/* * Copyright (C) 2010 Travis Athougies * * 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 "d3dx9.h" #include "d3dcompiler.h" #include struct vertex { float x, y, z; float tx, ty; }; /* Tells compute_shader_probe* which pixels should be what colors */ struct hlsl_probe_info { unsigned int x, y; /* The expected values in this region */ D3DXCOLOR c; /* The max error for any value */ float epsilon; /* An error message to print if this test fails */ const char *message; }; static HWND create_window(void) { WNDCLASSA wc = {0}; wc.lpfnWndProc = DefWindowProcA; wc.lpszClassName = "d3d9_test_wc"; RegisterClassA(&wc); return CreateWindowA("d3d9_test_wc", "d3d9_test", 0, 0, 0, 0, 0, 0, 0, 0, 0); } static IDirect3DDevice9 *init_d3d9(IDirect3DVertexDeclaration9 **vdeclaration, IDirect3DVertexBuffer9 **quad_geometry, IDirect3DVertexShader9 **vshader_passthru) { static const struct vertex quad_vertices[4] = { {-1.0f, -1.0f, 0.0f, 0.0f, 1.0f}, {-1.0f, 1.0f, 0.0f, 0.0f, 0.0f}, { 1.0f, -1.0f, 0.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.0f, 1.0f, 0.0f} }; static const D3DVERTEXELEMENT9 vdeclelements[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; static const char *vshader_passthru_hlsl = "float4 vshader(float4 pos: POSITION, inout float2 texcoord: TEXCOORD0): POSITION\n" "{\n" " return pos;\n" "}"; IDirect3D9 *d3d9_ptr; IDirect3DDevice9 *device_ptr = NULL; D3DPRESENT_PARAMETERS present_parameters; void *temp_geometry_vertices; ID3D10Blob *compiled = NULL; ID3D10Blob *errors = NULL; HRESULT hr; d3d9_ptr = Direct3DCreate9(D3D_SDK_VERSION); if (!d3d9_ptr) { skip("could not create D3D9\n"); return NULL; } hr = IDirect3D9_CheckDeviceFormat(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, D3DFMT_A32B32G32R32F); if (FAILED(hr)) { skip("A32B32G32R32F format not available on this device\n"); return NULL; } ZeroMemory(&present_parameters, sizeof(present_parameters)); present_parameters.Windowed = TRUE; present_parameters.hDeviceWindow = create_window(); present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device_ptr); if (FAILED(hr)) { skip("could not create Direct3D9 device\n"); return NULL; } /* Create the quad geometry */ hr = IDirect3DDevice9_CreateVertexBuffer(device_ptr, 4 * sizeof(struct vertex), D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, quad_geometry, NULL); ok(SUCCEEDED(hr), "Could not create vertex buffer, IDirect3DDevice9_CreateVertexBuffer returned: %08x\n", hr); hr = IDirect3DVertexBuffer9_Lock(*quad_geometry, 0, sizeof(quad_vertices), &temp_geometry_vertices, 0); ok(SUCCEEDED(hr), "IDirect3DVertexBuffer9_Lock returned: %08x\n", hr); memcpy(temp_geometry_vertices, quad_vertices, sizeof(quad_vertices)); IDirect3DVertexBuffer9_Unlock(*quad_geometry); hr = IDirect3DDevice9_CreateVertexDeclaration(device_ptr, vdeclelements, vdeclaration); ok(SUCCEEDED(hr), "Could not create vertex declaration: " "IDirect3DDevice9_CreateVertexDeclaration returned: %08x\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device_ptr, *vdeclaration); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned: %08x\n", hr); /* Create a simple vertex shader to just pass through the values */ hr = D3DCompile(vshader_passthru_hlsl, strlen(vshader_passthru_hlsl), NULL, NULL, NULL, "vshader", "vs_1_1", 0, 0, &compiled, &errors); if (FAILED(hr)) { skip("not compiling vertex shader due to lacking wine HLSL support!