Sweden-Number/dlls/d3dcompiler_43/tests/hlsl_d3d11.c

1202 lines
44 KiB
C

/*
* 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
*/
#include <limits.h>
#include <math.h>
#define COBJMACROS
#include "d3dcompiler.h"
#include "d3d11.h"
#include "wine/test.h"
static pD3DCompile ppD3DCompile;
static HRESULT (WINAPI *pD3DReflect)(const void *data, SIZE_T size, REFIID iid, void **out);
static HRESULT (WINAPI *pD3D11CreateDevice)(IDXGIAdapter *adapter, D3D_DRIVER_TYPE driver_type,
HMODULE swrast, UINT flags, const D3D_FEATURE_LEVEL *feature_levels, UINT levels,
UINT sdk_version, ID3D11Device **device_out, D3D_FEATURE_LEVEL *obtained_feature_level,
ID3D11DeviceContext **immediate_context);
struct vec2
{
float x, y;
};
struct vec4
{
float x, y, z, w;
};
#define compile_shader(a, b) compile_shader_(__LINE__, a, b, 0)
#define compile_shader_flags(a, b, c) compile_shader_(__LINE__, a, b, c)
static ID3D10Blob *compile_shader_(unsigned int line, const char *source, const char *target, UINT flags)
{
ID3D10Blob *blob = NULL, *errors = NULL;
HRESULT hr;
hr = ppD3DCompile(source, strlen(source), NULL, NULL, NULL, "main", target, flags, 0, &blob, &errors);
ok_(__FILE__, line)(hr == S_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 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);
}
struct test_context
{
ID3D11Device *device;
HWND window;
IDXGISwapChain *swapchain;
ID3D11Texture2D *rt;
ID3D11RenderTargetView *rtv;
ID3D11DeviceContext *immediate_context;
ID3D11InputLayout *input_layout;
ID3D11VertexShader *vs;
ID3D11Buffer *vb;
};
static ID3D11Device *create_device(void)
{
static const D3D_FEATURE_LEVEL feature_level[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
ID3D11Device *device;
if (SUCCEEDED(pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0,
feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL)))
return device;
if (SUCCEEDED(pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_WARP, NULL, 0,
feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL)))
return device;
if (SUCCEEDED(pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_REFERENCE, NULL, 0,
feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL)))
return device;
return NULL;
}
static IDXGISwapChain *create_swapchain(ID3D11Device *device, HWND window)
{
DXGI_SWAP_CHAIN_DESC dxgi_desc;
IDXGISwapChain *swapchain;
IDXGIDevice *dxgi_device;
IDXGIAdapter *adapter;
IDXGIFactory *factory;
HRESULT hr;
hr = ID3D11Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device);
ok(SUCCEEDED(hr), "Failed to get DXGI device, hr %#x.\n", hr);
hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter);
ok(SUCCEEDED(hr), "Failed to get adapter, hr %#x.\n", hr);
IDXGIDevice_Release(dxgi_device);
hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory);
ok(SUCCEEDED(hr), "Failed to get factory, hr %#x.\n", hr);
IDXGIAdapter_Release(adapter);
dxgi_desc.BufferDesc.Width = 640;
dxgi_desc.BufferDesc.Height = 480;
dxgi_desc.BufferDesc.RefreshRate.Numerator = 60;
dxgi_desc.BufferDesc.RefreshRate.Denominator = 1;
dxgi_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
dxgi_desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
dxgi_desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
dxgi_desc.SampleDesc.Count = 1;
dxgi_desc.SampleDesc.Quality = 0;
dxgi_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
dxgi_desc.BufferCount = 1;
dxgi_desc.OutputWindow = window;
dxgi_desc.Windowed = TRUE;
dxgi_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
dxgi_desc.Flags = 0;
hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &dxgi_desc, &swapchain);
ok(SUCCEEDED(hr), "Failed to create swapchain, hr %#x.\n", hr);
IDXGIFactory_Release(factory);
return swapchain;
}
#define init_test_context(a) init_test_context_(__LINE__, a)
static BOOL init_test_context_(unsigned int line, struct test_context *context)
{
const D3D11_TEXTURE2D_DESC texture_desc =
{
.Width = 640,
.Height = 480,
.MipLevels = 1,
.ArraySize = 1,
.Format = DXGI_FORMAT_R32G32B32A32_FLOAT,
.SampleDesc.Count = 1,
.Usage = D3D11_USAGE_DEFAULT,
.BindFlags = D3D11_BIND_RENDER_TARGET,
};
unsigned int rt_width, rt_height;
D3D11_VIEWPORT vp;
HRESULT hr;
RECT rect;
memset(context, 0, sizeof(*context));
if (!(context->device = create_device()))
{
skip_(__FILE__, line)("Failed to create device.\n");
return FALSE;
}
rt_width = 640;
rt_height = 480;
SetRect(&rect, 0, 0, rt_width, rt_height);
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);
