/* * Copyright (C) 2010 Travis Athougies * Copyright (C) 2020 Zebediah Figura for CodeWeavers * * 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 "wine/heap.h" #include "d3dx9.h" #include "d3dcompiler.h" #include static pD3DCompile ppD3DCompile; static HRESULT (WINAPI *pD3DCompile2)(const void *data, SIZE_T data_size, const char *filename, const D3D_SHADER_MACRO *defines, ID3DInclude *include, const char *entrypoint, const char *target, UINT sflags, UINT eflags, UINT secondary_flags, const void *secondary_data, SIZE_T secondary_data_size, ID3DBlob **shader, ID3DBlob **error_messages); static HRESULT (WINAPI *pD3DCompileFromFile)(const WCHAR *filename, const D3D_SHADER_MACRO *defines, ID3DInclude *include, const char *entrypoint, const char *target, UINT flags1, UINT flags2, ID3DBlob **code, ID3DBlob **errors); static HRESULT (WINAPI *pD3DXGetShaderConstantTable)(const DWORD *byte_code, ID3DXConstantTable **constant_table); struct vec2 { float x, y; }; struct vec4 { float x, y, z, w; }; static WCHAR temp_dir[MAX_PATH]; static BOOL create_file(const WCHAR *filename, const char *data, unsigned int size, WCHAR *out_path) { WCHAR path[MAX_PATH]; DWORD written; HANDLE file; if (!temp_dir[0]) GetTempPathW(ARRAY_SIZE(temp_dir), temp_dir); lstrcpyW(path, temp_dir); lstrcatW(path, filename); file = CreateFileW(path, GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, 0); if (file == INVALID_HANDLE_VALUE) return FALSE; if (WriteFile(file, data, size, &written, NULL)) { CloseHandle(file); if (out_path) lstrcpyW(out_path, path); return TRUE; } CloseHandle(file); return FALSE; } static void delete_file(const WCHAR *filename) { WCHAR path[MAX_PATH]; lstrcpyW(path, temp_dir); lstrcatW(path, filename); DeleteFileW(path); } static BOOL create_directory(const WCHAR *dir) { WCHAR path[MAX_PATH]; lstrcpyW(path, temp_dir); lstrcatW(path, dir); return CreateDirectoryW(path, NULL); } static void delete_directory(const WCHAR *dir) { WCHAR path[MAX_PATH]; lstrcpyW(path, temp_dir); lstrcatW(path, dir); RemoveDirectoryW(path); } #define compile_shader(a, b) compile_shader_(__LINE__, a, b) static ID3D10Blob *compile_shader_(unsigned int line, const char *source, const char *target) { ID3D10Blob *blob = NULL, *errors = NULL; HRESULT hr; hr = ppD3DCompile(source, strlen(source), NULL, NULL, NULL, "main", target, 0, 0, &blob, &errors); ok_(__FILE__, line)(hr == D3D_OK, "Failed to compile shader, hr %#x.\n", hr); if (errors) { if (winetest_debug > 1) trace_(__FILE__, line)("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors)); ID3D10Blob_Release(errors); } return blob; } static IDirect3DDevice9 *create_device(HWND window) { D3DPRESENT_PARAMETERS present_parameters = { .Windowed = TRUE, .hDeviceWindow = window, .SwapEffect = D3DSWAPEFFECT_DISCARD, .BackBufferWidth = 640, .BackBufferHeight = 480, .BackBufferFormat = D3DFMT_A8R8G8B8, }; IDirect3DDevice9 *device; IDirect3DSurface9 *rt; IDirect3D9 *d3d; D3DCAPS9 caps; HRESULT hr; d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device); IDirect3D9_Release(d3d); if (FAILED(hr)) { skip("Failed to create a 3D device, hr %#x.\n", hr); return NULL; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0) || caps.VertexShaderVersion < D3DVS_VERSION(2, 0)) { skip("No shader model 2 support.\n"); IDirect3DDevice9_Release(device); return NULL; } if (FAILED(hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A32B32G32R32F, D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL))) { skip("Failed to create an A32B32G32R32F surface, hr %#x.\n", hr); IDirect3DDevice9_Release(device); return NULL; } ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(hr == D3D_OK, "Failed to set render target, hr %#x.\n", hr); IDirect3DSurface9_Release(rt); return device; } struct test_context { IDirect3DDevice9 *device; HWND window; }; #define init_test_context(a) init_test_context_(__LINE__, a) static BOOL init_test_context_(unsigned int line, struct test_context *context) { RECT rect = {0, 0, 640, 480}; AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE); context->window = CreateWindowA("static", "d3dcompiler_test", WS_OVERLAPPEDWINDOW, 0, 0, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, NULL, NULL); ok(!!context->window, "Failed to create a window.\n"); if (!(context->device = create_device(context->window))) { DestroyWindow(context->window); return FALSE; } return TRUE; } #define release_test_context(context) release_test_context_(__LINE__, context) static void release_test_context_(unsigned int line, struct test_context *context) { ULONG ref = IDirect3DDevice9_Release(context->device); ok_(__FILE__, line)(!ref, "Device has %u references left.\n", ref); DestroyWindow(context->window); } #define draw_quad(device, ps_code) draw_quad_(__LINE__, device, ps_code) static void draw_quad_(unsigned int line, IDirect3DDevice9 *device, ID3D10Blob *ps_code) { IDirect3DVertexDeclaration9 *vertex_declaration; IDirect3DVertexShader9 *vs; IDirect3DPixelShader9 *ps; ID3D10Blob *vs_code; HRESULT hr; static const D3DVERTEXELEMENT9 decl_elements[] = { {0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 8, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; static const struct { struct vec2 position; struct vec2 t0; } quad[] = { {{-1.0f, -1.0f}, {0.0f, 1.0f}}, {{-1.0f, 1.0f}, {0.0f, 0.0f}}, {{ 1.0f, -1.0f}, {1.0f, 1.0f}}, {{ 1.0f, 1.0f}, {1.0f, 0.0f}}, }; static const char vs_source[] = "float4 main(float4 pos : POSITION, inout float2 texcoord : TEXCOORD0) : POSITION\n" "{\n" " return pos;\n" "}"; hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); ok_(__FILE__, line)(hr == D3D_OK, "Failed to create vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); ok_(__FILE__, line)(hr == D3D_OK, "Failed to set vertex declaration, hr %#x.