\n"); if (errors) ID3D10Blob_Release(errors); return NULL; } hr = IDirect3DDevice9_CreateVertexShader(device_ptr, ID3D10Blob_GetBufferPointer(compiled), vshader_passthru); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader returned: %08x\n", hr); ID3D10Blob_Release(compiled); return device_ptr; } /* Convenience functions */ static void set_float4_d3d9(IDirect3DDevice9 *device, ID3DXConstantTable *constants, const char *name, float x, float y, float z, float w) { D3DXVECTOR4 vector; vector.x = x; vector.y = y; vector.z = z; vector.w = w; ID3DXConstantTable_SetVector(constants, device, name, &vector); } /* Compile our pixel shader and get back the compiled version and a constant table */ static IDirect3DPixelShader9 *compile_pixel_shader9(IDirect3DDevice9 *device, const char *shader, const char *profile, ID3DXConstantTable **constants) { ID3D10Blob *compiled = NULL; ID3D10Blob *errors = NULL; IDirect3DPixelShader9 *pshader; HRESULT hr; hr = D3DCompile(shader, strlen(shader), NULL, NULL, NULL, "test", profile, /* test is the name of the entry point of our shader */ 0, 0, &compiled, &errors); ok(hr == D3D_OK, "Pixel shader %s compilation failed: %s\n", shader, errors ? (char *)ID3D10Blob_GetBufferPointer(errors) : ""); if (FAILED(hr)) return NULL; hr = D3DXGetShaderConstantTable(ID3D10Blob_GetBufferPointer(compiled), constants); ok(hr == D3D_OK, "Could not get constant table from compiled pixel shader\n"); hr = IDirect3DDevice9_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(compiled), &pshader); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader returned: %08x\n", hr); ID3D10Blob_Release(compiled); return pshader; } /* Draw a full screen quad */ static void draw_quad_with_shader9(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry) { HRESULT hr; D3DXMATRIX projection_matrix; D3DXMatrixOrthoLH(&projection_matrix, 2.0f, 2.0f, 0.0f, 1.0f); IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &projection_matrix); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned: %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned: %08x\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, 0, quad_geometry, 0, sizeof(struct vertex)); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource returned: %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive returned: %08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned: %08x\n", hr); } static void setup_device9(IDirect3DDevice9 *device, IDirect3DSurface9 **render_target, IDirect3DSurface9 **readback, D3DFORMAT format, unsigned int width, unsigned int height, IDirect3DVertexShader9 *vshader, IDirect3DPixelShader9 *pshader) { HRESULT hr; hr = IDirect3DDevice9_CreateRenderTarget(device, width, height, format, D3DMULTISAMPLE_NONE, 0, FALSE, render_target, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateRenderTarget returned: %08x\n", hr); /* The Direct3D 9 docs state that we cannot lock a render target surface, instead we must copy the render target onto this surface to lock it */ hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, width, height, format, D3DPOOL_SYSTEMMEM, readback, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface returned: %08x\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, *render_target); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget returned: %08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, vshader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned: %08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, pshader); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned: %08x\n", hr); } static int colors_match(D3DXCOLOR a, D3DXCOLOR b, float epsilon) { return (fabs(a.r - b.r) < epsilon && fabs(a.g - b.g) < epsilon && fabs(a.b - b.b) < epsilon && fabs(a.a - b.a) < epsilon); } /* Compute a shader on a width by height buffer and probes certain locations to see if they are as expected. */ static void compute_shader_probe9(IDirect3DDevice9 *device, IDirect3DVertexShader9 *vshader, IDirect3DPixelShader9 *pshader, IDirect3DVertexBuffer9 *quad_geometry, const struct hlsl_probe_info *probes, unsigned int count, unsigned int width, unsigned int height, unsigned int line_number) { IDirect3DSurface9 *render_target; IDirect3DSurface9 *readback; HRESULT hr; D3DLOCKED_RECT lr; D3DXCOLOR *pbits_data; unsigned int i; setup_device9(device, &render_target, &readback, D3DFMT_A32B32G32R32F, width, height, vshader, pshader); /* Draw