d3dcompiler/tests: Port some tests to shader model 4.
In particular, port those for which there is an interesting difference in code generation. Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
6f80956146
commit
8ce03e2055
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@ -5,5 +5,6 @@ EXTRADEFS = -DD3D_COMPILER_VERSION=43
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C_SRCS = \
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asm.c \
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blob.c \
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hlsl_d3d11.c \
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hlsl_d3d9.c \
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reflection.c
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@ -0,0 +1,562 @@
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/*
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* Copyright (C) 2020 Zebediah Figura for CodeWeavers
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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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#include <limits.h>
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#include <math.h>
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#define COBJMACROS
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#include "d3dcompiler.h"
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#include "d3d11.h"
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#include "wine/test.h"
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static pD3DCompile ppD3DCompile;
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static HRESULT (WINAPI *pD3DReflect)(const void *data, SIZE_T size, REFIID iid, void **out);
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static HRESULT (WINAPI *pD3D11CreateDevice)(IDXGIAdapter *adapter, D3D_DRIVER_TYPE driver_type,
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HMODULE swrast, UINT flags, const D3D_FEATURE_LEVEL *feature_levels, UINT levels,
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UINT sdk_version, ID3D11Device **device_out, D3D_FEATURE_LEVEL *obtained_feature_level,
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ID3D11DeviceContext **immediate_context);
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struct vec2
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{
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float x, y;
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};
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struct vec4
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{
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float x, y, z, w;
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};
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#define compile_shader(a, b) compile_shader_(__LINE__, a, b)
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static ID3D10Blob *compile_shader_(unsigned int line, const char *source, const char *target)
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{
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ID3D10Blob *blob = NULL, *errors = NULL;
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HRESULT hr;
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hr = ppD3DCompile(source, strlen(source), NULL, NULL, NULL, "main", target, 0, 0, &blob, &errors);
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ok_(__FILE__, line)(hr == S_OK, "Failed to compile shader, hr %#x.\n", hr);
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if (errors)
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{
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if (winetest_debug > 1)
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trace_(__FILE__, line)("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
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ID3D10Blob_Release(errors);
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}
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return blob;
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}
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static BOOL compare_float(float f, float g, unsigned int ulps)
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{
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int x = *(int *)&f;
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int y = *(int *)&g;
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if (x < 0)
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x = INT_MIN - x;
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if (y < 0)
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y = INT_MIN - y;
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if (abs(x - y) > ulps)
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return FALSE;
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return TRUE;
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}
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static BOOL compare_vec4(const struct vec4 *vec, float x, float y, float z, float w, unsigned int ulps)
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{
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return compare_float(vec->x, x, ulps)
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&& compare_float(vec->y, y, ulps)
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&& compare_float(vec->z, z, ulps)
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&& compare_float(vec->w, w, ulps);
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}
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struct test_context
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{
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ID3D11Device *device;
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HWND window;
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IDXGISwapChain *swapchain;
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ID3D11Texture2D *rt;
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ID3D11RenderTargetView *rtv;
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ID3D11DeviceContext *immediate_context;