\n", hr); vs_code = compile_shader(vs_source, "vs_2_0"); hr = IDirect3DDevice9_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_code), &vs); ok_(__FILE__, line)(hr == D3D_OK, "Failed to create vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, vs); ok_(__FILE__, line)(hr == D3D_OK, "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(ps_code), &ps); ok_(__FILE__, line)(hr == D3D_OK, "Failed to create pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok_(__FILE__, line)(hr == D3D_OK, "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok_(__FILE__, line)(hr == D3D_OK, "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok_(__FILE__, line)(hr == D3D_OK, "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok_(__FILE__, line)(hr == D3D_OK, "Failed to draw, hr %#x.\n", hr); IDirect3DVertexDeclaration9_Release(vertex_declaration); IDirect3DVertexShader9_Release(vs); IDirect3DPixelShader9_Release(ps); ID3D10Blob_Release(vs_code); } struct readback { IDirect3DSurface9 *surface; D3DLOCKED_RECT rect; }; static void init_readback(IDirect3DDevice9 *device, struct readback *rb) { IDirect3DSurface9 *rt; D3DSURFACE_DESC desc; HRESULT hr; hr = IDirect3DDevice9Ex_GetRenderTarget(device, 0, &rt); ok(hr == D3D_OK, "Failed to get render target, hr %#x.\n", hr); hr = IDirect3DSurface9_GetDesc(rt, &desc); ok(hr == D3D_OK, "Failed to get surface desc, hr %#x.\n", hr); hr = IDirect3DDevice9Ex_CreateOffscreenPlainSurface(device, desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &rb->surface, NULL); ok(hr == D3D_OK, "Failed to create surface, hr %#x.\n", hr); hr = IDirect3DDevice9Ex_GetRenderTargetData(device, rt, rb->surface); ok(hr == D3D_OK, "Failed to get render target data, hr %#x.\n", hr); hr = IDirect3DSurface9_LockRect(rb->surface, &rb->rect, NULL, D3DLOCK_READONLY); ok(hr == D3D_OK, "Failed to lock surface, hr %#x.\n", hr); IDirect3DSurface9_Release(rt); } static const struct vec4 *get_readback_vec4(const struct readback *rb, unsigned int x, unsigned int y) { return (struct vec4 *)((BYTE *)rb->rect.pBits + y * rb->rect.Pitch + x * sizeof(struct vec4)); } static void release_readback(struct readback *rb) { IDirect3DSurface9_UnlockRect(rb->surface); IDirect3DSurface9_Release(rb->surface); } static struct vec4 get_color_vec4(IDirect3DDevice9 *device, unsigned int x, unsigned int y) { struct readback rb; struct vec4 ret; init_readback(device, &rb); ret = *get_readback_vec4(&rb, x, y); release_readback(&rb); return ret; } static BOOL compare_float(float f, float g, unsigned int ulps) { int x = *(int *)&f; int y = *(int *)&g; if (x < 0) x = INT_MIN - x; if (y < 0) y = INT_MIN - y; if (abs(x - y) > ulps) return FALSE; return TRUE; } static BOOL compare_vec4(const struct vec4 *vec, float x, float y, float z, float w, unsigned int ulps) { return compare_float(vec->x, x, ulps) && compare_float(vec->y, y, ulps) && compare_float(vec->z, z, ulps) && compare_float(vec->w, w, ulps); } static void test_swizzle(void) { static const D3DXVECTOR4 color = {0.0303f, 0.0f, 0.0f, 0.0202f}; struct test_context test_context; ID3DXConstantTable *constants; ID3D10Blob *ps_code = NULL; IDirect3DDevice9 *device; unsigned int i; struct vec4 v; HRESULT hr; static const struct { const char *source; struct vec4 color; } tests[] = { { "uniform float4 color;\n" "float4 main() : COLOR\n" "{\n" " float4 ret = color;\n" " ret.gb = ret.ra;\n" " ret.ra = float2(0.0101, 0.0404);\n" " return ret;\n" "}", {0.0101f, 0.0303f, 0.0202f, 0.0404f} }, { "float4 main() : COLOR\n" "{\n" " float4 ret = float4(0.1, 0.2, 0.3, 0.4);\n" " ret.wyz.yx = float2(0.5, 0.6).yx;\n" " return ret;\n" "}", {0.1f, 0.6f, 0.3f, 0.5f} }, { "float4 main() : COLOR\n" "{\n" " float4 ret;\n" " ret.zwyx = float4(0.1, 0.2, 0.3, 0.4);\n" " return ret;\n" "}", {0.4f, 0.3f, 0.1f, 0.2f} }, { "float4 main() : COLOR\n" "{\n" " float4 ret;\n" " ret.yw.y = 0.1;\n" " ret.xzy.yz.y.x = 0.2;\n" " ret.yzwx.yzwx.wz.y = 0.3;\n" " ret.zxy.xyz.zxy.xy.y = 0.4;\n" " return ret;\n" "}", {0.3f, 0.2f, 0.4f, 0.1f} }, { "float4 main() : COLOR\n" "{\n" " float4 ret;\n" " ret.yxz.yx = float2(0.1, 0.2);\n" " ret.w.x = 0.3;\n" " ret.wzyx.zyx.yx.x = 0.4;\n" " return ret;\n" "}", {0.1f, 0.2f, 0.4f, 0.3f} }, { "float4 main() : COLOR\n" "{\n" " float4 ret = float4(0.1, 0.2, 0.3, 0.4).ywxz.zyyz;\n" " return ret;\n" "}", {0.1f, 0.4f, 0.4f, 0.1f} }, { "float4 main() : COLOR\n" "{\n" " float4 ret = float4(0.1, 0.2, 0.3, 0.4);\n" " ret.yxwz = ret;\n" " ret = ret.wyzx;\n" " return ret;\n" "}", {0.3f, 0.1f, 0.4f, 0.2f} }, { "float4 main() : COLOR\n" "{\n" " float4 ret;\n" " ret.xyzw.xyzw = float4(0.1, 0.2, 0.3, 0.4);\n" " return ret;\n" "}", {0.1f, 0.2f, 0.3f, 0.4f} }, }; if (!init_test_context(&test_context)) return; device = test_context.device; for (i = 0; i < ARRAY_SIZE(tests); ++i) { todo_wine ps_code = compile_shader(tests[i].source, "ps_2_0"); if (ps_code) { if (i == 0) { hr = pD3DXGetShaderConstantTable(ID3D10Blob_GetBufferPointer(ps_code), &constants); ok(hr == D3D_OK, "Failed to get constant table, hr %#x.\n", hr); hr = ID3DXConstantTable_SetVector(constants, device, "color", &color); ok(hr == D3D_OK, "Failed to set constant, hr %#x.