From dbc4ad1722884e031fab1e67fb110c509b7cd710 Mon Sep 17 00:00:00 2001 From: Connor McAdams Date: Thu, 12 Mar 2020 14:05:01 +0100 Subject: [PATCH] d3d10: Add tests for vector effect variables. Signed-off-by: Connor McAdams Signed-off-by: Matteo Bruni Signed-off-by: Alexandre Julliard --- dlls/d3d10/tests/effect.c | 397 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 397 insertions(+) diff --git a/dlls/d3d10/tests/effect.c b/dlls/d3d10/tests/effect.c index fae1169d636..50b76a1feeb 100644 --- a/dlls/d3d10/tests/effect.c +++ b/dlls/d3d10/tests/effect.c @@ -4631,6 +4631,402 @@ static void test_effect_scalar_variable(void) ok(!refcount, "Device has %u references left.\n", refcount); } +/* + * test_effect_vector_variable + */ +#if 0 +cbuffer cb +{ + float4 v_f0, v_f_a[2]; + int3 v_i0, v_i_a[3]; + bool2 v_b0, v_b_a[4]; +}; +#endif +static DWORD fx_test_vector_variable[] = +{ + 0x43425844, 0x581ae0ae, 0xa906b020, 0x26bba03e, + 0x5d7dfba2, 0x00000001, 0x0000021a, 0x00000001, + 0x00000024, 0x30315846, 0x000001ee, 0xfeff1001, + 0x00000001, 0x00000006, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x000000e2, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x66006263, + 0x74616f6c, 0x00070034, 0x00010000, 0x00000000, + 0x00100000, 0x00100000, 0x00100000, 0x210a0000, + 0x5f760000, 0x07003066, 0x01000000, 0x02000000, + 0x20000000, 0x10000000, 0x20000000, 0x0a000000, + 0x76000021, 0x615f665f, 0x746e6900, 0x00510033, + 0x00010000, 0x00000000, 0x000c0000, 0x00100000, + 0x000c0000, 0x19120000, 0x5f760000, 0x51003069, + 0x01000000, 0x03000000, 0x2c000000, 0x10000000, + 0x24000000, 0x12000000, 0x76000019, 0x615f695f, + 0x6f6f6200, 0x9900326c, 0x01000000, 0x00000000, + 0x08000000, 0x10000000, 0x08000000, 0x22000000, + 0x76000011, 0x0030625f, 0x00000099, 0x00000001, + 0x00000004, 0x00000038, 0x00000010, 0x00000020, + 0x00001122, 0x5f625f76, 0x00040061, 0x00c00000, + 0x00000000, 0x00060000, 0xffff0000, 0x0000ffff, + 0x002a0000, 0x000e0000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x004b0000, + 0x002f0000, 0x00000000, 0x00100000, 0x00000000, + 0x00000000, 0x00000000, 0x00720000, 0x00560000, + 0x00000000, 0x00300000, 0x00000000, 0x00000000, + 0x00000000, 0x00930000, 0x00770000, 0x00000000, + 0x00400000, 0x00000000, 0x00000000, 0x00000000, + 0x00bb0000, 0x009f0000, 0x00000000, 0x00700000, + 0x00000000, 0x00000000, 0x00000000, 0x00dc0000, + 0x00c00000, 0x00000000, 0x00800000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, +}; + +static void test_vector_methods(ID3D10EffectVectorVariable *var, D3D10_SHADER_VARIABLE_TYPE type, + const char *name, unsigned int components) +{ + float set_f[4], ret_f[4], expected_f, expected_f_v[4]; + int set_i[4], ret_i[4], expected_i, expected_i_v[4]; + BOOL set_b[4], ret_b[4], expected_b; + unsigned int i; + HRESULT hr; + + set_f[0] = 1.0f; set_f[1] = 2.0f; set_f[2] = 3.0f; set_f[3] = 4.0f; + hr = var->lpVtbl->SetFloatVector(var, set_f); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + + hr = var->lpVtbl->GetFloatVector(var, ret_f); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components; ++i) + { + expected_f = type == D3D10_SVT_BOOL ? -1.0f : set_f[i]; + ok(ret_f[i] == expected_f, "Variable %s, got unexpected value %.8e.\n", name, ret_f[i]); + } + + hr = var->lpVtbl->GetIntVector(var, ret_i); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components; ++i) + { + expected_i = type == D3D10_SVT_BOOL ? -1 : (int)set_f[i]; + ok(ret_i[i] == expected_i, "Variable %s, got unexpected value %#x.\n", name, ret_i[i]); + } + + hr = var->lpVtbl->GetBoolVector(var, ret_b); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components; ++i) + ok(ret_b[i] == -1, "Variable %s, got unexpected value %#x.\n", name, ret_b[i]); + + set_i[0] = 5; set_i[1] = 6; set_i[2] = 7; set_i[3] = 8; + hr = var->lpVtbl->SetIntVector(var, set_i); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + + hr = var->lpVtbl->GetFloatVector(var, ret_f); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components; ++i) + { + expected_f = type == D3D10_SVT_BOOL ? -1.0f : (float)set_i[i]; + ok(ret_f[i] == expected_f, "Variable %s, got unexpected value %.8e.