/* * Copyright (C) 2008 Stefan Dösinger * Copyright (C) 2009 Matteo Bruni * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #define COBJMACROS #include "wine/test.h" #include #include "resources.h" struct shader_test { const char *text; const DWORD bytes[128]; }; static HRESULT create_file(const char *filename, const char *data, const unsigned int size) { DWORD received; HANDLE hfile; hfile = CreateFileA(filename, GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, 0); if(hfile == INVALID_HANDLE_VALUE) return HRESULT_FROM_WIN32(GetLastError()); if(WriteFile(hfile, data, size, &received, NULL)) { CloseHandle(hfile); return D3D_OK; } CloseHandle(hfile); return D3DERR_INVALIDCALL; } static void dump_shader(DWORD *shader) { unsigned int i = 0, j = 0; do { trace("0x%08x ", shader[i]); j++; i++; if(j == 6) trace("\n"); } while(shader[i - 1] != D3DSIO_END); if(j != 6) trace("\n"); } static void exec_tests(const char *name, struct shader_test tests[], unsigned int count) { HRESULT hr; DWORD *res; unsigned int i, j; BOOL diff; LPD3DXBUFFER shader, messages; for(i = 0; i < count; i++) { /* D3DXAssembleShader sets messages to 0 if there aren't error messages */ messages = NULL; hr = D3DXAssembleShader(tests[i].text, strlen(tests[i].text), NULL, NULL, D3DXSHADER_SKIPVALIDATION, &shader, &messages); ok(hr == D3D_OK, "Test %s, shader %d: D3DXAssembleShader failed with error 0x%x - %d\n", name, i, hr, hr & 0x0000FFFF); if(messages) { trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages)); ID3DXBuffer_Release(messages); } if(FAILED(hr)) continue; j = 0; diff = FALSE; res = ID3DXBuffer_GetBufferPointer(shader); while(res[j] != D3DSIO_END && tests[i].bytes[j] != D3DSIO_END) { if(res[j] != tests[i].bytes[j]) diff = TRUE; j++; }; /* Both must have an end token */ if(res[j] != tests[i].bytes[j]) diff = TRUE; if(diff) { ok(FALSE, "Test %s, shader %d: Generated code differs\n", name, i); dump_shader(res); } ID3DXBuffer_Release(shader); } } static void preproc_test(void) { struct shader_test tests[] = { { /* shader 0 */ "vs.1.1\r\n" "//some comments\r\n" "//other comments\n" "; yet another comment\r\n" "add r0, r0, r1\n", {0xfffe0101, 0x00000002, 0x800f0000, 0x80e40000, 0x80e40001, 0x0000ffff} }, { /* shader 1 */ "#line 1 \"vertex.vsh\"\n" "vs.1.1\n", {0xfffe0101, 0x0000ffff} }, { /* shader 2 */ "#define REG 1 + 2 +\\\n" "3 + 4\n" "vs.1.1\n" "mov r0, c0[ REG ]\n", {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e4000a, 0x0000ffff} }, }; exec_tests("preproc", tests, sizeof(tests) / sizeof(tests[0])); } static void ps_1_1_test(void) { struct shader_test tests[] = { { /* shader 0 */ "ps.1.1\r\n" "tex t0\r\n" "add r0.rgb, r0, r1\r\n" "+mov r0.a, t0\r\n", {0xffff0101, 0x00000042, 0xb00f0000, 0x00000002, 0x80070000, 0x80e40000, 0x80e40001, 0x40000001, 0x80080000, 0xb0e40000, 0x0000ffff} }, }; exec_tests("ps_1_1", tests, sizeof(tests) / sizeof(tests[0])); } static void vs_1_1_test(void) { struct shader_test tests[] = { /* Basic instruction tests */ { /* shader 0 */ "vs_1_1\n" "add r0, r1, r2\n", {0xfffe0101, 0x00000002, 0x800f0000, 0x80e40001, 0x80e40002, 0x0000ffff} }, { /* shader 1 */ "vs_1_1\n" "nop\n", {0xfffe0101, 0x00000000, 0x0000ffff} }, /* Output register tests */ { /* shader 2 */ "vs_1_1\n" "mov oPos, c0\n", {0xfffe0101, 0x00000001, 0xc00f0000, 0xa0e40000, 0x0000ffff} }, { /* shader 3 */ "vs_1_1\n" "mov oT0, c0\n", {0xfffe0101, 0x00000001, 0xe00f0000, 0xa0e40000, 0x0000ffff} }, { /* shader 4 */ "vs_1_1\n" "mov oT5, c0\n", {0xfffe0101, 0x00000001, 0xe00f0005, 0xa0e40000, 0x0000ffff} }, { /* shader 5 */ "vs_1_1\n" "mov oD0, c0\n", {0xfffe0101, 0x00000001, 0xd00f0000, 0xa0e40000, 0x0000ffff} }, { /* shader 6 */ "vs_1_1\n" "mov oD1, c0\n", {0xfffe0101, 0x00000001, 0xd00f0001, 0xa0e40000, 0x0000ffff} }, { /* shader 7 */ "vs_1_1\n" "mov oFog, c0.x\n", {0xfffe0101, 0x00000001, 0xc00f0001, 0xa0000000, 0x0000ffff} }, { /* shader 8 */ "vs_1_1\n" "mov oPts, c0.x\n", {0xfffe0101, 0x00000001, 0xc00f0002, 0xa0000000, 0x0000ffff} }, /* A bunch of tests for declarations */ { /* shader 9 */ "vs_1_1\n" "dcl_position0 v0", {0xfffe0101, 0x0000001f, 0x80000000, 0x900f0000, 0x0000ffff} }, { /* shader 10 */ "vs_1_1\n" "dcl_position v1", {0xfffe0101, 0x0000001f, 0x80000000, 0x900f0001, 0x0000ffff} }, { /* shader 11 */ "vs_1_1\n" "dcl_normal12 v15", {0xfffe0101, 0x0000001f, 0x800c0003, 0x900f000f, 0x0000ffff} }, { /* shader 12 */ "vs_1_1\n" "add r0, v0, v1\n", {0xfffe0101, 0x00000002, 0x800f0000, 0x90e40000, 0x90e40001, 0x0000ffff} }, { /* shader 13 */ "vs_1_1\n" "def c12, 0, -1, -0.5, 1024\n", {0xfffe0101, 0x00000051, 0xa00f000c, 0x00000000, 0xbf800000, 0xbf000000, 0x44800000, 0x0000ffff} }, { /* shader 14: writemasks, swizzles */ "vs_1_1\n" "dp4 r0.xw, r1.wzyx, r2.xxww\n", {0xfffe0101, 0x00000009, 0x80090000, 0x801b0001, 0x80f00002, 0x0000ffff} }, { /* shader 15: negation input modifier. Other modifiers not supprted in