\n", hr); ID3DXConstantTable_Release(constants); } draw_quad(device, ps_code); v = get_color_vec4(device, 0, 0); ok(compare_vec4(&v, tests[i].color.x, tests[i].color.y, tests[i].color.z, tests[i].color.w, 0), "Test %u: Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", i, v.x, v.y, v.z, v.w); ID3D10Blob_Release(ps_code); } } release_test_context(&test_context); } static void test_math(void) { struct test_context test_context; ID3DXConstantTable *constants; ID3D10Blob *ps_code = NULL; IDirect3DDevice9 *device; struct vec4 v; HRESULT hr; static const char ps_source[] = "float4 main(uniform float u, uniform float v, uniform float w, uniform float x,\n" " uniform float y, uniform float z): COLOR\n" "{\n" " return float4(x * y - z / w + --u / -v,\n" " z * x / y + w / -v,\n" " u + v - w,\n" " x / y / w);\n" "}"; if (!init_test_context(&test_context)) return; device = test_context.device; todo_wine ps_code = compile_shader(ps_source, "ps_2_0"); if (ps_code) { hr = pD3DXGetShaderConstantTable(ID3D10Blob_GetBufferPointer(ps_code), &constants); ok(hr == D3D_OK, "Failed to get constant table, hr %#x.\n", hr); hr = ID3DXConstantTable_SetFloat(constants, device, "$u", 2.5f); ok(hr == D3D_OK, "Failed to set constant, hr %#x.\n", hr); hr = ID3DXConstantTable_SetFloat(constants, device, "$v", 0.3f); ok(hr == D3D_OK, "Failed to set constant, hr %#x.\n", hr); hr = ID3DXConstantTable_SetFloat(constants, device, "$w", 0.2f); ok(hr == D3D_OK, "Failed to set constant, hr %#x.\n", hr); hr = ID3DXConstantTable_SetFloat(constants, device, "$x", 0.7f); ok(hr == D3D_OK, "Failed to set constant, hr %#x.\n", hr); hr = ID3DXConstantTable_SetFloat(constants, device, "$y", 0.1f); ok(hr == D3D_OK, "Failed to set constant, hr %#x.\n", hr); hr = ID3DXConstantTable_SetFloat(constants, device, "$z", 1.5f); ok(hr == D3D_OK, "Failed to set constant, hr %#x.\n", hr); ID3DXConstantTable_Release(constants); draw_quad(device, ps_code); v = get_color_vec4(device, 0, 0); ok(compare_vec4(&v, -12.43f, 9.833333f, 1.6f, 35.0f, 1), "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w); ID3D10Blob_Release(ps_code); } release_test_context(&test_context); } static void test_conditionals(void) { struct test_context test_context; ID3D10Blob *ps_code = NULL; IDirect3DDevice9 *device; const struct vec4 *v; struct readback rb; unsigned int i; static const char ps_if_source[] = "float4 main(float2 pos : TEXCOORD0) : COLOR\n" "{\n" " if((pos.x * 640.0) > 200.0)\n" " return float4(0.1, 0.2, 0.3, 0.4);\n" " else\n" " return float4(0.9, 0.8, 0.7, 0.6);\n" "}"; static const char ps_ternary_source[] = "float4 main(float2 pos : TEXCOORD0) : COLOR\n" "{\n" " return (pos.x < 0.5 ? float4(0.5, 0.25, 0.5, 0.75) : float4(0.6, 0.8, 0.1, 0.2));\n" "}"; if (!init_test_context(&test_context)) return; device = test_context.device; todo_wine ps_code = compile_shader(ps_if_source, "ps_2_0"); if (ps_code) { draw_quad(device, ps_code); init_readback(device, &rb); for (i = 0; i < 200; i += 40) { v = get_readback_vec4(&rb, i, 0); ok(compare_vec4(v, 0.9f, 0.8f, 0.7f, 0.6f, 0), "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v->x, v->y, v->z, v->w); } for (i = 240; i < 640; i += 40) { v = get_readback_vec4(&rb, i, 0); ok(compare_vec4(v, 0.1f, 0.2f, 0.3f, 0.4f, 0), "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v->x, v->y, v->z, v->w); } release_readback(&rb); ID3D10Blob_Release(ps_code); } todo_wine ps_code = compile_shader(ps_ternary_source, "ps_2_0"); if (ps_code) { draw_quad(device, ps_code); init_readback(device, &rb); for (i = 0; i < 320; i += 40) { v = get_readback_vec4(&rb, i, 0); ok(compare_vec4(v, 0.5f, 0.25f, 0.5f, 0.75f, 0), "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v->x, v->y, v->z, v->w); } for (i = 360; i < 640; i += 40) { v = get_readback_vec4(&rb, i, 0); ok(compare_vec4(v, 0.6f, 0.8f, 0.1f, 0.2f, 0), "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v->x, v->y, v->z, v->w); } release_readback(&rb); ID3D10Blob_Release(ps_code); } release_test_context(&test_context); } static void test_float_vectors(void) { struct test_context test_context; ID3DXConstantTable *constants; ID3D10Blob *ps_code = NULL; IDirect3DDevice9 *device; struct vec4 v; HRESULT hr; static const char ps_indexing_source[] = "float4 main() : COLOR\n" "{\n" " float4 color;\n" " color[0] = 0.020;\n" " color[1] = 0.245;\n" " color[2] = 0.351;\n" " color[3] = 1.0;\n" " return color;\n" "}"; /* A uniform index is used so that the compiler can't optimize. */ static const char ps_uniform_indexing_source[] = "uniform int i;\n" "float4 main() : COLOR\n" "{\n" " float4 color = float4(0.5, 0.4, 0.3, 0.2);\n" " color.g = color[i];\n" " color.b = 0.8;\n" " return color;\n" "}"; if (!init_test_context(&test_context)) return; device = test_context.device; todo_wine ps_code = compile_shader(ps_indexing_source, "ps_2_0"); if (ps_code) { draw_quad(device, ps_code); v = get_color_vec4(device, 0, 0); ok(compare_vec4(&v, 0.02f, 0.245f, 0.351f, 1.0f, 0), "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w); ID3D10Blob_Release(ps_code); } todo_wine ps_code = compile_shader(ps_uniform_indexing_source, "ps_2_0"); if (ps_code) { hr = pD3DXGetShaderConstantTable(ID3D10Blob_GetBufferPointer(ps_code), &constants); ok(hr == D3D_OK, "Failed to get constants, hr %#x.\n", hr); hr = ID3DXConstantTable_SetInt(constants, device, "i", 2); ok(hr == D3D_OK, "Failed to set constant, hr %#x.