d3dcompiler_43/tests: Added HLSL test suite.

This commit is contained in:
Travis Athougies 2010-10-24 23:54:20 -07:00 committed by Alexandre Julliard
parent 1682a92dd5
commit 7c56eb8872
2 changed files with 371 additions and 2 deletions

View File

@ -1,8 +1,9 @@
TESTDLL = d3dcompiler_43.dll
IMPORTS = d3dcompiler
IMPORTS = d3dcompiler d3d9 d3dx9 user32
C_SRCS = \
asm.c \
blob.c
blob.c \
hlsl.c
@MAKE_TEST_RULES@

View File

@ -0,0 +1,368 @@
/*
* Copyright (C) 2010 Travis Athougies
*
* 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>
struct vertex
{
float x, y, z;
float tx, ty;
};
/* Tells compute_shader_probe* which pixels should be what colors */
struct hlsl_probe_info
{
/* The x and y coordinate of the point to check.
When x < 0, this is the last probe */
int x, y;
/* The expected values in this region */
D3DXCOLOR c;
/* The max error for any value */
float epsilon;
/* An error message to print if this test fails */
const char *message;
};
static HWND create_window(void)
{
WNDCLASS wc = {0};
wc.lpfnWndProc = DefWindowProc;
wc.lpszClassName = "d3d9_test_wc";
RegisterClass(&wc);
return CreateWindow("d3d9_test_wc", "d3d9_test",
0, 0, 0, 0, 0, 0, 0, 0, 0);
}
static IDirect3DDevice9 *init_d3d9(IDirect3DVertexDeclaration9 **vdeclaration,
IDirect3DVertexBuffer9 **quad_geometry, IDirect3DVertexShader9 **vshader_passthru)
{
static const struct vertex quad_vertices[4] =
{
{-1.0f, -1.0f, 0.0f, 0.0f, 1.0f},
{-1.0f, 1.0f, 0.0f, 0.0f, 0.0f},
{ 1.0f, -1.0f, 0.0f, 1.0f, 1.0f},
{ 1.0f, 1.0f, 0.0f, 1.0f, 0.0f}
};
static const D3DVERTEXELEMENT9 vdeclelements[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
D3DDECL_END()
};
static const char *vshader_passthru_hlsl =
"float4 vshader(float4 pos: POSITION, inout float2 texcoord: TEXCOORD0): POSITION \
{ \
return pos; \
}";
IDirect3D9 *d3d9_ptr;
IDirect3DDevice9 *device_ptr = NULL;
D3DPRESENT_PARAMETERS present_parameters;
void *temp_geometry_vertices;
ID3D10Blob *compiled = NULL;
ID3D10Blob *errors = NULL;
HRESULT hr;
d3d9_ptr = Direct3DCreate9(D3D_SDK_VERSION);
if (!d3d9_ptr)
{
skip("could not create D3D9\n");
return NULL;
}
hr = IDirect3D9_CheckDeviceFormat(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A32B32G32R32F,
0, D3DRTYPE_SURFACE, D3DFMT_A32B32G32R32F);
if (FAILED(hr))
{
skip("A32B32G32R32F format not available on this device\n");
return NULL;
}
ZeroMemory(&present_parameters, sizeof(present_parameters));
present_parameters.Windowed = TRUE;
present_parameters.hDeviceWindow = create_window();
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL,
D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
if (FAILED(hr))
{
skip("could not create Direct3D9 device\n");
return NULL;
}
/* Create the quad geometry */
hr = IDirect3DDevice9_CreateVertexBuffer(device_ptr, 4 * sizeof(struct vertex),
D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, quad_geometry, NULL);
ok(SUCCEEDED(hr),
"Could not create vertex buffer, IDirect3DDevice9_CreateVertexBuffer returned: %08x\n", hr);
hr = IDirect3DVertexBuffer9_Lock(*quad_geometry, 0, sizeof(quad_vertices), &temp_geometry_vertices, 0);
ok(SUCCEEDED(hr), "IDirect3DVertexBuffer9_Lock returned: %08x\n", hr);
memcpy(temp_geometry_vertices, quad_vertices, sizeof(quad_vertices));
IDirect3DVertexBuffer9_Unlock(*quad_geometry);
hr = IDirect3DDevice9_CreateVertexDeclaration(device_ptr, vdeclelements, vdeclaration);
ok(SUCCEEDED(hr), "Could not create vertex declaration: "
"IDirect3DDevice9_CreateVertexDeclaration returned: %08x\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device_ptr, *vdeclaration);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned: %08x\n", hr);
/* Create a simple vertex shader to just pass through the values */
hr = D3DCompile(vshader_passthru_hlsl, strlen(vshader_passthru_hlsl), NULL,