context->swapchain = create_swapchain(context->device, context->window);
hr = ID3D11Device_CreateTexture2D(context->device, &texture_desc, NULL, &context->rt);
ok_(__FILE__, line)(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
hr = ID3D11Device_CreateRenderTargetView(context->device, (ID3D11Resource *)context->rt, NULL, &context->rtv);
ok_(__FILE__, line)(hr == S_OK, "Failed to create rendertarget view, hr %#x.\n", hr);
ID3D11Device_GetImmediateContext(context->device, &context->immediate_context);
ID3D11DeviceContext_OMSetRenderTargets(context->immediate_context, 1, &context->rtv, NULL);
vp.TopLeftX = 0.0f;
vp.TopLeftY = 0.0f;
vp.Width = rt_width;
vp.Height = rt_height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
ID3D11DeviceContext_RSSetViewports(context->immediate_context, 1, &vp);
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;
if (context->input_layout)
ID3D11InputLayout_Release(context->input_layout);
if (context->vs)
ID3D11VertexShader_Release(context->vs);
if (context->vb)
ID3D11Buffer_Release(context->vb);
ID3D11DeviceContext_Release(context->immediate_context);
ID3D11RenderTargetView_Release(context->rtv);
ID3D11Texture2D_Release(context->rt);
IDXGISwapChain_Release(context->swapchain);
DestroyWindow(context->window);
ref = ID3D11Device_Release(context->device);
ok_(__FILE__, line)(!ref, "Device has %u references left.\n", ref);
}
#define create_buffer(a, b, c, d) create_buffer_(__LINE__, a, b, c, d)
static ID3D11Buffer *create_buffer_(unsigned int line, ID3D11Device *device,
unsigned int bind_flags, unsigned int size, const void *data)
{
D3D11_SUBRESOURCE_DATA resource_data = {.pSysMem = data};
D3D11_BUFFER_DESC buffer_desc =
{
.ByteWidth = size,
.Usage = D3D11_USAGE_DEFAULT,
.BindFlags = bind_flags,
};
ID3D11Buffer *buffer;
HRESULT hr;
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, data ? &resource_data : NULL, &buffer);
ok_(__FILE__, line)(hr == S_OK, "Failed to create buffer, hr %#x.\n", hr);
return buffer;
}
#define draw_quad(context, ps_code) draw_quad_(__LINE__, context, ps_code)
static void draw_quad_(unsigned int line, struct test_context *context, ID3D10Blob *ps_code)
{
static const D3D11_INPUT_ELEMENT_DESC default_layout_desc[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
static const char vs_source[] =
"float4 main(float4 position : POSITION) : SV_POSITION\n"
"{\n"
" return position;\n"
"}";
static const struct vec2 quad[] =
{
{-1.0f, -1.0f},
{-1.0f, 1.0f},
{ 1.0f, -1.0f},
{ 1.0f, 1.0f},
};
ID3D11Device *device = context->device;
unsigned int stride, offset;
ID3D11PixelShader *ps;
HRESULT hr;
if (!context->vs)
{
ID3D10Blob *vs_code = compile_shader_(line, vs_source, "vs_4_0", 0);
hr = ID3D11Device_CreateInputLayout(device, default_layout_desc, ARRAY_SIZE(default_layout_desc),
ID3D10Blob_GetBufferPointer(vs_code), ID3D10Blob_GetBufferSize(vs_code), &context->input_layout);
ok_(__FILE__, line)(hr == S_OK, "Failed to create input layout, hr %#x.\n", hr);
hr = ID3D11Device_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_code),
ID3D10Blob_GetBufferSize(vs_code), NULL, &context->vs);
ok_(__FILE__, line)(hr == S_OK, "Failed to create vertex shader, hr %#x.\n", hr);
}
if (!context->vb)
context->vb = create_buffer_(line, device, D3D11_BIND_VERTEX_BUFFER, sizeof(quad), quad);
hr = ID3D11Device_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(ps_code),
ID3D10Blob_GetBufferSize(ps_code), NULL, &ps);
ok_(__FILE__, line)(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr);
ID3D11DeviceContext_IASetInputLayout(context->immediate_context, context->input_layout);
ID3D11DeviceContext_IASetPrimitiveTopology(context->immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stride = sizeof(*quad);
offset = 0;
ID3D11DeviceContext_IASetVertexBuffers(context->immediate_context, 0, 1, &context->vb, &stride, &offset);
ID3D11DeviceContext_VSSetShader(context->immediate_context, context->vs, NULL, 0);
ID3D11DeviceContext_PSSetShader(context->immediate_context, ps, NULL, 0);
ID3D11DeviceContext_Draw(context->immediate_context, 4, 0);
ID3D11PixelShader_Release(ps);
}
struct readback
{
ID3D11Resource *resource;
D3D11_MAPPED_SUBRESOURCE map_desc;
};
static void init_readback(struct test_context *context, struct readback *rb)
{
D3D11_TEXTURE2D_DESC texture_desc;
HRESULT hr;
ID3D11Texture2D_GetDesc(context->rt, &texture_desc);
texture_desc.Usage = D3D11_USAGE_STAGING;
texture_desc.BindFlags = 0;
texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
texture_desc.MiscFlags = 0;
hr = ID3D11Device_CreateTexture2D(context->device, &texture_desc, NULL, (ID3D11Texture2D **)&rb->resource);
ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
ID3D11DeviceContext_CopyResource(context->immediate_context, rb->resource, (ID3D11Resource *)context->rt);
hr = ID3D11DeviceContext_Map(context->immediate_context, rb->resource, 0, D3D11_MAP_READ, 0, &rb->map_desc);
ok(hr == S_OK, "Failed to map texture, hr %#x.\n", hr);
}
static void release_readback(struct test_context *context, struct readback *rb)
{
ID3D11DeviceContext_Unmap(context->immediate_context, rb->resource, 0);
ID3D11Resource_Release(rb->resource);
}
static const struct vec4 *get_readback_vec4(struct readback *rb, unsigned int x, unsigned int y)
{
return (struct vec4 *)((BYTE *)rb->map_desc.pData + y * rb->map_desc.RowPitch) + x;
}
static struct vec4 get_color_vec4(struct test_context *context, unsigned int x, unsigned int y)
{
struct readback rb;
struct vec4 ret;
init_readback(context, &rb);
ret = *get_readback_vec4(&rb, x, y);
release_readback(context, &rb);
return ret;
}
static void test_swizzle(void)
{
static const struct vec4 uniform = {0.0303f, 0.0f, 0.0f, 0.0202f};
struct test_context test_context;
ID3D10Blob *ps_code = NULL;
ID3D11Buffer *cb;
struct vec4 v;
static const char ps_source[] =
"uniform float4 color;\n"
"float4 main() : SV_TARGET\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;
todo_wine ps_code = compile_shader(ps_source, "ps_4_0");
if (ps_code)
{
cb = create_buffer(test_context.device, D3D11_BIND_CONSTANT_BUFFER, sizeof(uniform), &uniform);
ID3D11DeviceContext_PSSetConstantBuffers(test_context.immediate_context, 0, 1, &cb);
draw_quad(&test_context, ps_code);
v = get_color_vec4(&test_context, 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);
ID3D11Buffer_Release(cb);
ID3D10Blob_Release(ps_code);
}
release_test_context(&test_context);
}
static void test_math(void)
{
static const float uniforms[8] = {2.5f, 0.3f, 0.2f, 0.7f, 0.1f, 1.5f};
struct test_context test_context;
ID3D10Blob *ps_code = NULL;
ID3D11Buffer *cb;
struct vec4 v;
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) : SV_TARGET\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;
todo_wine ps_code = compile_shader(ps_source, "ps_4_0");
if (ps_code)
{
cb = create_buffer(test_context.device, D3D11_BIND_CONSTANT_BUFFER, sizeof(uniforms), uniforms);
ID3D11DeviceContext_PSSetConstantBuffers(test_context.immediate_context, 0, 1, &cb);
draw_quad(&test_context, ps_code);
v = get_color_vec4(&test_context, 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);
ID3D11Buffer_Release(cb);
ID3D10Blob_Release(ps_code);
}
release_test_context(&test_context);
}
static void test_conditionals(void)
{
struct test_context test_context;
ID3D10Blob *ps_code = NULL;
const struct vec4 *v;
struct readback rb;
unsigned int i;
static const char ps_source[] =
"float4 main(float4 pos : SV_POSITION) : SV_TARGET\n"
"{\n"
" if(pos.x > 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"
"}";
if (!init_test_context(&test_context))
return;
todo_wine ps_code = compile_shader(ps_source, "ps_4_0");
if (ps_code)
{
draw_quad(&test_context, ps_code);
init_readback(&test_context, &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(&test_context, &rb);
ID3D10Blob_Release(ps_code);
}
release_test_context(&test_context);
}
static void test_trig(void)
{
struct test_context test_context;
ID3D10Blob *ps_code = NULL;
const struct vec4 *v;
struct readback rb;
unsigned int i;
static const char ps_source[] =
"float4 main(float4 pos : SV_POSITION) : SV_TARGET\n"
"{\n"
" return float4(sin(pos.x - 0.5), cos(pos.x - 0.5), 0, 0);\n"
"}";
if (!init_test_context(&test_context))
return;
todo_wine ps_code = compile_shader(ps_source, "ps_4_0");
if (ps_code)
{
draw_quad(&test_context, ps_code);
init_readback(&test_context, &rb);
for (i = 0; i < 640; i += 20)
{
v = get_readback_vec4(&rb, i, 0);
ok(compare_vec4(v, sinf(i), cosf(i), 0.0f, 0.0f, 8192),
"Test %u: Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n",
i, v->x, v->y, v->z, v->w, sinf(i), cos(i), 0.0f, 0.0f);
}
release_readback(&test_context, &rb);
ID3D10Blob_Release(ps_code);
}
release_test_context(&test_context);
}
static void test_sampling(void)
{
struct test_context test_context;
ID3D11ShaderResourceView *srv;
ID3D11SamplerState *sampler;
ID3D10Blob *ps_code = NULL;