\n", hr); ID3DXConstantTable_Release(constants); draw_quad(device, ps_code); v = get_color_vec4(device, 0, 0); ok(compare_vec4(&v, 0.5f, 0.3f, 0.8f, 0.2f, 0), "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w); ID3D10Blob_Release(ps_code); } release_test_context(&test_context); } static void test_trig(void) { struct test_context test_context; ID3D10Blob *ps_code = NULL; IDirect3DDevice9 *device; const struct vec4 *v; struct readback rb; unsigned int i; static const char ps_source[] = "float4 main(float x : TEXCOORD0) : COLOR\n" "{\n" " const float pi2 = 6.2831853;\n" " float calcd_sin = (sin(x * pi2) + 1)/2;\n" " float calcd_cos = (cos(x * pi2) + 1)/2;\n" " return float4(calcd_sin, calcd_cos, 0, 0);\n" "}"; if (!init_test_context(&test_context)) return; device = test_context.device; todo_wine ps_code = compile_shader(ps_source, "ps_2_0"); if (ps_code) { draw_quad(device, ps_code); init_readback(device, &rb); for (i = 0; i < 32; ++i) { float expect_x = (sinf(i * 2 * M_PI / 32) + 1.0f) / 2.0f; float expect_y = (cosf(i * 2 * M_PI / 32) + 1.0f) / 2.0f; v = get_readback_vec4(&rb, i * 640 / 32, 0); ok(compare_vec4(v, expect_x, expect_y, 0.0f, 0.0f, 4096), "Test %u: Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", i, v->x, v->y, v->z, v->w, expect_x, expect_y, 0.0f, 0.0f); } release_readback(&rb); ID3D10Blob_Release(ps_code); } release_test_context(&test_context); } static void test_comma(void) { struct test_context test_context; ID3D10Blob *ps_code = NULL; struct vec4 v; static const char ps_source[] = "float4 main(float x: TEXCOORD0): COLOR\n" "{\n" " float4 ret;\n" " return (ret = float4(0.1, 0.2, 0.3, 0.4)), ret + 0.5;\n" "}"; if (!init_test_context(&test_context)) return; todo_wine ps_code = compile_shader(ps_source, "ps_2_0"); if (ps_code) { draw_quad(test_context.device, ps_code); v = get_color_vec4(test_context.device, 0, 0); ok(compare_vec4(&v, 0.6f, 0.7f, 0.8f, 0.9f, 0), "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w); ID3D10Blob_Release(ps_code); } release_test_context(&test_context); } static void test_return(void) { struct test_context test_context; ID3D10Blob *ps_code = NULL; struct vec4 v; static const char *void_source = "void main(float x : TEXCOORD0, out float4 ret : COLOR)\n" "{\n" " ret = float4(0.1, 0.2, 0.3, 0.4);\n" " return;\n" " ret = float4(0.5, 0.6, 0.7, 0.8);\n" "}"; static const char *implicit_conversion_source = "float4 main(float x : TEXCOORD0) : COLOR\n" "{\n" " return float2x2(0.4, 0.3, 0.2, 0.1);\n" "}"; if (!init_test_context(&test_context)) return; todo_wine ps_code = compile_shader(void_source, "ps_2_0"); if (ps_code) { draw_quad(test_context.device, ps_code); v = get_color_vec4(test_context.device, 0, 0); ok(compare_vec4(&v, 0.1f, 0.2f, 0.3f, 0.4f, 0), "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w); ID3D10Blob_Release(ps_code); } todo_wine ps_code = compile_shader(implicit_conversion_source, "ps_2_0"); if (ps_code) { draw_quad(test_context.device, ps_code); v = get_color_vec4(test_context.device, 0, 0); ok(compare_vec4(&v, 0.4f, 0.3f, 0.2f, 0.1f, 0), "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w); ID3D10Blob_Release(ps_code); } release_test_context(&test_context); } static void test_array_dimensions(void) { struct test_context test_context; ID3D10Blob *ps_code = NULL; struct vec4 v; static const char shader[] = "float4 main(float x : TEXCOORD0) : COLOR\n" "{\n" " const int dim = 4;\n" " float a[2 * 2] = {0.1, 0.2, 0.3, 0.4};\n" " float b[4.1] = a;\n" " float c[dim] = b;\n" " float d[true] = {c[0]};\n" " float e[65536];\n" " return float4(d[0], c[0], c[1], c[3]);\n" "}"; if (!init_test_context(&test_context)) return; todo_wine ps_code = compile_shader(shader, "ps_2_0"); if (ps_code) { draw_quad(test_context.device, ps_code); v = get_color_vec4(test_context.device, 0, 0); ok(compare_vec4(&v, 0.1f, 0.1f, 0.2f, 0.4f, 0), "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w); ID3D10Blob_Release(ps_code); } release_test_context(&test_context); } static void test_majority(void) { static const D3DXMATRIX matrix = {{{0.1, 0.2, 0.0, 0.0, 0.3, 0.4}}}; struct test_context test_context; ID3DXConstantTable *constants; ID3D10Blob *ps_code = NULL; IDirect3DDevice9 *device; struct vec4 v; HRESULT hr; static const char ps_typedef_source[] = "typedef float2x2 matrix_t;\n" "typedef row_major matrix_t row_matrix_t;\n" "typedef column_major matrix_t col_matrix_t;\n" "uniform row_matrix_t r;\n" "uniform col_matrix_t c;\n" "float4 main() : COLOR\n" "{\n" " float4 ret;\n" " ret.xy = mul(r, float2(0.5, 0.6));\n" " ret.zw = mul(c, float2(0.5, 0.6));\n" " return ret;\n" "}"; static const char ps_default_source[] = "#pragma pack_matrix(row_major)\n" "uniform float2x2 r;\n" "#pragma pack_matrix(column_major)\n" "uniform float2x2 c;\n" "float4 main() : COLOR\n" "{\n" " float4 ret;\n" " ret.xy = mul(r, float2(0.5, 0.6));\n" " ret.zw = mul(c, float2(0.5, 0.6));\n" " return ret;\n" "}"; if (!init_test_context(&test_context)) return; device = test_context.device; todo_wine ps_code = compile_shader(ps_typedef_source, "ps_2_0"); if (ps_code) { hr = pD3DXGetShaderConstantTable(ID3D10Blob_GetBufferPointer(ps_code), &constants); ok(hr == D3D_OK, "Failed to get constant table, hr %#x.\n", hr); hr = ID3DXConstantTable_SetMatrix(constants, device, "r", &matrix); ok(hr == D3D_OK, "Failed to get constant table, hr %#x.\n", hr); hr = ID3DXConstantTable_SetMatrix(constants, device, "c", &matrix); ok(hr == D3D_OK, "Failed to get constant table, hr %#x.\n", hr); ID3DXConstantTable_Release(constants); draw_quad(test_context.device, ps_code); v = get_color_vec4(test_context.device, 0, 0); ok(compare_vec4(&v, 0.17f, 0.39f, 0.17f, 0.39f, 1), "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w); ID3D10Blob_Release(ps_code); } todo_wine ps_code = compile_shader(ps_default_source, "ps_2_0"); if (ps_code) { hr = pD3DXGetShaderConstantTable(ID3D10Blob_GetBufferPointer(ps_code), &constants); ok(hr == D3D_OK, "Failed to get constant table, hr %#x.\n", hr); hr = ID3DXConstantTable_SetMatrix(constants, device, "r", &matrix); ok(hr == D3D_OK, "Failed to get constant table, hr %#x.\n", hr); hr = ID3DXConstantTable_SetMatrix(constants, device, "c", &matrix); ok(hr == D3D_OK, "Failed to get constant table, hr %#x.