NULL, NULL, "vshader", "vs_1_1", 0, 0, &compiled, &errors);
if (FAILED(hr))
{
skip("not compiling vertex shader due to lacking wine HLSL support!\n");
if (errors)
IUnknown_Release(errors);
return NULL;
}
hr = IDirect3DDevice9_CreateVertexShader(device_ptr, ID3D10Blob_GetBufferPointer(compiled),
vshader_passthru);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader returned: %08x\n", hr);
IUnknown_Release(compiled);
return device_ptr;
}
/* Convenience functions */
static void set_float4_d3d9(IDirect3DDevice9 *device, ID3DXConstantTable *constants, const char *name,
float x, float y, float z, float w)
{
D3DXVECTOR4 vector;
vector.x = x;
vector.y = y;
vector.z = z;
vector.w = w;
ID3DXConstantTable_SetVector(constants, device, name, &vector);
}
/* Compile our pixel shader and get back the compiled version and a constant table */
static IDirect3DPixelShader9 *compile_pixel_shader9(IDirect3DDevice9 *device, const char *shader,
const char *profile, ID3DXConstantTable **constants)
{
ID3D10Blob *compiled = NULL;
ID3D10Blob *errors = NULL;
IDirect3DPixelShader9 *pshader;
HRESULT hr;
hr = D3DCompile(shader, strlen(shader), NULL, NULL,
NULL, "test", profile, /* test is the name of the entry point of our shader */
0, 0, &compiled, &errors);
ok(hr == D3D_OK, "Pixel shader %s compilation failed: %s\n", shader,
errors ? (char *)ID3D10Blob_GetBufferPointer(errors) : "");
if (FAILED(hr)) return NULL;
hr = D3DXGetShaderConstantTable(ID3D10Blob_GetBufferPointer(compiled), constants);
ok(hr == D3D_OK, "Could not get constant table from compiled pixel shader\n");
hr = IDirect3DDevice9_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(compiled), &pshader);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader returned: %08x\n", hr);
IUnknown_Release(compiled);
return pshader;
}
/* Draw a full screen quad */
static void draw_quad_with_shader9(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry)
{
HRESULT hr;
D3DXMATRIX projection_matrix;
D3DXMatrixOrthoLH(&projection_matrix, 2.0f, 2.0f, 0.0f, 1.0f);
IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &projection_matrix);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned: %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned: %08x\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, quad_geometry, 0, sizeof(struct vertex));
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource returned: %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive returned: %08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned: %08x\n", hr);
}
static void setup_device9(IDirect3DDevice9 *device, IDirect3DSurface9 **render_target,
IDirect3DSurface9 **readback, D3DFORMAT format, int width, int height,
IDirect3DVertexShader9 *vshader, IDirect3DPixelShader9 *pshader)
{
HRESULT hr;
hr = IDirect3DDevice9_CreateRenderTarget(device, width, height, format,
D3DMULTISAMPLE_NONE, 0, FALSE, render_target, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateRenderTarget returned: %08x\n", hr);
/* The Direct3D 9 docs state that we cannot lock a render target surface,
instead we must copy the render target onto this surface to lock it */
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, width, height, format,
D3DPOOL_SYSTEMMEM, readback, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface returned: %08x\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, *render_target);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget returned: %08x\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, vshader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned: %08x\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, pshader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned: %08x\n", hr);
}
static int colors_match(D3DXCOLOR a, D3DXCOLOR b, float epsilon)
{
