0f, 1.0f}},
|
||||
{{ 1.0f, 1.0f}, {1.0f, 0.0f}},
|
||||
};
|
||||
|
||||
static const char vs_source[] =
|
||||
"float4 main(float4 pos : POSITION, inout float2 texcoord : TEXCOORD0) : POSITION\n"
|
||||
"{\n"
|
||||
" return pos;\n"
|
||||
"}";
|
||||
|
||||
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
|
||||
ok_(__FILE__, line)(hr == D3D_OK, "Failed to create vertex declaration, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
|
||||
ok_(__FILE__, line)(hr == D3D_OK, "Failed to set vertex declaration, hr %#x.\n", hr);
|
||||
|
||||
vs_code = compile_shader(vs_source, "vs_2_0");
|
||||
|
||||
hr = IDirect3DDevice9_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_code), &vs);
|
||||
ok_(__FILE__, line)(hr == D3D_OK, "Failed to create vertex shader, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_SetVertexShader(device, vs);
|
||||
ok_(__FILE__, line)(hr == D3D_OK, "Failed to set vertex shader, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(ps_code), &ps);
|
||||
ok_(__FILE__, line)(hr == D3D_OK, "Failed to create pixel shader, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_SetPixelShader(device, ps);
|
||||
ok_(__FILE__, line)(hr == D3D_OK, "Failed to set pixel shader, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_BeginScene(device);
|
||||
ok_(__FILE__, line)(hr == D3D_OK, "Failed to draw, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
|
||||
ok_(__FILE__, line)(hr == D3D_OK, "Failed to draw, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_EndScene(device);
|
||||
ok_(__FILE__, line)(hr == D3D_OK, "Failed to draw, hr %#x.\n", hr);
|
||||
|
||||
IDirect3DVertexDeclaration9_Release(vertex_declaration);
|
||||
IDirect3DVertexShader9_Release(vs);
|
||||
IDirect3DPixelShader9_Release(ps);
|
||||
ID3D10Blob_Release(vs_code);
|
||||
}
|
||||
|
||||
struct readback
|
||||
{
|
||||
IDirect3DSurface9 *surface;
|
||||
D3DLOCKED_RECT rect;
|
||||
};
|
||||
|
||||
static void init_readback(IDirect3DDevice9 *device, struct readback *rb)
|
||||
{
|
||||
IDirect3DSurface9 *rt;
|
||||
D3DSURFACE_DESC desc;
|
||||
HRESULT hr;
|
||||
|
||||
hr = IDirect3DDevice9Ex_GetRenderTarget(device, 0, &rt);
|
||||
ok(hr == D3D_OK, "Failed to get render target, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DSurface9_GetDesc(rt, &desc);
|
||||
ok(hr == D3D_OK, "Failed to get surface desc, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9Ex_CreateOffscreenPlainSurface(device, desc.Width, desc.Height,
|
||||
desc.Format, D3DPOOL_SYSTEMMEM, &rb->surface, NULL);
|
||||
ok(hr == D3D_OK, "Failed to create surface, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9Ex_GetRenderTargetData(device, rt, rb->surface);
|
||||
ok(hr == D3D_OK, "Failed to get render target data, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DSurface9_LockRect(rb->surface, &rb->rect, NULL, D3DLOCK_READONLY);
|
||||
ok(hr == D3D_OK, "Failed to lock surface, hr %#x.\n", hr);
|
||||
|
||||
IDirect3DSurface9_Release(rt);
|
||||
}
|
||||
|
||||
static const struct vec4 *get_readback_vec4(const struct readback *rb, unsigned int x, unsigned int y)
|
||||
{
|
||||
return (struct vec4 *)((BYTE *)rb->rect.pBits + y * rb->rect.Pitch + x * sizeof(struct vec4));
|
||||
}
|
||||
|
||||
static void release_readback(struct readback *rb)
|
||||
{
|
||||
IDirect3DSurface9_UnlockRect(rb->surface);
|
||||