\n", hr); ID3DXConstantTable_Release(constants); draw_quad(test_context.device, ps_code); v = get_color_vec4(test_context.device, 0, 0); ok(compare_vec4(&v, 0.17f, 0.39f, 0.17f, 0.39f, 1), "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w); ID3D10Blob_Release(ps_code); } release_test_context(&test_context); } static void test_struct_assignment(void) { struct test_context test_context; ID3D10Blob *ps_code = NULL; struct vec4 v; static const char ps_source[] = "struct apple\n" "{\n" " struct\n" " {\n" " float4 a;\n" " } m;\n" " float4 b;\n" "};\n" "float4 main() : COLOR\n" "{\n" " struct apple q, r, s;\n" " q.m.a = float4(0.1, 0.2, 0.3, 0.4);\n" " q.b = float4(0.5, 0.1, 0.4, 0.5);\n" " s = r = q;\n" " return s.m.a + s.b;\n" "}"; if (!init_test_context(&test_context)) return; todo_wine ps_code = compile_shader(ps_source, "ps_2_0"); if (ps_code) { draw_quad(test_context.device, ps_code); v = get_color_vec4(test_context.device, 0, 0); ok(compare_vec4(&v, 0.6f, 0.3f, 0.7f, 0.9f, 1), "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w); ID3D10Blob_Release(ps_code); } release_test_context(&test_context); } static void test_struct_semantics(void) { struct test_context test_context; ID3D10Blob *ps_code = NULL; struct vec4 v; static const char ps_source[] = "struct input\n" "{\n" " struct\n" " {\n" " float4 texcoord : TEXCOORD0;\n" " } m;\n" "};\n" "struct output\n" "{\n" " struct\n" " {\n" " float4 color : COLOR;\n" " } m;\n" "};\n" "struct output main(struct input i)\n" "{\n" " struct output o;\n" " o.m.color = i.m.texcoord;\n" " return o;\n" "}"; if (!init_test_context(&test_context)) return; todo_wine ps_code = compile_shader(ps_source, "ps_2_0"); if (ps_code) { draw_quad(test_context.device, ps_code); v = get_color_vec4(test_context.device, 64, 48); todo_wine ok(compare_vec4(&v, 0.1f, 0.1f, 0.0f, 0.0f, 4096), "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w); v = get_color_vec4(test_context.device, 320, 240); todo_wine ok(compare_vec4(&v, 0.5f, 0.5f, 0.0f, 0.0f, 4096), "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w); ID3D10Blob_Release(ps_code); } release_test_context(&test_context); } static void test_global_initializer(void) { struct test_context test_context; ID3DXConstantTable *constants; ID3D10Blob *ps_code = NULL; struct vec4 v; HRESULT hr; static const char ps_source[] = "float myfunc()\n" "{\n" " return 0.6;\n" "}\n" "static float sf = myfunc() + 0.2;\n" "uniform float uf = 0.2;\n" "float4 main() : COLOR\n" "{\n" " return float4(sf, uf, 0, 0);\n" "}"; if (!init_test_context(&test_context)) return; todo_wine ps_code = compile_shader(ps_source, "ps_2_0"); if (ps_code) { hr = pD3DXGetShaderConstantTable(ID3D10Blob_GetBufferPointer(ps_code), &constants); ok(hr == D3D_OK, "Failed to get constant table, hr %#x.\n", hr); hr = ID3DXConstantTable_SetDefaults(constants, test_context.device); ok(hr == D3D_OK, "Failed to get constant table, hr %#x.\n", hr); ID3DXConstantTable_Release(constants); draw_quad(test_context.device, ps_code); v = get_color_vec4(test_context.device, 0, 0); todo_wine ok(compare_vec4(&v, 0.8f, 0.2f, 0.0f, 0.0f, 4096), "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w); ID3D10Blob_Release(ps_code); } release_test_context(&test_context); } static void test_samplers(void) { struct test_context test_context; IDirect3DTexture9 *texture; ID3D10Blob *ps_code = NULL; D3DLOCKED_RECT map_desc; unsigned int i; struct vec4 v; HRESULT hr; static const char *tests[] = { "sampler s;\n" "float4 main() : COLOR\n" "{\n" " return tex2D(s, float2(0.5, 0.5));\n" "}", "SamplerState s;\n" "float4 main() : COLOR\n" "{\n" " return tex2D(s, float2(0.5, 0.5));\n" "}", "sampler2D s;\n" "float4 main() : COLOR\n" "{\n" " return tex2D(s, float2(0.5, 0.5));\n" "}", "sampler s;\n" "Texture2D t;\n" "float4 main() : COLOR\n" "{\n" " return t.Sample(s, float2(0.5, 0.5));\n" "}", "SamplerState s;\n" "Texture2D t;\n" "float4 main() : COLOR\n" "{\n" " return t.Sample(s, float2(0.5, 0.5));\n" "}", }; if (!init_test_context(&test_context)) return; hr = IDirect3DDevice9_CreateTexture(test_context.device, 2, 2, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture, NULL); ok(hr == D3D_OK, "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DTexture9_LockRect(texture, 0, &map_desc, NULL, D3DLOCK_DISCARD); ok(hr == D3D_OK, "Failed to map texture, hr %#x.\n", hr); memset(map_desc.pBits, 0, 2 * map_desc.Pitch); ((DWORD *)map_desc.pBits)[1] = 0x00ff00ff; hr = IDirect3DTexture9_UnlockRect(texture, 0); ok(hr == D3D_OK, "Failed to unmap texture, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(test_context.device, 0, (IDirect3DBaseTexture9 *)texture); ok(hr == D3D_OK, "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(test_context.device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); ok(hr == D3D_OK, "Failed to set sampler state, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { hr = IDirect3DDevice9_Clear(test_context.device, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(255, 0, 0), 1.0f, 0); ok(hr == D3D_OK, "Test %u: Failed to clear, hr %#x.\n", i, hr); todo_wine ps_code = compile_shader(tests[i], "ps_2_0"); if (ps_code) { draw_quad(test_context.device, ps_code); v = get_color_vec4(test_context.device, 0, 0); todo_wine ok(compare_vec4(&v, 0.25f, 0.0f, 0.25f, 0.0f, 128), "Test %u: Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", i, v.x, v.y, v.z, v.w); ID3D10Blob_Release(ps_code); } } IDirect3DTexture9_Release(texture); release_test_context(&test_context); } static void check_constant_desc(const char *prefix, const D3DXCONSTANT_DESC *desc, const D3DXCONSTANT_DESC *expect, BOOL nonzero_defaultvalue) { ok(!strcmp(desc->Name, expect->Name), "%s: got Name %s.\n", prefix, debugstr_a(desc->Name)); ok(desc->RegisterSet == expect->RegisterSet, "%s: got RegisterSet %#x.\n", prefix, desc->RegisterSet); if (desc->RegisterSet == D3DXRS_SAMPLER) ok(desc->RegisterIndex == expect->RegisterIndex, "%s: got RegisterIndex %u.