the quad with the shader and read back the data */ draw_quad_with_shader9(device, quad_geometry); IDirect3DDevice9_GetRenderTargetData(device, render_target, readback); hr = IDirect3DSurface9_LockRect(readback, &lr, NULL, D3DLOCK_READONLY); ok(hr == D3D_OK, "IDirect3DSurface9_LockRect returned: %08x\n", hr); pbits_data = lr.pBits; /* Now go through the probes and check each one */ for (i = 0; i < count; i++, probes++) { int index = probes->x + (probes->y * lr.Pitch / sizeof(D3DXCOLOR)); ok(colors_match(probes->c, pbits_data[index], probes->epsilon), "Line %d: At (%d, %d): %s: Expected (%.04f,%.04f,%.04f, %.04f), got " "(%.04f,%.04f,%.04f,%.04f)\n", line_number, probes->x, probes->y, probes->message, probes->c.r, probes->c.g, probes->c.b, probes->c.a, pbits_data[index].r, pbits_data[index].g, pbits_data[index].b, pbits_data[index].a); } hr = IDirect3DSurface9_UnlockRect(readback); ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect returned: %08x\n", hr); /* We now present the scene. This is mostly for debugging purposes, since GetRenderTargetData also waits for drawing commands to complete. The reason this call is here and not in a draw function is because the contents of the render target surface are invalidated after this call. */ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present returned: %08x\n", hr); IDirect3DSurface9_Release(render_target); IDirect3DSurface9_Release(readback); } /* Now the actual test functions */ static void test_swizzle(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry, IDirect3DVertexShader9 *vshader_passthru) { static const struct hlsl_probe_info probes[] = { {0, 0, {0.0101f, 0.0303f, 0.0202f, 0.0404f}, 0.0001f, "swizzle_test failed"} }; static const char *swizzle_test_shader = "uniform float4 color;\n" "float4 test(): COLOR\n" "{\n" " float4 ret = color;\n" " ret.gb = ret.ra;\n" " ret.ra = float2(0.0101, 0.0404);\n" " return ret;\n" "}"; ID3DXConstantTable *constants; IDirect3DPixelShader9 *pshader; pshader = compile_pixel_shader9(device, swizzle_test_shader, "ps_2_0", &constants); if (pshader != NULL) { set_float4_d3d9(device, constants, "color", 0.0303f, 0.0f, 0.0f, 0.0202f); compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, probes, sizeof(probes) / sizeof(*probes), 1, 1, __LINE__); ID3DXConstantTable_Release(constants); IDirect3DPixelShader9_Release(pshader); } } static void test_math(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry, IDirect3DVertexShader9 *vshader_passthru) { /* Tests order of operations */ static const float u = 2.5f, v = 0.3f, w = 0.2f, x = 0.7f, y = 0.1f, z = 1.5f; static const struct hlsl_probe_info probes[] = { {0, 0, {-12.4300f, 9.8333f, 1.6000f, 34.9999f}, 0.0001f, "order of operations test failed"} }; static const char *order_of_operations_shader = "float4 test(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" "}"; ID3DXConstantTable *constants; IDirect3DPixelShader9 *pshader; pshader = compile_pixel_shader9(device, order_of_operations_shader, "ps_2_0", &constants); if (pshader != NULL) { ID3DXConstantTable_SetFloat(constants, device, "$u", u); ID3DXConstantTable_SetFloat(constants, device, "$v", v); ID3DXConstantTable_SetFloat(constants, device, "$w", w); ID3DXConstantTable_SetFloat(constants, device, "$x", x); ID3DXConstantTable_SetFloat(constants, device, "$y", y); ID3DXConstantTable_SetFloat(constants, device, "$z", z); compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, probes, sizeof(probes) / sizeof(*probes), 1, 1, __LINE__); ID3DXConstantTable_Release(constants); IDirect3DPixelShader9_Release(pshader); } } static void test_conditionals(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry, IDirect3DVertexShader9 *vshader_passthru) { static const struct hlsl_probe_info if_greater_probes[] = { { 0, 0, {0.9f, 0.8f, 0.7f, 0.6f}, 0.0001f, "if greater test