return (fabs(a.r - b.r) < epsilon && fabs(a.g - b.g) < epsilon && fabs(a.b - b.b) < epsilon &&
fabs(a.a - b.a) < epsilon);
}
/* Compute a shader on a width by height buffer and probes certain locations
to see if they are as expected. */
static void compute_shader_probe9(IDirect3DDevice9 *device, IDirect3DVertexShader9 *vshader,
IDirect3DPixelShader9 *pshader, IDirect3DVertexBuffer9 *quad_geometry,
struct hlsl_probe_info *probes, int count, int width, int height, int line_number)
{
IDirect3DSurface9 *render_target;
IDirect3DSurface9 *readback;
HRESULT hr;
D3DLOCKED_RECT lr;
D3DXCOLOR *pbits_data;
int i;
setup_device9(device, &render_target, &readback, D3DFMT_A32B32G32R32F,
width, height, vshader, pshader);
/* Draw the quad with the shader and read back the data */
draw_quad_with_shader9(device, quad_geometry);
IDirect3DDevice9_GetRenderTargetData(device, render_target, readback);
hr = IDirect3DSurface9_LockRect(readback, &lr, NULL, D3DLOCK_READONLY);
ok(hr == D3D_OK, "IDirect3DSurface9_LockRect returned: %08x\n", hr);
pbits_data = lr.pBits;
/* Now go through the probes and check each one */
for (i = 0; i < count; i++, probes++) {
int index = probes->x + (probes->y * lr.Pitch);
ok(colors_match(probes->c, pbits_data[index], probes->epsilon),
"Line %d: At (%d, %d): %s: Expected (%.04f,%.04f,%.04f, %.04f), got "
"(%.04f,%.04f,%.04f,%.04f)\n", line_number, probes->x, probes->y, probes->message,
probes->c.r, probes->c.g, probes->c.b, probes->c.a, pbits_data[index].r,
pbits_data[index].g, pbits_data[index].b, pbits_data[index].a);
}
hr = IDirect3DSurface9_UnlockRect(readback);
ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect returned: %08x\n", hr);
/* We now present the scene. This is mostly for debugging purposes, since GetRenderTargetData
also waits for drawing commands to complete. The reason this call is here and not in a
draw function is because the contents of the render target surface are invalidated after
this call. */
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present returned: %08x\n", hr);
IUnknown_Release(render_target);
IUnknown_Release(readback);
}
/* Now the actual test functions */
static void test_swizzle(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry,
IDirect3DVertexShader9 *vshader_passthru)
{
static struct hlsl_probe_info swizzle_test_probes[] =
{
{0, 0, {0.0101f, 0.0303f, 0.0202f, 0.0404f}, 0.0001f, "swizzle_test failed"}
};
static const char *swizzle_test_shader =
"uniform float4 color; \
float4 test(): COLOR \
{ \
float4 ret = color; \
ret.gb = ret.ra; \
ret.ra = float2(0.0101, 0.0404); \
return ret; \
}";
ID3DXConstantTable *constants;
IDirect3DPixelShader9 *pshader;
pshader = compile_pixel_shader9(device, swizzle_test_shader, "ps_2_0", &constants);
if (pshader != NULL)
{
set_float4_d3d9(device, constants, "color", 0.0303f, 0.0f, 0.0f, 0.0202f);
compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, swizzle_test_probes,
1, 1, 1, __LINE__);
IUnknown_Release(constants);
IUnknown_Release(pshader);
}
}
START_TEST(hlsl)
{
D3DCAPS9 caps;
ULONG refcount;
IDirect3DDevice9 *device;
IDirect3DVertexDeclaration9 *vdeclaration;
IDirect3DVertexBuffer9 *quad_geometry;
IDirect3DVertexShader9 *vshader_passthru;
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);
}
} else skip("no pixel shader support\n");
/* Reference counting sanity checks */
if (vshader_passthru)
{
refcount = IUnknown_Release(vshader_passthru);
ok(!refcount, "Pass-through vertex shader has %u references left\n", refcount);
}
refcount = IUnknown_Release(quad_geometry);
ok(!refcount, "Vertex buffer has %u references left\n", refcount);
refcount = IUnknown_Release(vdeclaration);
ok(!refcount, "Vertex declaration has %u references left\n", refcount);
refcount = IUnknown_Release(device);
ok(!refcount, "Device has %u references left\n", refcount);
}