d3dx9: D3DXPreprocessShader implementation with tests.
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@ -236,11 +236,11 @@
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@ stdcall D3DXPlaneNormalize(ptr ptr)
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@ stdcall D3DXPlaneTransform(ptr ptr ptr)
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@ stdcall D3DXPlaneTransformArray(ptr long ptr long ptr long)
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@ stub D3DXPreprocessShader
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@ stub D3DXPreprocessShaderFromFileA
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@ stub D3DXPreprocessShaderFromFileW
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@ stub D3DXPreprocessShaderFromResourceA
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@ stub D3DXPreprocessShaderFromResourceW
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@ stdcall D3DXPreprocessShader(ptr long ptr ptr ptr ptr)
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@ stdcall D3DXPreprocessShaderFromFileA(str ptr ptr ptr ptr)
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@ stdcall D3DXPreprocessShaderFromFileW(wstr ptr ptr ptr ptr)
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@ stdcall D3DXPreprocessShaderFromResourceA(long str ptr ptr ptr ptr)
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@ stdcall D3DXPreprocessShaderFromResourceW(long wstr ptr ptr ptr ptr)
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@ stdcall D3DXQuaternionBaryCentric(ptr ptr ptr ptr float float)
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@ stdcall D3DXQuaternionExp(ptr ptr)
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@ stdcall D3DXQuaternionInverse(ptr ptr)
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@ -446,7 +446,7 @@ HRESULT WINAPI D3DXCompileShaderFromFileW(LPCWSTR filename,
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}
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WideCharToMultiByte(CP_ACP, 0, filename, -1, filename_a, filename_len, NULL, NULL);
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hr = D3DCompile(buffer, len, filename_a, (D3D_SHADER_MACRO *)defines,
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hr = D3DCompile(buffer, len, filename_a, (const D3D_SHADER_MACRO *)defines,
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(ID3DInclude *)include, entrypoint, profile, flags, 0,
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(ID3DBlob **)shader, (ID3DBlob **)error_messages);
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@ -505,6 +505,121 @@ HRESULT WINAPI D3DXCompileShaderFromResourceW(HMODULE module,
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flags, shader, error_messages, constant_table);
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}
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HRESULT WINAPI D3DXPreprocessShader(LPCSTR data,
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UINT data_len,
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CONST D3DXMACRO* defines,
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LPD3DXINCLUDE include,
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LPD3DXBUFFER* shader,
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LPD3DXBUFFER* error_messages)
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{
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TRACE("Forward to D3DPreprocess\n");
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return D3DPreprocess(data, data_len, NULL,
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(const D3D_SHADER_MACRO *)defines, (ID3DInclude *)include,
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(ID3DBlob **)shader, (ID3DBlob **)error_messages);
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}
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HRESULT WINAPI D3DXPreprocessShaderFromFileA(LPCSTR filename,
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CONST D3DXMACRO* defines,
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LPD3DXINCLUDE include,
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LPD3DXBUFFER* shader,
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LPD3DXBUFFER* error_messages)
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{
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WCHAR *filename_w = NULL;
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DWORD len;
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HRESULT ret;
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if (!filename) return D3DXERR_INVALIDDATA;
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len = MultiByteToWideChar(CP_ACP, 0, filename, -1, NULL, 0);
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filename_w = HeapAlloc(GetProcessHeap(), 0, len * sizeof(WCHAR));
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if (!filename_w) return E_OUTOFMEMORY;
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MultiByteToWideChar(CP_ACP, 0, filename, -1, filename_w, len);
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ret = D3DXPreprocessShaderFromFileW(filename_w, defines, include, shader, error_messages);
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HeapFree(GetProcessHeap(), 0, filename_w);
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return ret;
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}
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HRESULT WINAPI D3DXPreprocessShaderFromFileW(LPCWSTR filename,
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CONST D3DXMACRO* defines,
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LPD3DXINCLUDE include,
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LPD3DXBUFFER* shader,
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LPD3DXBUFFER* error_messages)
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{
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void *buffer;
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DWORD len, filename_len;
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HRESULT hr;
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struct D3DXIncludeImpl includefromfile;
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char *filename_a;
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if (FAILED(map_view_of_file(filename, &buffer, &len)))
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return D3DXERR_INVALIDDATA;
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if (!include)
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{
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includefromfile.lpVtbl = &D3DXInclude_Vtbl;
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include = (LPD3DXINCLUDE)&includefromfile;
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}
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filename_len = WideCharToMultiByte(CP_ACP, 0, filename, -1, NULL, 0, NULL, NULL);
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filename_a = HeapAlloc(GetProcessHeap(), 0, filename_len * sizeof(char));
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if (!filename_a)
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{
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UnmapViewOfFile(buffer);
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return E_OUTOFMEMORY;
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}
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WideCharToMultiByte(CP_ACP, 0, filename, -1, filename_a, filename_len, NULL, NULL);
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hr = D3DPreprocess(buffer, len, NULL,
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(const D3D_SHADER_MACRO *)defines,
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(ID3DInclude *) include,
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(ID3DBlob **)shader, (ID3DBlob **)error_messages);
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HeapFree(GetProcessHeap(), 0, filename_a);
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UnmapViewOfFile(buffer);
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return hr;
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}
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HRESULT WINAPI D3DXPreprocessShaderFromResourceA(HMODULE module,
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LPCSTR resource,
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CONST D3DXMACRO* defines,
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LPD3DXINCLUDE include,
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LPD3DXBUFFER* shader,
