d3d8: Improve ValidatePixelShader().
Based largely on a patch by Sebastian Lackner. Adapted from "Improve ValidateVertexShader()" by Henri Verbeet. Signed-off-by: Gijs Vermeulen <gijsvrm@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -103,41 +103,49 @@ done:
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return hr;
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return hr;
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}
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}
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/***********************************************************************
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HRESULT WINAPI ValidatePixelShader(const DWORD *ps_code,
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* ValidatePixelShader (D3D8.@)
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const D3DCAPS8 *caps, BOOL return_error, char **errors)
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*
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* PARAMS
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* toto result?
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*/
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HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, BOOL boolean, DWORD* toto)
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{
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{
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HRESULT ret;
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const char *message = "";
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static BOOL warned;
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SIZE_T message_size;
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HRESULT hr = E_FAIL;
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if (TRACE_ON(d3d8) || !warned) {
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TRACE("ps_code %p, caps %p, return_error %#x, errors %p.\n",
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FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, boolean, toto);
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ps_code, caps, return_error, errors);
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warned = TRUE;
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}
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if (!pixelshader)
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if (!ps_code)
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return E_FAIL;
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return E_FAIL;
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if (reserved1)
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switch (*ps_code)
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return E_FAIL;
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{
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case D3DPS_VERSION(1, 4):
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switch(*pixelshader) {
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case D3DPS_VERSION(1, 3):
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case 0xFFFF0100:
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case D3DPS_VERSION(1, 2):
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case 0xFFFF0101:
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case D3DPS_VERSION(1, 1):
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case 0xFFFF0102:
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case D3DPS_VERSION(1, 0):
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case 0xFFFF0103:
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case 0xFFFF0104:
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ret=S_OK;
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break;
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break;
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default:
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default:
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WARN("Invalid shader version token %#x.\n", *pixelshader);
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message = "Unsupported shader version.\n";
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ret=E_FAIL;
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goto done;
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}
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}
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return ret;
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if (caps && *ps_code > caps->PixelShaderVersion)
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{
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message = "Shader version not supported by caps.\n";
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goto done;
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}
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hr = S_OK;
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done:
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if (!return_error)
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message = "";
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message_size = strlen(message) + 1;
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if (errors && (*errors = heap_alloc(message_size)))
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memcpy(*errors, message, message_size);
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return hr;
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}
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}
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void d3d8_resource_cleanup(struct d3d8_resource *resource)
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void d3d8_resource_cleanup(struct d3d8_resource *resource)
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@ -53,7 +53,7 @@ struct device_desc
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static DEVMODEW registry_mode;
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static DEVMODEW registry_mode;
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static HRESULT (WINAPI *ValidateVertexShader)(const DWORD *, const DWORD *, const D3DCAPS8 *, BOOL, char **);
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static HRESULT (WINAPI *ValidateVertexShader)(const DWORD *, const DWORD *, const D3DCAPS8 *, BOOL, char **);
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static HRESULT (WINAPI *ValidatePixelShader)(DWORD *, DWORD *, int, DWORD *);
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static HRESULT (WINAPI *ValidatePixelShader)(const DWORD *, const D3DCAPS8 *, BOOL, char **);
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static BOOL (WINAPI *pGetCursorInfo)(PCURSORINFO);
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static BOOL (WINAPI *pGetCursorInfo)(PCURSORINFO);
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@ -4506,43 +4506,80 @@ static void test_validate_vs(void)
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static void test_validate_ps(void)
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static void test_validate_ps(void)
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{
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{
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static DWORD ps[] =
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static DWORD ps_1_1_code[] =
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{
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{
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0xffff0101, /* ps_1_1 */
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0xffff0101, /* ps_1_1 */
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0x00000051, 0xa00f0001, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
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0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */
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0x00000042, 0xb00f0000, /* tex t0 */