vs_1_1 */ "vs_1_1\n" "add r0, -r0.x, -r1\n", {0xfffe0101, 0x00000002, 0x800f0000, 0x81000000, 0x81e40001, 0x0000ffff} }, { /* shader 16: relative addressing */ "vs_1_1\n" "mov r0, c0[a0.x]\n", {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e42000, 0x0000ffff} }, { /* shader 17: relative addressing */ "vs_1_1\n" "mov r0, c1[a0.x + 2]\n", {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e42003, 0x0000ffff} }, { /* shader 18 */ "vs_1_1\n" "def c0, 1.0f, 1.0f, 1.0f, 0.5f\n", {0xfffe0101, 0x00000051, 0xa00f0000, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f000000, 0x0000ffff} }, /* Other relative addressing tests */ { /* shader 19 */ "vs_1_1\n" "mov r0, c[ a0.x + 12 ]\n", {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e4200c, 0x0000ffff} }, { /* shader 20 */ "vs_1_1\n" "mov r0, c[ 2 + a0.x ]\n", {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e42002, 0x0000ffff} }, { /* shader 21 */ "vs_1_1\n" "mov r0, c[ 2 + a0.x + 12 ]\n", {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e4200e, 0x0000ffff} }, { /* shader 22 */ "vs_1_1\n" "mov r0, c[ 2 + 10 + 12 ]\n", {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e40018, 0x0000ffff} }, { /* shader 23 */ "vs_1_1\n" "mov r0, c4[ 2 ]\n", {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e40006, 0x0000ffff} }, { /* shader 24 */ "vs_1_1\n" "rcp r0, v0.x\n", {0xfffe0101, 0x00000006, 0x800f0000, 0x90000000, 0x0000ffff} }, { /* shader 25 */ "vs_1_1\n" "rsq r0, v0.x\n", {0xfffe0101, 0x00000007, 0x800f0000, 0x90000000, 0x0000ffff} }, }; exec_tests("vs_1_1", tests, sizeof(tests) / sizeof(tests[0])); } static void ps_1_3_test(void) { struct shader_test tests[] = { /* Basic instruction tests */ { /* shader 0 */ "ps_1_3\n" "mov r0, r1\n", {0xffff0103, 0x00000001, 0x800f0000, 0x80e40001, 0x0000ffff} }, { /* shader 1 */ "ps_1_3\n" "add r0, r1, r0\n", {0xffff0103, 0x00000002, 0x800f0000, 0x80e40001, 0x80e40000, 0x0000ffff} }, /* Color interpolator tests */ { /* shader 2 */ "ps_1_3\n" "mov r0, v0\n", {0xffff0103, 0x00000001, 0x800f0000, 0x90e40000, 0x0000ffff} }, { /* shader 3 */ "ps_1_3\n" "mov r0, v1\n", {0xffff0103, 0x00000001, 0x800f0000, 0x90e40001, 0x0000ffff} }, /* Texture sampling instructions */ { /* shader 4 */ "ps_1_3\n" "tex t0\n", {0xffff0103, 0x00000042, 0xb00f0000, 0x0000ffff} }, { /* shader 5 */ "ps_1_3\n" "tex t0\n" "texreg2ar t1, t0\n", {0xffff0103, 0x00000042, 0xb00f0000, 0x00000045, 0xb00f0001, 0xb0e40000, 0x0000ffff} }, { /* shader 6 */ "ps_1_3\n" "tex t0\n" "texreg2gb t1, t0\n", {0xffff0103, 0x00000042, 0xb00f0000, 0x00000046, 0xb00f0001, 0xb0e40000, 0x0000ffff} }, { /* shader 7 */ "ps_1_3\n" "tex t0\n" "texreg2rgb t1, t0\n", {0xffff0103, 0x00000042, 0xb00f0000, 0x00000052, 0xb00f0001, 0xb0e40000, 0x0000ffff} }, { /* shader 8 */ "ps_1_3\n" "cnd r0, r1, r0, v0\n", {0xffff0103, 0x00000050, 0x800f0000, 0x80e40001, 0x80e40000, 0x90e40000, 0x0000ffff} }, { /* shader 9 */ "ps_1_3\n" "cmp r0, r1, r0, v0\n", {0xffff0103, 0x00000058, 0x800f0000, 0x80e40001, 0x80e40000, 0x90e40000, 0x0000ffff} }, { /* shader 10 */ "ps_1_3\n" "texkill t0\n", {0xffff0103, 0x00000041, 0xb00f0000, 0x0000ffff} }, { /* shader 11 */ "ps_1_3\n" "tex t0\n" "texm3x2pad t1, t0\n" "texm3x2tex t2, t0\n", {0xffff0103, 0x00000042, 0xb00f0000, 0x00000047, 0xb00f0001, 0xb0e40000, 0x00000048, 0xb00f0002, 0xb0e40000, 0x0000ffff} }, { /* shader 12 */ "ps_1_3\n" "tex t0\n" "texm3x2pad t1, t0\n" "texm3x2depth t2, t0\n", {0xffff0103, 0x00000042, 0xb00f0000, 0x00000047, 0xb00f0001, 0xb0e40000, 0x00000054, 0xb00f0002, 0xb0e40000, 0x0000ffff} }, { /* shader 13 */ "ps_1_3\n" "tex t0\n" "texbem t1, t0\n", {0xffff0103, 0x00000042, 0xb00f0000, 0x00000043, 0xb00f0001, 0xb0e40000, 0x0000ffff} }, { /* shader 14 */ "ps_1_3\n" "tex t0\n" "texbeml t1, t0\n", {0xffff0103, 0x00000042, 0xb00f0000, 0x00000044, 0xb00f0001, 0xb0e40000, 0x0000ffff} }, { /* shader 15 */ "ps_1_3\n" "tex t0\n" "texdp3tex t1, t0\n", {0xffff0103, 0x00000042, 0xb00f0000, 0x00000053, 0xb00f0001, 0xb0e40000, 0x0000ffff} }, { /* shader 16 */ "ps_1_3\n" "tex t0\n" "texdp3 t1, t0\n", {0xffff0103, 0x00000042, 0xb00f0000, 0x00000055, 0xb00f0001, 0xb0e40000, 0x0000ffff} }, { /* shader 17 */ "ps_1_3\n" "tex t0\n" "texm3x3pad t1, t0\n" "texm3x3pad t2, t0\n" "texm3x3tex t3, t0\n", {0xffff0103, 0x00000042, 0xb00f0000, 0x00000049, 0xb00f0001, 0xb0e40000, 0x00000049, 0xb00f0002, 0xb0e40000, 0x0000004a, 0xb00f0003, 0xb0e40000, 0x0000ffff} }, { /* shader 18 */ "ps_1_3\n" "tex t0\n" "texm3x3pad t1, t0\n" "texm3x3pad t2, t0\n" "texm3x3 t3, t0\n", {0xffff0103, 0x00000042, 0xb00f0000, 0x00000049, 0xb00f0001, 0xb0e40000, 0x00000049, 0xb00f0002, 0xb0e40000, 0x00000056, 0xb00f0003, 0xb0e40000, 0x0000ffff} }, { /* shader 19 */ "ps_1_3\n" "tex t0\n" "texm3x3pad t1, t0\n" "texm3x3pad t2, t0\n" "texm3x3spec t3, t0, c0\n", {0xffff0103, 0x00000042, 0xb00f0000, 0x00000049, 0xb00f0001, 0xb0e40000, 0x00000049, 0xb00f0002, 0xb0e40000, 