failed"}, { 5, 0, {0.9f, 0.8f, 0.7f, 0.6f}, 0.0001f, "if greater test failed"}, {10, 0, {0.9f, 0.8f, 0.7f, 0.6f}, 0.0001f, "if greater test failed"}, {15, 0, {0.9f, 0.8f, 0.7f, 0.6f}, 0.0001f, "if greater test failed"}, {25, 0, {0.1f, 0.2f, 0.3f, 0.4f}, 0.0001f, "if greater test failed"}, {30, 0, {0.1f, 0.2f, 0.3f, 0.4f}, 0.0001f, "if greater test failed"} }; static const char *if_greater_shader = "float4 test(float2 pos: TEXCOORD0): COLOR\n" "{\n" " if((pos.x * 32.0) > 20.0)\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 struct hlsl_probe_info ternary_operator_probes[] = { {0, 0, {0.50f, 0.25f, 0.50f, 0.75f}, 0.00001f, "ternary operator test failed"}, {1, 0, {0.50f, 0.25f, 0.50f, 0.75f}, 0.00001f, "ternary operator test failed"}, {2, 0, {0.50f, 0.25f, 0.50f, 0.75f}, 0.00001f, "ternary operator test failed"}, {3, 0, {0.50f, 0.25f, 0.50f, 0.75f}, 0.00001f, "ternary operator test failed"}, {4, 0, {0.60f, 0.80f, 0.10f, 0.20f}, 0.00001f, "ternary operator test failed"}, {5, 0, {0.60f, 0.80f, 0.10f, 0.20f}, 0.00001f, "ternary operator test failed"}, {6, 0, {0.60f, 0.80f, 0.10f, 0.20f}, 0.00001f, "ternary operator test failed"}, {7, 0, {0.60f, 0.80f, 0.10f, 0.20f}, 0.00001f, "ternary operator test failed"} }; static const char *ternary_operator_shader = "float4 test(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" "}"; ID3DXConstantTable *constants; IDirect3DPixelShader9 *pshader; pshader = compile_pixel_shader9(device, if_greater_shader, "ps_2_0", &constants); if (pshader != NULL) { compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, if_greater_probes, sizeof(if_greater_probes) / sizeof(*if_greater_probes), 32, 1, __LINE__); ID3DXConstantTable_Release(constants); IDirect3DPixelShader9_Release(pshader); } pshader = compile_pixel_shader9(device, ternary_operator_shader, "ps_2_0", &constants); if (pshader != NULL) { compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, ternary_operator_probes, sizeof(ternary_operator_probes) / sizeof(*ternary_operator_probes), 8, 1, __LINE__); ID3DXConstantTable_Release(constants); IDirect3DPixelShader9_Release(pshader); } } static void test_float_vectors(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry, IDirect3DVertexShader9 *vshader_passthru) { static const struct hlsl_probe_info vec4_indexing_test1_probes[] = { {0, 0, {0.020f, 0.245f, 0.351f, 1.000f}, 0.0001f, "vec4 indexing test 1 failed"} }; static const char *vec4_indexing_test1_shader = "float4 test(): 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" "}"; static const struct hlsl_probe_info vec4_indexing_test2_probes[] = { {0, 0, {0.5f, 0.3f, 0.8f, 0.2f}, 0.0001f, "vec4 indexing test 2 failed"} }; /* We have this uniform i here so the compiler can't optimize */ static const char *vec4_indexing_test2_shader = "uniform int i;\n" "float4 test(): 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" "}"; ID3DXConstantTable *constants; IDirect3DPixelShader9 *pshader; pshader = compile_pixel_shader9(device, vec4_indexing_test1_shader, "ps_2_0", &constants); if (pshader != NULL) { compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, vec4_indexing_test1_probes, sizeof(vec4_indexing_test1_probes) / sizeof(*vec4_indexing_test1_probes), 1, 1, __LINE__); ID3DXConstantTable_Release(constants); IDirect3DPixelShader9_Release(pshader); } pshader = compile_pixel_shader9(device, vec4_indexing_test2_shader, "ps_2_0", &constants); if (pshader != NULL) { ID3DXConstantTable_SetInt(constants, device, "i", 2); compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, vec4_indexing_test2_probes, sizeof(vec4_indexing_test2_probes) / sizeof(*vec4_indexing_test2_probes), 32, 1, __LINE__); ID3DXConstantTable_Release(constants); IDirect3DPixelShader9_Release(pshader); } } static void test_trig(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry, IDirect3DVertexShader9 *vshader_passthru) { static const struct