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ID3D11InputLayout *input_layout;
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ID3D11VertexShader *vs;
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ID3D11Buffer *vb;
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};
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static ID3D11Device *create_device(void)
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{
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static const D3D_FEATURE_LEVEL feature_level[] =
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{
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_1,
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D3D_FEATURE_LEVEL_10_0,
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};
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ID3D11Device *device;
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if (SUCCEEDED(pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0,
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feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL)))
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return device;
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if (SUCCEEDED(pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_WARP, NULL, 0,
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feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL)))
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return device;
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if (SUCCEEDED(pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_REFERENCE, NULL, 0,
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feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL)))
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return device;
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return NULL;
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}
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static IDXGISwapChain *create_swapchain(ID3D11Device *device, HWND window)
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{
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DXGI_SWAP_CHAIN_DESC dxgi_desc;
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IDXGISwapChain *swapchain;
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IDXGIDevice *dxgi_device;
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IDXGIAdapter *adapter;
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IDXGIFactory *factory;
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HRESULT hr;
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hr = ID3D11Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device);
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ok(SUCCEEDED(hr), "Failed to get DXGI device, hr %#x.\n", hr);
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hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter);
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ok(SUCCEEDED(hr), "Failed to get adapter, hr %#x.\n", hr);
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IDXGIDevice_Release(dxgi_device);
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hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory);
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ok(SUCCEEDED(hr), "Failed to get factory, hr %#x.\n", hr);
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IDXGIAdapter_Release(adapter);
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dxgi_desc.BufferDesc.Width = 640;
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dxgi_desc.BufferDesc.Height = 480;
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dxgi_desc.BufferDesc.RefreshRate.Numerator = 60;
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dxgi_desc.BufferDesc.RefreshRate.Denominator = 1;
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dxgi_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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dxgi_desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
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dxgi_desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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dxgi_desc.SampleDesc.Count = 1;
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dxgi_desc.SampleDesc.Quality = 0;
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dxgi_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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dxgi_desc.BufferCount = 1;
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dxgi_desc.OutputWindow = window;
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dxgi_desc.Windowed = TRUE;
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dxgi_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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dxgi_desc.Flags = 0;
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hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &dxgi_desc, &swapchain);
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ok(SUCCEEDED(hr), "Failed to create swapchain, hr %#x.\n", hr);
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IDXGIFactory_Release(factory);
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return swapchain;
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}
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#define init_test_context(a) init_test_context_(__LINE__, a)
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static BOOL init_test_context_(unsigned int line, struct test_context *context)
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{
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const D3D11_TEXTURE2D_DESC texture_desc =
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{
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.Width = 640,
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.Height = 480,
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.MipLevels = 1,
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.ArraySize = 1,
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.Format = DXGI_FORMAT_R32G32B32A32_FLOAT,
