d3d9: Add a test for setting / getting vertex shader constants.
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@ -104,6 +104,43 @@ static void test_get_set_vertex_shader(IDirect3DDevice9 *device_ptr)
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"Expected hret 0x%lx, current_shader_ptr %p, refcount %d.\n", hret, current_shader_ptr, shader_refcount, D3D_OK, shader_ptr, i);
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}
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static void test_get_set_vertex_shader_constants(IDirect3DDevice9 *device_ptr)
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{
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HRESULT hret;
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int int_in[4] = {0xdead0000, 0xdead0001, 0xdead0002, 0xdead0003};
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int int_out[4] = {0};
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float float_in[4] = {0.14f, 0.15f, 0.92f, 0.65f};
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float float_out[4] = {0};
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BOOL bool_in[4] = {TRUE, FALSE, FALSE, TRUE};
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BOOL bool_out[4] = {0};
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hret = IDirect3DDevice9_SetVertexShaderConstantI(device_ptr, 0, int_in, 1);
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ok(hret == D3D_OK, "SetVertexShaderConstantI returned %#lx.\n", hret);
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hret = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, 0, float_in, 1);
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ok(hret == D3D_OK, "SetVertexShaderConstantF returned %#lx.\n", hret);
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hret = IDirect3DDevice9_SetVertexShaderConstantB(device_ptr, 0, bool_in, 4);
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ok(hret == D3D_OK, "SetVertexShaderConstantB returned %#lx.\n", hret);
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hret = IDirect3DDevice9_GetVertexShaderConstantI(device_ptr, 0, int_out, 1);
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ok(hret == D3D_OK, "GetVertexShaderConstantI returned %#lx.\n", hret);
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hret = IDirect3DDevice9_GetVertexShaderConstantF(device_ptr, 0, float_out, 1);
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ok(hret == D3D_OK, "GetVertexShaderConstantF returned %#lx.\n", hret);
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hret = IDirect3DDevice9_GetVertexShaderConstantB(device_ptr, 0, bool_out, 4);
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ok(hret == D3D_OK, "GetVertexShaderConstantB returned %#lx.\n", hret);
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/* The constant arrays aren't shared between I/F/B, so they shouldn't
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* overwrite eachother's values */
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ok(!memcmp(int_in, int_out, sizeof(int_in)),
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"Int constant data doesn't match (%#x, %#x, %#x, %#x).\n",
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int_out[0], int_out[1], int_out[2], int_out[3]);
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ok(!memcmp(float_in, float_out, sizeof(float_in)),
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"Float constant data doesn't match (%f, %f, %f, %f).\n",
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float_out[0], float_out[1], float_out[2], float_out[3]);
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ok(!memcmp(bool_in, bool_out, sizeof(bool_in)),
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"Bool constant data doesn't match (%#x, %#x, %#x, %#x).\n",
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bool_out[0], bool_out[1], bool_out[2], bool_out[3]);
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}
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static void test_get_set_pixel_shader(IDirect3DDevice9 *device_ptr)
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{
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static DWORD simple_ps[] = {0xFFFF0101, /* ps_1_1 */
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@ -161,6 +198,7 @@ START_TEST(shader)
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if (caps.VertexShaderVersion & 0xffff)
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{
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test_get_set_vertex_shader(device_ptr);
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test_get_set_vertex_shader_constants(device_ptr);
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}
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else trace("No vertex shader support, skipping test\n");
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