0x0000004c, 0xb00f0003, 0xb0e40000, 0xa0e40000, 0x0000ffff} }, { /* shader 20 */ "ps_1_3\n" "tex t0\n" "texm3x3pad t1, t0\n" "texm3x3pad t2, t0\n" "texm3x3vspec t3, t0\n", {0xffff0103, 0x00000042, 0xb00f0000, 0x00000049, 0xb00f0001, 0xb0e40000, 0x00000049, 0xb00f0002, 0xb0e40000, 0x0000004d, 0xb00f0003, 0xb0e40000, 0x0000ffff} }, { /* shader 21 */ "ps_1_3\n" "texcoord t0\n", {0xffff0103, 0x00000040, 0xb00f0000, 0x0000ffff} }, /* Modifiers, shifts */ { /* shader 22 */ "ps_1_3\n" "mov_x2_sat r0, 1 - r1\n", {0xffff0103, 0x00000001, 0x811f0000, 0x86e40001, 0x0000ffff} }, { /* shader 23 */ "ps_1_3\n" "mov_d8 r0, -r1\n", {0xffff0103, 0x00000001, 0x8d0f0000, 0x81e40001, 0x0000ffff} }, { /* shader 24 */ "ps_1_3\n" "mov_sat r0, r1_bx2\n", {0xffff0103, 0x00000001, 0x801f0000, 0x84e40001, 0x0000ffff} }, { /* shader 25 */ "ps_1_3\n" "mov_sat r0, r1_bias\n", {0xffff0103, 0x00000001, 0x801f0000, 0x82e40001, 0x0000ffff} }, { /* shader 26 */ "ps_1_3\n" "mov_sat r0, -r1_bias\n", {0xffff0103, 0x00000001, 0x801f0000, 0x83e40001, 0x0000ffff} }, { /* shader 27 */ "ps_1_3\n" "mov_sat r0, -r1_bx2\n", {0xffff0103, 0x00000001, 0x801f0000, 0x85e40001, 0x0000ffff} }, { /* shader 28 */ "ps_1_3\n" "mov_sat r0, -r1_x2\n", {0xffff0103, 0x00000001, 0x801f0000, 0x88e40001, 0x0000ffff} }, { /* shader 29 */ "ps_1_3\n" "mov_x4_sat r0.a, -r1_bx2.a\n", {0xffff0103, 0x00000001, 0x82180000, 0x85ff0001, 0x0000ffff} }, }; exec_tests("ps_1_3", tests, sizeof(tests) / sizeof(tests[0])); } static void ps_1_4_test(void) { struct shader_test tests[] = { /* Basic instruction tests */ { /* shader 0 */ "ps_1_4\n" "mov r0, r1\n", {0xffff0104, 0x00000001, 0x800f0000, 0x80e40001, 0x0000ffff} }, { /* shader 1 */ "ps_1_4\n" "mov r0, r5\n", {0xffff0104, 0x00000001, 0x800f0000, 0x80e40005, 0x0000ffff} }, { /* shader 2 */ "ps_1_4\n" "mov r0, c7\n", {0xffff0104, 0x00000001, 0x800f0000, 0xa0e40007, 0x0000ffff} }, { /* shader 3 */ "ps_1_4\n" "mov r0, v1\n", {0xffff0104, 0x00000001, 0x800f0000, 0x90e40001, 0x0000ffff} }, { /* shader 4 */ "ps_1_4\n" "phase\n", {0xffff0104, 0x0000fffd, 0x0000ffff} }, { /* shader 5 */ "ps_1_4\n" "texcrd r0, t0\n", {0xffff0104, 0x00000040, 0x800f0000, 0xb0e40000, 0x0000ffff} }, { /* shader 6 */ "ps_1_4\n" "texcrd r4, t3\n", {0xffff0104, 0x00000040, 0x800f0004, 0xb0e40003, 0x0000ffff} }, { /* shader 7 */ "ps_1_4\n" "texcrd_sat r4, t3\n", {0xffff0104, 0x00000040, 0x801f0004, 0xb0e40003, 0x0000ffff} }, { /* shader 8 */ "ps_1_4\n" "texld r0, t0\n", {0xffff0104, 0x00000042, 0x800f0000, 0xb0e40000, 0x0000ffff} }, { /* shader 9 */ "ps_1_4\n" "texld r1, t4\n", {0xffff0104, 0x00000042, 0x800f0001, 0xb0e40004, 0x0000ffff} }, { /* shader 10 */ "ps_1_4\n" "texld r5, r0\n", {0xffff0104, 0x00000042, 0x800f0005, 0x80e40000, 0x0000ffff} }, { /* shader 11 */ "ps_1_4\n" "texld r5, c0\n", /* Assembly succeeds, validation fails */ {0xffff0104, 0x00000042, 0x800f0005, 0xa0e40000, 0x0000ffff} }, { /* shader 12 */ "ps_1_4\n" "texld r5, r2_dz\n", {0xffff0104, 0x00000042, 0x800f0005, 0x89e40002, 0x0000ffff} }, { /* shader 13 */ "ps_1_4\n" "bem r1.rg, c0, r0\n", {0xffff0104, 0x00000059, 0x80030001, 0xa0e40000, 0x80e40000, 0x0000ffff} }, { /* shader 14 */ "ps_1_4\n" "texdepth r5\n", {0xffff0104, 0x00000057, 0x800f0005, 0x0000ffff} }, }; exec_tests("ps_1_4", tests, sizeof(tests) / sizeof(tests[0])); } static void vs_2_0_test(void) { struct shader_test tests[] = { /* Basic instruction tests */ { /* shader 0 */ "vs_2_0\n" "mov r0, r1\n", {0xfffe0200, 0x02000001, 0x800f0000, 0x80e40001, 0x0000ffff} }, { /* shader 1 */ "vs_2_0\n" "lrp r0, v0, c0, r1\n", {0xfffe0200, 0x04000012, 0x800f0000, 0x90e40000, 0xa0e40000, 0x80e40001, 0x0000ffff} }, { /* shader 2 */ "vs_2_0\n" "dp4 oPos, v0, c0\n", {0xfffe0200, 0x03000009, 0xc00f0000, 0x90e40000, 0xa0e40000, 0x0000ffff} }, { /* shader 3 */ "vs_2_0\n" "mov r0, c0[a0.x]\n", {0xfffe0200, 0x03000001, 0x800f0000, 0xa0e42000, 0xb0000000, 0x0000ffff} }, { /* shader 4 */ "vs_2_0\n" "mov r0, c0[a0.y]\n", {0xfffe0200, 0x03000001, 0x800f0000, 0xa0e42000, 0xb0550000, 0x0000ffff} }, { /* shader 5 */ "vs_2_0\n" "mov r0, c0[a0.z]\n", {0xfffe0200, 0x03000001, 0x800f0000, 0xa0e42000, 0xb0aa0000, 0x0000ffff} }, { /* shader 6 */ "vs_2_0\n" "mov r0, c0[a0.w]\n", {0xfffe0200, 0x03000001, 0x800f0000, 0xa0e42000, 0xb0ff0000, 0x0000ffff} }, { /* shader 7 */ "vs_2_0\n" "mov r0, c0[a0.w].x\n", {0xfffe0200, 0x03000001, 0x800f0000, 0xa0002000, 0xb0ff0000, 0x0000ffff} }, { /* shader 8 */ "vs_2_0\n" "mov r0, -c0[a0.w+5].x\n", {0xfffe0200, 0x03000001, 0x800f0000, 0xa1002005, 0xb0ff0000, 0x0000ffff} }, { /* shader 9 */ "vs_2_0\n" "mov r0, c0[a0]\n", {0xfffe0200, 0x03000001, 0x800f0000, 0xa0e42000, 0xb0e40000, 0x0000ffff} }, { /* shader 10 */ "vs_2_0\n" "mov r0, c0[a0.xyww]\n", {0xfffe0200, 0x03000001, 0x800f0000, 0xa0e42000, 0xb0f40000, 0x0000ffff} }, { /* shader 11 */ "vs_2_0\n" "add r0, c0[a0.x], c1[a0.y]\n", /* validation would fail on this line */ {0xfffe0200, 0x05000002, 0x800f0000, 0xa0e42000, 0xb0000000, 0xa0e42001, 0xb0550000, 0x0000ffff} }, { /* shader 12 */ "vs_2_0\n" "rep i0\n" "endrep\n", {0xfffe0200, 0x01000026, 0xf0e40000, 0x00000027, 0x0000ffff} }, { /* shader 13 */ "vs_2_0\n" "if b0\n" "else\n" "endif\n", {0xfffe0200, 0x01000028, 0xe0e40800, 0x0000002a, 0x0000002b, 0x0000ffff} }, { /* shader 14 */ "vs_2_0\n" "loop aL, i0\n" "endloop\n", {0xfffe0200, 0x0200001b, 0xf0e40800, 0xf0e40000, 0x0000001d, 0x0000ffff} }, { /* shader 15 */ "vs_2_0\n" "nrm r0, c0\n", {0xfffe0200, 0x02000024, 0x800f0000, 0xa0e40000, 0x0000ffff} }, { /* shader 16 */ "vs_2_0\n" "crs r0, r1, r2\n", {0xfffe0200, 0x03000021, 0x800f0000, 0x80e40001, 0x80e40002, 0x0000ffff} }, { /* shader 17 */ "vs_2_0\n" "sgn r0, r1, r2, r3\n", {0xfffe0200, 0x04000022, 0x800f0000, 0x80e40001, 0x80e40002, 0x80e40003, 0x0000ffff} }, { /* shader 18 */ "vs_2_0\n" "sincos r0, r1, r2, r3\n", {0xfffe0200, 0x04000025, 0x800f0000, 0x80e40001, 0x80e40002, 0x80e40003, 0x0000ffff} }, { /* shader 19 */ "vs_2_0\n" "pow r0, r1, r2\n", {0xfffe0200, 0x03000020, 0x800f0000, 0x80e40001, 0x80e40002, 0x0000ffff} }, { /* shader 20 */ "vs_2_0\n" "mova a0.y, c0.z\n", {0xfffe0200, 0x0200002e, 0xb0020000, 0xa0aa0000, 0x0000ffff} }, { /* shader 21 */ "vs_2_0\n" "defb b0, true\n" "defb b1, false\n", {0xfffe0200, 0x0200002f, 0xe00f0800, 0x00000001, 0x0200002f, 0xe00f0801, 0x00000000, 0x0000ffff} }, { /* shader 22 */ "vs_2_0\n" "defi i0, -1, 1, 10, 0\n" "defi i1, 0, 40, 30, 10\n", {0xfffe0200, 0x05000030, 0xf00f0000, 0xffffffff, 0x00000001, 0x0000000a, 0x00000000, 0x05000030, 0xf00f0001, 0x00000000, 0x00000028, 0x0000001e, 0x0000000a, 0x0000ffff} }, { /* shader 23 */ "vs_2_0\n" "loop aL, i0\n" "mov r0, c0[aL]\n" "endloop\n", {0xfffe0200, 0x0200001b, 0xf0e40800, 0xf0e40000, 0x03000001, 0x800f0000, 0xa0e42000, 0xf0e40800, 0x0000001d, 0x0000ffff} }, { /* shader 24 */ "vs_2_0\n" "call l0\n" "ret\n" "label l0\n" "ret\n", {0xfffe0200, 0x01000019, 0xa0e41000, 0x0000001c, 0x0100001e, 0xa0e41000, 0x0000001c, 0x0000ffff} }, { /* shader 25 */ "vs_2_0\n" "callnz l0, b0\n" "ret\n" "label l0\n" "ret\n", {0xfffe0200, 0x0200001a, 0xa0e41000, 0xe0e40800, 0x0000001c, 0x0100001e, 0xa0e41000, 0x0000001c, 0x0000ffff} }, { /* shader 26 */ "vs_2_0\n" "callnz l0, !b0\n" "ret\n" "label l0\n" "ret\n", {0xfffe0200, 0x0200001a, 0xa0e41000, 0xede40800, 0x0000001c, 0x0100001e, 0xa0e41000, 0x0000001c, 0x0000ffff} }, { /* shader 27 */ "vs_2_0\n" "if !b0\n" "else\n" "endif\n", {0xfffe0200, 0x01000028, 0xede40800, 0x0000002a, 0x0000002b, 0x0000ffff} }, { /* shader 28 */ "vs_2_0\n" "call l3\n" "ret\n" "label l3\n" "ret\n", {0xfffe0200, 0x01000019, 0xa0e41003, 0x0000001c, 0x0100001e, 0xa0e41003, 0x0000001c, 0x0000ffff} }, { /* shader 29: labels up to 2047 are accepted even in vs_2_0 */ "vs_2_0\n" "call l2047\n", {0xfffe0200, 0x01000019, 0xa0e417ff, 0x0000ffff} }, }; exec_tests("vs_2_0", tests, sizeof(tests) / sizeof(tests[0])); } static void vs_2_x_test(void) { struct shader_test tests[] = { { /* shader 0 */ "vs_2_x\n" "rep i0\n" "break\n" "endrep\n", {0xfffe0201, 0x01000026, 0xf0e40000, 0x0000002c, 0x00000027, 0x0000ffff} }, { /* shader 1 */ "vs_2_x\n" "if_ge r0, r1\n" "endif\n", {0xfffe0201, 0x02030029, 0x80e40000, 0x80e40001, 0x0000002b, 0x0000ffff} }, { /* shader 2 */ "vs_2_x\n" "rep i0\n" "break_ne r0, r1\n" "endrep", {0xfffe0201, 0x01000026, 0xf0e40000, 0x0205002d, 0x80e40000, 0x80e40001, 0x00000027, 0x0000ffff} }, /* predicates */ { /* shader 3 */ "vs_2_x\n" "setp_gt p0, r0, r1\n" "(!p0) add r2, r2, r3\n", {0xfffe0201, 0x0301005e, 0xb00f1000, 0x80e40000, 0x80e40001, 0x14000002, 0x800f0002, 0xbde41000, 0x80e40002, 0x80e40003, 0x0000ffff} }, { /* shader 4 */ "vs_2_x\n" "if p0.x\n" "else\n" "endif\n", {0xfffe0201, 0x01000028, 0xb0001000, 0x0000002a, 0x0000002b, 0x0000ffff} }, { /* shader 5 */ "vs_2_x\n" "callnz l0, !p0.z\n" "ret\n" "label l0\n" "ret\n", {0xfffe0201, 0x0200001a, 0xa0e41000, 0xbdaa1000, 0x0000001c, 0x0100001e, 0xa0e41000, 0x0000001c, 0x0000ffff} }, { /* shader 6 */ "vs_2_x\n" "rep i0\n" "breakp p0.w\n" "endrep\n", {0xfffe0201, 0x01000026, 0xf0e40000, 0x01000060, 0xb0ff1000, 0x00000027, 0x0000ffff} }, }; exec_tests("vs_2_x", tests, sizeof(tests) / sizeof(tests[0])); } static void ps_2_0_test(void) { struct shader_test tests[] = { { /* shader 0 */ "ps_2_0\n" "dcl_2d s0\n", {0xffff0200, 0x0200001f, 0x90000000, 0xa00f0800, 0x0000ffff} }, { /* shader 1 */ "ps_2_0\n" "dcl_cube s0\n", {0xffff0200, 0x0200001f, 0x98000000, 0xa00f0800, 0x0000ffff} }, { /* shader 2 */ "ps_2_0\n" "dcl_volume s0\n", {0xffff0200, 0x0200001f, 0xa0000000, 0xa00f0800, 0x0000ffff} }, { /* shader 3 */ "ps_2_0\n" "dcl_volume s0\n" "dcl_cube s1\n" "dcl_2d s2\n", {0xffff0200, 0x0200001f, 0xa0000000, 0xa00f0800, 0x0200001f, 0x98000000, 0xa00f0801, 0x0200001f, 0x90000000, 0xa00f0802, 0x0000ffff} }, { /* shader 4 */ "ps_2_0\n" "mov r0, t0\n", {0xffff0200, 0x02000001, 