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.SampleDesc.Count = 1,
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.Usage = D3D11_USAGE_DEFAULT,
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.BindFlags = D3D11_BIND_RENDER_TARGET,
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};
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unsigned int rt_width, rt_height;
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D3D11_VIEWPORT vp;
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HRESULT hr;
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RECT rect;
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memset(context, 0, sizeof(*context));
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if (!(context->device = create_device()))
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{
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skip_(__FILE__, line)("Failed to create device.\n");
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return FALSE;
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}
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rt_width = 640;
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rt_height = 480;
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SetRect(&rect, 0, 0, rt_width, rt_height);
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AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
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context->window = CreateWindowA("static", "d3dcompiler_test", WS_OVERLAPPEDWINDOW,
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0, 0, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, NULL, NULL);
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context->swapchain = create_swapchain(context->device, context->window);
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hr = ID3D11Device_CreateTexture2D(context->device, &texture_desc, NULL, &context->rt);
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ok_(__FILE__, line)(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(context->device, (ID3D11Resource *)context->rt, NULL, &context->rtv);
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ok_(__FILE__, line)(hr == S_OK, "Failed to create rendertarget view, hr %#x.\n", hr);
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ID3D11Device_GetImmediateContext(context->device, &context->immediate_context);
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ID3D11DeviceContext_OMSetRenderTargets(context->immediate_context, 1, &context->rtv, NULL);
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vp.TopLeftX = 0.0f;
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vp.TopLeftY = 0.0f;
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vp.Width = rt_width;
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vp.Height = rt_height;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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ID3D11DeviceContext_RSSetViewports(context->immediate_context, 1, &vp);
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return TRUE;
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}
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#define release_test_context(context) release_test_context_(__LINE__, context)
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static void release_test_context_(unsigned int line, struct test_context *context)
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{
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ULONG ref;
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if (context->input_layout)
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ID3D11InputLayout_Release(context->input_layout);
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if (context->vs)
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ID3D11VertexShader_Release(context->vs);
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if (context->vb)
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ID3D11Buffer_Release(context->vb);
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ID3D11DeviceContext_Release(context->immediate_context);
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ID3D11RenderTargetView_Release(context->rtv);
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ID3D11Texture2D_Release(context->rt);
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IDXGISwapChain_Release(context->swapchain);
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DestroyWindow(context->window);
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ref = ID3D11Device_Release(context->device);
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ok_(__FILE__, line)(!ref, "Device has %u references left.\n", ref);
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}
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#define create_buffer(a, b, c, d) create_buffer_(__LINE__, a, b, c, d)
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static ID3D11Buffer *create_buffer_(unsigned int line, ID3D11Device *device,
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unsigned int bind_flags, unsigned int size, const void *data)
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{
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D3D11_SUBRESOURCE_DATA resource_data = {.pSysMem = data};
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D3D11_BUFFER_DESC buffer_desc =
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{
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.ByteWidth = size,
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.Usage = D3D11_USAGE_DEFAULT,
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.BindFlags = bind_flags,
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};
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ID3D11Buffer *buffer;
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HRESULT hr;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, data ? &resource_data : NULL, &buffer);
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ok_(__FILE__, line)(hr == S_OK, "Failed to create buffer, hr %#x.\n", hr);
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return buffer;