hlsl_probe_info sincos_probes[] = { {0, 0, {0.5000f, 1.0000f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {1, 0, {0.5975f, 0.9904f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {2, 0, {0.6913f, 0.9620f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {3, 0, {0.7778f, 0.9160f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {4, 0, {0.8536f, 0.8536f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {5, 0, {0.9157f, 0.7778f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {6, 0, {0.9620f, 0.6913f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {7, 0, {0.9904f, 0.5975f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {8, 0, {1.0000f, 0.5000f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {9, 0, {0.9904f, 0.4025f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {10, 0, {0.9619f, 0.3087f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {11, 0, {0.9157f, 0.2222f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {12, 0, {0.8536f, 0.1464f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {13, 0, {0.7778f, 0.0843f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {14, 0, {0.6913f, 0.0381f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {15, 0, {0.5975f, 0.0096f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {16, 0, {0.5000f, 0.0000f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {17, 0, {0.4025f, 0.0096f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {18, 0, {0.3087f, 0.0381f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {19, 0, {0.2222f, 0.0843f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {20, 0, {0.1464f, 0.1464f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {21, 0, {0.0843f, 0.2222f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {22, 0, {0.0381f, 0.3087f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {23, 0, {0.0096f, 0.4025f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {24, 0, {0.0000f, 0.5000f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {25, 0, {0.0096f, 0.5975f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {26, 0, {0.0381f, 0.6913f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {27, 0, {0.0843f, 0.7778f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {28, 0, {0.1464f, 0.8536f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {29, 0, {0.2222f, 0.9157f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {30, 0, {0.3087f, 0.9619f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, {31, 0, {0.4025f, 0.9904f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"}, }; static const char *sincos_shader = "float4 test(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" "}"; ID3DXConstantTable *constants; IDirect3DPixelShader9 *pshader; pshader = compile_pixel_shader9(device, sincos_shader, "ps_2_0", &constants); if (pshader != NULL) { compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, sincos_probes, sizeof(sincos_probes) / sizeof(*sincos_probes), 32, 1, __LINE__); ID3DXConstantTable_Release(constants); IDirect3DPixelShader9_Release(pshader); } } static void test_fail(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *qquad_geometry, IDirect3DVertexShader9 *vshader_passthru) { static const char *undefined_variable_shader = "float4 test(float2 pos: TEXCOORD0) : COLOR\n" "{\n" " return y;\n" "}"; static const char *invalid_swizzle_shader = "float4 test(float2 pos: TEXCOORD0) : COLOR\n" "{\n" " float4 x = float4(0, 0, 0, 0);\n" " x.xzzx = float4(1, 2, 3, 4);\n" " return x;\n" "}"; static const char *invalid_conversion_shader = "float4 test(float2 pos: TEXCOORD0) : COLOR\n" "{\n" " float4 x = pos;\n" " return x;\n" "}"; static const char *invalid_syntax_shader = "float4 test(float2 pos, TEXCOORD0) ; COLOR\n" "{\n" " pos = float4 x;\n" " mul(float4(5, 4, 3, 2), mvp) = x;\n" " return float4;\n" "}"; static const char *invalid_identifiers_shader = "float4 563r(float2 45s: TEXCOORD0) : COLOR\n" "{\n" " float2 x = 45s;\n" " return float4(x.x, x.y, 0, 0);\n" "}"; ID3D10Blob *compiled = NULL, *errors = NULL; HRESULT hr; hr = D3DCompile(undefined_variable_shader, strlen(undefined_variable_shader), NULL, NULL, NULL, "test", "ps_2_0", 0, 0, &compiled, &errors); ok(hr != D3D_OK, "Pixel shader compilation succeeded on shader with undefined variable\n"); ok(errors != NULL, "No errors returned for a shader with undefined variables\n"); ok(compiled == NULL, "A shader blob was returned for a shader with undefined variables\n"); ID3D10Blob_Release(errors); errors = NULL; hr = D3DCompile(invalid_swizzle_shader, strlen(invalid_swizzle_shader), NULL, NULL, NULL, "test","ps_2_0", 0, 0, &compiled, &errors); ok(hr != D3D_OK, "Pixel shader compilation succeeded on shader with an invalid swizzle mask\n"); ok(errors != NULL, "No errors returned for a shader with an invalid swizzle mask\n"); ok(compiled == NULL, "A shader blob was returned for a shader with an invalid swizzle mask\n"); ID3D10Blob_Release(errors); errors = NULL; hr = D3DCompile(invalid_conversion_shader, strlen(invalid_conversion_shader), NULL, NULL, NULL, "test", "ps_2_0", 0, 0, &compiled, &errors); ok(hr != D3D_OK, "Pixel shader compilation succeeded on shader with an invalid type " "conversion\n"); ok(errors != NULL, "No errors returned for a shader with invalid type conversions\n"); ok(compiled == NULL, "A shader blob was returned for a shader with invalid type conversions\n"); ID3D10Blob_Release(errors); errors = NULL; hr = D3DCompile(invalid_syntax_shader, strlen(invalid_syntax_shader), NULL, NULL, NULL, "test", "ps_2_0", 0, 0, &compiled, &errors); ok(hr != D3D_OK, "Pixel shader compilation succeeded on shader with blatantly invalid " "syntax\n"); ok(errors != NULL, "No errors returned for a shader with invalid syntax\n"); ok(compiled == NULL, "A shader blob was returned for a shader with invalid syntax\n"); ID3D10Blob_Release(errors); errors = NULL; hr = D3DCompile(invalid_identifiers_shader, strlen(invalid_identifiers_shader), NULL, NULL, NULL, "test", "ps_2_0", 0, 0, &compiled, &errors); ok(hr != D3D_OK, "Pixel shader compilation successful on a shader with invalid variable and " "function names\n"); ok(errors != NULL, "No errors returned for a shader with invalid variable and function " "names\n"); ok(compiled == NULL, "A shader blob was returned for a shader with invalid variable and " "function names\n"); ID3D10Blob_Release(errors); } START_TEST(hlsl) { D3DCAPS9 caps; ULONG refcount; IDirect3DDevice9 *device; IDirect3DVertexDeclaration9 *vdeclaration; IDirect3DVertexBuffer9 *quad_geometry; IDirect3DVertexShader9 *vshader_passthru; device = init_d3d9(&vdeclaration, &quad_geometry, &vshader_passthru); if (!device) return; /* Make sure we support pixel shaders, before trying to compile them! */ /* Direct3D 9 (Shader model 1-3 tests) */ IDirect3DDevice9_GetDeviceCaps(device, &caps); if (caps.PixelShaderVersion >= D3DPS_VERSION(2, 0)) { todo_wine { test_swizzle(device, quad_geometry, vshader_passthru); test_math(device, quad_geometry, vshader_passthru); test_conditionals(device, quad_geometry, vshader_passthru); test_float_vectors(device, quad_geometry, vshader_passthru); test_trig(device, quad_geometry, vshader_passthru); test_fail(device, quad_geometry, vshader_passthru); } } else skip("no pixel shader support\n"); /* Reference counting sanity checks */ if (vshader_passthru) { refcount = IDirect3DVertexShader9_Release(vshader_passthru); ok(!refcount, "Pass-through vertex shader has %u references left\n", refcount); } refcount = IDirect3DVertexBuffer9_Release(quad_geometry); ok(!refcount, "Vertex buffer has %u references left\n", refcount); refcount = IDirect3DVertexDeclaration9_Release(vdeclaration); ok(!refcount, "Vertex declaration has %u references left\n", refcount); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left\n", refcount); }