Sweden-Number/dlls/d3dx9_36/tests/asm.c

332 lines
13 KiB
C

/*
* Copyright (C) 2008 Stefan Dösinger
* Copyright (C) 2009 Matteo Bruni
*
* 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 "resources.h"
static HRESULT create_file(const char *filename, const char *data, const unsigned int size)
{
DWORD received;
HANDLE hfile;
hfile = CreateFileA(filename, GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, 0);
if(hfile == INVALID_HANDLE_VALUE) return HRESULT_FROM_WIN32(GetLastError());
if(WriteFile(hfile, data, size, &received, NULL))
{
CloseHandle(hfile);
return D3D_OK;
}
CloseHandle(hfile);
return D3DERR_INVALIDCALL;
}
static HRESULT WINAPI testD3DXInclude_open(ID3DXInclude *iface,
D3DXINCLUDE_TYPE include_type,
LPCSTR filename, LPCVOID parent_data,
LPCVOID *data, UINT *bytes) {
char *buffer;
const char include[] = "#define REGISTER r0\nvs.1.1\n";
const char include2[] = "#include \"incl3.vsh\"\n";
const char include3[] = "vs.1.1\n";
trace("filename = %s\n", filename);
trace("parent_data = (%p) -> %s\n", parent_data, (char *)parent_data);
if(!strcmp(filename,"incl.vsh")) {
buffer = HeapAlloc(GetProcessHeap(), 0, sizeof(include));
CopyMemory(buffer, include, sizeof(include));
*bytes = sizeof(include);
/* Also check for the correct parent_data content */
ok(parent_data == NULL, "wrong parent_data value\n");
}
else if(!strcmp(filename,"incl3.vsh")) {
buffer = HeapAlloc(GetProcessHeap(), 0, sizeof(include3));
CopyMemory(buffer, include3, sizeof(include3));
*bytes = sizeof(include3);
/* Also check for the correct parent_data content */
ok(parent_data != NULL && !strncmp(include2, parent_data, strlen(include2)), "wrong parent_data value\n");
}
else {
buffer = HeapAlloc(GetProcessHeap(), 0, sizeof(include2));
CopyMemory(buffer, include2, sizeof(include2));
*bytes = sizeof(include2);
}
*data = buffer;
return S_OK;
}
static HRESULT WINAPI testD3DXInclude_close(ID3DXInclude *iface, LPCVOID data) {
HeapFree(GetProcessHeap(), 0, (LPVOID)data);
return S_OK;
}
static const struct ID3DXIncludeVtbl D3DXInclude_Vtbl = {
testD3DXInclude_open,
testD3DXInclude_close
};
struct D3DXIncludeImpl {
const ID3DXIncludeVtbl *lpVtbl;
};
static void assembleshader_test(void) {
const char test1[] = {
"vs.1.1\n"
"mov DEF2, v0\n"
};
const char testincl[] = {
"#define REGISTER r0\n"
"vs.1.1\n"
};
const char testshader[] = {
"#include \"incl.vsh\"\n"
"mov REGISTER, v0\n"
};
const char testshader2[] = {
"#include \"incl2.vsh\"\n"
"mov REGISTER, v0\n"
};
const char testshader3[] = {
"#include \"include/incl3.vsh\"\n"
"mov REGISTER, v0\n"
};
const char testincl3[] = {
"#include \"incl4.vsh\"\n"
};
const char testincl4_ok[] = {
"#define REGISTER r0\n"
"vs.1.1\n"
};
const char testincl4_wrong[] = {
"#error \"wrong include\"\n"
};
HRESULT hr;
LPD3DXBUFFER shader, messages;
D3DXMACRO defines[] = {
{
"DEF1", "10 + 15"
},
{
"DEF2", "r0"
},
{
NULL, NULL
}
};
struct D3DXIncludeImpl include;
HRESULT shader_vsh_res;
/* pDefines test */
shader = NULL;
messages = NULL;
hr = D3DXAssembleShader(test1, strlen(test1),
defines, NULL, D3DXSHADER_SKIPVALIDATION,
&shader, &messages);
ok(hr == D3D_OK, "pDefines test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
if(messages) {
trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
ID3DXBuffer_Release(messages);
}
if(shader) ID3DXBuffer_Release(shader);
/* NULL messages test */
shader = NULL;
hr = D3DXAssembleShader(test1, strlen(test1),
defines, NULL, D3DXSHADER_SKIPVALIDATION,
&shader, NULL);
ok(hr == D3D_OK, "NULL messages test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
if(shader) ID3DXBuffer_Release(shader);
/* NULL shader test */
messages = NULL;
hr = D3DXAssembleShader(test1, strlen(test1),
defines, NULL, D3DXSHADER_SKIPVALIDATION,
NULL, &messages);
ok(hr == D3D_OK, "NULL shader test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
if(messages) {
trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
ID3DXBuffer_Release(messages);
}
/* pInclude test */
shader = NULL;
messages = NULL;
include.lpVtbl = &D3DXInclude_Vtbl;
hr = D3DXAssembleShader(testshader, strlen(testshader),
NULL, (LPD3DXINCLUDE)&include, D3DXSHADER_SKIPVALIDATION,
&shader, &messages);
ok(hr == D3D_OK, "pInclude test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
if(messages) {
trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
ID3DXBuffer_Release(messages);
}
if(shader) ID3DXBuffer_Release(shader);
/* "unexpected #include file from memory" test */
shader = NULL;
messages = NULL;
hr = D3DXAssembleShader(testshader, strlen(testshader),
NULL, NULL, D3DXSHADER_SKIPVALIDATION,
&shader, &messages);
ok(hr == D3DXERR_INVALIDDATA, "D3DXAssembleShader test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
if(messages) {
trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