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}
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#define draw_quad(context, ps_code) draw_quad_(__LINE__, context, ps_code)
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static void draw_quad_(unsigned int line, struct test_context *context, ID3D10Blob *ps_code)
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{
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static const D3D11_INPUT_ELEMENT_DESC default_layout_desc[] =
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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static const char vs_source[] =
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"float4 main(float4 position : POSITION) : SV_POSITION\n"
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"{\n"
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" return position;\n"
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"}";
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static const struct vec2 quad[] =
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{
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{-1.0f, -1.0f},
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{-1.0f, 1.0f},
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{ 1.0f, -1.0f},
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{ 1.0f, 1.0f},
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};
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ID3D11Device *device = context->device;
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unsigned int stride, offset;
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ID3D11PixelShader *ps;
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HRESULT hr;
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if (!context->vs)
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{
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ID3D10Blob *vs_code = compile_shader_(line, vs_source, "vs_4_0");
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hr = ID3D11Device_CreateInputLayout(device, default_layout_desc, ARRAY_SIZE(default_layout_desc),
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ID3D10Blob_GetBufferPointer(vs_code), ID3D10Blob_GetBufferSize(vs_code), &context->input_layout);
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ok_(__FILE__, line)(hr == S_OK, "Failed to create input layout, hr %#x.\n", hr);
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hr = ID3D11Device_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_code),
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ID3D10Blob_GetBufferSize(vs_code), NULL, &context->vs);
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ok_(__FILE__, line)(hr == S_OK, "Failed to create vertex shader, hr %#x.\n", hr);
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}
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if (!context->vb)
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context->vb = create_buffer_(line, device, D3D11_BIND_VERTEX_BUFFER, sizeof(quad), quad);
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hr = ID3D11Device_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(ps_code),
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ID3D10Blob_GetBufferSize(ps_code), NULL, &ps);
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ok_(__FILE__, line)(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr);
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ID3D11DeviceContext_IASetInputLayout(context->immediate_context, context->input_layout);
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ID3D11DeviceContext_IASetPrimitiveTopology(context->immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stride = sizeof(*quad);
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offset = 0;
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ID3D11DeviceContext_IASetVertexBuffers(context->immediate_context, 0, 1, &context->vb, &stride, &offset);
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ID3D11DeviceContext_VSSetShader(context->immediate_context, context->vs, NULL, 0);
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ID3D11DeviceContext_PSSetShader(context->immediate_context, ps, NULL, 0);
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ID3D11DeviceContext_Draw(context->immediate_context, 4, 0);
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ID3D11PixelShader_Release(ps);
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}
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struct readback
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{
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ID3D11Resource *resource;
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D3D11_MAPPED_SUBRESOURCE map_desc;
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};
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static void init_readback(struct test_context *context, struct readback *rb)
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{
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D3D11_TEXTURE2D_DESC texture_desc;
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HRESULT hr;
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ID3D11Texture2D_GetDesc(context->rt, &texture_desc);
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texture_desc.Usage = D3D11_USAGE_STAGING;
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texture_desc.BindFlags = 0;
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texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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texture_desc.MiscFlags = 0;
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hr = ID3D11Device_CreateTexture2D(context->device, &texture_desc, NULL, (ID3D11Texture2D **)&rb->resource);
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ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
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ID3D11DeviceContext_CopyResource(context->immediate_context, rb->resource, (ID3D11Resource *)context->rt);
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hr = ID3D11DeviceContext_Map(context->immediate_context, rb->resource, 0, D3D11_MAP_READ, 0, &rb->map_desc);