\n", prefix, desc->RegisterIndex); ok(desc->RegisterCount == expect->RegisterCount, "%s: got RegisterCount %u.\n", prefix, desc->RegisterCount); ok(desc->Class == expect->Class, "%s: got Class %#x.\n", prefix, desc->Class); ok(desc->Type == expect->Type, "%s: got Type %#x.\n", prefix, desc->Type); ok(desc->Rows == expect->Rows, "%s: got Rows %u.\n", prefix, desc->Rows); ok(desc->Columns == expect->Columns, "%s: got Columns %u.\n", prefix, desc->Columns); ok(desc->Elements == expect->Elements, "%s: got Elements %u.\n", prefix, desc->Elements); ok(desc->StructMembers == expect->StructMembers, "%s: got StructMembers %u.\n", prefix, desc->StructMembers); ok(desc->Bytes == expect->Bytes, "%s: got Bytes %u.\n", prefix, desc->Bytes); ok(!!desc->DefaultValue == nonzero_defaultvalue, "%s: got DefaultValue %p.\n", prefix, desc->DefaultValue); } static void test_constant_table(void) { static const char *source = "typedef float3x3 matrix_t;\n" "struct matrix_record { float3x3 a; } dummy;\n" "uniform float4 a;\n" "uniform float b;\n" "uniform float unused;\n" "uniform float3x1 c;\n" "uniform row_major float3x1 d;\n" "uniform uint e;\n" "uniform struct\n" "{\n" " float2x2 a;\n" " float b[2];\n" " float c;\n" "#pragma pack_matrix(row_major)\n" " float2x2 d;\n" "} f;\n" "uniform bool2 g[5];\n" "uniform matrix_t i;\n" "uniform struct matrix_record j;\n" "uniform matrix k;\n" "sampler l : register(s5);\n" "sampler m {};\n" "texture dummy_texture;\n" "sampler n\n" "{\n" " Texture = dummy_texture;\n" " foo = bar + 2;\n" "};\n" "SamplerState o\n" "{\n" " Texture = dummy_texture;\n" " foo = bar + 2;\n" "};\n" "texture2D p;\n" "sampler q : register(s7);\n" "SamplerState r : register(s8);\n" "sampler2D s;\n" "float4 main(uniform float4 h, sampler t, uniform sampler u) : COLOR\n" "{\n" " return b + c._31 + d._31 + f.d._22 + tex2D(l, g[e]) + tex3D(m, h.xyz) + i._33 + j.a._33 + k._31\n" " + tex2D(n, a.xy) + tex2D(o, a.xy) + p.Sample(r, a.xy) + p.Sample(q, a.xy) + tex2D(s, a.xy)\n" " + tex2D(t, a.xy) + tex2D(u, a.xy);\n" "}"; D3DXCONSTANTTABLE_DESC table_desc; ID3DXConstantTable *constants; ID3D10Blob *ps_code = NULL; D3DXHANDLE handle, field; D3DXCONSTANT_DESC desc; unsigned int i, j; HRESULT hr; UINT count; static const D3DXCONSTANT_DESC expect_constants[] = { {"$h", D3DXRS_FLOAT4, 0, 1, D3DXPC_VECTOR, D3DXPT_FLOAT, 1, 4, 1, 0, 16}, {"$u", D3DXRS_SAMPLER, 10, 1, D3DXPC_OBJECT, D3DXPT_SAMPLER2D, 1, 1, 1, 0, 4}, {"a", D3DXRS_FLOAT4, 0, 1, D3DXPC_VECTOR, D3DXPT_FLOAT, 1, 4, 1, 0, 16}, {"b", D3DXRS_FLOAT4, 0, 1, D3DXPC_SCALAR, D3DXPT_FLOAT, 1, 1, 1, 0, 4}, {"c", D3DXRS_FLOAT4, 0, 1, D3DXPC_MATRIX_COLUMNS, D3DXPT_FLOAT, 3, 1, 1, 0, 12}, {"d", D3DXRS_FLOAT4, 0, 3, D3DXPC_MATRIX_ROWS, D3DXPT_FLOAT, 3, 1, 1, 0, 12}, {"e", D3DXRS_FLOAT4, 0, 1, D3DXPC_SCALAR, D3DXPT_INT, 1, 1, 1, 0, 4}, {"f", D3DXRS_FLOAT4, 0, 7, D3DXPC_STRUCT, D3DXPT_VOID, 1, 11, 1, 4, 44}, {"g", D3DXRS_FLOAT4, 0, 5, D3DXPC_VECTOR, D3DXPT_BOOL, 1, 2, 5, 0, 40}, {"i", D3DXRS_FLOAT4, 0, 3, D3DXPC_MATRIX_ROWS, D3DXPT_FLOAT, 3, 3, 1, 0, 36}, {"j", D3DXRS_FLOAT4, 0, 3, D3DXPC_STRUCT, D3DXPT_VOID, 1, 9, 1, 1, 36}, {"k", D3DXRS_FLOAT4, 0, 3, D3DXPC_MATRIX_ROWS, D3DXPT_FLOAT, 3, 1, 1, 0, 12}, {"l", D3DXRS_SAMPLER, 5, 1, D3DXPC_OBJECT, D3DXPT_SAMPLER2D, 1, 1, 1, 0, 4}, {"m", D3DXRS_SAMPLER, 2, 1, D3DXPC_OBJECT, D3DXPT_SAMPLER3D, 1, 1, 1, 0, 4}, {"n", D3DXRS_SAMPLER, 3, 1, D3DXPC_OBJECT, D3DXPT_SAMPLER2D, 1, 1, 1, 0, 4}, {"o", D3DXRS_SAMPLER, 4, 1, D3DXPC_OBJECT, D3DXPT_SAMPLER2D, 1, 1, 1, 0, 4}, {"q+p", D3DXRS_SAMPLER, 0, 1, D3DXPC_OBJECT, D3DXPT_TEXTURE2D, 1, 4, 1, 0, 16}, {"r+p", D3DXRS_SAMPLER, 1, 1, D3DXPC_OBJECT, D3DXPT_TEXTURE2D, 1, 4, 1, 0, 16}, {"s", D3DXRS_SAMPLER, 6, 1, D3DXPC_OBJECT, D3DXPT_SAMPLER2D, 1, 1, 1, 0, 4}, {"t", D3DXRS_SAMPLER, 9, 1, D3DXPC_OBJECT, D3DXPT_SAMPLER2D, 1, 1, 1, 0, 4}, }; static const D3DXCONSTANT_DESC expect_fields_f[] = { {"a", D3DXRS_FLOAT4, 0, 2, D3DXPC_MATRIX_COLUMNS, D3DXPT_FLOAT, 2, 2, 1, 0, 16}, {"b", D3DXRS_FLOAT4, 0, 2, D3DXPC_SCALAR, D3DXPT_FLOAT, 1, 1, 2, 0, 8}, {"c", D3DXRS_FLOAT4, 0, 1, D3DXPC_SCALAR, D3DXPT_FLOAT, 1, 1, 1, 0, 4}, {"d", D3DXRS_FLOAT4, 0, 2, D3DXPC_MATRIX_ROWS, D3DXPT_FLOAT, 2, 2, 1, 0, 16}, }; static const D3DXCONSTANT_DESC expect_fields_j = {"a", D3DXRS_FLOAT4, 0, 3, D3DXPC_MATRIX_COLUMNS, D3DXPT_FLOAT, 3, 3, 1, 0, 36}; todo_wine ps_code = compile_shader(source, "ps_2_0"); if (!ps_code) return; hr = pD3DXGetShaderConstantTable(ID3D10Blob_GetBufferPointer(ps_code), &constants); ok(hr == D3D_OK, "Got hr %#x.\n", hr); hr = ID3DXConstantTable_GetDesc(constants, &table_desc); ok(hr == D3D_OK, "Got hr %#x.\n", hr); ok(table_desc.Version == D3DPS_VERSION(2, 0), "Got Version %#x.\n", table_desc.Version); ok(table_desc.Constants == ARRAY_SIZE(expect_constants), "Got %u constants.\n", table_desc.Constants); for (i = 0; i < table_desc.Constants; ++i) { char prefix[30]; handle = ID3DXConstantTable_GetConstant(constants, NULL, i); ok(!!handle, "Failed to get constant.\n"); memset(&desc, 0xcc, sizeof(desc)); count = 1; hr = ID3DXConstantTable_GetConstantDesc(constants, handle, &desc, &count); ok(hr == D3D_OK, "Got hr %#x.\n", hr); ok(count == 1, "Got count %u.\n", count); sprintf(prefix, "Test %u", i); check_constant_desc(prefix, &desc, &expect_constants[i], FALSE); if (!strcmp(desc.Name, "f")) { for (j = 0; j < ARRAY_SIZE(expect_fields_f); ++j) { field = ID3DXConstantTable_GetConstant(constants, handle, j); ok(!!field, "Failed to get constant.\n"); memset(&desc, 0xcc, sizeof(desc)); count = 1; hr = ID3DXConstantTable_GetConstantDesc(constants, field, &desc, &count); ok(hr == D3D_OK, "Got hr %#x.\n", hr); ok(count == 1, "Got count %u.