d3d8: Only test pixel shaders if they are supported.

This commit is contained in:
Stefan Dösinger 2007-07-24 15:43:23 +02:00 committed by Alexandre Julliard
parent 19c574b7e5
commit e70adcd8b6
1 changed files with 61 additions and 52 deletions

View File

@ -854,6 +854,7 @@ static void test_shader(void)
DWORD hPixelShader = 0, hVertexShader = 0; DWORD hPixelShader = 0, hVertexShader = 0;
DWORD hPixelShader2 = 0, hVertexShader2 = 0; DWORD hPixelShader2 = 0, hVertexShader2 = 0;
DWORD hTempHandle; DWORD hTempHandle;
D3DCAPS8 caps;
DWORD data_size; DWORD data_size;
void *data; void *data;
@ -886,6 +887,7 @@ static void test_shader(void)
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice ); D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
ok(hr == D3D_OK, "IDirect3D8_CreateDevice failed with %s\n", DXGetErrorString8(hr)); ok(hr == D3D_OK, "IDirect3D8_CreateDevice failed with %s\n", DXGetErrorString8(hr));
if(!pDevice) goto cleanup; if(!pDevice) goto cleanup;
IDirect3DDevice8_GetDeviceCaps(pDevice, &caps);
/* First create a vertex shader */ /* First create a vertex shader */
hr = IDirect3DDevice8_CreateVertexShader(pDevice, dwVertexDecl, simple_vs, &hVertexShader, 0); hr = IDirect3DDevice8_CreateVertexShader(pDevice, dwVertexDecl, simple_vs, &hVertexShader, 0);
@ -940,42 +942,65 @@ static void test_shader(void)
ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %s\n", DXGetErrorString8(hr)); ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %s\n", DXGetErrorString8(hr));
ok(hTempHandle == 0, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, 0); ok(hTempHandle == 0, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, 0);
/* The same with a pixel shader */ if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 0))
hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader); {
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %s\n", DXGetErrorString8(hr)); /* The same with a pixel shader */
/* Msdn says that the new pixel shader is set immediately. This is wrong, apparently */ hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader);
hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %s\n", DXGetErrorString8(hr));
ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %s\n", DXGetErrorString8(hr)); /* Msdn says that the new pixel shader is set immediately. This is wrong, apparently */
ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0); hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle);
/* Assign the shader, then verify that GetPixelShader works */ ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_SetPixelShader(pDevice, hPixelShader); ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %s\n", DXGetErrorString8(hr)); /* Assign the shader, then verify that GetPixelShader works */
hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle); hr = IDirect3DDevice8_SetPixelShader(pDevice, hPixelShader);
ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %s\n", DXGetErrorString8(hr)); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %s\n", DXGetErrorString8(hr));
ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader); hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle);
/* Verify that we can retrieve the shader function */ ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, NULL, &data_size); ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader);
ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShaderFucntion returned %s\n", DXGetErrorString8(hr)); /* Verify that we can retrieve the shader function */
ok(data_size == simple_ps_size, "Got data_size %u, expected %u\n", data_size, simple_ps_size); hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, NULL, &data_size);
data = HeapAlloc(GetProcessHeap(), 0, simple_ps_size); ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShaderFucntion returned %s\n", DXGetErrorString8(hr));
data_size = 1; ok(data_size == simple_ps_size, "Got data_size %u, expected %u\n", data_size, simple_ps_size);
hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, data, &data_size); data = HeapAlloc(GetProcessHeap(), 0, simple_ps_size);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetPixelShaderFunction returned %s (0x%#x), " data_size = 1;
"expected D3DERR_INVALIDCALL\n", DXGetErrorString8(hr), hr); hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, data, &data_size);
ok(data_size == 1, "Got data_size %u, expected 1\n", data_size); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetPixelShaderFunction returned %s (0x%#x), "
data_size = simple_ps_size; "expected D3DERR_INVALIDCALL\n", DXGetErrorString8(hr), hr);
hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, data, &data_size); ok(data_size == 1, "Got data_size %u, expected 1\n", data_size);
ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShaderFunction returned %s\n", DXGetErrorString8(hr)); data_size = simple_ps_size;
ok(data_size == simple_ps_size, "Got data_size %u, expected %u\n", data_size, simple_ps_size); hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, data, &data_size);
ok(!memcmp(data, simple_ps, simple_ps_size), "data not equal to shader function\n"); ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShaderFunction returned %s\n", DXGetErrorString8(hr));
HeapFree(GetProcessHeap(), 0, data); ok(data_size == simple_ps_size, "Got data_size %u, expected %u\n", data_size, simple_ps_size);
/* Delete the assigned shader. This is supposed to work */ ok(!memcmp(data, simple_ps, simple_ps_size), "data not equal to shader function\n");
hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader); HeapFree(GetProcessHeap(), 0, data);
ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %s\n", DXGetErrorString8(hr)); /* Delete the assigned shader. This is supposed to work */
/* The shader should be unset now */ hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader);
hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle); ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %s\n", DXGetErrorString8(hr));
ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %s\n", DXGetErrorString8(hr)); /* The shader should be unset now */
ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0); hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle);
ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %s\n", DXGetErrorString8(hr));
ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0);
/* What happens if a non-bound shader is deleted? */
hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader);
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader2);
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_SetPixelShader(pDevice, hPixelShader);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader2);
ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle);
ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %s\n", DXGetErrorString8(hr));
ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader);
hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader);
ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %s\n", DXGetErrorString8(hr));
}
else
{
skip("Pixel shaders not supported\n");
}
/* What happens if a non-bound shader is deleted? */ /* What happens if a non-bound shader is deleted? */
hr = IDirect3DDevice8_CreateVertexShader(pDevice, dwVertexDecl, NULL, &hVertexShader, 0); hr = IDirect3DDevice8_CreateVertexShader(pDevice, dwVertexDecl, NULL, &hVertexShader, 0);
@ -993,22 +1018,6 @@ static void test_shader(void)
hr = IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader); hr = IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader);
ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %s\n", DXGetErrorString8(hr)); ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %s\n", DXGetErrorString8(hr));
/* Now for pixel shaders */
hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader);
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader2);
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_SetPixelShader(pDevice, hPixelShader);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader2);
ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle);
ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %s\n", DXGetErrorString8(hr));
ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader);
hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader);
ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %s\n", DXGetErrorString8(hr));
cleanup: cleanup:
if(pD3d) IDirect3D8_Release(pD3d); if(pD3d) IDirect3D8_Release(pD3d);
if(pDevice) IDirect3D8_Release(pDevice); if(pDevice) IDirect3D8_Release(pDevice);