ID3D11Texture2D *texture;
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"
"}",
};
static const D3D11_TEXTURE2D_DESC texture_desc =
{
.Width = 2,
.Height = 2,
.MipLevels = 1,
.ArraySize = 1,
.Format = DXGI_FORMAT_R32G32B32A32_FLOAT,
.SampleDesc.Count = 1,
.Usage = D3D11_USAGE_DEFAULT,
.BindFlags = D3D11_BIND_SHADER_RESOURCE,
};
static const float texture_data[] =
{
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 1.0f, 0.0f,
};
static const D3D11_SUBRESOURCE_DATA resource_data = {&texture_data, sizeof(texture_data) / 2};
static const D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc =
{
.Format = DXGI_FORMAT_R32G32B32A32_FLOAT,
.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D,
.Texture2D.MipLevels = 1,
};
static const D3D11_SAMPLER_DESC sampler_desc =
{
.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR,
.AddressU = D3D11_TEXTURE_ADDRESS_WRAP,
.AddressV = D3D11_TEXTURE_ADDRESS_WRAP,
.AddressW = D3D11_TEXTURE_ADDRESS_WRAP,
};
static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
if (!init_test_context(&test_context))
return;
hr = ID3D11Device_CreateTexture2D(test_context.device, &texture_desc, &resource_data, &texture);
ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
hr = ID3D11Device_CreateShaderResourceView(test_context.device, (ID3D11Resource *)texture, &srv_desc, &srv);
ok(hr == S_OK, "Failed to create SRV, hr %#x.\n", hr);
ID3D11DeviceContext_PSSetShaderResources(test_context.immediate_context, 0, 1, &srv);
hr = ID3D11Device_CreateSamplerState(test_context.device, &sampler_desc, &sampler);
ok(hr == S_OK, "Failed to create sampler, hr %#x.\n", hr);
ID3D11DeviceContext_PSSetSamplers(test_context.immediate_context, 0, 1, &sampler);
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
ID3D11DeviceContext_ClearRenderTargetView(test_context.immediate_context, test_context.rtv, red);
todo_wine ps_code = compile_shader_flags(tests[i], "ps_4_0", D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY);
if (ps_code)
{
draw_quad(&test_context, ps_code);
v = get_color_vec4(&test_context, 0, 0);
todo_wine ok(compare_vec4(&v, 0.25f, 0.0f, 0.25f, 0.0f, 0),
"Test %u: Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", i, v.x, v.y, v.z, v.w);
ID3D10Blob_Release(ps_code);
}
}
ID3D11Texture2D_Release(texture);
ID3D11SamplerState_Release(sampler);
ID3D11ShaderResourceView_Release(srv);
release_test_context(&test_context);
}
static void check_type_desc(const char *prefix, const D3D11_SHADER_TYPE_DESC *type,
const D3D11_SHADER_TYPE_DESC *expect)
{
ok(type->Class == expect->Class, "%s: got class %#x.\n", prefix, type->Class);
ok(type->Type == expect->Type, "%s: got type %#x.\n", prefix, type->Type);
ok(type->Rows == expect->Rows, "%s: got %u rows.\n", prefix, type->Rows);
ok(type->Columns == expect->Columns, "%s: got %u columns.\n", prefix, type->Columns);
ok(type->Elements == expect->Elements, "%s: got %u elements.\n", prefix, type->Elements);
ok(type->Members == expect->Members, "%s: got %u members.\n", prefix, type->Members);
ok(type->Offset == expect->Offset, "%s: got %u members.\n", prefix, type->Members);
ok(!strcmp(type->Name, expect->Name), "%s: got name %s.\n", prefix, debugstr_a(type->Name));
}
static void check_resource_binding(const char *prefix, const D3D11_SHADER_INPUT_BIND_DESC *desc,
const D3D11_SHADER_INPUT_BIND_DESC *expect)
{
ok(!strcmp(desc->Name, expect->Name), "%s: got name %s.\n", prefix, debugstr_a(desc->Name));
ok(desc->Type == expect->Type, "%s: got type %#x.\n", prefix, desc->Type);
ok(desc->BindPoint == expect->BindPoint, "%s: got bind point %u.\n", prefix, desc->BindPoint);
ok(desc->BindCount == expect->BindCount, "%s: got bind count %u.\n", prefix, desc->BindCount);
ok(desc->uFlags == expect->uFlags, "%s: got flags %#x.\n", prefix, desc->uFlags);
ok(desc->ReturnType == expect->ReturnType, "%s: got return type %#x.\n", prefix, desc->ReturnType);
ok(desc->Dimension == expect->Dimension, "%s: got dimension %#x.\n", prefix, desc->Dimension);
ok(desc->NumSamples == expect->NumSamples, "%s: got multisample count %u.\n", prefix, desc->NumSamples);
}
static void test_reflection(void)
{
ID3D11ShaderReflectionConstantBuffer *cbuffer;
ID3D11ShaderReflectionType *type, *field;
D3D11_SHADER_BUFFER_DESC buffer_desc;
ID3D11ShaderReflectionVariable *var;
D3D11_SHADER_VARIABLE_DESC var_desc;
ID3D11ShaderReflection *reflection;
D3D11_SHADER_TYPE_DESC type_desc;
D3D11_SHADER_DESC shader_desc;
ID3D10Blob *code = NULL;