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LPD3DXBUFFER* error_messages)
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{
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HRSRC res;
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const char *buffer;
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DWORD len;
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if (!(res = FindResourceA(module, resource, (LPCSTR)RT_RCDATA)))
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return D3DXERR_INVALIDDATA;
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if (FAILED(load_resource_into_memory(module, res, (LPVOID *)&buffer, &len)))
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return D3DXERR_INVALIDDATA;
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return D3DXPreprocessShader(buffer, len, defines, include,
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shader, error_messages);
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}
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HRESULT WINAPI D3DXPreprocessShaderFromResourceW(HMODULE module,
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LPCWSTR resource,
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CONST D3DXMACRO* defines,
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LPD3DXINCLUDE include,
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LPD3DXBUFFER* shader,
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LPD3DXBUFFER* error_messages)
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{
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HRSRC res;
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const char *buffer;
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DWORD len;
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if (!(res = FindResourceW(module, resource, (const WCHAR *)RT_RCDATA)))
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return D3DXERR_INVALIDDATA;
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if (FAILED(load_resource_into_memory(module, res, (void **)&buffer, &len)))
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return D3DXERR_INVALIDDATA;
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return D3DXPreprocessShader(buffer, len, defines, include,
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shader, error_messages);
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}
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static const struct ID3DXConstantTableVtbl ID3DXConstantTable_Vtbl;
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typedef struct ID3DXConstantTableImpl {
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@ -325,7 +325,139 @@ static void assembleshader_test(void) {
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}
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}
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static void d3dxpreprocess_test(void) {
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const char testincl[] = {
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"#define REGISTER r0\n"
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"vs.1.1\n"
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};
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const char testshader[] = {
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"#include \"incl.vsh\"\n"
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"mov REGISTER, v0\n"
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};
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const char testshader3[] = {
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"#include \"include/incl3.vsh\"\n"
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"mov REGISTER, v0\n"
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};
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const char testincl3[] = {
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"#include \"incl4.vsh\"\n"
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};
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const char testincl4_ok[] = {
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"#define REGISTER r0\n"
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"vs.1.1\n"
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};
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const char testincl4_wrong[] = {
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"#error \"wrong include\"\n"
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};
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HRESULT hr;
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LPD3DXBUFFER shader, messages;
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HRESULT shader_vsh_res;
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struct D3DXIncludeImpl include = {&D3DXInclude_Vtbl};
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shader_vsh_res = create_file("shader.vsh", testshader, sizeof(testshader) - 1);
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if(SUCCEEDED(shader_vsh_res)) {
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create_file("incl.vsh", testincl, sizeof(testincl) - 1);
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create_file("shader3.vsh", testshader3, sizeof(testshader3) - 1);
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create_file("incl4.vsh", testincl4_wrong, sizeof(testincl4_wrong) - 1);
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if(CreateDirectoryA("include", NULL)) {
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create_file("include/incl3.vsh", testincl3, sizeof(testincl3) - 1);
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create_file("include/incl4.vsh", testincl4_ok, sizeof(testincl4_ok) - 1);
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/* path search #include test */
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shader = NULL;
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messages = NULL;
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hr = D3DXPreprocessShaderFromFileA("shader3.vsh", NULL, NULL,
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&shader, &messages);
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ok(hr == D3D_OK, "D3DXPreprocessShaderFromFile path search test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
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if(messages) {
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trace("D3DXPreprocessShaderFromFile path search messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
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ID3DXBuffer_Release(messages);
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}
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if(shader) ID3DXBuffer_Release(shader);
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} else skip("Couldn't create \"include\" directory\n");
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/* D3DXPreprocessShaderFromFile + #include test */
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shader = NULL;
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messages = NULL;
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hr = D3DXPreprocessShaderFromFileA("shader.vsh",
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NULL, NULL,
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&shader, &messages);
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ok(hr == D3D_OK, "D3DXPreprocessShaderFromFile test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
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if(messages) {
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trace("D3DXPreprocessShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
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ID3DXBuffer_Release(messages);
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}
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if(shader) ID3DXBuffer_Release(shader);
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/* D3DXPreprocessShaderFromFile + pInclude test */
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shader = NULL;
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messages = NULL;
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hr = D3DXPreprocessShaderFromFileA("shader.vsh",
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NULL, (LPD3DXINCLUDE)&include,
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&shader, &messages);
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ok(hr == D3D_OK, "D3DXPreprocessShaderFromFile + pInclude test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
