/* * Copyright (C) 2005 Henri Verbeet * * 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 #include "wine/test.h" static HMODULE d3d9_handle = 0; static HWND create_window(void) { WNDCLASS wc = {0}; wc.lpfnWndProc = DefWindowProc; wc.lpszClassName = "d3d9_test_wc"; RegisterClass(&wc); return CreateWindow("d3d9_test_wc", "d3d9_test", 0, 0, 0, 0, 0, 0, 0, 0, 0); } static IDirect3DDevice9 *init_d3d9(void) { IDirect3D9 * (__stdcall * d3d9_create)(UINT SDKVersion) = 0; IDirect3D9 *d3d9_ptr = 0; IDirect3DDevice9 *device_ptr = 0; D3DPRESENT_PARAMETERS present_parameters; HRESULT hres; d3d9_create = (void *)GetProcAddress(d3d9_handle, "Direct3DCreate9"); ok(d3d9_create != NULL, "Failed to get address of Direct3DCreate9\n"); if (!d3d9_create) return NULL; d3d9_ptr = d3d9_create(D3D_SDK_VERSION); if (!d3d9_ptr) { skip("could not create D3D9\n"); return NULL; } ZeroMemory(&present_parameters, sizeof(present_parameters)); present_parameters.Windowed = TRUE; present_parameters.hDeviceWindow = create_window(); present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; hres = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr); if(FAILED(hres)) { skip("could not create device, IDirect3D9_CreateDevice returned %#x\n", hres); return NULL; } return device_ptr; } static int get_refcount(IUnknown *object) { IUnknown_AddRef(object); return IUnknown_Release(object); } static void test_get_set_vertex_shader(IDirect3DDevice9 *device_ptr) { static DWORD simple_vs[] = {0xFFFE0101, /* vs_1_1 */ 0x0000001F, 0x80000000, 0x900F0000, /* dcl_position0 v0 */ 0x00000009, 0xC0010000, 0x90E40000, 0xA0E40000, /* dp4 oPos.x, v0, c0 */ 0x00000009, 0xC0020000, 0x90E40000, 0xA0E40001, /* dp4 oPos.y, v0, c1 */ 0x00000009, 0xC0040000, 0x90E40000, 0xA0E40002, /* dp4 oPos.z, v0, c2 */ 0x00000009, 0xC0080000, 0x90E40000, 0xA0E40003, /* dp4 oPos.w, v0, c3 */ 0x0000FFFF}; /* END */ IDirect3DVertexShader9 *shader_ptr = 0; IDirect3DVertexShader9 *current_shader_ptr = 0; HRESULT hret = 0; int shader_refcount = 0; int i = 0; hret = IDirect3DDevice9_CreateVertexShader(device_ptr, simple_vs, &shader_ptr); ok(hret == D3D_OK && shader_ptr != NULL, "CreateVertexShader returned: hret 0x%x, shader_ptr %p. " "Expected hret 0x%x, shader_ptr != %p. Aborting.\n", hret, shader_ptr, D3D_OK, NULL); if (hret != D3D_OK || shader_ptr == NULL) return; /* SetVertexShader should not touch the shader's refcount. */ i = get_refcount((IUnknown *)shader_ptr); hret = IDirect3DDevice9_SetVertexShader(device_ptr, shader_ptr); shader_refcount = get_refcount((IUnknown *)shader_ptr); ok(hret == D3D_OK && shader_refcount == i, "SetVertexShader returned: hret 0x%x, refcount %d. " "Expected hret 0x%x, refcount %d.\n", hret, shader_refcount, D3D_OK, i); /* GetVertexShader should increase the shader's refcount by one. */ i = shader_refcount+1; hret = IDirect3DDevice9_GetVertexShader(device_ptr, ¤t_shader_ptr); shader_refcount = get_refcount((IUnknown *)shader_ptr); ok(hret == D3D_OK && shader_refcount == i && current_shader_ptr == shader_ptr, "GetVertexShader returned: hret 0x%x, current_shader_ptr %p refcount %d. " "Expected hret 0x%x, current_shader_ptr %p, refcount %d.