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ok(hr == S_OK, "Failed to map texture, hr %#x.\n", hr);
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}
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static void release_readback(struct test_context *context, struct readback *rb)
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{
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ID3D11DeviceContext_Unmap(context->immediate_context, rb->resource, 0);
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ID3D11Resource_Release(rb->resource);
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}
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static const struct vec4 *get_readback_vec4(struct readback *rb, unsigned int x, unsigned int y)
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{
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return (struct vec4 *)((BYTE *)rb->map_desc.pData + y * rb->map_desc.RowPitch) + x;
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}
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static struct vec4 get_color_vec4(struct test_context *context, unsigned int x, unsigned int y)
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{
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struct readback rb;
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struct vec4 ret;
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init_readback(context, &rb);
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ret = *get_readback_vec4(&rb, x, y);
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release_readback(context, &rb);
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return ret;
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}
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static void test_swizzle(void)
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{
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static const struct vec4 uniform = {0.0303f, 0.0f, 0.0f, 0.0202f};
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struct test_context test_context;
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ID3D10Blob *ps_code = NULL;
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ID3D11Buffer *cb;
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struct vec4 v;
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static const char ps_source[] =
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"uniform float4 color;\n"
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"float4 main() : SV_TARGET\n"
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"{\n"
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" float4 ret = color;\n"
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" ret.gb = ret.ra;\n"
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" ret.ra = float2(0.0101, 0.0404);\n"
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" return ret;\n"
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"}";
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if (!init_test_context(&test_context))
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return;
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todo_wine ps_code = compile_shader(ps_source, "ps_4_0");
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if (ps_code)
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{
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cb = create_buffer(test_context.device, D3D11_BIND_CONSTANT_BUFFER, sizeof(uniform), &uniform);
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ID3D11DeviceContext_PSSetConstantBuffers(test_context.immediate_context, 0, 1, &cb);
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draw_quad(&test_context, ps_code);
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v = get_color_vec4(&test_context, 0, 0);
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ok(compare_vec4(&v, 0.0101f, 0.0303f, 0.0202f, 0.0404f, 0),
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"Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w);
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ID3D11Buffer_Release(cb);
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ID3D10Blob_Release(ps_code);
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}
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release_test_context(&test_context);
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}
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static void test_math(void)
|
||||
{
|
||||
static const float uniforms[8] = {2.5f, 0.3f, 0.2f, 0.7f, 0.1f, 1.5f};
|
||||
struct test_context test_context;
|
||||
ID3D10Blob *ps_code = NULL;
|
||||
ID3D11Buffer *cb;
|
||||
struct vec4 v;
|
||||
|
||||
static const char ps_source[] =
|
||||
"float4 main(uniform float u, uniform float v, uniform float w, uniform float x,\n"
|
||||
" uniform float y, uniform float z) : SV_TARGET\n"
|
||||
"{\n"
|
||||
" return float4(x * y - z / w + --u / -v,\n"
|
||||
" z * x / y + w / -v,\n"
|
||||
" u + v - w,\n"
|
||||
" x / y / w);\n"
|
||||
"}";
|
||||
|
||||
if (!init_test_context(&test_context))
|
||||
return;
|
||||
|
||||
todo_wine ps_code = compile_shader(ps_source, "ps_4_0");
|
||||
if (ps_code)
|
||||
{
|
||||
cb = create_buffer(test_context.device, D3D11_BIND_CONSTANT_BUFFER, sizeof(uniforms), uniforms);
|
||||
ID3D11DeviceContext_PSSetConstantBuffers(test_context.immediate_context, 0, 1, &cb);
|
||||
draw_quad(&test_context, ps_code);
|
||||
|
||||
v = get_color_vec4(&test_context, 0, 0);
|
||||
ok(compare_vec4(&v, -12.43f, 9.833333f, 1.6f, 35.0f, 1),
|
||||
"Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w);
|
||||
|
||||
ID3D11Buffer_Release(cb);
|
||||
ID3D10Blob_Release(ps_code);
|
||||
}
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
static void test_conditionals(void)
|
||||
{
|
||||
struct test_context test_context;
|
||||
ID3D10Blob *ps_code = NULL;
|
||||
const struct vec4 *v;
|
||||
struct readback rb;
|
||||
unsigned int i;
|
||||
|
||||
static const char ps_source[] =
|
||||
"float4 main(float4 pos : SV_POSITION) : SV_TARGET\n"
