Stefan Dösinger : wined3d: Floating point shader constant setting.

Alexandre Julliard julliard at wine.codeweavers.com
Wed Feb 21 06:01:00 CST 2007


Module: wine
Branch: master
Commit: dd93e1fb7f1d889ff40eac8c3a2e8caaf195b836
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=dd93e1fb7f1d889ff40eac8c3a2e8caaf195b836

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Tue Feb 20 22:43:53 2007 +0100

wined3d: Floating point shader constant setting.

Test how shader constant limits are checked in Set*ShaderConstantF.
The vertex shader tests it based on the limits reported in the caps,
the pixel shader tests tries to find the limit manually because I
could not find a cap structure member specifying the pixel shader
constant limit.

Set*ShaderConstantF returns an error as soon as start or start + count
are bigger than the constant limit.

---

 dlls/d3d9/tests/shader.c |   57 ++++++++++++++++++++++++++++++++++++++++++++++
 dlls/wined3d/device.c    |   34 ++++++++++++++++-----------
 2 files changed, 77 insertions(+), 14 deletions(-)

diff --git a/dlls/d3d9/tests/shader.c b/dlls/d3d9/tests/shader.c
index f15ad77..9c34043 100644
--- a/dlls/d3d9/tests/shader.c
+++ b/dlls/d3d9/tests/shader.c
@@ -109,6 +109,33 @@ static void test_get_set_vertex_shader(IDirect3DDevice9 *device_ptr)
         "Expected hret 0x%x, current_shader_ptr %p, refcount %d.\n", hret, current_shader_ptr, shader_refcount, D3D_OK, shader_ptr, i);
 }
 
+static void test_vertex_shader_constant(IDirect3DDevice9 *device_ptr, DWORD consts)
+{
+    float c[4] = { 0.0, 0.0, 0.0, 0.0 };
+    float d[16] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
+    HRESULT hr;
+
+    /* A simple check that the stuff works at all */
+    hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, 0, c, 1);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
+
+    /* Test corner cases: Write to const MAX - 1, MAX, MAX + 1, and writing 4 consts from
+     * MAX - 1
+     */
+    hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts - 1, c, 1);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
+    hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts + 0, c, 1);
+    ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
+    hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts + 1, c, 1);
+    ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
+    hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts - 1, d, 4);
+    ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
+
+    /* Constant -1 */
+    hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, -1, c, 1);
+    ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
+}
+
 static void test_get_set_pixel_shader(IDirect3DDevice9 *device_ptr)
 {
     static DWORD simple_ps[] = {0xFFFF0101,                                     /* ps_1_1                       */
@@ -146,6 +173,33 @@ static void test_get_set_pixel_shader(IDirect3DDevice9 *device_ptr)
         "Expected hret 0x%x, current_shader_ptr %p, refcount %d.\n", hret, current_shader_ptr, shader_refcount, D3D_OK, shader_ptr, i);
 }
 
+static void test_pixel_shader_constant(IDirect3DDevice9 *device_ptr)
+{
+    float c[4] = { 0.0, 0.0, 0.0, 0.0 };
+    float d[16] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
+    HRESULT hr;
+    DWORD consts = 0;
+
+    /* A simple check that the stuff works at all */
+    hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, 0, c, 1);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
+
+    /* Is there really no max pixel shader constant value??? Test how far I can go */
+    while(SUCCEEDED(IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, consts++, c, 1)));
+    consts = consts - 1;
+    trace("SetPixelShaderConstantF was able to set %d shader constants\n", consts);
+
+    /* Test corner cases: writing 4 consts from MAX - 1, everything else is pointless
+     * given the way the constant limit was found out
+     */
+    hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, consts - 1, d, 4);
+    ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetPixelShaderConstantF returned 0x%08x\n", hr);
+
+    /* Constant -1 */
+    hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, -1, c, 1);
+    ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetPixelShaderConstantF returned 0x%08x\n", hr);
+}
+
 START_TEST(shader)
 {
     D3DCAPS9 caps;
@@ -166,12 +220,15 @@ START_TEST(shader)
     if (caps.VertexShaderVersion & 0xffff)
     {
         test_get_set_vertex_shader(device_ptr);
+        test_vertex_shader_constant(device_ptr, caps.MaxVertexShaderConst);
     }
     else skip("No vertex shader support\n");
 
     if (caps.PixelShaderVersion & 0xffff)
     {
         test_get_set_pixel_shader(device_ptr);
+        /* No max pixel shader constant value??? */
+        test_pixel_shader_constant(device_ptr);
     }
     else skip("No pixel shader support\n");
 }
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 05b4852..08860ae 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3012,20 +3012,23 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
     UINT count) {
 
     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
-    int i, cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
+    int i;
 
     TRACE("(iface %p, srcData %p, start %d, count %d)\n",
             iface, srcData, start, count);
 
-    if (srcData == NULL || ((signed int) GL_LIMITS(vshader_constantsF) - (signed int) start) <= (signed int) 0)
+    /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
+    if (srcData == NULL || start + count > GL_LIMITS(vshader_constantsF) || start > GL_LIMITS(vshader_constantsF))
         return WINED3DERR_INVALIDCALL;
 
-    memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
-    for (i = 0; i < cnt; i++)
-        TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
-           srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
+    memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
+    if(TRACE_ON(d3d)) {
+        for (i = 0; i < count; i++)
+            TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
+                srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
+    }
 
-    for (i = start; i < cnt + start; ++i) {
+    for (i = start; i < count + start; ++i) {
         if (!This->updateStateBlock->set.vertexShaderConstantsF[i]) {
             constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
             ptr->idx = i;
@@ -3289,20 +3292,23 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
     UINT count) {
 
     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
-    int i, cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
+    int i;
 
     TRACE("(iface %p, srcData %p, start %d, count %d)\n",
             iface, srcData, start, count);
 
-    if (srcData == NULL || cnt < 0)
+    /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
+    if (srcData == NULL || start + count > GL_LIMITS(pshader_constantsF) || start > GL_LIMITS(pshader_constantsF))
         return WINED3DERR_INVALIDCALL;
 
-    memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
-    for (i = 0; i < cnt; i++)
-        TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
-           srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
+    memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
+    if(TRACE_ON(d3d)) {
+        for (i = 0; i < count; i++)
+            TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
+                srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
+    }
 
-    for (i = start; i < cnt + start; ++i) {
+    for (i = start; i < count + start; ++i) {
         if (!This->updateStateBlock->set.pixelShaderConstantsF[i]) {
             constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
             ptr->idx = i;




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