wined3d: Floating point shader constant setting.
Test how shader constant limits are checked in Set*ShaderConstantF. The vertex shader tests it based on the limits reported in the caps, the pixel shader tests tries to find the limit manually because I could not find a cap structure member specifying the pixel shader constant limit. Set*ShaderConstantF returns an error as soon as start or start + count are bigger than the constant limit.
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@ -109,6 +109,33 @@ static void test_get_set_vertex_shader(IDirect3DDevice9 *device_ptr)
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"Expected hret 0x%x, 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_vertex_shader_constant(IDirect3DDevice9 *device_ptr, DWORD consts)
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{
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float c[4] = { 0.0, 0.0, 0.0, 0.0 };
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float d[16] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
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HRESULT hr;
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/* A simple check that the stuff works at all */
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, 0, c, 1);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
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/* Test corner cases: Write to const MAX - 1, MAX, MAX + 1, and writing 4 consts from
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* MAX - 1
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*/
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts - 1, c, 1);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts + 0, c, 1);
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ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts + 1, c, 1);
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ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts - 1, d, 4);
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ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
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/* Constant -1 */
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, -1, c, 1);
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ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
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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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@ -146,6 +173,33 @@ static void test_get_set_pixel_shader(IDirect3DDevice9 *device_ptr)
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"Expected hret 0x%x, 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_pixel_shader_constant(IDirect3DDevice9 *device_ptr)
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{
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float c[4] = { 0.0, 0.0, 0.0, 0.0 };
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float d[16] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
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HRESULT hr;
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DWORD consts = 0;
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/* A simple check that the stuff works at all */
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hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, 0, c, 1);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
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/* Is there really no max pixel shader constant value??? Test how far I can go */
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while(SUCCEEDED(IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, consts++, c, 1)));
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consts = consts - 1;
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trace("SetPixelShaderConstantF was able to set %d shader constants\n", consts);
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/* Test corner cases: writing 4 consts from MAX - 1, everything else is pointless
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* given the way the constant limit was found out
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*/
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hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, consts - 1, d, 4);
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ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetPixelShaderConstantF returned 0x%08x\n", hr);
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/* Constant -1 */
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hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, -1, c, 1);
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ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetPixelShaderConstantF returned 0x%08x\n", hr);
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}
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START_TEST(shader)
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{
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D3DCAPS9 caps;
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@ -166,12 +220,15 @@ 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_vertex_shader_constant(device_ptr, caps.MaxVertexShaderConst);
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}
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else skip("No vertex shader support\n");
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if (caps.PixelShaderVersion & 0xffff)
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{
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test_get_set_pixel_shader(device_ptr);
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/* No max pixel shader constant value??? */
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test_pixel_shader_constant(device_ptr);
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}
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else skip("No pixel shader support\n");
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}
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@ -3012,20 +3012,23 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
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UINT count) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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int i, cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
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int i;
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TRACE("(iface %p, srcData %p, start %d, count %d)\n",
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iface, srcData, start, count);
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if (srcData == NULL || ((signed int) GL_LIMITS(vshader_constantsF) - (signed int) start) <= (signed int) 0)
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/* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
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if (srcData == NULL || start + count > GL_LIMITS(vshader_constantsF) || start > GL_LIMITS(vshader_constantsF))
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return WINED3DERR_INVALIDCALL;
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memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
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for (i = 0; i < cnt; i++)
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TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
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srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
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memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
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if(TRACE_ON(d3d)) {
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for (i = 0; i < count; i++)
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TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
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srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
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}
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for (i = start; i < cnt + start; ++i) {
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for (i = start; i < count + start; ++i) {
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if (!This->updateStateBlock->set.vertexShaderConstantsF[i]) {
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constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
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ptr->idx = i;
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@ -3289,20 +3292,23 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
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UINT count) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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int i, cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
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int i;
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TRACE("(iface %p, srcData %p, start %d, count %d)\n",
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iface, srcData, start, count);
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if (srcData == NULL || cnt < 0)
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/* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
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if (srcData == NULL || start + count > GL_LIMITS(pshader_constantsF) || start > GL_LIMITS(pshader_constantsF))
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return WINED3DERR_INVALIDCALL;
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memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
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for (i = 0; i < cnt; i++)
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TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
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srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
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memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
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if(TRACE_ON(d3d)) {
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for (i = 0; i < count; i++)
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TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
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srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
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}
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for (i = start; i < cnt + start; ++i) {
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for (i = start; i < count + start; ++i) {
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if (!This->updateStateBlock->set.pixelShaderConstantsF[i]) {
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constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
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ptr->idx = i;
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