IDirect3DSurface9_Release(rb->surface);
|
||||
}
|
||||
|
||||
static struct vec4 get_color_vec4(IDirect3DDevice9 *device, unsigned int x, unsigned int y)
|
||||
{
|
||||
struct readback rb;
|
||||
struct vec4 ret;
|
||||
|
||||
init_readback(device, &rb);
|
||||
ret = *get_readback_vec4(&rb, x, y);
|
||||
release_readback(&rb);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
static BOOL compare_float(float f, float g, unsigned int ulps)
|
||||
{
|
||||
int x = *(int *)&f;
|
||||
int y = *(int *)&g;
|
||||
|
||||
if (x < 0)
|
||||
x = INT_MIN - x;
|
||||
if (y < 0)
|
||||
y = INT_MIN - y;
|
||||
|
||||
if (abs(x - y) > ulps)
|
||||
return FALSE;
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
static BOOL compare_vec4(const struct vec4 *vec, float x, float y, float z, float w, unsigned int ulps)
|
||||
{
|
||||
return compare_float(vec->x, x, ulps)
|
||||
&& compare_float(vec->y, y, ulps)
|
||||
&& compare_float(vec->z, z, ulps)
|
||||
&& compare_float(vec->w, w, ulps);
|
||||
}
|
||||
|
||||
static void test_swizzle(void)
|
||||
{
|
||||
static const D3DXVECTOR4 color = {0.0303f, 0.0f, 0.0f, 0.0202f};
|
||||
struct test_context test_context;
|
||||
ID3DXConstantTable *constants;
|
||||
ID3D10Blob *ps_code = NULL;
|
||||
IDirect3DDevice9 *device;
|
||||
struct vec4 v;
|
||||
HRESULT hr;
|
||||
|
||||
static const char ps_source[] =
|
||||
"uniform float4 color;\n"
|
||||
"float4 main() : COLOR\n"
|
||||
"{\n"
|
||||
" float4 ret = color;\n"
|
||||
" ret.gb = ret.ra;\n"
|
||||
" ret.ra = float2(0.0101, 0.0404);\n"
|
||||
" return ret;\n"
|
||||
"}";
|
||||
|
||||
if (!init_test_context(&test_context))
|
||||
return;
|
||||
device = test_context.device;
|
||||
|
||||
todo_wine ps_code = compile_shader(ps_source, "ps_2_0");
|
||||
if (ps_code)
|
||||
{
|
||||
hr = pD3DXGetShaderConstantTable(ID3D10Blob_GetBufferPointer(ps_code), &constants);
|
||||
ok(hr == D3D_OK, "Failed to get constant table, hr %#x.\n", hr);
|
||||
hr = ID3DXConstantTable_SetVector(constants, device, "color", &color);
|
||||
ok(hr == D3D_OK, "Failed to set constant, hr %#x.\n", hr);
|
||||
ID3DXConstantTable_Release(constants);
|
||||
|
||||
draw_quad(device, ps_code);
|
||||
|
||||
v = get_color_vec4(device, 0, 0);
|
||||
ok(compare_vec4(&v, 0.0101f, 0.0303f, 0.0202f, 0.0404f, 0),
|
||||
"Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w);
|
||||
|
||||
ID3D10Blob_Release(ps_code);
|
||||
}
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
static void test_math(void)
|
||||
{
|
||||
struct test_context test_context;
|
||||
ID3DXConstantTable *constants;
|
||||
ID3D10Blob *ps_code = NULL;
|
||||
IDirect3DDevice9 *device;
|
||||
struct vec4 v;
|
||||
HRESULT hr;
|
||||
|
||||
static const char ps_source[] =
|
||||
"float4 main(uniform float u, uniform float v, uniform float w, uniform float x,\n"
|
||||
" uniform float y, uniform float z): COLOR\n"
|
||||
"{\n"
|
||||
" return float4(x * y - z / w + --u / -v,\n"
|
||||
" z * x / y + w / -v,\n"
|
||||
" u + v - w,\n"
|
||||
" x / y / w);\n"
|
||||
"}";
|
||||
|
||||
if (!init_test_context(&test_context))
|
||||
return;
|
||||
device = test_context.device;
|
||||
|
||||
todo_wine ps_code = compile_shader(ps_source, "ps_2_0");
|
||||
if (ps_code)
|
||||
{
|
||||
hr = pD3DXGetShaderConstantTable(ID3D10Blob_GetBufferPointer(ps_code), &constants);
|
||||
ok(hr == D3D_OK, "Failed to get constant table, hr %#x.\n", hr);
