[3/13] WineD3D: Floating point shader constant setting
Stefan Dösinger
stefan at codeweavers.com
Tue Feb 20 15:43:53 CST 2007
Bools and Ints are not touched in this patch because atm I don't have hardware
to test that available
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From 504703bebbca0e3b149f380014c949bccc188812 Mon Sep 17 00:00:00 2001
From: Stefan Doesinger <stefan at codeweavers.com>
Date: Mon, 19 Feb 2007 16:47:19 +0100
Subject: [PATCH] WineD3D: Floating point shader constant setting
This patch adds a 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;
--
1.4.4.3
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