d3dx9: Add D3DXAssembleShader tests. [try 3]

Matteo Bruni matteo.mystral at gmail.com
Sat Oct 24 12:21:47 CDT 2009


Changes from try 2: it compiles now (I missed a file in the previous version...)
-------------- next part --------------
From f599fc2580fc47daa565cd05afd80db4a1666e54 Mon Sep 17 00:00:00 2001
From: Matteo Bruni <matteo.mystral at gmail.com>
Date: Wed, 16 Sep 2009 00:41:33 +0200
Subject: d3dx9: Add D3DXAssembleShader tests.

---
 dlls/d3dx9_36/tests/Makefile.in |    1 +
 dlls/d3dx9_36/tests/asm.c       | 1409 +++++++++++++++++++++++++++++++++++++++
 dlls/d3dx9_36/tests/res.vsh     |    2 +
 dlls/d3dx9_36/tests/resources.h |    2 +
 dlls/d3dx9_36/tests/rsrc.rc     |    2 +
 5 files changed, 1416 insertions(+), 0 deletions(-)
 create mode 100644 dlls/d3dx9_36/tests/asm.c
 create mode 100644 dlls/d3dx9_36/tests/res.vsh

diff --git a/dlls/d3dx9_36/tests/Makefile.in b/dlls/d3dx9_36/tests/Makefile.in
index 9b88280..79c03ad 100644
--- a/dlls/d3dx9_36/tests/Makefile.in
+++ b/dlls/d3dx9_36/tests/Makefile.in
@@ -6,6 +6,7 @@ TESTDLL   = d3dx9_36.dll
 IMPORTS   = d3dx9 d3d9 user32 gdi32 kernel32
 