|
||||
hr = ID3DXConstantTable_SetFloat(constants, device, "$u", 2.5f);
|
||||
ok(hr == D3D_OK, "Failed to set constant, hr %#x.\n", hr);
|
||||
hr = ID3DXConstantTable_SetFloat(constants, device, "$v", 0.3f);
|
||||
ok(hr == D3D_OK, "Failed to set constant, hr %#x.\n", hr);
|
||||
hr = ID3DXConstantTable_SetFloat(constants, device, "$w", 0.2f);
|
||||
ok(hr == D3D_OK, "Failed to set constant, hr %#x.\n", hr);
|
||||
hr = ID3DXConstantTable_SetFloat(constants, device, "$x", 0.7f);
|
||||
ok(hr == D3D_OK, "Failed to set constant, hr %#x.\n", hr);
|
||||
hr = ID3DXConstantTable_SetFloat(constants, device, "$y", 0.1f);
|
||||
ok(hr == D3D_OK, "Failed to set constant, hr %#x.\n", hr);
|
||||
hr = ID3DXConstantTable_SetFloat(constants, device, "$z", 1.5f);
|
||||
ok(hr == D3D_OK, "Failed to set constant, hr %#x.\n", hr);
|
||||
ID3DXConstantTable_Release(constants);
|
||||
|
||||
draw_quad(device, ps_code);
|
||||
|
||||
v = get_color_vec4(device, 0, 0);
|
||||
ok(compare_vec4(&v, -12.43f, 9.833333f, 1.6f, 35.0f, 1),
|
||||
"Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w);
|
||||
|
||||
ID3D10Blob_Release(ps_code);
|
||||
}
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
static void test_conditionals(void)
|
||||
{
|
||||
struct test_context test_context;
|
||||
ID3D10Blob *ps_code = NULL;
|
||||
IDirect3DDevice9 *device;
|
||||
const struct vec4 *v;
|
||||
struct readback rb;
|
||||
unsigned int i;
|
||||
|
||||
static const char ps_if_source[] =
|
||||
"float4 main(float2 pos : TEXCOORD0) : COLOR\n"
|
||||
"{\n"
|
||||
" if((pos.x * 640.0) > 200.0)\n"
|
||||
" return float4(0.1, 0.2, 0.3, 0.4);\n"
|
||||
" else\n"
|
||||
" return float4(0.9, 0.8, 0.7, 0.6);\n"
|
||||
"}";
|
||||
|
||||
static const char ps_ternary_source[] =
|
||||
"float4 main(float2 pos : TEXCOORD0) : COLOR\n"
|
||||
"{\n"
|
||||
" return (pos.x < 0.5 ? float4(0.5, 0.25, 0.5, 0.75) : float4(0.6, 0.8, 0.1, 0.2));\n"
|
||||
"}";
|
||||
|
||||
if (!init_test_context(&test_context))
|
||||
return;
|
||||
device = test_context.device;
|
||||
|
||||
todo_wine ps_code = compile_shader(ps_if_source, "ps_2_0");
|
||||
if (ps_code)
|
||||
{
|
||||
draw_quad(device, ps_code);
|
||||
init_readback(device, &rb);
|
||||
|
||||
for (i = 0; i < 200; i += 40)
|
||||
{
|
||||
v = get_readback_vec4(&rb, i, 0);
|
||||
ok(compare_vec4(v, 0.9f, 0.8f, 0.7f, 0.6f, 0),
|
||||
"Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v->x, v->y, v->z, v->w);
|
||||
}
|
||||
|
||||
for (i = 240; i < 640; i += 40)
|
||||
{
|
||||
v = get_readback_vec4(&rb, i, 0);
|
||||
ok(compare_vec4(v, 0.1f, 0.2f, 0.3f, 0.4f, 0),
|
||||
"Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v->x, v->y, v->z, v->w);
|
||||
}
|
||||
|
||||
release_readback(&rb);
|
||||
ID3D10Blob_Release(ps_code);
|
||||
}
|
||||
|
||||
todo_wine ps_code = compile_shader(ps_ternary_source, "ps_2_0");
|
||||
if (ps_code)
|
||||
{
|
||||
draw_quad(device, ps_code);
|
||||
init_readback(device, &rb);
|
||||
|
||||
for (i = 0; i < 320; i += 40)
|
||||
{
|
||||
v = get_readback_vec4(&rb, i, 0);
|
||||
ok(compare_vec4(v, 0.5f, 0.25f, 0.5f, 0.75f, 0),
|
||||
"Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v->x, v->y, v->z, v->w);
|
||||
}
|
||||
|
||||
for (i = 360; i < 640; i += 40)
|
||||
{
|
||||
v = get_readback_vec4(&rb, i, 0);
|
||||
ok(compare_vec4(v, 0.6f, 0.8f, 0.1f, 0.2f, 0),
