d3dcompiler_43/tests: Added error tests to HLSL test suite.
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@ -556,6 +556,98 @@ static void test_trig(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geo
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}
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}
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static void test_fail(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *qquad_geometry,
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IDirect3DVertexShader9 *vshader_passthru)
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{
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static const char *undefined_variable_shader =
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"float4 test(float2 pos: TEXCOORD0) : COLOR\n"
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"{\n"
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" return y;\n"
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"}";
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static const char *invalid_swizzle_shader =
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"float4 test(float2 pos: TEXCOORD0) : COLOR\n"
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"{\n"
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" float4 x = float4(0, 0, 0, 0);\n"
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" x.xzzx = float4(1, 2, 3, 4);\n"
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" return x;\n"
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"}";
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static const char *invalid_conversion_shader =
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"float4 test(float2 pos: TEXCOORD0) : COLOR\n"
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"{\n"
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" float4 x = pos;\n"
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" return x;\n"
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"}";
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static const char *invalid_syntax_shader =
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"float4 test(float2 pos, TEXCOORD0) ; COLOR\n"
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"{\n"
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" pos = float4 x;\n"
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" mul(float4(5, 4, 3, 2), mvp) = x;\n"
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" return float4;\n"
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"}";
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static const char *invalid_identifiers_shader =
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"float4 563r(float2 45s: TEXCOORD0) : COLOR\n"
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"{\n"
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" float2 x = 45s;\n"
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" return float4(x.x, x.y, 0, 0);\n"
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"}";
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ID3D10Blob *compiled = NULL, *errors = NULL;
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HRESULT hr;
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hr = D3DCompile(undefined_variable_shader, strlen(undefined_variable_shader), NULL, NULL, NULL,
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"test", "ps_2_0", 0, 0, &compiled, &errors);
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ok(hr != D3D_OK, "Pixel shader compilation succeeded on shader with undefined variable\n");
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ok(errors != NULL, "No errors returned for a shader with undefined variables\n");
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ok(compiled == NULL, "A shader blob was returned for a shader with undefined variables\n");
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IUnknown_Release(errors);
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errors = NULL;
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hr = D3DCompile(invalid_swizzle_shader, strlen(invalid_swizzle_shader), NULL, NULL, NULL,
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"test","ps_2_0", 0, 0, &compiled, &errors);
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ok(hr != D3D_OK, "Pixel shader compilation succeeded on shader with an invalid swizzle mask\n");
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ok(errors != NULL, "No errors returned for a shader with an invalid swizzle mask\n");
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ok(compiled == NULL, "A shader blob was returned for a shader with an invalid swizzle mask\n");
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IUnknown_Release(errors);
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errors = NULL;
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hr = D3DCompile(invalid_conversion_shader, strlen(invalid_conversion_shader), NULL, NULL, NULL,
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"test", "ps_2_0", 0, 0, &compiled, &errors);
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ok(hr != D3D_OK, "Pixel shader compilation succeeded on shader with an invalid type "
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"conversion\n");
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ok(errors != NULL, "No errors returned for a shader with invalid type conversions\n");
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ok(compiled == NULL, "A shader blob was returned for a shader with invalid type conversions\n");
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IUnknown_Release(errors);
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errors = NULL;
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hr = D3DCompile(invalid_syntax_shader, strlen(invalid_syntax_shader), NULL, NULL, NULL, "test",
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"ps_2_0", 0, 0, &compiled, &errors);
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ok(hr != D3D_OK, "Pixel shader compilation succeeded on shader with blatantly invalid "
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"syntax\n");
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ok(errors != NULL, "No errors returned for a shader with invalid syntax\n");
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ok(compiled == NULL, "A shader blob was returned for a shader with invalid syntax\n");
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IUnknown_Release(errors);
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errors = NULL;
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hr = D3DCompile(invalid_identifiers_shader, strlen(invalid_identifiers_shader), NULL, NULL,
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NULL, "test", "ps_2_0", 0, 0, &compiled, &errors);
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ok(hr != D3D_OK, "Pixel shader compilation successful on a shader with invalid variable and "
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"function names\n");
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ok(errors != NULL, "No errors returned for a shader with invalid variable and function "
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"names\n");
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ok(compiled == NULL, "A shader blob was returend for a shader with invalid variable and "
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"function names\n");
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IUnknown_Release(errors);
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}
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START_TEST(hlsl)
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{
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D3DCAPS9 caps;
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@ -580,6 +672,7 @@ START_TEST(hlsl)
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test_conditionals(device, quad_geometry, vshader_passthru);
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test_float_vectors(device, quad_geometry, vshader_passthru);
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test_trig(device, quad_geometry, vshader_passthru);
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test_fail(device, quad_geometry, vshader_passthru);
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}
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} else skip("no pixel shader support\n");
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