\n", count); sprintf(prefix, "Test %u, %u", i, j); check_constant_desc(prefix, &desc, &expect_fields_f[j], !!j); } } else if (!strcmp(desc.Name, "j")) { field = ID3DXConstantTable_GetConstant(constants, handle, 0); ok(!!field, "Failed to get constant.\n"); memset(&desc, 0xcc, sizeof(desc)); count = 1; hr = ID3DXConstantTable_GetConstantDesc(constants, field, &desc, &count); ok(hr == D3D_OK, "Got hr %#x.\n", hr); ok(count == 1, "Got count %u.\n", count); sprintf(prefix, "Test %u", i); check_constant_desc(prefix, &desc, &expect_fields_j, FALSE); } } ID3DXConstantTable_Release(constants); ID3D10Blob_Release(ps_code); } static void test_fail(void) { static const char *tests[] = { /* 0 */ "float4 test() : SV_TARGET\n" "{\n" " return y;\n" "}", "float4 test() : SV_TARGET\n" "{\n" " float4 x = float4(0, 0, 0, 0);\n" " x.xzzx = float4(1, 2, 3, 4);\n" " return x;\n" "}", "float4 test(float2 pos: TEXCOORD0) : SV_TARGET\n" "{\n" " float4 x = pos;\n" " return x;\n" "}", "float4 test(float2 pos, TEXCOORD0) ; SV_TARGET\n" "{\n" " pos = float4 x;\n" " mul(float4(5, 4, 3, 2), mvp) = x;\n" " return float4;\n" "}", "float4 563r(float2 45s: TEXCOORD0) : SV_TARGET\n" "{\n" " float2 x = 45s;\n" " return float4(x.x, x.y, 0, 0);\n" "}", /* 5 */ "float4 test() : SV_TARGET\n" "{\n" " struct { int b,c; } x = {0};\n" " return y;\n" "}", "float4 test() : SV_TARGET\n" "{\n" " struct {} x = {};\n" " return y;\n" "}", "float4 test(float2 pos : TEXCOORD0) : SV_TARGET\n" "{\n" " return;\n" "}", "void test(float2 pos : TEXCOORD0)\n" "{\n" " return pos;\n" "}", "float4 test(float2 pos : TEXCOORD0) : SV_TARGET\n" "{\n" " return pos;\n" "}", /* 10 */ "float4 test(float2 pos: TEXCOORD0) : SV_TARGET\n" "{\n" " float a[0];\n" " return float4(0, 0, 0, 0);\n" "}", "float4 test(float2 pos: TEXCOORD0) : SV_TARGET\n" "{\n" " float a[65537];\n" " return float4(0, 0, 0, 0);\n" "}", "float4 test(float2 pos: TEXCOORD0) : SV_TARGET\n" "{\n" " int x;\n" " float a[(x = 2)];\n" " return float4(0, 0, 0, 0);\n" "}", "uniform float4 test() : SV_TARGET\n" "{\n" " return float4(0, 0, 0, 0);\n" "}", "typedef row_major float4x4 matrix_t;\n" "typedef column_major matrix_t matrix2_t;\n" "float4 test() : SV_TARGET\n" "{\n" " return float4(0, 0, 0, 0);\n" "}", /* 15 */ "float4 test()\n" "{\n" " return float4(0, 0, 0, 0);\n" "}", "float4 test(out float4 o : SV_TARGET)\n" "{\n" " o = float4(1, 1, 1, 1);\n" " return float4(0, 0, 0, 0);\n" "}", "struct {float4 a;};\n" "float4 test() : SV_TARGET\n" "{\n" " return float4(0, 0, 0, 0);\n" "}", }; static const char *targets[] = {"ps_2_0", "ps_3_0", "ps_4_0"}; ID3D10Blob *compiled, *errors; unsigned int i, j; HRESULT hr; for (j = 0; j < ARRAY_SIZE(targets); ++j) { for (i = 0; i < ARRAY_SIZE(tests); ++i) { compiled = errors = NULL; hr = ppD3DCompile(tests[i], strlen(tests[i]), NULL, NULL, NULL, "test", targets[j], 0, 0, &compiled, &errors); ok(hr == E_FAIL, "Test %u, target %s, got unexpected hr %#x.\n", i, targets[j], hr); ok(!!errors, "Test %u, target %s, expected non-NULL error blob.\n", i, targets[j]); ok(!compiled, "Test %u, target %s, expected no compiled shader blob.\n", i, targets[j]); ID3D10Blob_Release(errors); } } } static BOOL load_d3dcompiler(void) { HMODULE module; #if D3D_COMPILER_VERSION == 47 if (!(module = LoadLibraryA("d3dcompiler_47.dll"))) return FALSE; pD3DCompile2 = (void*)GetProcAddress(module, "D3DCompile2"); pD3DCompileFromFile = (void*)GetProcAddress(module, "D3DCompileFromFile"); #else if (!(module = LoadLibraryA("d3dcompiler_43.dll"))) return FALSE; #endif ppD3DCompile = (void*)GetProcAddress(module, "D3DCompile"); return TRUE; } static HRESULT WINAPI test_d3dinclude_open(ID3DInclude *iface, D3D_INCLUDE_TYPE include_type, const char *filename, const void *parent_data, const void **data, UINT *bytes) { static const char include1[] = "#define LIGHT float4(0.0f, 0.2f, 0.5f, 1.0f)\n"; static const char include2[] = "#include \"include1.h\"\n" "float4 light_color = LIGHT;\n"; char *buffer; trace("filename %s.\n", filename); trace("parent_data %p: %s.\n", parent_data, parent_data ? (char *)parent_data : "(null)"); if (!strcmp(filename, "include1.h")) { buffer = heap_alloc(strlen(include1)); CopyMemory(buffer, include1, strlen(include1)); *bytes = strlen(include1); ok(include_type == D3D_INCLUDE_LOCAL, "Unexpected include type %d.\n", include_type); ok(!strncmp(include2, parent_data, strlen(include2)), "Unexpected parent_data value.\n"); } else if (!strcmp(filename, "include\\include2.h")) { buffer = heap_alloc(strlen(include2)); CopyMemory(buffer, include2, strlen(include2)); *bytes = strlen(include2); ok(!parent_data, "Unexpected parent_data value.\n"); ok(include_type == D3D_INCLUDE_LOCAL, "Unexpected include type %d.\n", include_type); } else { ok(0, "Unexpected #include for file %s.\n", filename); return D3DERR_INVALIDCALL; } *data = buffer; return S_OK; } static HRESULT WINAPI test_d3dinclude_close(ID3DInclude *iface, const void *data) { heap_free((void *)data); return S_OK; } static const struct ID3DIncludeVtbl test_d3dinclude_vtbl = { test_d3dinclude_open, test_d3dinclude_close }; struct test_d3dinclude { ID3DInclude ID3DInclude_iface; }; static void test_d3dcompile(void) { struct test_d3dinclude include = {{&test_d3dinclude_vtbl}}; WCHAR filename[MAX_PATH], directory[MAX_PATH]; ID3D10Blob *blob = NULL, *errors = NULL; CHAR filename_a[MAX_PATH]; HRESULT hr; DWORD len; static const char ps_code[] = "#include \"include\\include2.h\"\n" "\n" "float4 main() : COLOR\n" "{\n" " return light_color;\n" "}"; static const char include1[] = "#define LIGHT float4(0.0f, 0.2f, 0.5f, 1.0f)\n"; static const char include1_wrong[] = "#define LIGHT nope\n"; static const char include2[] = "#include \"include1.h\"\n" "float4 light_color = LIGHT;\n"; create_file(L"source.ps", ps_code, strlen(ps_code), filename); create_directory(L"include"); create_file(L"include\\include1.h", include1_wrong, strlen(include1_wrong), NULL); create_file(L"include1.h", include1, strlen(include1), NULL); create_file(L"include\\include2.h", include2, strlen(include2), NULL); len = WideCharToMultiByte(CP_ACP, 0, filename, -1, NULL, 0, NULL, NULL); WideCharToMultiByte(CP_ACP, 0, filename, -1, filename_a, len, NULL, NULL); hr = ppD3DCompile(ps_code, sizeof(ps_code), filename_a, NULL, &include.ID3DInclude_iface, "main", "ps_2_0", 0, 0, &blob, &errors); todo_wine ok(hr == S_OK, "Got hr %#x.