\n", hret, current_shader_ptr, shader_refcount, D3D_OK, shader_ptr, i); IDirect3DVertexShader9_Release(current_shader_ptr); IDirect3DVertexShader9_Release(shader_ptr); } static void test_vertex_shader_constant(IDirect3DDevice9 *device_ptr, DWORD consts) { float c[4] = { 0.0, 0.0, 0.0, 0.0 }; 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 }; HRESULT hr; /* A simple check that the stuff works at all */ hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, 0, c, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr); /* Test corner cases: Write to const MAX - 1, MAX, MAX + 1, and writing 4 consts from * MAX - 1 */ hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts - 1, c, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts + 0, c, 1); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts + 1, c, 1); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts - 1, d, 4); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr); /* Constant -1 */ hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, -1, c, 1); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr); } static void test_get_set_pixel_shader(IDirect3DDevice9 *device_ptr) { static DWORD simple_ps[] = {0xFFFF0101, /* ps_1_1 */ 0x00000051, 0xA00F0001, 0x3F800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */ 0x00000042, 0xB00F0000, /* tex t0 */ 0x00000008, 0x800F0000, 0xA0E40001, 0xA0E40000, /* dp3 r0, c1, c0 */ 0x00000005, 0x800F0000, 0x90E40000, 0x80E40000, /* mul r0, v0, r0 */ 0x00000005, 0x800F0000, 0xB0E40000, 0x80E40000, /* mul r0, t0, r0 */ 0x0000FFFF}; /* END */ IDirect3DPixelShader9 *shader_ptr = 0; IDirect3DPixelShader9 *current_shader_ptr = 0; HRESULT hret = 0; int shader_refcount = 0; int i = 0; hret = IDirect3DDevice9_CreatePixelShader(device_ptr, simple_ps, &shader_ptr); ok(hret == D3D_OK && shader_ptr != NULL, "CreatePixelShader returned: hret 0x%x, shader_ptr %p. " "Expected hret 0x%x, shader_ptr != %p. Aborting.\n", hret, shader_ptr, D3D_OK, NULL); if (hret != D3D_OK || shader_ptr == NULL) return; /* SetPixelsShader should not touch the shader's refcount. */ i = get_refcount((IUnknown *)shader_ptr); hret = IDirect3DDevice9_SetPixelShader(device_ptr, shader_ptr); shader_refcount = get_refcount((IUnknown *)shader_ptr); ok(hret == D3D_OK && shader_refcount == i, "SetPixelShader returned: hret 0x%x, refcount %d. " "Expected hret 0x%x, refcount %d.\n", hret, shader_refcount, D3D_OK, i); /* GetPixelShader should increase the shader's refcount by one. */ i = shader_refcount+1; hret = IDirect3DDevice9_GetPixelShader(device_ptr, ¤t_shader_ptr); shader_refcount = get_refcount((IUnknown *)shader_ptr); ok(hret == D3D_OK && shader_refcount == i && current_shader_ptr == shader_ptr, "GetPixelShader returned: hret 0x%x, current_shader_ptr %p refcount %d. " "Expected hret 0x%x, current_shader_ptr %p, refcount %d.\n", hret, current_shader_ptr, shader_refcount, D3D_OK, shader_ptr, i); IDirect3DPixelShader9_Release(current_shader_ptr); IDirect3DPixelShader9_Release(shader_ptr); } static void test_pixel_shader_constant(IDirect3DDevice9 *device_ptr) { float c[4] = { 0.0, 0.0, 0.0, 0.0 }; 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 }; HRESULT hr; DWORD consts = 0; /* A simple check that the stuff works at all */ hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, 0, c, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr); /* Is there really no max pixel shader constant value??? Test how far I can go */ while(SUCCEEDED(IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, consts++, c, 1))); consts = consts - 1; trace("SetPixelShaderConstantF was able to set %d shader constants\n", consts); /* Test corner cases: writing 4 consts from MAX - 1, everything else is pointless * given the way the constant limit was found out */ hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, consts - 1, d, 4); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetPixelShaderConstantF returned 