/* * 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 "d3dx9.h" #include "d3dcompiler.h" #include static pD3DCompile ppD3DCompile; static HRESULT (WINAPI *pD3DXGetShaderConstantTable)(const DWORD *byte_code, ID3DXConstantTable **constant_table); struct vec2 { float x, y; }; struct vec4 { float x, y, z, w; }; #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; struct vec4 v; HRESULT hr; static const char ps_source[] = "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" "}"; 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_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, 0.0101f, 0.0303f, 0.0202f, 0.0404f, 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_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_fail(void) { static const char *tests[] = { "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" "}", "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" "}", }; 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); todo_wine ok(hr == E_FAIL, "Test %u, target %s, got unexpected hr %#x.\n", i, targets[j], hr); todo_wine_if (i == 1) 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]); if (errors) ID3D10Blob_Release(errors); } } } static BOOL load_d3dcompiler(void) { HMODULE module; #if D3D_COMPILER_VERSION == 47 if (!(module = LoadLibraryA("d3dcompiler_47.dll"))) return FALSE; #else if (!(module = LoadLibraryA("d3dcompiler_43.dll"))) return FALSE; #endif ppD3DCompile = (void*)GetProcAddress(module, "D3DCompile"); return TRUE; } 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_fail(); }