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if(messages) {
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trace("D3DXPreprocessShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
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ID3DXBuffer_Release(messages);
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}
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if(shader) ID3DXBuffer_Release(shader);
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} else skip("Couldn't create \"shader.vsh\"\n");
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/* NULL shader tests */
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shader = NULL;
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messages = NULL;
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hr = D3DXPreprocessShaderFromFileA("nonexistent.vsh",
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NULL, NULL,
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&shader, &messages);
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ok(hr == D3DXERR_INVALIDDATA || hr == E_FAIL, /* I get this on WinXP */
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"D3DXPreprocessShaderFromFile nonexistent file test failed with error 0x%x - %d\n",
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hr, hr & 0x0000FFFF);
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if(messages) {
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trace("D3DXPreprocessShaderFromFile messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
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ID3DXBuffer_Release(messages);
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}
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if(shader) ID3DXBuffer_Release(shader);
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/* D3DXPreprocessShaderFromResource test */
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shader = NULL;
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messages = NULL;
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hr = D3DXPreprocessShaderFromResourceA(NULL, MAKEINTRESOURCEA(IDB_ASMSHADER),
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NULL, NULL,
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&shader, &messages);
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ok(hr == D3D_OK, "D3DXPreprocessShaderFromResource test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
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if(messages) {
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trace("D3DXPreprocessShaderFromResource messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
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ID3DXBuffer_Release(messages);
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}
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if(shader) ID3DXBuffer_Release(shader);
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/* D3DXPreprocessShaderFromResource with missing shader resource test */
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shader = NULL;
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messages = NULL;
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hr = D3DXPreprocessShaderFromResourceA(NULL, "notexisting",
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NULL, NULL,
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&shader, &messages);
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ok(hr == D3DXERR_INVALIDDATA, "D3DXPreprocessShaderFromResource NULL shader test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
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if(messages) {
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trace("D3DXPreprocessShaderFromResource messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
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ID3DXBuffer_Release(messages);
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}
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if(shader) ID3DXBuffer_Release(shader);
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/* cleanup */
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if(SUCCEEDED(shader_vsh_res)) {
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DeleteFileA("shader.vsh");
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DeleteFileA("incl.vsh");
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DeleteFileA("shader3.vsh");
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DeleteFileA("incl4.vsh");
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DeleteFileA("include/incl3.vsh");
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DeleteFileA("include/incl4.vsh");
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RemoveDirectoryA("include");
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}
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}
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START_TEST(asm)
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{
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assembleshader_test();
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d3dxpreprocess_test();
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}
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@ -349,6 +349,39 @@ HRESULT WINAPI D3DXCompileShaderFromResourceW(HMODULE module,
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LPD3DXCONSTANTTABLE* constant_table);
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#define D3DXCompileShaderFromResource WINELIB_NAME_AW(D3DXCompileShaderFromResource)
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HRESULT WINAPI D3DXPreprocessShader(LPCSTR data,
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UINT data_len,
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CONST D3DXMACRO* defines,
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LPD3DXINCLUDE include,
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LPD3DXBUFFER* shader,
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LPD3DXBUFFER* error_messages);
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HRESULT WINAPI D3DXPreprocessShaderFromFileA(LPCSTR filename,
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CONST D3DXMACRO* defines,
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LPD3DXINCLUDE include,
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LPD3DXBUFFER* shader,
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LPD3DXBUFFER* error_messages);
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HRESULT WINAPI D3DXPreprocessShaderFromFileW(LPCWSTR filename,
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CONST D3DXMACRO* defines,
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LPD3DXINCLUDE include,
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LPD3DXBUFFER* shader,
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LPD3DXBUFFER* error_messages);
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#define D3DXPreprocessShaderFromFile WINELIB_NAME_AW(D3DXPreprocessShaderFromFile)
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HRESULT WINAPI D3DXPreprocessShaderFromResourceA(HMODULE module,
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LPCSTR resource,
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CONST D3DXMACRO* defines,
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LPD3DXINCLUDE include,
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LPD3DXBUFFER* shader,
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LPD3DXBUFFER* error_messages);
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HRESULT WINAPI D3DXPreprocessShaderFromResourceW(HMODULE module,
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LPCWSTR resource,
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CONST D3DXMACRO* defines,
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LPD3DXINCLUDE include,
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LPD3DXBUFFER* shader,
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LPD3DXBUFFER* error_messages);
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#define D3DXPreprocessShaderFromResource WINELIB_NAME_AW(D3DXPreprocessShaderFromResource)
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HRESULT WINAPI D3DXGetShaderConstantTableEx(CONST DWORD* byte_code,
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DWORD flags,
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LPD3DXCONSTANTTABLE* constant_table);
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