0x800f0000, 0xb0e40000, 0x0000ffff} }, { /* shader 5 */ "ps_2_0\n" "dcl_2d s2\n" "texld r0, t1, s2\n", {0xffff0200, 0x0200001f, 0x90000000, 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40001, 0xa0e40802, 0x0000ffff} }, { /* shader 6 */ "ps_2_0\n" "texkill t0\n", {0xffff0200, 0x01000041, 0xb00f0000, 0x0000ffff} }, { /* shader 7 */ "ps_2_0\n" "mov oC0, c0\n" "mov oC1, c1\n", {0xffff0200, 0x02000001, 0x800f0800, 0xa0e40000, 0x02000001, 0x800f0801, 0xa0e40001, 0x0000ffff} }, { /* shader 8 */ "ps_2_0\n" "mov oDepth, c0.x\n", {0xffff0200, 0x02000001, 0x900f0800, 0xa0000000, 0x0000ffff} }, { /* shader 9 */ "ps_2_0\n" "dcl_2d s2\n" "texldp r0, t1, s2\n", {0xffff0200, 0x0200001f, 0x90000000, 0xa00f0802, 0x03010042, 0x800f0000, 0xb0e40001, 0xa0e40802, 0x0000ffff} }, { /* shader 10 */ "ps_2_0\n" "dcl_2d s2\n" "texldb r0, t1, s2\n", {0xffff0200, 0x0200001f, 0x90000000, 0xa00f0802, 0x03020042, 0x800f0000, 0xb0e40001, 0xa0e40802, 0x0000ffff} }, { /* shader 11 */ "ps_2_0\n" "dcl v0\n", {0xffff0200, 0x0200001f, 0x80000000, 0x900f0000, 0x0000ffff} }, { /* shader 12 */ "ps_2_0\n" "dcl t0.xyz\n" "dcl t1\n", {0xffff0200, 0x0200001f, 0x80000000, 0xb0070000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0000ffff} }, { /* shader 13 */ "ps_2_0\n" "dcl_pp t0\n", {0xffff0200, 0x0200001f, 0x80000000, 0xb02f0000, 0x0000ffff} }, }; exec_tests("ps_2_0", tests, sizeof(tests) / sizeof(tests[0])); } static void ps_2_x_test(void) { struct shader_test tests[] = { /* defb and defi are not supposed to work in ps_2_0 (even if defb actually works in ps_2_0 with native) */ { /* shader 0 */ "ps_2_x\n" "defb b0, true\n" "defb b1, false\n", {0xffff0201, 0x0200002f, 0xe00f0800, 0x00000001, 0x0200002f, 0xe00f0801, 0x00000000, 0x0000ffff} }, { /* shader 1 */ "ps_2_x\n" "defi i0, -1, 1, 10, 0\n" "defi i1, 0, 40, 30, 10\n", {0xffff0201, 0x05000030, 0xf00f0000, 0xffffffff, 0x00000001, 0x0000000a, 0x00000000, 0x05000030, 0xf00f0001, 0x00000000, 0x00000028, 0x0000001e, 0x0000000a, 0x0000ffff} }, { /* shader 2 */ "ps_2_x\n" "dsx r0, r0\n", {0xffff0201, 0x0200005b, 0x800f0000, 0x80e40000, 0x0000ffff} }, { /* shader 3 */ "ps_2_x\n" "dsy r0, r0\n", {0xffff0201, 0x0200005c, 0x800f0000, 0x80e40000, 0x0000ffff} }, { /* shader 4 */ "ps_2_x\n" "dcl_2d s2\n" "texldd r0, v1, s2, r3, r4\n", {0xffff0201, 0x0200001f, 0x90000000, 0xa00f0802, 0x0500005d, 0x800f0000, 0x90e40001, 0xa0e40802, 0x80e40003, 0x80e40004, 0x0000ffff} }, /* Static flow control tests */ { /* shader 5 */ "ps_2_x\n" "call l0\n" "ret\n" "label l0\n" "ret\n", {0xffff0201, 0x01000019, 0xa0e41000, 0x0000001c, 0x0100001e, 0xa0e41000, 0x0000001c, 0x0000ffff} }, { /* shader 6 */ "ps_2_x\n" "callnz l0, b0\n" "ret\n" "label l0\n" "ret\n", {0xffff0201, 0x0200001a, 0xa0e41000, 0xe0e40800, 0x0000001c, 0x0100001e, 0xa0e41000, 0x0000001c, 0x0000ffff} }, { /* shader 7 */ "ps_2_x\n" "callnz l0, !b0\n" "ret\n" "label l0\n" "ret\n", {0xffff0201, 0x0200001a, 0xa0e41000, 0xede40800, 0x0000001c, 0x0100001e, 0xa0e41000, 0x0000001c, 0x0000ffff} }, { /* shader 8 */ "ps_2_x\n" "if !b0\n" "else\n" "endif\n", {0xffff0201, 0x01000028, 0xede40800, 0x0000002a, 0x0000002b, 0x0000ffff} }, /* Dynamic flow control tests */ { /* shader 9 */ "ps_2_x\n" "rep i0\n" "break\n" "endrep\n", {0xffff0201, 0x01000026, 0xf0e40000, 0x0000002c, 0x00000027, 0x0000ffff} }, { /* shader 10 */ "ps_2_x\n" "if_ge r0, r1\n" "endif\n", {0xffff0201, 0x02030029, 0x80e40000, 0x80e40001, 0x0000002b, 0x0000ffff} }, { /* shader 11 */ "ps_2_x\n" "rep i0\n" "break_ne r0, r1\n" "endrep", {0xffff0201, 0x01000026, 0xf0e40000, 0x0205002d, 0x80e40000, 0x80e40001, 0x00000027, 0x0000ffff} }, /* Predicates */ { /* shader 12 */ "ps_2_x\n" "setp_gt p0, r0, r1\n" "(!p0) add r2, r2, r3\n", {0xffff0201, 0x0301005e, 0xb00f1000, 0x80e40000, 0x80e40001, 0x14000002, 0x800f0002, 0xbde41000, 0x80e40002, 0x80e40003, 0x0000ffff} }, { /* shader 13 */ "ps_2_x\n" "if p0.x\n" "else\n" "endif\n", {0xffff0201, 0x01000028, 0xb0001000, 0x0000002a, 0x0000002b, 0x0000ffff} }, { /* shader 14 */ "ps_2_x\n" "callnz l0, !p0.z\n" "ret\n" "label l0\n" "ret\n", {0xffff0201, 0x0200001a, 0xa0e41000, 0xbdaa1000, 0x0000001c, 0x0100001e, 0xa0e41000, 0x0000001c, 0x0000ffff} }, { /* shader 15 */ "ps_2_x\n" "rep i0\n" "breakp p0.w\n" "endrep\n", {0xffff0201, 0x01000026, 0xf0e40000, 0x01000060, 0xb0ff1000, 0x00000027, 0x0000ffff} }, { /* shader 16 */ "ps_2_x\n" "call l2047\n" "ret\n" "label l2047\n" "ret\n", {0xffff0201, 0x01000019, 0xa0e417ff, 0x0000001c, 0x0100001e, 0xa0e417ff, 0x0000001c, 0x0000ffff} }, }; exec_tests("ps_2_x", tests, sizeof(tests) / sizeof(tests[0])); } static void vs_3_0_test(void) { struct shader_test tests[] = { { /* shader 0 */ "vs_3_0\n" "mov r0, c0\n", {0xfffe0300, 0x02000001, 0x800f0000, 0xa0e40000, 0x0000ffff} }, { /* shader 1 */ "vs_3_0\n" "dcl_2d s0\n", {0xfffe0300, 0x0200001f, 0x90000000, 0xa00f0800, 0x0000ffff} }, { /* shader 2 */ "vs_3_0\n" "dcl_position