\n", hr); todo_wine ok(!!blob, "Got unexpected blob.\n"); ok(!errors, "Got unexpected errors.\n"); if (blob) { ID3D10Blob_Release(blob); blob = NULL; } /* Also skip D3DCompile() D3D_COMPILE_STANDARD_FILE_INCLUDE tests from * d3dcompiler_43 or earlier since they crash on Windows. */ if (!pD3DCompile2) { skip("D3DCompile2() isn't supported.\n"); goto cleanup; } hr = ppD3DCompile(ps_code, sizeof(ps_code), NULL, NULL, D3D_COMPILE_STANDARD_FILE_INCLUDE, "main", "ps_2_0", 0, 0, &blob, &errors); ok(hr == E_FAIL, "Got hr %#x.\n", hr); ok(!blob, "Got unexpected blob.\n"); ok(!!errors, "Got unexpected errors.\n"); ID3D10Blob_Release(errors); errors = NULL; /* Windows always seems to resolve includes from the initial file location * instead of using the immediate parent, as it would be the case for * standard C preprocessor includes. */ hr = ppD3DCompile(ps_code, sizeof(ps_code), filename_a, NULL, D3D_COMPILE_STANDARD_FILE_INCLUDE, "main", "ps_2_0", 0, 0, &blob, &errors); todo_wine ok(hr == S_OK, "Got hr %#x.\n", hr); todo_wine ok(!!blob, "Got unexpected blob.\n"); ok(!errors, "Got unexpected errors.\n"); if (blob) { ID3D10Blob_Release(blob); blob = NULL; } hr = pD3DCompile2(ps_code, sizeof(ps_code), filename_a, NULL, &include.ID3DInclude_iface, "main", "ps_2_0", 0, 0, 0, NULL, 0, &blob, &errors); todo_wine ok(hr == S_OK, "Got hr %#x.\n", hr); todo_wine ok(!!blob, "Got unexpected blob.\n"); ok(!errors, "Got unexpected errors.\n"); if (blob) { ID3D10Blob_Release(blob); blob = NULL; } hr = pD3DCompile2(ps_code, sizeof(ps_code), filename_a, NULL, D3D_COMPILE_STANDARD_FILE_INCLUDE, "main", "ps_2_0", 0, 0, 0, NULL, 0, &blob, &errors); todo_wine ok(hr == S_OK, "Got hr %#x.\n", hr); todo_wine ok(!!blob, "Got unexpected blob.\n"); ok(!errors, "Got unexpected errors.\n"); if (blob) { ID3D10Blob_Release(blob); blob = NULL; } hr = pD3DCompileFromFile(L"nonexistent", NULL, NULL, "main", "vs_2_0", 0, 0, &blob, &errors); ok(hr == HRESULT_FROM_WIN32(ERROR_FILE_NOT_FOUND), "Got hr %#x.\n", hr); ok(!blob, "Got unexpected blob.\n"); ok(!errors, "Got unexpected errors.\n"); hr = pD3DCompileFromFile(filename, NULL, NULL, "main", "ps_2_0", 0, 0, &blob, &errors); ok(hr == E_FAIL, "Got hr %#x.\n", hr); ok(!blob, "Got unexpected blob.\n"); ok(!!errors, "Got unexpected errors.\n"); trace("%s.\n", (char *)ID3D10Blob_GetBufferPointer(errors)); ID3D10Blob_Release(errors); errors = NULL; hr = pD3DCompileFromFile(filename, NULL, &include.ID3DInclude_iface, "main", "ps_2_0", 0, 0, &blob, &errors); todo_wine ok(hr == S_OK, "Got hr %#x.\n", hr); todo_wine ok(!!blob, "Got unexpected blob.\n"); ok(!errors, "Got unexpected errors.\n"); if (blob) { ID3D10Blob_Release(blob); blob = NULL; } /* Windows always seems to resolve includes from the initial file location * instead of using the immediate parent, as it would be the case for * standard C preprocessor includes. */ hr = pD3DCompileFromFile(filename, NULL, D3D_COMPILE_STANDARD_FILE_INCLUDE, "main", "ps_2_0", 0, 0, &blob, &errors); todo_wine ok(hr == S_OK, "Got hr %#x.\n", hr); todo_wine ok(!!blob, "Got unexpected blob.\n"); ok(!errors, "Got unexpected errors.\n"); if (blob) { ID3D10Blob_Release(blob); blob = NULL; } GetCurrentDirectoryW(MAX_PATH, directory); SetCurrentDirectoryW(temp_dir); hr = ppD3DCompile(ps_code, sizeof(ps_code), "source.ps", NULL, D3D_COMPILE_STANDARD_FILE_INCLUDE, "main", "ps_2_0", 0, 0, &blob, &errors); todo_wine ok(hr == S_OK, "Got hr %#x.\n", hr); todo_wine ok(!!blob, "Got unexpected blob.\n"); ok(!errors, "Got unexpected errors.\n"); if (blob) { ID3D10Blob_Release(blob); blob = NULL; } hr = pD3DCompile2(ps_code, sizeof(ps_code), "source.ps", NULL, D3D_COMPILE_STANDARD_FILE_INCLUDE, "main", "ps_2_0", 0, 0, 0, NULL, 0, &blob, &errors); todo_wine ok(hr == S_OK, "Got hr %#x.\n", hr); todo_wine ok(!!blob, "Got unexpected blob.\n"); ok(!errors, "Got unexpected errors.\n"); if (blob) { ID3D10Blob_Release(blob); blob = NULL; } hr = pD3DCompileFromFile(L"source.ps", NULL, D3D_COMPILE_STANDARD_FILE_INCLUDE, "main", "ps_2_0", 0, 0, &blob, &errors); todo_wine ok(hr == S_OK, "Got hr %#x.\n", hr); todo_wine ok(!!blob, "Got unexpected blob.\n"); ok(!errors, "Got unexpected errors.\n"); if (blob) { ID3D10Blob_Release(blob); blob = NULL; } SetCurrentDirectoryW(directory); cleanup: delete_file(L"source.ps"); delete_file(L"include\\include1.h"); delete_file(L"include1.h"); delete_file(L"include\\include2.h"); delete_directory(L"include"); } START_TEST(hlsl_d3d9) { HMODULE mod; if (!load_d3dcompiler()) { win_skip("Could not load DLL.\n"); return; } if (!(mod = LoadLibraryA("d3dx9_36.dll"))) { win_skip("Failed to load d3dx9_36.dll.\n"); return; } pD3DXGetShaderConstantTable = (void *)GetProcAddress(mod, "D3DXGetShaderConstantTable"); test_swizzle(); test_math(); test_conditionals(); test_float_vectors(); test_trig(); test_comma(); test_return(); test_array_dimensions(); test_majority(); test_struct_assignment(); test_struct_semantics(); test_global_initializer(); test_samplers(); test_constant_table(); test_fail(); test_d3dcompile(); }