 CTESTS = \
+	asm.c \
 	core.c \
 	math.c \
 	mesh.c \
diff --git a/dlls/d3dx9_36/tests/asm.c b/dlls/d3dx9_36/tests/asm.c
new file mode 100644
index 0000000..76b7c3f
--- /dev/null
+++ b/dlls/d3dx9_36/tests/asm.c
@@ -0,0 +1,1409 @@
+/*
+ * 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"
+
+struct shader_test {
+    const char *text;
+    const DWORD bytes[128];
+};
+
+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 void dump_shader(DWORD *shader) {
+    unsigned int i = 0, j = 0;
+    do {
+        trace("0x%08x ", shader[i]);
+        j++;
+        i++;
+        if(j == 6) trace("\n");
+    } while(shader[i - 1] != D3DSIO_END);
+    if(j != 6) trace("\n");
+}
+
+static void exec_tests(const char *name, struct shader_test tests[], unsigned int count) {
+    HRESULT hr;
+    DWORD *res;
+    unsigned int i, j;
+    BOOL diff;
+    LPD3DXBUFFER shader, messages;
+
+    for(i = 0; i < count; i++) {
+        /* D3DXAssembleShader sets messages to 0 if there aren't error messages */
+        messages = NULL;
+        hr = D3DXAssembleShader(tests[i].text, strlen(tests[i].text),
+                                NULL, NULL, D3DXSHADER_SKIPVALIDATION,
+                                &shader, &messages);
+        ok(hr == D3D_OK, "Test %s, shader %d: D3DXAssembleShader failed with error 0x%x - %d\n", name, i, hr, hr & 0x0000FFFF);
+        if(messages) {
+            trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
+            ID3DXBuffer_Release(messages);
+        }
+        if(FAILED(hr)) continue;
+
+        j = 0;
+        diff = FALSE;
+        res = ID3DXBuffer_GetBufferPointer(shader);
+        while(res[j] != D3DSIO_END && tests[i].bytes[j] != D3DSIO_END) {
+            if(res[j] != tests[i].bytes[j]) diff = TRUE;
+            j++;
+        };
+        /* Both must have an end token */
+        if(res[j] != tests[i].bytes[j]) diff = TRUE;
+
+        if(diff) {
+            ok(FALSE, "Test %s, shader %d: Generated code differs\n", name, i);
+            dump_shader(res);
+        }
+        ID3DXBuffer_Release(shader);
+    }
+}
+
+static void preproc_test(void) {
+    struct shader_test tests[] = {
+        {   /* shader 0 */
+            "vs.1.1\r\n"
+            "//some comments\r\n"
+            "//other comments\n"
+            "; yet another comment\r\n"
+            "add r0, r0, r1\n",
+            {0xfffe0101, 0x00000002, 0x800f0000, 0x80e40000, 0x80e40001, 0x0000ffff}
+        },
+        {   /* shader 1 */
+            "#line 1 \"vertex.vsh\"\n"
+            "vs.1.1\n",
+            {0xfffe0101, 0x0000ffff}
+        },
+        {   /* shader 2 */
+            "#define REG 1 + 2 +\\\n"
+            "3 + 4\n"
+            "vs.1.1\n"
+            "mov r0, c0[ REG ]\n",
+            {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e4000a, 0x0000ffff}
+        },
+    };
+
+    exec_tests("preproc", tests, sizeof(tests) / sizeof(tests[0]));
+}
+
+static void ps_1_1_test(void) {
+    struct shader_test tests[] = {
+        {   /* shader 0 */
+            "ps.1.1\r\n"
+            "tex t0\r\n"
+            "add r0.rgb, r0, r1\r\n"
+            "+mov r0.a, t0\r\n",
+            {0xffff0101, 0x00000042, 0xb00f0000, 0x00000002, 0x80070000, 0x80e40000,
+             0x80e40001, 0x40000001, 0x80080000, 0xb0e40000, 0x0000ffff}
+        },
+    };
+
+    exec_tests("ps_1_1", tests, sizeof(tests) / sizeof(tests[0]));
+}
+
+static void vs_1_1_test(void) {
+    struct shader_test tests[] = {
+        /* Basic instruction tests */
+        {   /* shader 0 */
+            "vs_1_1\n"
+            "add r0, r1, r2\n",
+            {0xfffe0101, 0x00000002, 0x800f0000, 0x80e40001, 0x80e40002, 0x0000ffff}
+        },
+        {   /* shader 1 */
+            "vs_1_1\n"
+            "nop\n",
+            {0xfffe0101, 0x00000000, 0x0000ffff}
+        },
+        /* Output register tests */
+        {   /* shader 2 */
+            "vs_1_1\n"
+            "mov oPos, c0\n",
+            {0xfffe0101, 0x00000001, 0xc00f0000, 0xa0e40000, 0x0000ffff}
+        },
+        {   /* shader 3 */
+            "vs_1_1\n"
+            "mov oT0, c0\n",
+            {0xfffe0101, 0x00000001, 0xe00f0000, 0xa0e40000, 0x0000ffff}
+        },
+        {   /* shader 4 */
+            "vs_1_1\n"
+            "mov oT5, c0\n",
+            {0xfffe0101, 0x00000001, 0xe00f0005, 0xa0e40000, 0x0000ffff}
+        },
+        {   /* shader 5 */
+            "vs_1_1\n"
+            "mov oD0, c0\n",