\n", name, ret_f[i]); + } + + hr = var->lpVtbl->GetIntVector(var, ret_i); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components; ++i) + { + expected_i = type == D3D10_SVT_BOOL ? -1 : set_i[i]; + ok(ret_i[i] == expected_i, "Variable %s, got unexpected value %#x.\n", name, ret_i[i]); + } + + hr = var->lpVtbl->GetBoolVector(var, ret_b); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components; ++i) + ok(ret_b[i] == -1, "Variable %s, got unexpected value %#x.\n", name, ret_b[i]); + + set_b[0] = 1; set_b[1] = 0; set_b[2] = 1; set_b[3] = 0; + hr = var->lpVtbl->SetBoolVector(var, set_b); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + + hr = var->lpVtbl->GetFloatVector(var, ret_f); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + expected_f_v[0] = -1.0f; expected_f_v[1] = 0.0f; expected_f_v[2] = -1.0f; expected_f_v[3] = 0.0f; + for (i = 0; i < components; ++i) + ok(ret_f[i] == expected_f_v[i], "Variable %s, got unexpected value %.8e.\n", name, ret_f[i]); + + hr = var->lpVtbl->GetIntVector(var, ret_i); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + expected_i_v[0] = -1; expected_i_v[1] = 0; expected_i_v[2] = -1; expected_i_v[3] = 0; + for (i = 0; i < components; ++i) + ok(ret_i[i] == expected_i_v[i], "Variable %s, got unexpected value %#x.\n", name, ret_i[i]); + + hr = var->lpVtbl->GetBoolVector(var, ret_b); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components; ++i) + { + expected_b = type == D3D10_SVT_BOOL ? set_b[i] : expected_i_v[i]; + ok(ret_b[i] == expected_b, "Variable %s, got unexpected value %#x.\n", name, ret_b[i]); + } + + set_b[0] = 5; set_b[1] = 10; set_b[2] = 15; set_b[3] = 20; + hr = var->lpVtbl->SetBoolVector(var, set_b); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + + hr = var->lpVtbl->GetFloatVector(var, ret_f); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components; ++i) + ok(ret_f[i] == -1.0f, "Variable %s, got unexpected value %.8e.\n", name, ret_f[i]); + + hr = var->lpVtbl->GetIntVector(var, ret_i); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components; ++i) + ok(ret_i[i] == -1, "Variable %s, got unexpected value %#x.\n", name, ret_i[i]); + + hr = var->lpVtbl->GetBoolVector(var, ret_b); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components; ++i) + { + expected_b = type == D3D10_SVT_BOOL ? set_b[i] : -1; + ok(ret_b[i] == expected_b, "Variable %s, got unexpected value %#x.\n", name, ret_b[i]); + } +} + +static void test_vector_array_methods(ID3D10EffectVectorVariable *var, D3D10_SHADER_VARIABLE_TYPE type, + const char *name, unsigned int components, unsigned int elements) +{ + float set_f[9], ret_f[9], expected_f, expected_f_a[9]; + int set_i[9], ret_i[9], expected_i, expected_i_a[9]; + BOOL set_b[9], ret_b[9], expected_b; + unsigned int i; + HRESULT hr; + + set_f[0] = 1.0f; set_f[1] = 2.0f; set_f[2] = 3.0f; set_f[3] = 4.0f; + set_f[4] = 5.0f; set_f[5] = 6.0f; set_f[6] = 7.0f; set_f[7] = 8.0f; + set_f[8] = 9.0f; + hr = var->lpVtbl->SetFloatVectorArray(var, set_f, 0, elements); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + + hr = var->lpVtbl->GetFloatVectorArray(var, ret_f, 0, elements); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components * elements; ++i) + { + expected_f = type == D3D10_SVT_BOOL ? -1.0f : set_f[i]; + ok(ret_f[i] == expected_f, "Variable %s, got unexpected value %.8e.\n", name, ret_f[i]); + } + + hr = var->lpVtbl->GetIntVectorArray(var, ret_i, 0, elements); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components * elements; ++i) + { + expected_i = type == D3D10_SVT_BOOL ? -1 : (int)set_f[i]; + ok(ret_i[i] == expected_i, "Variable %s, got unexpected value %#x.\n", name, ret_i[i]); + } + + hr = var->lpVtbl->GetBoolVectorArray(var, ret_b, 0, elements); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components * elements; ++i) + ok(ret_b[i] == -1, "Variable %s, got unexpected value %#x.