ID3DXBuffer_Release(messages);
}
if(shader) ID3DXBuffer_Release(shader);
/* recursive #include test */
shader = NULL;
messages = NULL;
hr = D3DXAssembleShader(testshader2, strlen(testshader2),
NULL, (LPD3DXINCLUDE)&include, D3DXSHADER_SKIPVALIDATION,
&shader, &messages);
ok(hr == D3D_OK, "D3DXAssembleShader test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
if(messages) {
trace("recursive D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
ID3DXBuffer_Release(messages);
}
if(shader) ID3DXBuffer_Release(shader);
shader_vsh_res = create_file("shader.vsh", testshader, sizeof(testshader) - 1);
if(SUCCEEDED(shader_vsh_res)) {
create_file("incl.vsh", testincl, sizeof(testincl) - 1);
/* D3DXAssembleShaderFromFile + #include test */
shader = NULL;
messages = NULL;
hr = D3DXAssembleShaderFromFileA("shader.vsh",
NULL, NULL, D3DXSHADER_SKIPVALIDATION,
&shader, &messages);
ok(hr == D3D_OK, "D3DXAssembleShaderFromFile test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
if(messages) {
trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
ID3DXBuffer_Release(messages);
}
if(shader) ID3DXBuffer_Release(shader);
/* D3DXAssembleShaderFromFile + pInclude test */
shader = NULL;
messages = NULL;
hr = D3DXAssembleShaderFromFileA("shader.vsh",
NULL, (LPD3DXINCLUDE)&include, D3DXSHADER_SKIPVALIDATION,
&shader, &messages);
ok(hr == D3D_OK, "D3DXAssembleShaderFromFile + pInclude test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
if(messages) {
trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
ID3DXBuffer_Release(messages);
}
if(shader) ID3DXBuffer_Release(shader);
create_file("shader3.vsh", testshader3, sizeof(testshader3) - 1);
create_file("incl4.vsh", testincl4_wrong, sizeof(testincl4_wrong) - 1);
if(CreateDirectoryA("include", NULL)) {
create_file("include/incl3.vsh", testincl3, sizeof(testincl3) - 1);
create_file("include/incl4.vsh", testincl4_ok, sizeof(testincl4_ok) - 1);
/* path search #include test */
shader = NULL;
messages = NULL;
hr = D3DXAssembleShaderFromFileA("shader3.vsh", NULL, NULL,
D3DXSHADER_SKIPVALIDATION,
&shader, &messages);
ok(hr == D3D_OK, "D3DXAssembleShaderFromFile path search test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
if(messages) {
trace("D3DXAssembleShaderFromFile path search messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
ID3DXBuffer_Release(messages);
}
if(shader) ID3DXBuffer_Release(shader);
} else skip("Couldn't create \"include\" directory\n");
} else skip("Couldn't create \"shader.vsh\"\n");
/* NULL shader tests */
shader = NULL;
messages = NULL;
hr = D3DXAssembleShader(NULL, 0,
NULL, NULL, D3DXSHADER_SKIPVALIDATION,
&shader, &messages);
ok(hr == D3DXERR_INVALIDDATA, "NULL shader test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
if(messages) {
trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
ID3DXBuffer_Release(messages);
}
if(shader) ID3DXBuffer_Release(shader);
shader = NULL;
messages = NULL;
hr = D3DXAssembleShaderFromFileA("nonexistent.vsh",
NULL, NULL, D3DXSHADER_SKIPVALIDATION,
&shader, &messages);
ok(hr == D3DXERR_INVALIDDATA || hr == E_FAIL, /* I get this on WinXP */
"D3DXAssembleShaderFromFile nonexistent file test failed with error 0x%x - %d\n",
hr, hr & 0x0000FFFF);
if(messages) {
trace("D3DXAssembleShaderFromFile messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
ID3DXBuffer_Release(messages);
}
if(shader) ID3DXBuffer_Release(shader);
/* D3DXAssembleShaderFromResource test */
shader = NULL;
messages = NULL;
hr = D3DXAssembleShaderFromResourceA(NULL, MAKEINTRESOURCEA(IDB_ASMSHADER),
NULL, NULL, D3DXSHADER_SKIPVALIDATION,
&shader, &messages);
ok(hr == D3D_OK, "D3DXAssembleShaderFromResource test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
if(messages) {
trace("D3DXAssembleShaderFromResource messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
ID3DXBuffer_Release(messages);
}
if(shader) ID3DXBuffer_Release(shader);
/* D3DXAssembleShaderFromResource with missing shader resource test */
shader = NULL;
messages = NULL;
hr = D3DXAssembleShaderFromResourceA(NULL, "notexisting",
NULL, NULL, D3DXSHADER_SKIPVALIDATION,
&shader, &messages);
ok(hr == D3DXERR_INVALIDDATA, "D3DXAssembleShaderFromResource NULL shader test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
if(messages) {
trace("D3DXAssembleShaderFromResource messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
ID3DXBuffer_Release(messages);
}
if(shader) ID3DXBuffer_Release(shader);
/* cleanup */
if(SUCCEEDED(shader_vsh_res)) {
DeleteFileA("shader.vsh");
DeleteFileA("incl.vsh");
DeleteFileA("shader3.vsh");
DeleteFileA("incl4.vsh");
DeleteFileA("include/incl3.vsh");
DeleteFileA("include/incl4.vsh");
RemoveDirectoryA("include");
}
}
START_TEST(asm)
{
assembleshader_test();
}