|
||||
"{\n"
|
||||
" if(pos.x > 200.0)\n"
|
||||
" return float4(0.1, 0.2, 0.3, 0.4);\n"
|
||||
" else\n"
|
||||
" return float4(0.9, 0.8, 0.7, 0.6);\n"
|
||||
"}";
|
||||
|
||||
if (!init_test_context(&test_context))
|
||||
return;
|
||||
|
||||
todo_wine ps_code = compile_shader(ps_source, "ps_4_0");
|
||||
if (ps_code)
|
||||
{
|
||||
draw_quad(&test_context, ps_code);
|
||||
init_readback(&test_context, &rb);
|
||||
|
||||
for (i = 0; i < 200; i += 40)
|
||||
{
|
||||
v = get_readback_vec4(&rb, i, 0);
|
||||
ok(compare_vec4(v, 0.9f, 0.8f, 0.7f, 0.6f, 0),
|
||||
"Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v->x, v->y, v->z, v->w);
|
||||
}
|
||||
|
||||
for (i = 240; i < 640; i += 40)
|
||||
{
|
||||
v = get_readback_vec4(&rb, i, 0);
|
||||
ok(compare_vec4(v, 0.1f, 0.2f, 0.3f, 0.4f, 0),
|
||||
"Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v->x, v->y, v->z, v->w);
|
||||
}
|
||||
|
||||
release_readback(&test_context, &rb);
|
||||
ID3D10Blob_Release(ps_code);
|
||||
}
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
static void test_trig(void)
|
||||
{
|
||||
struct test_context test_context;
|
||||
ID3D10Blob *ps_code = NULL;
|
||||
const struct vec4 *v;
|
||||
struct readback rb;
|
||||
unsigned int i;
|
||||
|
||||
static const char ps_source[] =
|
||||
"float4 main(float4 pos : SV_POSITION) : SV_TARGET\n"
|
||||
"{\n"
|
||||
" return float4(sin(pos.x - 0.5), cos(pos.x - 0.5), 0, 0);\n"
|
||||
"}";
|
||||
|
||||
if (!init_test_context(&test_context))
|
||||
return;
|
||||
|
||||
todo_wine ps_code = compile_shader(ps_source, "ps_4_0");
|
||||
if (ps_code)
|
||||
{
|
||||
draw_quad(&test_context, ps_code);
|
||||
init_readback(&test_context, &rb);
|
||||
|
||||
for (i = 0; i < 640; i += 20)
|
||||
{
|
||||
v = get_readback_vec4(&rb, i, 0);
|
||||
ok(compare_vec4(v, sinf(i), cosf(i), 0.0f, 0.0f, 8192),
|
||||
"Test %u: Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n",
|
||||
i, v->x, v->y, v->z, v->w, sinf(i), cos(i), 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
release_readback(&test_context, &rb);
|
||||
ID3D10Blob_Release(ps_code);
|
||||
}
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
static BOOL load_d3dcompiler(void)
|
||||
{
|
||||
HMODULE module;
|
||||
|
||||
#if D3D_COMPILER_VERSION == 47
|
||||
if (!(module = LoadLibraryA("d3dcompiler_47.dll"))) return FALSE;
|
||||
#else
|
||||
if (!(module = LoadLibraryA("d3dcompiler_43.dll"))) return FALSE;
|
||||
#endif
|
||||
|
||||
ppD3DCompile = (void *)GetProcAddress(module, "D3DCompile");
|
||||
pD3DReflect = (void *)GetProcAddress(module, "D3DReflect");
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
START_TEST(hlsl_d3d11)
|
||||
{
|
||||
HMODULE mod;
|
||||
|
||||
if (!load_d3dcompiler())
|
||||
{
|
||||
win_skip("Could not load DLL.\n");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!(mod = LoadLibraryA("d3d11.dll")))
|
||||
{
|
||||
skip("Direct3D 11 is not available.\n");
|
||||
return;
|
||||
}
|
||||
pD3D11CreateDevice = (void *)GetProcAddress(mod, "D3D11CreateDevice");
|
||||
|
||||
test_swizzle();
|
||||
test_math();
|
||||
test_conditionals();
|
||||
test_trig();
|
||||
}
|
|
@ -578,64 +578,69 @@ static void test_fail(void)
|
|||
{
|
||||
static const char *tests[] =
|
||||
{
|
||||
"float4 test(float2 pos: TEXCOORD0) : COLOR\n"
|
||||
"float4 test() : SV_TARGET\n"
|
||||
"{\n"
|
||||
" return y;\n"
|
||||
"}",
|
||||
|
||||
"float4 test(float2 pos: TEXCOORD0) : COLOR\n"
|
||||
"float4 test() : SV_TARGET\n"
|
||||
"{\n"
|
||||
" float4 x = float4(0, 0, 0, 0);\n"
|
||||
" x.xzzx = float4(1, 2, 3, 4);\n"
|
||||
" return x;\n"
|
||||
"}",
|
||||
|
||||
"float4 test(float2 pos: TEXCOORD0) : COLOR\n"
|
||||
"float4 test(float2 pos: TEXCOORD0) : SV_TARGET\n"
|
||||
"{\n"
|
||||
" float4 x = pos;\n"
|
||||
" return x;\n"
|
||||
"}",
|
||||
|
||||
"float4 test(float2 pos, TEXCOORD0) ; COLOR\n"
|
||||
"float4 test(float2 pos, TEXCOORD0) ; SV_TARGET\n"
|
||||
"{\n"
|
||||
" pos = float4 x;\n"
|
||||
" mul(float4(5, 4, 3, 2), mvp) = x;\n"
|
||||
" return float4;\n"
|
||||
"}",
|
||||
|
||||
"float4 563r(float2 45s: TEXCOORD0) : COLOR\n"
|
||||
"float4 563r(float2 45s: TEXCOORD0) : SV_TARGET\n"
|
||||
"{\n"
|
||||
" float2 x = 45s;\n"
|
||||
" return float4(x.x, x.y, 0, 0);\n"
|
||||
"}",
|
||||
|
||||
"float4 test(float2 pos: TEXCOORD0) : COLOR\n"
|
||||
"float4 test() : SV_TARGET\n"
|
||||
"{\n"
|
||||
" struct { int b,c; } x = {0};\n"
|
||||
" return y;\n"
|
||||
"}",
|
||||
|
||||
"float4 test(float2 pos: TEXCOORD0) : COLOR\n"
|
||||
"float4 test() : SV_TARGET\n"
|
||||
"{\n"
|
||||
" struct {} x = {};\n"
|
||||
" return y;\n"
|
||||
"}",
|
||||
};
|
||||
|
||||
static const char *targets[] = {"ps_2_0", "ps_3_0", "ps_4_0"};
|
||||
|
||||
ID3D10Blob *compiled, *errors;
|
||||
unsigned int i;
|
||||
unsigned int i, j;
|
||||
HRESULT hr;
|
||||
|
||||
for (j = 0; j < ARRAY_SIZE(targets); ++j)
|
||||
{
|
||||
for (i = 0; i < ARRAY_SIZE(tests); ++i)
|
||||
{
|
||||
compiled = errors = NULL;
|
||||
hr = ppD3DCompile(tests[i], strlen(tests[i]), NULL, NULL, NULL, "test", "ps_2_0", 0, 0, &compiled, &errors);
|
||||
todo_wine ok(hr == E_FAIL, "Test %u, got unexpected hr %#x.\n", i, hr);
|
||||
todo_wine_if (i == 1) ok(!!errors, "Test %u, expected non-NULL error blob.\n", i);
|
||||
ok(!compiled, "Test %u, expected no compiled shader blob.\n", i);
|
||||
hr = ppD3DCompile(tests[i], strlen(tests[i]), NULL, NULL, NULL, "test", targets[j], 0, 0, &compiled, &errors);
|
||||
todo_wine ok(hr == E_FAIL, "Test %u, target %s, got unexpected hr %#x.\n", i, targets[j], hr);
|
||||
todo_wine_if (i == 1) ok(!!errors, "Test %u, target %s, expected non-NULL error blob.\n", i, targets[j]);
|
||||
ok(!compiled, "Test %u, target %s, expected no compiled shader blob.\n", i, targets[j]);
|
||||
if (errors)
|
||||
ID3D10Blob_Release(errors);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static BOOL load_d3dcompiler(void)
|
||||
|
|
|
@ -6,5 +6,6 @@ PARENTSRC = ../../d3dcompiler_43/tests
|
|||
C_SRCS = \
|
||||
asm.c \
|
||||
blob.c \
|
||||
hlsl_d3d11.c \
|
||||
hlsl_d3d9.c \
|
||||
reflection.c
|
||||
|
|
Loading…
Reference in New Issue