|
||||
"Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v->x, v->y, v->z, v->w);
|
||||
}
|
||||
|
||||
release_readback(&rb);
|
||||
ID3D10Blob_Release(ps_code);
|
||||
}
|
||||
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
static void test_float_vectors(void)
|
||||
{
|
||||
struct test_context test_context;
|
||||
ID3DXConstantTable *constants;
|
||||
ID3D10Blob *ps_code = NULL;
|
||||
IDirect3DDevice9 *device;
|
||||
struct vec4 v;
|
||||
HRESULT hr;
|
||||
|
||||
static const char ps_indexing_source[] =
|
||||
"float4 main() : COLOR\n"
|
||||
"{\n"
|
||||
" float4 color;\n"
|
||||
" color[0] = 0.020;\n"
|
||||
" color[1] = 0.245;\n"
|
||||
" color[2] = 0.351;\n"
|
||||
" color[3] = 1.0;\n"
|
||||
" return color;\n"
|
||||
"}";
|
||||
|
||||
/* A uniform index is used so that the compiler can't optimize. */
|
||||
static const char ps_uniform_indexing_source[] =
|
||||
"uniform int i;\n"
|
||||
"float4 main() : COLOR\n"
|
||||
"{\n"
|
||||
" float4 color = float4(0.5, 0.4, 0.3, 0.2);\n"
|
||||
" color.g = color[i];\n"
|
||||
" color.b = 0.8;\n"
|
||||
" return color;\n"
|
||||
"}";
|
||||
|
||||
if (!init_test_context(&test_context))
|
||||
return;
|
||||
device = test_context.device;
|
||||
|
||||
todo_wine ps_code = compile_shader(ps_indexing_source, "ps_2_0");
|
||||
if (ps_code)
|
||||
{
|
||||
draw_quad(device, ps_code);
|
||||
|
||||
v = get_color_vec4(device, 0, 0);
|
||||
ok(compare_vec4(&v, 0.02f, 0.245f, 0.351f, 1.0f, 0),
|
||||
"Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w);
|
||||
|
||||
ID3D10Blob_Release(ps_code);
|
||||
}
|
||||
|
||||
todo_wine ps_code = compile_shader(ps_uniform_indexing_source, "ps_2_0");
|
||||
if (ps_code)
|
||||
{
|
||||
hr = pD3DXGetShaderConstantTable(ID3D10Blob_GetBufferPointer(ps_code), &constants);
|
||||
ok(hr == D3D_OK, "Failed to get constants, hr %#x.\n", hr);
|
||||
hr = ID3DXConstantTable_SetInt(constants, device, "i", 2);
|
||||
ok(hr == D3D_OK, "Failed to set constant, hr %#x.\n", hr);
|
||||
ID3DXConstantTable_Release(constants);
|
||||
draw_quad(device, ps_code);
|
||||
|
||||
v = get_color_vec4(device, 0, 0);
|
||||
ok(compare_vec4(&v, 0.5f, 0.3f, 0.8f, 0.2f, 0),
|
||||
"Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w);
|
||||
|
||||
ID3D10Blob_Release(ps_code);
|
||||
}
|
||||
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
static void test_trig(void)
|
||||
{
|
||||
struct test_context test_context;
|
||||
ID3D10Blob *ps_code = NULL;
|
||||
IDirect3DDevice9 *device;
|
||||
const struct vec4 *v;
|
||||
struct readback rb;
|
||||
unsigned int i;
|
||||
|
||||
static const char ps_source[] =
|
||||
"float4 main(float x : TEXCOORD0) : COLOR\n"
|
||||
"{\n"
|
||||
" const float pi2 = 6.2831853;\n"
|
||||
" float calcd_sin = (sin(x * pi2) + 1)/2;\n"
|
||||
" float calcd_cos = (cos(x * pi2) + 1)/2;\n"
|
||||
" return float4(calcd_sin, calcd_cos, 0, 0);\n"
|
||||
"}";
|
||||
|
||||
if (!init_test_context(&test_context))
|
||||
return;
|
||||
device = test_context.device;
|
||||
|
||||
todo_wine ps_code = compile_shader(ps_source, "ps_2_0");
|
||||
if (ps_code)
|
||||
{
|
||||
draw_quad(device, ps_code);
|
||||
init_readback(device, &rb);
|
||||
|
||||
for (i = 0; i < 32; ++i)
|
||||
{
|
||||
float expect_x = (sinf(i * 2 * M_PI / 32) + 1.0f) / 2.0f;
|
||||
float expect_y = (cosf(i * 2 * M_PI / 32) + 1.0f) / 2.0f;
|
||||