0x%08x\n", hr); /* Constant -1 */ hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, -1, c, 1); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetPixelShaderConstantF returned 0x%08x\n", hr); } static void test_wrong_shader(IDirect3DDevice9 *device_ptr) { static const DWORD simple_vs[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position0 v0 */ 0x00000009, 0xc0010000, 0x90e40000, 0xa0e40000, /* dp4 oPos.x, v0, c0 */ 0x00000009, 0xc0020000, 0x90e40000, 0xa0e40001, /* dp4 oPos.y, v0, c1 */ 0x00000009, 0xc0040000, 0x90e40000, 0xa0e40002, /* dp4 oPos.z, v0, c2 */ 0x00000009, 0xc0080000, 0x90e40000, 0xa0e40003, /* dp4 oPos.w, v0, c3 */ 0x0000ffff /* END */ }; static const DWORD simple_ps[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0001, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000008, 0x800f0000, 0xa0e40001, 0xa0e40000, /* dp3 r0, c1, c0 */ 0x00000005, 0x800f0000, 0x90e40000, 0x80e40000, /* mul r0, v0, r0 */ 0x00000005, 0x800f0000, 0xb0e40000, 0x80e40000, /* mul r0, t0, r0 */ 0x0000ffff /* END */ }; const DWORD vs_3_0[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x0000ffff /* end */ }; #if 0 float4 main(const float4 color : COLOR) : SV_TARGET { float4 o; o = color; return o; } #endif static const DWORD ps_4_0[] = { 0x43425844, 0x4da9446f, 0xfbe1f259, 0x3fdb3009, 0x517521fa, 0x00000001, 0x000001ac, 0x00000005, 0x00000034, 0x0000008c, 0x000000bc, 0x000000f0, 0x00000130, 0x46454452, 0x00000050, 0x00000000, 0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e39322e, 0x2e323539, 0x31313133, 0xababab00, 0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040, 0x0000000e, 0x03001062, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, }; IDirect3DVertexShader9 *vs = NULL; IDirect3DPixelShader9 *ps = NULL; HRESULT hret; D3DCAPS9 caps; hret = IDirect3DDevice9_CreateVertexShader(device_ptr, simple_ps, &vs); ok(hret == D3DERR_INVALIDCALL, "CreateVertexShader returned: hret 0x%x, shader_ptr %p.\n", hret, vs); hret = IDirect3DDevice9_CreatePixelShader(device_ptr, simple_vs, &ps); ok(hret == D3DERR_INVALIDCALL, "CreatePixelShader returned: hret 0x%x, shader_ptr %p.\n", hret, ps); hret = IDirect3DDevice9_CreatePixelShader(device_ptr, ps_4_0, &ps); ok(hret == D3DERR_INVALIDCALL, "CreatePixelShader returned: hret 0x%x, shader_ptr %p.\n", hret, ps); IDirect3DDevice9_GetDeviceCaps(device_ptr, &caps); if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0)) { hret = IDirect3DDevice9_CreateVertexShader(device_ptr, vs_3_0, &vs); ok(hret == D3DERR_INVALIDCALL, "CreateVertexShader returned: hret 0x%x, shader_ptr %p.\n", hret, vs); } else skip("This GPU supports SM3, skipping unsupported shader test.\n"); } START_TEST(shader) { D3DCAPS9 caps; IDirect3DDevice9 *device_ptr; ULONG refcount; d3d9_handle = LoadLibraryA("d3d9.dll"); if (!d3d9_handle) { skip("Could not load d3d9.dll\n"); return; } device_ptr = init_d3d9(); if (!device_ptr) return; IDirect3DDevice9_GetDeviceCaps(device_ptr, &caps); if (caps.VertexShaderVersion & 0xffff) { test_get_set_vertex_shader(device_ptr); test_vertex_shader_constant(device_ptr, caps.MaxVertexShaderConst); } else skip("No vertex shader support\n"); if (caps.PixelShaderVersion & 0xffff) { test_get_set_pixel_shader(device_ptr); /* No max pixel shader constant value??? */ test_pixel_shader_constant(device_ptr); if (caps.VertexShaderVersion & 0xffff) test_wrong_shader(device_ptr); } else skip("No pixel shader support\n"); refcount = IDirect3DDevice9_Release(device_ptr); ok(!refcount, "Device has %u references left\n", refcount); }