o0\n", {0xfffe0300, 0x0200001f, 0x80000000, 0xe00f0000, 0x0000ffff} }, { /* shader 3 */ "vs_3_0\n" "dcl_texcoord12 o11\n", {0xfffe0300, 0x0200001f, 0x800c0005, 0xe00f000b, 0x0000ffff} }, { /* shader 4 */ "vs_3_0\n" "texldl r0, v0, s0\n", {0xfffe0300, 0x0300005f, 0x800f0000, 0x90e40000, 0xa0e40800, 0x0000ffff} }, { /* shader 5 */ "vs_3_0\n" "mov r0, c0[aL]\n", {0xfffe0300, 0x03000001, 0x800f0000, 0xa0e42000, 0xf0e40800, 0x0000ffff} }, { /* shader 6 */ "vs_3_0\n" "mov o[ a0.x + 12 ], r0\n", {0xfffe0300, 0x03000001, 0xe00f200c, 0xb0000000, 0x80e40000, 0x0000ffff} }, { /* shader 7 */ "vs_3_0\n" "add_sat r0, r0, r1\n", {0xfffe0300, 0x03000002, 0x801f0000, 0x80e40000, 0x80e40001, 0x0000ffff} }, { /* shader 8 */ "vs_3_0\n" "mov r2, r1_abs\n", {0xfffe0300, 0x02000001, 0x800f0002, 0x8be40001, 0x0000ffff} }, { /* shader 9 */ "vs_3_0\n" "mov r2, r1.xygb\n", {0xfffe0300, 0x02000001, 0x800f0002, 0x80940001, 0x0000ffff} }, { /* shader 10 */ "vs_3_0\n" "mov r2.xyb, r1\n", {0xfffe0300, 0x02000001, 0x80070002, 0x80e40001, 0x0000ffff} }, { /* shader 11 */ "vs_3_0\n" "mova_sat a0.x, r1\n", {0xfffe0300, 0x0200002e, 0xb0110000, 0x80e40001, 0x0000ffff} }, { /* shader 12 */ "vs_3_0\n" "sincos r0, r1\n", {0xfffe0300, 0x02000025, 0x800f0000, 0x80e40001, 0x0000ffff} }, { /* shader 13 */ "vs_3_0\n" "def c0, 1.0f, 1.0f, 1.0f, 0.5f\n", {0xfffe0300, 0x05000051, 0xa00f0000, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f000000, 0x0000ffff} }, { /* shader 14: no register number checks with relative addressing */ "vs_3_0\n" "add r0, v20[aL], r2\n", {0xfffe0300, 0x04000002, 0x800f0000, 0x90e42014, 0xf0e40800, 0x80e40002, 0x0000ffff} }, }; exec_tests("vs_3_0", tests, sizeof(tests) / sizeof(tests[0])); } static void ps_3_0_test(void) { struct shader_test tests[] = { { /* shader 0 */ "ps_3_0\n" "mov r0, c0\n", {0xffff0300, 0x02000001, 0x800f0000, 0xa0e40000, 0x0000ffff} }, { /* shader 1 */ "ps_3_0\n" "dcl_normal5 v0\n", {0xffff0300, 0x0200001f, 0x80050003, 0x900f0000, 0x0000ffff} }, { /* shader 2 */ "ps_3_0\n" "mov r0, vPos\n", {0xffff0300, 0x02000001, 0x800f0000, 0x90e41000, 0x0000ffff} }, { /* shader 3 */ "ps_3_0\n" "mov r0, vFace\n", {0xffff0300, 0x02000001, 0x800f0000, 0x90e41001, 0x0000ffff} }, { /* shader 4 */ "ps_3_0\n" "mov r0, v[ aL + 12 ]\n", {0xffff0300, 0x03000001, 0x800f0000, 0x90e4200c, 0xf0e40800, 0x0000ffff} }, { /* shader 5 */ "ps_3_0\n" "loop aL, i0\n" "mov r0, v0[aL]\n" "endloop\n", {0xffff0300, 0x0200001b, 0xf0e40800, 0xf0e40000, 0x03000001, 0x800f0000, 0x90e42000, 0xf0e40800, 0x0000001d, 0x0000ffff} }, { /* shader 6 */ "ps_3_0\n" "texldl r0, v0, s0\n", {0xffff0300, 0x0300005f, 0x800f0000, 0x90e40000, 0xa0e40800, 0x0000ffff} }, { /* shader 7 */ "ps_3_0\n" "add_pp r0, r0, r1\n", {0xffff0300, 0x03000002, 0x802f0000, 0x80e40000, 0x80e40001, 0x0000ffff} }, { /* shader 8 */ "ps_3_0\n" "dsx_sat r0, r1\n", {0xffff0300, 0x0200005b, 0x801f0000, 0x80e40001, 0x0000ffff} }, { /* shader 9 */ "ps_3_0\n" "texldd_pp r0, r1, r2, r3, r4\n", {0xffff0300, 0x0500005d, 0x802f0000, 0x80e40001, 0x80e40002, 0x80e40003, 0x80e40004, 0x0000ffff} }, { /* shader 10 */ "ps_3_0\n" "texkill v0\n", {0xffff0300, 0x01000041, 0x900f0000, 0x0000ffff} }, { /* shader 11 */ "ps_3_0\n" "add oC3, r0, r1\n", {0xffff0300, 0x03000002, 0x800f0803, 0x80e40000, 0x80e40001, 0x0000ffff} }, { /* shader 12 */ "ps_3_0\n" "dcl_texcoord0_centroid v0\n", {0xffff0300, 0x0200001f, 0x80000005, 0x904f0000, 0x0000ffff} }, { /* shader 13 */ "ps_3_0\n" "dcl_2d_centroid s0\n", {0xffff0300, 0x0200001f, 0x90000000, 0xa04f0800, 0x0000ffff} }, { /* shader 14 */ "ps_3_0\n" "dcl_2d_pp s0\n", {0xffff0300, 0x0200001f, 0x90000000, 0xa02f0800, 0x0000ffff} }, { /* shader 15 */ "ps_3_0\n" "dcl v0\n", {0xffff0300, 0x0200001f, 0x80000000, 0x900f0000, 0x0000ffff} }, }; exec_tests("ps_3_0", tests, sizeof(tests) / sizeof(tests[0])); } static void failure_test(void) { const char * tests[] = { /* shader 0: instruction modifier not allowed */ "ps_3_0\n" "dcl_2d s2\n" "texldd_x2 r0, v1, s2, v3, v4\n", /* shader 1: coissue not supported in vertex shaders */ "vs.1.1\r\n" "add r0.rgb, r0, r1\n" "+add r0.a, r0, r2\n", /* shader 2: coissue not supported in pixel shader version >= 2.0 */ "ps_2_0\n" "texld r0, t0, s0\n" "add r0.rgb, r0, r1\n" "+add r0.a, r0, v1\n", /* shader 3: predicates not supported in vertex shader < 2.0 */ "vs_1_1\n" "(p0) add r0, r0, v0\n", /* shader 4: register a0 doesn't exist in pixel shaders */ "ps_3_0\n" "mov r0, v[ a0 + 12 ]\n", /* shader 5: s0 doesn't exist in vs_1_1 */ "vs_1_1\n" "mov r0, s0\n", /* shader 6: aL is a scalar register, no swizzles allowed */ "ps_3_0\n" "mov r0, v[ aL.x + 12 ]\n", /* shader 7: tn doesn't exist in ps_3_0 */ "ps_3_0\n" "dcl_2d s2\n" "texldd r0, t1, s2, v3, v4\n", /* shader 8: two shift modifiers */ "ps_1_3\n" "mov_x2_x2 r0, r1\n", /* shader 9: too many source registers for mov instruction */ "vs_1_1\n" "mov r0, r1, r2\n", /* shader 10: invalid