\n", name, ret_b[i]); + + set_i[0] = 10; set_i[1] = 11; set_i[2] = 12; set_i[3] = 13; + set_i[4] = 14; set_i[5] = 15; set_i[6] = 16; set_i[7] = 17; + set_i[8] = 18; + hr = var->lpVtbl->SetIntVectorArray(var, set_i, 0, elements); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + + hr = var->lpVtbl->GetFloatVectorArray(var, ret_f, 0, elements); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components * elements; ++i) + { + expected_f = type == D3D10_SVT_BOOL ? -1.0f : (float)set_i[i]; + ok(ret_f[i] == expected_f, "Variable %s, got unexpected value %.8e.\n", name, ret_f[i]); + } + + hr = var->lpVtbl->GetIntVectorArray(var, ret_i, 0, elements); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components * elements; ++i) + { + expected_i = type == D3D10_SVT_BOOL ? -1 : set_i[i]; + ok(ret_i[i] == expected_i, "Variable %s, got unexpected value %#x.\n", name, ret_i[i]); + } + + hr = var->lpVtbl->GetBoolVectorArray(var, ret_b, 0, elements); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components * elements; ++i) + ok(ret_b[i] == -1, "Variable %s, got unexpected value %#x.\n", name, ret_b[i]); + + set_b[0] = 1; set_b[1] = 0; set_b[2] = 1; set_b[3] = 1; + set_b[4] = 1; set_b[5] = 0; set_b[6] = 0; set_b[7] = 1; + set_b[8] = 1; + hr = var->lpVtbl->SetBoolVectorArray(var, set_b, 0, elements); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + + hr = var->lpVtbl->GetFloatVectorArray(var, ret_f, 0, elements); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + expected_f_a[0] = -1.0f; expected_f_a[1] = 0.0f; expected_f_a[2] = -1.0f; expected_f_a[3] = -1.0f; + expected_f_a[4] = -1.0f; expected_f_a[5] = 0.0f; expected_f_a[6] = 0.0f; expected_f_a[7] = -1.0f; + expected_f_a[8] = -1.0f; + for (i = 0; i < components * elements; ++i) + ok(ret_f[i] == expected_f_a[i], "Variable %s, got unexpected value %.8e.\n", name, ret_f[i]); + + hr = var->lpVtbl->GetIntVectorArray(var, ret_i, 0, elements); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + expected_i_a[0] = -1; expected_i_a[1] = 0; expected_i_a[2] = -1; expected_i_a[3] = -1; + expected_i_a[4] = -1; expected_i_a[5] = 0; expected_i_a[6] = 0; expected_i_a[7] = -1; + expected_i_a[8] = -1; + for (i = 0; i < components * elements; ++i) + ok(ret_i[i] == expected_i_a[i], "Variable %s, got unexpected value %#x.\n", name, ret_i[i]); + + hr = var->lpVtbl->GetBoolVectorArray(var, ret_b, 0, elements); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components * elements; ++i) + { + expected_b = type == D3D10_SVT_BOOL ? set_b[i] : expected_i_a[i]; + ok(ret_b[i] == expected_b, "Variable %s, got unexpected value %#x.\n", name, ret_b[i]); + } + + set_b[0] = 5; set_b[1] = 10; set_b[2] = 15; set_b[3] = 20; + set_b[4] = 25; set_b[5] = 30; set_b[6] = 35; set_b[7] = 40; + set_b[8] = 45; + hr = var->lpVtbl->SetBoolVectorArray(var, set_b, 0, elements); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + + hr = var->lpVtbl->GetFloatVectorArray(var, ret_f, 0, elements); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components * elements; ++i) + ok(ret_f[i] == -1.0f, "Variable %s, got unexpected value %.8e.\n", name, ret_f[i]); + + hr = var->lpVtbl->GetIntVectorArray(var, ret_i, 0, elements); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components * elements; ++i) + ok(ret_i[i] == -1, "Variable %s, got unexpected value %#x.\n", name, ret_i[i]); + + hr = var->lpVtbl->GetBoolVectorArray(var, ret_b, 0, elements); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components * elements; ++i) + { + expected_b = type == D3D10_SVT_BOOL ? set_b[i] : -1; + ok(ret_b[i] == expected_b, "Variable %s, got unexpected value %#x.\n", name, ret_b[i]); + } + + /* According to MSDN, the offset argument goes unused for VectorArray + * methods, same as the ScalarArray methods. This test shows that's not + * the case. */ + set_b[0] = 0; set_b[1] = 0; set_b[2] = 0; set_b[3] = 0; + set_b[4] = 0; set_b[5] = 0; set_b[6] = 0; set_b[7] = 0; + set_b[8] = 0; + hr = var->lpVtbl->SetBoolVectorArray(var, set_b, 0, elements); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + + set_b[0] = 1; set_b[1] = 1; set_b[2] = 1; set_b[3] = 1; + hr = var->lpVtbl->SetBoolVectorArray(var, set_b, 1, 1); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + + /* If the previous offset of 1 worked, then the first vector value of the + * array should still be false. */ + hr = var->lpVtbl->GetFloatVectorArray(var, ret_f, 0, 1); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components; ++i) + ok(ret_f[i] == 0, "Variable %s, got unexpected value %.8e.