unsigned int i, j, k;
char prefix[40];
ULONG refcount;
HRESULT hr;
static const char vs_source[] =
"typedef uint uint_t;\n"
"float m;\n"
"\n"
"cbuffer b1\n"
"{\n"
" float a;\n"
" float2 b;\n"
" float4 c;\n"
" float d;\n"
" struct\n"
" {\n"
" float4 a;\n"
" float b;\n"
" float c;\n"
" } s;\n"
/* In direct contradiction to the documentation, this does not align. */
" bool g;\n"
" float h[2];\n"
" int i;\n"
" uint_t j;\n"
" float3x1 k;\n"
" row_major float3x1 l;\n"
"#pragma pack_matrix(row_major)\n"
" float3x1 o;\n"
" float4 p;\n"
" float q;\n"
" struct r_name {float a;} r;\n"
" column_major float3x1 t;\n"
"};\n"
"\n"
"cbuffer b5 : register(b5)\n"
"{\n"
" float4 u;\n"
"}\n"
"\n"
"float4 main(uniform float4 n) : SV_POSITION\n"
"{\n"
" return o._31 + m + n + u;\n"
"}";
struct shader_variable
{
D3D11_SHADER_VARIABLE_DESC var_desc;
D3D11_SHADER_TYPE_DESC type_desc;
const D3D11_SHADER_TYPE_DESC *field_types;
};
static const D3D11_SHADER_TYPE_DESC s_field_types[] =
{
{D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"},
{D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 16, "float"},
{D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 20, "float"},
};
static const D3D11_SHADER_TYPE_DESC r_field_types[] =
{
{D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 0, "float"},
};
static const struct shader_variable globals_vars =
{{"m", 0, 4, D3D_SVF_USED}, {D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 0, "float"}};
static const struct shader_variable params_vars =
{{"n", 0, 16, D3D_SVF_USED}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"}};
static const struct shader_variable buffer_vars[] =
{
{{"a", 0, 4}, {D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 0, "float"}},
{{"b", 4, 8}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 2, 0, 0, 0, "float2"}},
{{"c", 16, 16}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"}},
{{"d", 32, 4}, {D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 0, "float"}},
{{"s", 48, 24}, {D3D_SVC_STRUCT, D3D_SVT_VOID, 1, 6, 0, ARRAY_SIZE(s_field_types), 0, "<unnamed>"}, s_field_types},
{{"g", 72, 4}, {D3D_SVC_SCALAR, D3D_SVT_BOOL, 1, 1, 0, 0, 0, "bool"}},
{{"h", 80, 20}, {D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 2, 0, 0, "float"}},
{{"i", 100, 4}, {D3D_SVC_SCALAR, D3D_SVT_INT, 1, 1, 0, 0, 0, "int"}},
{{"j", 104, 4}, {D3D_SVC_SCALAR, D3D_SVT_UINT, 1, 1, 0, 0, 0, "uint_t"}},
{{"k", 112, 12}, {D3D_SVC_MATRIX_COLUMNS, D3D_SVT_FLOAT, 3, 1, 0, 0, 0, "float3x1"}},
{{"l", 128, 36}, {D3D_SVC_MATRIX_ROWS, D3D_SVT_FLOAT, 3, 1, 0, 0, 0, "float3x1"}},
{{"o", 176, 36, D3D_SVF_USED}, {D3D_SVC_MATRIX_ROWS, D3D_SVT_FLOAT, 3, 1, 0, 0, 0, "float3x1"}},
{{"p", 224, 16}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"}},
{{"q", 240, 4}, {D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 0, "float"}},
{{"r", 256, 4}, {D3D_SVC_STRUCT, D3D_SVT_VOID, 1, 1, 0, ARRAY_SIZE(r_field_types), 0, "r_name"}, r_field_types},
{{"t", 260, 12}, {D3D_SVC_MATRIX_COLUMNS, D3D_SVT_FLOAT, 3, 1, 0, 0, 0, "float3x1"}},
};
static const struct shader_variable b5_vars =
{{"u", 0, 16, D3D_SVF_USED}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"}};
static const struct
{
D3D11_SHADER_BUFFER_DESC desc;
const struct shader_variable *vars;
}
vs_buffers[] =
{
{{"$Globals", D3D_CT_CBUFFER, 1, 16}, &globals_vars},
{{"$Params", D3D_CT_CBUFFER, 1, 16}, &params_vars},
{{"b1", D3D_CT_CBUFFER, ARRAY_SIZE(buffer_vars), 272}, buffer_vars},
{{"b5", D3D_CT_CBUFFER, 1, 16}, &b5_vars},
};
static const D3D11_SHADER_INPUT_BIND_DESC vs_bindings[] =
{
{"$Globals", D3D_SIT_CBUFFER, 0, 1},
{"$Params", D3D_SIT_CBUFFER, 1, 1},
{"b1", D3D_SIT_CBUFFER, 2, 1},
{"b5", D3D_SIT_CBUFFER, 5, 1, D3D_SIF_USERPACKED},
};
static const char ps_source[] =
"texture2D a;\n"
"sampler c {};\n"
"SamplerState d {};\n"
"sampler e\n"
"{\n"
" Texture = a;\n"
" foo = bar + 2;\n"
"};\n"
"SamplerState f\n"
"{\n"
" Texture = a;\n"
" foo = bar + 2;\n"
"};\n"
"sampler2D g;\n"
"sampler b : register(s5);\n"
"float4 main(float2 pos : texcoord) : SV_TARGET\n"
"{\n"
" return a.Sample(b, pos) + a.Sample(c, pos) + a.Sample(d, pos) + tex2D(f, pos) + tex2D(e, pos)"
" + tex2D(g, pos);\n"
"}";
static const D3D11_SHADER_INPUT_BIND_DESC ps_bindings[] =
{
{"c", D3D_SIT_SAMPLER, 0, 1},
{"d", D3D_SIT_SAMPLER, 1, 1},
{"e", D3D_SIT_SAMPLER, 2, 1},
{"f", D3D_SIT_SAMPLER, 3, 1},
{"g", D3D_SIT_SAMPLER, 4, 1},
{"b", D3D_SIT_SAMPLER, 5, 1, D3D_SIF_USERPACKED},
