d3d11/tests: Add test for return in a conditional.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -11690,6 +11690,90 @@ static void test_uav_load(void)
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release_test_context(&test_context);
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}
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static void test_sm4_ret_instruction(void)
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{
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struct d3d11_test_context test_context;
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ID3D11DeviceContext *context;
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ID3D11PixelShader *ps;
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struct uvec4 constant;
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ID3D11Device *device;
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ID3D11Buffer *cb;
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HRESULT hr;
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static const DWORD ps_code[] =
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{
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#if 0
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uint c;
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float4 main() : SV_TARGET
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{
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if (c == 1)
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return float4(1, 0, 0, 1);
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if (c == 2)
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return float4(0, 1, 0, 1);
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if (c == 3)
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return float4(0, 0, 1, 1);
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return float4(1, 1, 1, 1);
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}
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#endif
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0x43425844, 0x9ee6f808, 0xe74009f3, 0xbb1adaf2, 0x432e97b5, 0x00000001, 0x000001c4, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x0000014c, 0x00000040, 0x00000053,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
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0x00000001, 0x08000020, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x00004001,
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0x00000001, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
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0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000015, 0x08000020, 0x00100012,
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0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x00004001, 0x00000002, 0x0304001f, 0x0010000a,
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0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000,
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0x3f800000, 0x0100003e, 0x01000015, 0x08000020, 0x00100012, 0x00000000, 0x0020800a, 0x00000000,
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0x00000000, 0x00004001, 0x00000003, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2,
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0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, 0x0100003e, 0x01000015,
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0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000,
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0x0100003e,
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};
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if (!init_test_context(&test_context, NULL))
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return;
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device = test_context.device;
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context = test_context.immediate_context;
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hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
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ok(SUCCEEDED(hr), "Failed to create shader, hr %#x.\n", hr);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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memset(&constant, 0, sizeof(constant));
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cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(constant), &constant);
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ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
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draw_quad(&test_context);
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check_texture_color(test_context.backbuffer, 0xffffffff, 0);
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constant.x = 1;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &constant, 0, 0);
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draw_quad(&test_context);
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check_texture_color(test_context.backbuffer, 0xff0000ff, 0);
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constant.x = 2;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &constant, 0, 0);
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draw_quad(&test_context);
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check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
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constant.x = 3;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &constant, 0, 0);
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draw_quad(&test_context);
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check_texture_color(test_context.backbuffer, 0xffff0000, 0);
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constant.x = 4;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &constant, 0, 0);
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draw_quad(&test_context);
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check_texture_color(test_context.backbuffer, 0xffffffff, 0);
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ID3D11Buffer_Release(cb);
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ID3D11PixelShader_Release(ps);
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release_test_context(&test_context);
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}
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START_TEST(d3d11)
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{
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test_create_device();
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@ -11754,4 +11838,5 @@ START_TEST(d3d11)
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test_shader_input_registers_limits();
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test_stencil_separate();
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test_uav_load();
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test_sm4_ret_instruction();
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}
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