v = get_readback_vec4(&rb, i * 640 / 32, 0);
|
||||
ok(compare_vec4(v, expect_x, expect_y, 0.0f, 0.0f, 4096),
|
||||
"Test %u: Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n",
|
||||
i, v->x, v->y, v->z, v->w, expect_x, expect_y, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
release_readback(&rb);
|
||||
ID3D10Blob_Release(ps_code);
|
||||
}
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
static void test_fail(void)
|
||||
{
|
||||
static const char *tests[] =
|
||||
{
|
||||
"float4 test(float2 pos: TEXCOORD0) : COLOR\n"
|
||||
"{\n"
|
||||
" return y;\n"
|
||||
"}",
|
||||
|
||||
"float4 test(float2 pos: TEXCOORD0) : COLOR\n"
|
||||
"{\n"
|
||||
" float4 x = float4(0, 0, 0, 0);\n"
|
||||
" x.xzzx = float4(1, 2, 3, 4);\n"
|
||||
" return x;\n"
|
||||
"}",
|
||||
|
||||
"float4 test(float2 pos: TEXCOORD0) : COLOR\n"
|
||||
"{\n"
|
||||
" float4 x = pos;\n"
|
||||
" return x;\n"
|
||||
"}",
|
||||
|
||||
"float4 test(float2 pos, TEXCOORD0) ; COLOR\n"
|
||||
"{\n"
|
||||
" pos = float4 x;\n"
|
||||
" mul(float4(5, 4, 3, 2), mvp) = x;\n"
|
||||
" return float4;\n"
|
||||
"}",
|
||||
|
||||
"float4 563r(float2 45s: TEXCOORD0) : COLOR\n"
|
||||
"{\n"
|
||||
" float2 x = 45s;\n"
|
||||
" return float4(x.x, x.y, 0, 0);\n"
|
||||
"}",
|
||||
|
||||
"float4 test(float2 pos: TEXCOORD0) : COLOR\n"
|
||||
"{\n"
|
||||
" struct { int b,c; } x = {0};\n"
|
||||
" return y;\n"
|
||||
"}",
|
||||
|
||||
"float4 test(float2 pos: TEXCOORD0) : COLOR\n"
|
||||
"{\n"
|
||||
" struct {} x = {};\n"
|
||||
" return y;\n"
|
||||
"}",
|
||||
};
|
||||
|
||||
ID3D10Blob *compiled, *errors;
|
||||
unsigned int i;
|
||||
HRESULT hr;
|
||||
|
||||
for (i = 0; i < ARRAY_SIZE(tests); ++i)
|
||||
{
|
||||
compiled = errors = NULL;
|
||||
hr = ppD3DCompile(tests[i], strlen(tests[i]), NULL, NULL, NULL, "test", "ps_2_0", 0, 0, &compiled, &errors);
|
||||
todo_wine ok(hr == E_FAIL, "Test %u, got unexpected hr %#x.\n", i, hr);
|
||||
todo_wine_if (i == 1) ok(!!errors, "Test %u, expected non-NULL error blob.\n", i);
|
||||
ok(!compiled, "Test %u, expected no compiled shader blob.\n", i);
|
||||
if (errors)
|
||||
ID3D10Blob_Release(errors);
|
||||
}
|
||||
}
|
||||
|
||||
static BOOL load_d3dcompiler(void)
|
||||
{
|
||||
HMODULE module;
|
||||
|
||||
#if D3D_COMPILER_VERSION == 47
|
||||
if (!(module = LoadLibraryA("d3dcompiler_47.dll"))) return FALSE;
|
||||
#else
|
||||
if (!(module = LoadLibraryA("d3dcompiler_43.dll"))) return FALSE;
|
||||
#endif
|
||||
|
||||
ppD3DCompile = (void*)GetProcAddress(module, "D3DCompile");
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
START_TEST(hlsl_d3d9)
|
||||
{
|
||||
HMODULE mod;
|
||||
|
||||
if (!load_d3dcompiler())
|
||||
{
|
||||
win_skip("Could not load DLL.\n");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!(mod = LoadLibraryA("d3dx9_36.dll")))
|
||||
{
|
||||
win_skip("Failed to load d3dx9_36.dll.\n");
|
||||
return;
|
||||
}
|
||||
pD3DXGetShaderConstantTable = (void *)GetProcAddress(mod, "D3DXGetShaderConstantTable");
|
||||
|
||||
test_swizzle();
|
||||
test_math();
|
||||
test_conditionals();
|
||||
test_float_vectors();
|
||||
test_trig();
|
||||
test_fail();
|
||||
}
|
|
@ -6,5 +6,5 @@ PARENTSRC = ../../d3dcompiler_43/tests
|
|||
C_SRCS = \
|
||||
asm.c \
|
||||
blob.c \
|
||||
hlsl.c \
|
||||
hlsl_d3d9.c \
|
||||
reflection.c
|
||||
|
|
Loading…
Reference in New Issue