{"f", D3D_SIT_TEXTURE, 0, 1, D3D_SIF_TEXTURE_COMPONENTS, D3D_RETURN_TYPE_FLOAT, D3D_SRV_DIMENSION_TEXTURE2D, ~0u},
{"e", D3D_SIT_TEXTURE, 1, 1, D3D_SIF_TEXTURE_COMPONENTS, D3D_RETURN_TYPE_FLOAT, D3D_SRV_DIMENSION_TEXTURE2D, ~0u},
{"g", D3D_SIT_TEXTURE, 2, 1, D3D_SIF_TEXTURE_COMPONENTS, D3D_RETURN_TYPE_FLOAT, D3D_SRV_DIMENSION_TEXTURE2D, ~0u},
{"a", D3D_SIT_TEXTURE, 3, 1, D3D_SIF_TEXTURE_COMPONENTS, D3D_RETURN_TYPE_FLOAT, D3D_SRV_DIMENSION_TEXTURE2D, ~0u},
};
todo_wine code = compile_shader(vs_source, "vs_5_0");
if (!code)
return;
hr = pD3DReflect(ID3D10Blob_GetBufferPointer(code), ID3D10Blob_GetBufferSize(code),
&IID_ID3D11ShaderReflection, (void **)&reflection);
ok(hr == S_OK, "Got hr %#x.\n", hr);
hr = reflection->lpVtbl->GetDesc(reflection, &shader_desc);
ok(hr == S_OK, "Got hr %#x.\n", hr);
ok(shader_desc.ConstantBuffers == ARRAY_SIZE(vs_buffers), "Got %u buffers.\n", shader_desc.ConstantBuffers);
ok(shader_desc.BoundResources == ARRAY_SIZE(vs_bindings), "Got %u resources.\n", shader_desc.BoundResources);
for (i = 0; i < ARRAY_SIZE(vs_buffers); ++i)
{
cbuffer = reflection->lpVtbl->GetConstantBufferByIndex(reflection, i);
hr = cbuffer->lpVtbl->GetDesc(cbuffer, &buffer_desc);
ok(hr == S_OK, "Test %u: got hr %#x.\n", i, hr);
ok(!strcmp(buffer_desc.Name, vs_buffers[i].desc.Name),
"Test %u: got name %s.\n", i, debugstr_a(buffer_desc.Name));
ok(buffer_desc.Type == vs_buffers[i].desc.Type, "Test %u: got type %#x.\n", i, buffer_desc.Type);
ok(buffer_desc.Variables == vs_buffers[i].desc.Variables,
"Test %u: got %u variables.\n", i, buffer_desc.Variables);
ok(buffer_desc.Size == vs_buffers[i].desc.Size, "Test %u: got size %u.\n", i, buffer_desc.Size);
ok(buffer_desc.uFlags == vs_buffers[i].desc.uFlags, "Test %u: got flags %#x.\n", i, buffer_desc.uFlags);
for (j = 0; j < buffer_desc.Variables; ++j)
{
const struct shader_variable *expect = &vs_buffers[i].vars[j];
var = cbuffer->lpVtbl->GetVariableByIndex(cbuffer, j);
hr = var->lpVtbl->GetDesc(var, &var_desc);
ok(hr == S_OK, "Test %u, %u: got hr %#x.\n", i, j, hr);
ok(!strcmp(var_desc.Name, expect->var_desc.Name),
"Test %u, %u: got name %s.\n", i, j, debugstr_a(var_desc.Name));
ok(var_desc.StartOffset == expect->var_desc.StartOffset, "Test %u, %u: got offset %u.\n",
i, j, var_desc.StartOffset);
ok(var_desc.Size == expect->var_desc.Size, "Test %u, %u: got size %u.\n", i, j, var_desc.Size);
ok(var_desc.uFlags == expect->var_desc.uFlags, "Test %u, %u: got flags %#x.\n", i, j, var_desc.uFlags);
ok(!var_desc.DefaultValue, "Test %u, %u: got default value %p.\n", i, j, var_desc.DefaultValue);
type = var->lpVtbl->GetType(var);
hr = type->lpVtbl->GetDesc(type, &type_desc);
ok(hr == S_OK, "Test %u, %u: got hr %#x.\n", i, j, hr);
sprintf(prefix, "Test %u, %u", i, j);
check_type_desc(prefix, &type_desc, &expect->type_desc);
for (k = 0; k < type_desc.Members; ++k)
{
field = type->lpVtbl->GetMemberTypeByIndex(type, k);
hr = field->lpVtbl->GetDesc(field, &type_desc);
ok(hr == S_OK, "Test %u, %u, %u: got hr %#x.\n", i, j, k, hr);
sprintf(prefix, "Test %u, %u, %u", i, j, k);
check_type_desc(prefix, &type_desc, &vs_buffers[i].vars[j].field_types[k]);
}
}
}
for (i = 0; i < ARRAY_SIZE(vs_bindings); ++i)
{
D3D11_SHADER_INPUT_BIND_DESC desc;
hr = reflection->lpVtbl->GetResourceBindingDesc(reflection, i, &desc);
ok(hr == S_OK, "Test %u: got hr %#x.\n", i, hr);
sprintf(prefix, "Test %u", i);
check_resource_binding(prefix, &desc, &vs_bindings[i]);
}
ID3D10Blob_Release(code);
refcount = reflection->lpVtbl->Release(reflection);
ok(!refcount, "Got unexpected refcount %u.\n", refcount);
code = compile_shader_flags(ps_source, "ps_4_0", D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY);
hr = pD3DReflect(ID3D10Blob_GetBufferPointer(code), ID3D10Blob_GetBufferSize(code),
&IID_ID3D11ShaderReflection, (void **)&reflection);
ok(hr == S_OK, "Got hr %#x.\n", hr);
hr = reflection->lpVtbl->GetDesc(reflection, &shader_desc);
ok(hr == S_OK, "Got hr %#x.\n", hr);
ok(!shader_desc.ConstantBuffers, "Got %u buffers.\n", shader_desc.ConstantBuffers);
ok(shader_desc.BoundResources == ARRAY_SIZE(ps_bindings), "Got %u resources.\n", shader_desc.BoundResources);
for (i = 0; i < shader_desc.BoundResources; ++i)
{
D3D11_SHADER_INPUT_BIND_DESC desc;
hr = reflection->lpVtbl->GetResourceBindingDesc(reflection, i, &desc);
ok(hr == S_OK, "Test %u: got hr %#x.\n", i, hr);
sprintf(prefix, "Test %u", i);
check_resource_binding(prefix, &desc, &ps_bindings[i]);
}