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0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */
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0x00000008, 0x800f0000, 0xa0e40001, 0xa0e40000, /* dp3 r0, c1, c0 */
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0x0000ffff /* end */
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0x00000005, 0x800f0000, 0x90e40000, 0x80e40000, /* mul r0, v0, r0 */
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0x00000005, 0x800f0000, 0xb0e40000, 0x80e40000, /* mul r0, t0, r0 */
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0x0000ffff, /* end */
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};
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};
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static const DWORD ps_2_0_code[] =
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{
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0xffff0200, /* ps_2_0 */
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0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */
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0x03000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */
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0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
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0x0000ffff /* end */
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};
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D3DCAPS8 caps;
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char *errors;
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HRESULT hr;
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HRESULT hr;
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hr = ValidatePixelShader(0, 0, 0, 0);
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hr = ValidatePixelShader(NULL, NULL, FALSE, NULL);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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hr = ValidatePixelShader(0, 0, 1, 0);
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hr = ValidatePixelShader(NULL, NULL, TRUE, NULL);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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hr = ValidatePixelShader(ps, 0, 0, 0);
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errors = (void *)0xcafeface;
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hr = ValidatePixelShader(NULL, NULL, FALSE, &errors);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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ok(errors == (void *)0xcafeface, "Got unexpected errors %p.\n", errors);
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errors = (void *)0xcafeface;
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hr = ValidatePixelShader(NULL, NULL, TRUE, &errors);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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ok(errors == (void *)0xcafeface, "Got unexpected errors %p.\n", errors);
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hr = ValidatePixelShader(ps_1_1_code, NULL, FALSE, NULL);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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hr = ValidatePixelShader(ps_1_1_code, NULL, TRUE, NULL);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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hr = ValidatePixelShader(ps_1_1_code, NULL, TRUE, &errors);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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ok(!*errors, "Got unexpected string \"%s\".\n", errors);
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heap_free(errors);
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memset(&caps, 0, sizeof(caps));
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caps.PixelShaderVersion = D3DPS_VERSION(1, 1);
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hr = ValidatePixelShader(ps_1_1_code, &caps, FALSE, NULL);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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caps.PixelShaderVersion = D3DPS_VERSION(1, 0);
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hr = ValidatePixelShader(ps_1_1_code, &caps, FALSE, NULL);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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caps.PixelShaderVersion = D3DPS_VERSION(1, 2);
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hr = ValidatePixelShader(ps_1_1_code, &caps, FALSE, NULL);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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caps.PixelShaderVersion = D3DPS_VERSION(8, 8);
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hr = ValidatePixelShader(ps_1_1_code, &caps, FALSE, NULL);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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hr = ValidatePixelShader(ps, 0, 1, 0);
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*ps_1_1_code = D3DPS_VERSION(1, 0);
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hr = ValidatePixelShader(ps_1_1_code, NULL, FALSE, NULL);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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/* Seems to do some version checking. */
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*ps_1_1_code = D3DPS_VERSION(1, 4);
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*ps = 0xffff0105; /* bogus version */
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hr = ValidatePixelShader(ps_1_1_code, NULL, FALSE, NULL);
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hr = ValidatePixelShader(ps, 0, 1, 0);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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hr = ValidatePixelShader(ps_2_0_code, NULL, FALSE, NULL);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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/* I've seen that applications always pass the 2nd parameter as 0.
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*ps_1_1_code = D3DPS_VERSION(1, 5);
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* Simple test with a non-zero parameter. */
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hr = ValidatePixelShader(ps_1_1_code, NULL, TRUE, NULL);
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*ps = 0xffff0101; /* ps_1_1 */
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hr = ValidatePixelShader(ps, ps, 1, 0);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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/* I've seen the 3rd parameter always passed as either 0 or 1, but passing
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hr = ValidatePixelShader(ps_1_1_code, NULL, FALSE, &errors);
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* other values doesn't seem to hurt. */
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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hr = ValidatePixelShader(ps, 0, 12345, 0);
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ok(!*errors, "Got unexpected string \"%s\".\n", errors);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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heap_free(errors);
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/* What is the 4th parameter? The following seems to work ok. */
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hr = ValidatePixelShader(ps_1_1_code, NULL, TRUE, &errors);
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hr = ValidatePixelShader(ps, 0, 1, ps);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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ok(!!*errors, "Got unexpected empty string.\n");
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heap_free(errors);
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}
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}
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static void test_volume_get_container(void)
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static void test_volume_get_container(void)
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