d3dcompiler_43/tests: Added HLSL test suite.
This commit is contained in:
parent
1682a92dd5
commit
7c56eb8872
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@ -1,8 +1,9 @@
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TESTDLL = d3dcompiler_43.dll
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IMPORTS = d3dcompiler
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IMPORTS = d3dcompiler d3d9 d3dx9 user32
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C_SRCS = \
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asm.c \
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blob.c
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blob.c \
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hlsl.c
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@MAKE_TEST_RULES@
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@ -0,0 +1,368 @@
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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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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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/* The x and y coordinate of the point to check.
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When x < 0, this is the last probe */
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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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WNDCLASS wc = {0};
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wc.lpfnWndProc = DefWindowProc;
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wc.lpszClassName = "d3d9_test_wc";
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RegisterClass(&wc);
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return CreateWindow("d3d9_test_wc", "d3d9_test",
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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 \
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{ \
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return pos; \
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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_A32B32G32R32F,
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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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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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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 = D3DCompile(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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IUnknown_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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IUnknown_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 = D3DCompile(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 = D3DXGetShaderConstantTable(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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IUnknown_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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D3DXMatrixOrthoLH(&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, int width, 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 int 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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struct hlsl_probe_info *probes, int count, int width, int height, 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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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);
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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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IUnknown_Release(render_target);
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IUnknown_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 struct hlsl_probe_info swizzle_test_probes[] =
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{
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{0, 0, {0.0101f, 0.0303f, 0.0202f, 0.0404f}, 0.0001f, "swizzle_test failed"}
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};
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static const char *swizzle_test_shader =
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"uniform float4 color; \
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float4 test(): COLOR \
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{ \
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float4 ret = color; \
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ret.gb = ret.ra; \
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ret.ra = float2(0.0101, 0.0404); \
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return ret; \
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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, swizzle_test_probes,
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1, 1, 1, __LINE__);
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IUnknown_Release(constants);
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IUnknown_Release(pshader);
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}
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}
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START_TEST(hlsl)
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{
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D3DCAPS9 caps;
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ULONG refcount;
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IDirect3DDevice9 *device;
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IDirect3DVertexDeclaration9 *vdeclaration;
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IDirect3DVertexBuffer9 *quad_geometry;
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IDirect3DVertexShader9 *vshader_passthru;
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device = init_d3d9(&vdeclaration, &quad_geometry, &vshader_passthru);
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if (!device) return;
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/* Make sure we support pixel shaders, before trying to compile them! */
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/* Direct3D 9 (Shader model 1-3 tests) */
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IDirect3DDevice9_GetDeviceCaps(device, &caps);
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if (caps.PixelShaderVersion >= D3DPS_VERSION(2, 0))
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{
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todo_wine
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{
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test_swizzle(device, quad_geometry, vshader_passthru);
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}
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} else skip("no pixel shader support\n");
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/* Reference counting sanity checks */
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if (vshader_passthru)
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{
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refcount = IUnknown_Release(vshader_passthru);
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ok(!refcount, "Pass-through vertex shader has %u references left\n", refcount);
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}
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refcount = IUnknown_Release(quad_geometry);
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ok(!refcount, "Vertex buffer has %u references left\n", refcount);
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refcount = IUnknown_Release(vdeclaration);
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ok(!refcount, "Vertex declaration has %u references left\n", refcount);
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refcount = IUnknown_Release(device);
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ok(!refcount, "Device has %u references left\n", refcount);
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}
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