\n", name, ret_f[i]); + + hr = var->lpVtbl->GetIntVectorArray(var, ret_i, 0, 1); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components; ++i) + ok(ret_i[i] == 0, "Variable %s, got unexpected value %#x.\n", name, ret_i[i]); + + hr = var->lpVtbl->GetBoolVectorArray(var, ret_b, 0, 1); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components; ++i) + ok(!ret_b[i], "Variable %s, got unexpected value %#x.\n", name, ret_b[i]); + + /* Test the GetFloatVectorArray offset argument. If it works, we should + * get a vector with all values set to true. */ + hr = var->lpVtbl->GetFloatVectorArray(var, ret_f, 1, 1); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components; ++i) + ok(ret_f[i] == -1.0f, "Variable %s, got unexpected value %.8e.\n", name, ret_f[i]); + + hr = var->lpVtbl->GetIntVectorArray(var, ret_i, 1, 1); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components; ++i) + ok(ret_i[i] == -1, "Variable %s, got unexpected value %#x.\n", name, ret_i[i]); + + hr = var->lpVtbl->GetBoolVectorArray(var, ret_b, 1, 1); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components; ++i) + { + expected_b = type == D3D10_SVT_BOOL ? 1 : -1; + ok(ret_b[i] == expected_b, "Variable %s, got unexpected value %#x.\n", name, ret_b[i]); + } + + if (0) + { + /* Windows array setting function has no bounds checking on offset values + * either, so this ends up writing into adjacent variables. */ + hr = var->lpVtbl->SetBoolVectorArray(var, set_b, elements + 1, 1); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + + hr = var->lpVtbl->GetBoolVectorArray(var, ret_b, elements + 1, 1); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", name, hr); + for (i = 0; i < components; ++i) + { + expected_b = type == D3D10_SVT_BOOL ? 1 : -1; + ok(ret_b[i] == expected_b, "Variable %s, got unexpected value %#x.\n", name, ret_b[i]); + } + } +} + +static void test_effect_vector_variable(void) +{ + static const struct + { + const char *name; + D3D_SHADER_VARIABLE_TYPE type; + unsigned int components; + unsigned int elements; + } + tests[] = + { + {"v_f0", D3D10_SVT_FLOAT, 4, 1}, + {"v_i0", D3D10_SVT_INT, 3, 1}, + {"v_b0", D3D10_SVT_BOOL, 2, 1}, + {"v_f_a", D3D10_SVT_FLOAT, 4, 2}, + {"v_i_a", D3D10_SVT_INT, 3, 3}, + {"v_b_a", D3D10_SVT_BOOL, 2, 4}, + }; + ID3D10EffectVectorVariable *v_var; + D3D10_EFFECT_TYPE_DESC type_desc; + ID3D10EffectVariable *var; + ID3D10EffectType *type; + ID3D10Device *device; + ID3D10Effect *effect; + unsigned int i; + ULONG refcount; + HRESULT hr; + + if (!(device = create_device())) + { + skip("Failed to create device.\n"); + return; + } + + hr = create_effect(fx_test_vector_variable, 0, device, NULL, &effect); + ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + + for (i = 0; i < ARRAY_SIZE(tests); ++i) + { + var = effect->lpVtbl->GetVariableByName(effect, tests[i].name); + type = var->lpVtbl->GetType(var); + hr = type->lpVtbl->GetDesc(type, &type_desc); + ok(hr == S_OK, "Variable %s, got unexpected hr %#x.\n", tests[i].name, hr); + ok(type_desc.Type == tests[i].type, "Variable %s, got unexpected type %#x.\n", + tests[i].name, type_desc.Type); + v_var = var->lpVtbl->AsVector(var); + test_vector_methods(v_var, tests[i].type, tests[i].name, tests[i].components); + if (tests[i].elements > 1) + test_vector_array_methods(v_var, tests[i].type, tests[i].name, tests[i].components, tests[i].elements); + } + + effect->lpVtbl->Release(effect); + + refcount = ID3D10Device_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); +} + START_TEST(effect) { test_effect_constant_buffer_type(); @@ -4644,4 +5040,5 @@ START_TEST(effect) test_effect_state_groups(); test_effect_state_group_defaults(); test_effect_scalar_variable(); + test_effect_vector_variable(); }