ID3D10Blob_Release(code);
refcount = reflection->lpVtbl->Release(reflection);
ok(!refcount, "Got unexpected refcount %u.\n", refcount);
}
static void check_parameter_desc(const char *prefix, const D3D11_SIGNATURE_PARAMETER_DESC *desc,
const D3D11_SIGNATURE_PARAMETER_DESC *expect)
{
ok(!strcmp(desc->SemanticName, expect->SemanticName), "%s: got name %s.\n", prefix, debugstr_a(desc->SemanticName));
ok(desc->SemanticIndex == expect->SemanticIndex, "%s: got index %u.\n", prefix, desc->SemanticIndex);
ok(desc->Register == expect->Register, "%s: got register %u.\n", prefix, desc->Register);
ok(desc->SystemValueType == expect->SystemValueType, "%s: got sysval %u.\n", prefix, desc->SystemValueType);
ok(desc->ComponentType == expect->ComponentType, "%s: got data type %u.\n", prefix, desc->ComponentType);
ok(desc->Mask == expect->Mask, "%s: got mask %#x.\n", prefix, desc->Mask);
todo_wine_if(desc->ReadWriteMask != expect->ReadWriteMask)
ok(desc->ReadWriteMask == expect->ReadWriteMask, "%s: got used mask %#x.\n", prefix, desc->ReadWriteMask);
ok(desc->Stream == expect->Stream, "%s: got stream %u.\n", prefix, desc->Stream);
}
static void test_semantic_reflection(void)
{
D3D11_SIGNATURE_PARAMETER_DESC desc;
ID3D11ShaderReflection *reflection;
D3D11_SHADER_DESC shader_desc;
ID3D10Blob *code = NULL;
unsigned int i, j;
char prefix[40];
ULONG refcount;
HRESULT hr;
static const char vs1_source[] =
"void main(\n"
" in float4 a : apple,\n"
" out float4 b : banana2,\n"
" inout float4 c : color,\n"
" inout float4 d : depth,\n"
" inout float4 e : sv_position,\n"
" in uint3 f : fruit,\n"
" inout bool2 g : grape,\n"
" in int h : honeydew)\n"
"{\n"
" b.yw = a.xz;\n"
"}";
static const D3D11_SIGNATURE_PARAMETER_DESC vs1_inputs[] =
{
{"apple", 0, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0x5},
{"color", 0, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
{"depth", 0, 2, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
{"sv_position", 0, 3, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
{"fruit", 0, 4, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_UINT32, 0x7},
{"grape", 0, 5, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_UINT32, 0x3, 0x3},
{"honeydew", 0, 6, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_SINT32, 0x1},
};
static const D3D11_SIGNATURE_PARAMETER_DESC vs1_outputs[] =
{
{"banana", 2, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0x5},
{"color", 0, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
{"depth", 0, 2, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
{"sv_position", 0, 3, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
{"grape", 0, 4, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_UINT32, 0x3, 0xc},
};
static const char vs2_source[] =
"void main(inout float4 pos : position)\n"
"{\n"
"}";
static const D3D11_SIGNATURE_PARAMETER_DESC vs2_inputs[] =
{
{"position", 0, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
};
static const D3D11_SIGNATURE_PARAMETER_DESC vs2_outputs[] =
{
{"position", 0, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
};
static const D3D11_SIGNATURE_PARAMETER_DESC vs2_legacy_outputs[] =
{
{"SV_Position", 0, 0, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
};
static const char ps1_source[] =
"void main(\n"
" in float2 a : apple,\n"
" out float4 b : sv_target2,\n"
" out float c : sv_depth,\n"
" in float4 d : position,\n"
" in float4 e : sv_position)\n"
"{\n"
" b = d;\n"
" c = 0;\n"
"}";
static const D3D11_SIGNATURE_PARAMETER_DESC ps1_inputs[] =
{
{"apple", 0, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0x3},
{"position", 0, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
{"sv_position", 0, 2, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
};
static const D3D11_SIGNATURE_PARAMETER_DESC ps1_outputs[] =
{
{"sv_target", 2, 2, D3D_NAME_TARGET, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
{"sv_depth", 0, ~0u, D3D_NAME_DEPTH, D3D_REGISTER_COMPONENT_FLOAT32, 0x1, 0xe},
};
static const char ps2_source[] =
"void main(\n"
" inout float4 a : color2,\n"
" inout float b : depth,\n"
" in float4 c : position)\n"
"{\n"
"}";
static const D3D11_SIGNATURE_PARAMETER_DESC ps2_inputs[] =
{
{"color", 2, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
{"depth", 0, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0x1, 0x1},
{"SV_Position", 0, 2, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
};
static const D3D11_SIGNATURE_PARAMETER_DESC ps2_outputs[] =
