Louis. Lenders : d3d8: More correct stub for ValidatePixelShader +
tests.
Alexandre Julliard
julliard at wine.codeweavers.com
Wed Sep 20 05:33:51 CDT 2006
Module: wine
Branch: master
Commit: 34e03fc0425a5efbef5824e687a20f4540a0b497
URL: http://source.winehq.org/git/?p=wine.git;a=commit;h=34e03fc0425a5efbef5824e687a20f4540a0b497
Author: Louis. Lenders <xerox_xerox2000 at yahoo.co.uk>
Date: Mon Sep 18 19:16:48 2006 +0100
d3d8: More correct stub for ValidatePixelShader + tests.
---
dlls/d3d8/d3d8_main.c | 26 +++++++++++++++++++++++---
dlls/d3d8/tests/d3d8_main.c | 41 +++++++++++++++++++++++++++++++++++++++++
2 files changed, 64 insertions(+), 3 deletions(-)
diff --git a/dlls/d3d8/d3d8_main.c b/dlls/d3d8/d3d8_main.c
index 65b8a00..0f6bc12 100644
--- a/dlls/d3d8/d3d8_main.c
+++ b/dlls/d3d8/d3d8_main.c
@@ -106,8 +106,28 @@ HRESULT WINAPI ValidateVertexShader(DWOR
* PARAMS
* toto result?
*/
-BOOL WINAPI ValidatePixelShader(LPVOID pFunction, int param1, int param2, LPVOID toto)
+HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, int bool, DWORD* toto)
{
- FIXME("(%p %d %d %p): stub\n", pFunction, param1, param2, toto);
- return TRUE;
+ HRESULT ret;
+ FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, bool, toto);
+
+ if (!pixelshader)
+ return E_FAIL;
+
+ if (reserved1)
+ return E_FAIL;
+
+ switch(*pixelshader) {
+ case 0xFFFF0100:
+ case 0xFFFF0101:
+ case 0xFFFF0102:
+ case 0xFFFF0103:
+ case 0xFFFF0104:
+ ret=S_OK;
+ break;
+ default:
+ ERR("pixelshader version mismatch\n");
+ ret=E_FAIL;
+ }
+ return ret;
}
diff --git a/dlls/d3d8/tests/d3d8_main.c b/dlls/d3d8/tests/d3d8_main.c
index e2f03bd..48d2436 100644
--- a/dlls/d3d8/tests/d3d8_main.c
+++ b/dlls/d3d8/tests/d3d8_main.c
@@ -19,6 +19,7 @@
#include "wine/test.h"
static HRESULT (WINAPI *ValidateVertexShader)(DWORD*,DWORD*,DWORD*,int,DWORD*);
+static HRESULT (WINAPI *ValidatePixelShader)(DWORD*,DWORD*,int,DWORD*);
static void test_ValidateVertexShader(void)
{
@@ -64,9 +65,49 @@ static void test_ValidateVertexShader(vo
ok(ret==S_OK,"ValidateVertexShader returned %lx but expected S_OK\n",ret);
}
+static void test_ValidatePixelShader(void)
+{
+ HRESULT ret;
+ static DWORD simple_ps[] = {0xFFFF0101, /* ps_1_1 */
+ 0x00000051, 0xA00F0001, 0x3F800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
+ 0x00000042, 0xB00F0000, /* tex t0 */
+ 0x00000008, 0x800F0000, 0xA0E40001, 0xA0E40000, /* dp3 r0, c1, c0 */
+ 0x00000005, 0x800F0000, 0x90E40000, 0x80E40000, /* mul r0, v0, r0 */
+ 0x00000005, 0x800F0000, 0xB0E40000, 0x80E40000, /* mul r0, t0, r0 */
+ 0x0000FFFF}; /* END */
+
+ ret=ValidatePixelShader(0,0,0,0);
+ ok(ret==E_FAIL,"ValidatePixelShader returned %lx but expected E_FAIL\n",ret);
+
+ ret=ValidatePixelShader(0,0,1,0);
+ ok(ret==E_FAIL,"ValidatePixelShader returned %lx but expected E_FAIL\n",ret);
+
+ ret=ValidatePixelShader(simple_ps,0,0,0);
+ ok(ret==S_OK,"ValidatePixelShader returned %lx but expected S_OK\n",ret);
+
+ ret=ValidatePixelShader(simple_ps,0,1,0);
+ ok(ret==S_OK,"ValidatePixelShader returned %lx but expected S_OK\n",ret);
+ /* seems to do some version checking */
+ *simple_ps=0xFFFF0105; /* bogus version */
+ ret=ValidatePixelShader(simple_ps,0,1,0);
+ ok(ret==E_FAIL,"ValidatePixelShader returned %lx but expected E_FAIL\n",ret);
+ /* I've seen that applications pass 2nd parameter always as 0;simple test with non-zero parameter */
+ *simple_ps=0xFFFF0101; /* ps_1_1 */
+ ret=ValidatePixelShader(simple_ps,simple_ps,1,0);
+ ok(ret==E_FAIL,"ValidatePixelShader returned %lx but expected E_FAIL\n",ret);
+ /* I've seen 3rd parameter is always passed as either 0 or 1, but passing other values doesn't seem to hurt*/
+ ret=ValidatePixelShader(simple_ps,0,12345,0);
+ ok(ret==S_OK,"ValidatePixelShader returned %lx but expected S_OK\n",ret);
+ /* What is 4th parameter ???? Following works ok */
+ ret=ValidatePixelShader(simple_ps,0,1,simple_ps);
+ ok(ret==S_OK,"ValidatePixelShader returned %lx but expected S_OK\n",ret);
+}
+
START_TEST(d3d8_main)
{
HMODULE d3d8_handle = LoadLibraryA( "d3d8.dll" );
ValidateVertexShader = (void*)GetProcAddress (d3d8_handle, "ValidateVertexShader" );
+ ValidatePixelShader = (void*)GetProcAddress (d3d8_handle, "ValidatePixelShader" );
test_ValidateVertexShader();
+ test_ValidatePixelShader();
}
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