combination of negate and divide modifiers */ "ps_1_4\n" "texld r5, -r2_dz\n", /* shader 11: complement modifier not allowed in >= PS 2 */ "ps_2_0\n" "mov r2, 1 - r0\n", /* shader 12: invalid modifier */ "vs_3_0\n" "mov r2, 2 - r0\n", /* shader 13: float value in relative addressing */ "vs_3_0\n" "mov r2, c[ aL + 3.4 ]\n", /* shader 14: complement modifier not available in VS */ "vs_3_0\n" "mov r2, 1 - r1\n", /* shader 15: _x2 modifier not available in VS */ "vs_1_1\n" "mov r2, r1_x2\n", /* shader 16: _abs modifier not available in < VS 3.0 */ "vs_1_1\n" "mov r2, r1_abs\n", /* shader 17: _x2 modifier not available in >= PS 2.0 */ "ps_2_0\n" "mov r0, r1_x2\n", /* shader 18: wrong swizzle */ "vs_2_0\n" "mov r0, r1.abcd\n", /* shader 19: wrong swizzle */ "vs_2_0\n" "mov r0, r1.xyzwx\n", /* shader 20: wrong swizzle */ "vs_2_0\n" "mov r0, r1.\n", /* shader 21: invalid writemask */ "vs_2_0\n" "mov r0.xxyz, r1\n", /* shader 22: register r5 doesn't exist in PS < 1.4 */ "ps_1_3\n" "mov r5, r0\n", /* shader 23: can't declare output registers in a pixel shader */ "ps_3_0\n" "dcl_positiont o0\n", /* shader 24: _pp instruction modifier not allowed in vertex shaders */ "vs_3_0\n" "add_pp r0, r0, r1\n", /* shader 25: _x4 instruction modified not allowed in > ps_1_x */ "ps_3_0\n" "add_x4 r0, r0, r1\n", /* shader 26: there aren't oCx registers in ps_1_x */ "ps_1_3\n" "add oC0, r0, r1\n", /* shader 27: oC3 is the max in >= ps_2_0 */ "ps_3_0\n" "add oC4, r0, r1\n", /* shader 28: register v17 doesn't exist */ "vs_3_0\n" "add r0, r0, v17\n", /* shader 29: register o13 doesn't exist */ "vs_3_0\n" "add o13, r0, r1\n", /* shader 30: label > 2047 not allowed */ "vs_3_0\n" "call l2048\n", /* shader 31: s20 register does not exist */ "ps_3_0\n" "texld r0, r1, s20\n", /* shader 32: t5 not allowed in ps_1_3 */ "ps_1_3\n" "tex t5\n", /* shader 33: no temporary registers relative addressing */ "vs_3_0\n" "add r0, r0[ a0.x ], r1\n", /* shader 34: no input registers relative addressing in vs_2_0 */ "vs_2_0\n" "add r0, v[ a0.x ], r1\n", /* shader 35: no aL register in ps_2_0 */ "ps_2_0\n" "add r0, v[ aL ], r1\n", /* shader 36: no relative addressing in ps_2_0 */ "ps_2_0\n" "add r0, v[ r0 ], r1\n", /* shader 37: no a0 register in ps_3_0 */ "ps_3_0\n" "add r0, v[ a0.x ], r1\n", /* shader 38: only a0.x accepted in vs_1_1 */ "vs_1_1\n" "mov r0, c0[ a0 ]\n", /* shader 39: invalid modifier for dcl instruction */ "ps_3_0\n" "dcl_texcoord0_sat v0\n", /* shader 40: shift not allowed */ "ps_3_0\n" "dcl_texcoord0_x2 v0\n", /* shader 41: no modifier allowed with dcl instruction in vs */ "vs_3_0\n" "dcl_texcoord0_centroid v0\n", /* shader 42: no modifiers with vs dcl sampler instruction */ "vs_3_0\n" "dcl_2d_pp s0\n", /* shader 43: can't explicitely declare input registers in ps_2_0 */ "ps_2_0\n" "dcl_texcoord0 t0\n", }; HRESULT hr; unsigned int i; LPD3DXBUFFER shader,messages; for(i = 0; i < (sizeof(tests) / sizeof(tests[0])); i++) { shader = NULL; messages = NULL; hr = D3DXAssembleShader(tests[i], strlen(tests[i]), NULL, NULL, D3DXSHADER_SKIPVALIDATION, &shader, &messages); ok(hr == D3DXERR_INVALIDDATA, "Failure test, shader %d: " "expected D3DXAssembleShader failure with D3DXERR_INVALIDDATA, " "got 0x%x - %d\n", i, hr, hr & 0x0000FFFF); if(messages) { trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages)); ID3DXBuffer_Release(messages); } if(shader) { DWORD *res = ID3DXBuffer_GetBufferPointer(shader); dump_shader(res); ID3DXBuffer_Release(shader); } } } static HRESULT WINAPI testD3DXInclude_open(ID3DXInclude *iface, D3DXINCLUDE_TYPE include_type, LPCSTR filename, LPCVOID parent_data, LPCVOID *data, UINT *bytes) { char *buffer; char include[] = "#define REGISTER r0\nvs.1.1\n"; trace("filename = %s\n",filename); buffer = HeapAlloc(GetProcessHeap(), 0, sizeof(include)); CopyMemory(buffer, include, sizeof(include)); *data = buffer; *bytes = sizeof(include); return S_OK; } static HRESULT WINAPI testD3DXInclude_close(ID3DXInclude *iface, LPCVOID data) { HeapFree(GetProcessHeap(), 0, (LPVOID)data); return S_OK; } static const struct ID3DXIncludeVtbl D3DXInclude_Vtbl = { testD3DXInclude_open, testD3DXInclude_close }; struct D3DXIncludeImpl { const ID3DXIncludeVtbl *lpVtbl; }; static void assembleshader_test(void) { const char test1[] = { "vs.1.1\n" "mov DEF2, v0\n" }; const char testincl[] = { "#define REGISTER r0\n" "vs.1.1\n" }; const char testshader[] = { "#include \"incl.vsh\"\n" "mov REGISTER, v0\n" }; HRESULT hr; LPD3DXBUFFER shader, messages; D3DXMACRO defines[] = { { "DEF1", "10 + 15" }, { "DEF2", "r0" }, { NULL, NULL } }; struct D3DXIncludeImpl include; HRESULT shader_vsh_res, incl_vsh_res; /* pDefines test */ shader = NULL; messages = NULL; hr = D3DXAssembleShader(test1, strlen(test1), defines, NULL, D3DXSHADER_SKIPVALIDATION, &shader, &messages); ok(hr == D3D_OK, "pDefines