{
{"SV_Target", 2, 2, D3D_NAME_TARGET, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
{"SV_Depth", 0, ~0u, D3D_NAME_DEPTH, D3D_REGISTER_COMPONENT_FLOAT32, 0x1, 0xe},
};
static const char cs1_source[] =
"[numthreads(1, 1, 1)]\n"
"void main(in uint a : sv_dispatchthreadid)\n"
"{\n"
"}";
static const char gs1_source[] =
"struct input\n"
"{\n"
" float4 a : sv_position;\n"
" float4 b : apple2;\n"
"};\n"
"struct vertex\n"
"{\n"
" float4 a : sv_position;\n"
" float4 b : apple2;\n"
" uint c : sv_primitiveid;\n"
"};\n"
"[maxvertexcount(1)]\n"
"void main(\n"
" point input i[1],\n"
" inout PointStream<vertex> o,\n"
" uint a : sv_primitiveid)\n"
"{\n"
" struct vertex v;\n"
" v.a = i[0].a;\n"
" v.b = i[0].b;\n"
" v.c = a;\n"
" o.Append(v);\n"
"}";
static const D3D11_SIGNATURE_PARAMETER_DESC gs1_inputs[] =
{
{"sv_position", 0, 0, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
{"apple", 2, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
{"sv_primitiveid", 0, ~0u, D3D_NAME_PRIMITIVE_ID, D3D_REGISTER_COMPONENT_UINT32, 0x1, 0x1},
};
static const D3D11_SIGNATURE_PARAMETER_DESC gs1_outputs[] =
{
{"sv_position", 0, 0, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
{"apple", 2, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
{"sv_primitiveid", 0, 2, D3D_NAME_PRIMITIVE_ID, D3D_REGISTER_COMPONENT_UINT32, 0x1, 0xe},
};
static const struct
{
const char *source;
const char *target;
BOOL legacy;
const D3D11_SIGNATURE_PARAMETER_DESC *inputs;
unsigned int input_count;
const D3D11_SIGNATURE_PARAMETER_DESC *outputs;
unsigned int output_count;
}
tests[] =
{
{vs1_source, "vs_4_0", FALSE, vs1_inputs, ARRAY_SIZE(vs1_inputs), vs1_outputs, ARRAY_SIZE(vs1_outputs)},
{vs1_source, "vs_4_0", TRUE, vs1_inputs, ARRAY_SIZE(vs1_inputs), vs1_outputs, ARRAY_SIZE(vs1_outputs)},
{vs2_source, "vs_4_0", FALSE, vs2_inputs, ARRAY_SIZE(vs2_inputs), vs2_outputs, ARRAY_SIZE(vs2_outputs)},
{vs2_source, "vs_4_0", TRUE, vs2_inputs, ARRAY_SIZE(vs2_inputs), vs2_legacy_outputs, ARRAY_SIZE(vs2_legacy_outputs)},
{ps1_source, "ps_4_0", FALSE, ps1_inputs, ARRAY_SIZE(ps1_inputs), ps1_outputs, ARRAY_SIZE(ps1_outputs)},
{ps2_source, "ps_4_0", TRUE, ps2_inputs, ARRAY_SIZE(ps2_inputs), ps2_outputs, ARRAY_SIZE(ps2_outputs)},
{cs1_source, "cs_4_0", FALSE, NULL, 0, NULL, 0},
{gs1_source, "gs_4_0", FALSE, gs1_inputs, ARRAY_SIZE(gs1_inputs), gs1_outputs, ARRAY_SIZE(gs1_outputs)},
};
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
todo_wine code = compile_shader_flags(tests[i].source, tests[i].target,
tests[i].legacy ? D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY : 0);
if (!code)
continue;
hr = pD3DReflect(ID3D10Blob_GetBufferPointer(code), ID3D10Blob_GetBufferSize(code),
&IID_ID3D11ShaderReflection, (void **)&reflection);
ok(hr == S_OK, "Test %u: got hr %#x.\n", i, hr);
hr = reflection->lpVtbl->GetDesc(reflection, &shader_desc);
ok(hr == S_OK, "Test %u: got hr %#x.\n", i, hr);
todo_wine ok(shader_desc.InputParameters == tests[i].input_count,
"Test %u: got %u input parameters.\n", i, shader_desc.InputParameters);
todo_wine ok(shader_desc.OutputParameters == tests[i].output_count,
"Test %u: got %u output parameters.\n", i, shader_desc.OutputParameters);
for (j = 0; j < shader_desc.InputParameters; ++j)
{
hr = reflection->lpVtbl->GetInputParameterDesc(reflection, j, &desc);
ok(hr == S_OK, "Test %u, %u: got hr %#x.\n", i, j, hr);
sprintf(prefix, "Test %u, input %u", i, j);
check_parameter_desc(prefix, &desc, &tests[i].inputs[j]);
}
for (j = 0; j < shader_desc.OutputParameters; ++j)
{
hr = reflection->lpVtbl->GetOutputParameterDesc(reflection, j, &desc);
ok(hr == S_OK, "Test %u, %u: got hr %#x.\n", i, j, hr);
sprintf(prefix, "Test %u, output %u", i, j);
check_parameter_desc(prefix, &desc, &tests[i].outputs[j]);
}
ID3D10Blob_Release(code);
refcount = reflection->lpVtbl->Release(reflection);
ok(!refcount, "Got unexpected refcount %u.\n", refcount);
}
}
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");
pD3DReflect = (void *)GetProcAddress(module, "D3DReflect");
return TRUE;
}
START_TEST(hlsl_d3d11)
{
HMODULE mod;
if (!load_d3dcompiler())
{
win_skip("Could not load DLL.\n");
return;
}
test_reflection();
test_semantic_reflection();
if (!(mod = LoadLibraryA("d3d11.dll")))
{
skip("Direct3D 11 is not available.\n");
return;
}
pD3D11CreateDevice = (void *)GetProcAddress(mod, "D3D11CreateDevice");
test_swizzle();
test_math();
test_conditionals();
test_trig();
test_sampling();
}