test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF); if(messages) { trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages)); ID3DXBuffer_Release(messages); } if(shader) ID3DXBuffer_Release(shader); /* NULL messages test */ shader = NULL; hr = D3DXAssembleShader(test1, strlen(test1), defines, NULL, D3DXSHADER_SKIPVALIDATION, &shader, NULL); ok(hr == D3D_OK, "NULL messages test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF); if(shader) ID3DXBuffer_Release(shader); /* NULL shader test */ messages = NULL; hr = D3DXAssembleShader(test1, strlen(test1), defines, NULL, D3DXSHADER_SKIPVALIDATION, NULL, &messages); ok(hr == D3D_OK, "NULL shader test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF); if(messages) { trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages)); ID3DXBuffer_Release(messages); } /* pInclude test */ shader = NULL; messages = NULL; include.lpVtbl = &D3DXInclude_Vtbl; hr = D3DXAssembleShader(testshader, strlen(testshader), NULL, (LPD3DXINCLUDE)&include, D3DXSHADER_SKIPVALIDATION, &shader, &messages); ok(hr == D3D_OK, "pInclude test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF); if(messages) { trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages)); ID3DXBuffer_Release(messages); } if(shader) ID3DXBuffer_Release(shader); todo_wine { shader_vsh_res = create_file("shader.vsh", testshader, sizeof(testshader)); if(SUCCEEDED(shader_vsh_res)) { incl_vsh_res = create_file("incl.vsh", testincl, sizeof(testincl)); if(SUCCEEDED(incl_vsh_res)) { /* D3DXAssembleShaderFromFile + #include test */ shader = NULL; messages = NULL; hr = D3DXAssembleShaderFromFileA("shader.vsh", NULL, NULL, D3DXSHADER_SKIPVALIDATION, &shader, &messages); ok(hr == D3D_OK, "D3DXAssembleShaderFromFile test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF); if(messages) { trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages)); ID3DXBuffer_Release(messages); } if(shader) ID3DXBuffer_Release(shader); } else skip("Couldn't create \"incl.vsh\"\n"); /* D3DXAssembleShaderFromFile + pInclude test */ shader = NULL; messages = NULL; hr = D3DXAssembleShaderFromFileA("shader.vsh", NULL, (LPD3DXINCLUDE)&include, D3DXSHADER_SKIPVALIDATION, &shader, &messages); ok(hr == D3D_OK, "D3DXAssembleShaderFromFile + pInclude test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF); if(messages) { trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages)); ID3DXBuffer_Release(messages); } if(shader) ID3DXBuffer_Release(shader); } else skip("Couldn't create \"shader.vsh\"\n"); } /* todo_wine */ /* NULL shader tests */ shader = NULL; messages = NULL; hr = D3DXAssembleShader(NULL, 0, NULL, NULL, D3DXSHADER_SKIPVALIDATION, &shader, &messages); ok(hr == D3DXERR_INVALIDDATA, "NULL shader test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF); if(messages) { trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages)); ID3DXBuffer_Release(messages); } if(shader) ID3DXBuffer_Release(shader); todo_wine { shader = NULL; messages = NULL; hr = D3DXAssembleShaderFromFileA("nonexistent.vsh", NULL, NULL, D3DXSHADER_SKIPVALIDATION, &shader, &messages); ok(hr == D3DXERR_INVALIDDATA || hr == E_FAIL, /* I get this on WinXP */ "D3DXAssembleShaderFromFile nonexistent file test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF); if(messages) { trace("D3DXAssembleShaderFromFile messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages)); ID3DXBuffer_Release(messages); } if(shader) ID3DXBuffer_Release(shader); } /* end of todo_wine */ /* D3DXAssembleShaderFromResource test */ shader = NULL; messages = NULL; hr = D3DXAssembleShaderFromResourceA(NULL, MAKEINTRESOURCEA(IDB_ASMSHADER), NULL, NULL, D3DXSHADER_SKIPVALIDATION, &shader, &messages); ok(hr == D3D_OK, "D3DXAssembleShaderFromResource test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF); if(messages) { trace("D3DXAssembleShaderFromResource messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages)); ID3DXBuffer_Release(messages); } if(shader) ID3DXBuffer_Release(shader); /* D3DXAssembleShaderFromResource with missing shader resource test */ shader = NULL; messages = NULL; hr = D3DXAssembleShaderFromResourceA(NULL, "notexisting", NULL, NULL, D3DXSHADER_SKIPVALIDATION, &shader, &messages); ok(hr == D3DXERR_INVALIDDATA, "D3DXAssembleShaderFromResource NULL shader test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF); if(messages) { trace("D3DXAssembleShaderFromResource messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages)); ID3DXBuffer_Release(messages); } if(shader) ID3DXBuffer_Release(shader); /* cleanup */ if(SUCCEEDED(shader_vsh_res)) { DeleteFileA("shader.vsh"); if(SUCCEEDED(incl_vsh_res)) DeleteFileA("incl.vsh"); } } START_TEST(asm) { preproc_test(); todo_wine ps_1_1_test(); vs_1_1_test(); todo_wine ps_1_3_test(); todo_wine ps_1_4_test(); vs_2_0_test(); vs_2_x_test(); ps_2_0_test(); ps_2_x_test(); vs_3_0_test(); ps_3_0_test(); failure_test(); assembleshader_test(); }