+            {0xfffe0101, 0x00000001, 0xd00f0000, 0xa0e40000, 0x0000ffff}
+        },
+        {   /* shader 6 */
+            "vs_1_1\n"
+            "mov oD1, c0\n",
+            {0xfffe0101, 0x00000001, 0xd00f0001, 0xa0e40000, 0x0000ffff}
+        },
+        {   /* shader 7 */
+            "vs_1_1\n"
+            "mov oFog, c0.x\n",
+            {0xfffe0101, 0x00000001, 0xc00f0001, 0xa0000000, 0x0000ffff}
+        },
+        {   /* shader 8 */
+            "vs_1_1\n"
+            "mov oPts, c0.x\n",
+            {0xfffe0101, 0x00000001, 0xc00f0002, 0xa0000000, 0x0000ffff}
+        },
+        /* A bunch of tests for declarations */
+        {   /* shader 9 */
+            "vs_1_1\n"
+            "dcl_position0 v0",
+            {0xfffe0101, 0x0000001f, 0x80000000, 0x900f0000, 0x0000ffff}
+        },
+        {   /* shader 10 */
+            "vs_1_1\n"
+            "dcl_position v1",
+            {0xfffe0101, 0x0000001f, 0x80000000, 0x900f0001, 0x0000ffff}
+        },
+        {   /* shader 11 */
+            "vs_1_1\n"
+            "dcl_normal12 v15",
+            {0xfffe0101, 0x0000001f, 0x800c0003, 0x900f000f, 0x0000ffff}
+        },
+        {   /* shader 12 */
+            "vs_1_1\n"
+            "add r0, v0, v1\n",
+            {0xfffe0101, 0x00000002, 0x800f0000, 0x90e40000, 0x90e40001, 0x0000ffff}
+        },
+        {   /* shader 13 */
+            "vs_1_1\n"
+            "def c12, 0, -1, -0.5, 1024\n",
+            {0xfffe0101, 0x00000051, 0xa00f000c, 0x00000000, 0xbf800000, 0xbf000000,
+             0x44800000, 0x0000ffff}
+        },
+        {   /* shader 14: writemasks, swizzles */
+            "vs_1_1\n"
+            "dp4 r0.xw, r1.wzyx, r2.xxww\n",
+            {0xfffe0101, 0x00000009, 0x80090000, 0x801b0001, 0x80f00002, 0x0000ffff}
+        },
+        {   /* shader 15: negation input modifier. Other modifiers not supprted in vs_1_1 */
+            "vs_1_1\n"
+            "add r0, -r0.x, -r1\n",
+            {0xfffe0101, 0x00000002, 0x800f0000, 0x81000000, 0x81e40001, 0x0000ffff}
+        },
+        {   /* shader 16: relative addressing */
+            "vs_1_1\n"
+            "mov r0, c0[a0.x]\n",
+            {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e42000, 0x0000ffff}
+        },
+        {   /* shader 17: relative addressing */
+            "vs_1_1\n"
+            "mov r0, c1[a0.x + 2]\n",
+            {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e42003, 0x0000ffff}
+        },
+        {   /* shader 18 */
+            "vs_1_1\n"
+            "def c0, 1.0f, 1.0f, 1.0f, 0.5f\n",
+            {0xfffe0101, 0x00000051, 0xa00f0000, 0x3f800000, 0x3f800000, 0x3f800000,
+             0x3f000000, 0x0000ffff}
+        },
+        /* Other relative addressing tests */
+        {   /* shader 19 */
+            "vs_1_1\n"
+            "mov r0, c[ a0.x + 12 ]\n",
+            {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e4200c, 0x0000ffff}
+        },
+        {   /* shader 20 */
+            "vs_1_1\n"
+            "mov r0, c[ 2 + a0.x ]\n",
+            {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e42002, 0x0000ffff}
+        },
+        {   /* shader 21 */
+            "vs_1_1\n"
+            "mov r0, c[ 2 + a0.x + 12 ]\n",
+            {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e4200e, 0x0000ffff}
+        },
+        {   /* shader 22 */
+            "vs_1_1\n"
+            "mov r0, c[ 2 + 10 + 12 ]\n",
+            {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e40018, 0x0000ffff}
+        },
+        {   /* shader 23 */
+            "vs_1_1\n"
+            "mov r0, c4[ 2 ]\n",
+            {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e40006, 0x0000ffff}
+        },
+        {   /* shader 24 */
+            "vs_1_1\n"
+            "rcp r0, v0.x\n",
+            {0xfffe0101, 0x00000006, 0x800f0000, 0x90000000, 0x0000ffff}
+        },
+        {   /* shader 25 */
+            "vs_1_1\n"
+            "rsq r0, v0.x\n",
+            {0xfffe0101, 0x00000007, 0x800f0000, 0x90000000, 0x0000ffff}
+        },
+    };
+
+    exec_tests("vs_1_1", tests, sizeof(tests) / sizeof(tests[0]));
+}
+
+static void ps_1_3_test(void) {
+    struct shader_test tests[] = {
+        /* Basic instruction tests */
+        {   /* shader 0 */
+            "ps_1_3\n"
+            "mov r0, r1\n",
+            {0xffff0103, 0x00000001, 0x800f0000, 0x80e40001, 0x0000ffff}
+        },
+        {   /* shader 1 */
+            "ps_1_3\n"
+            "add r0, r1, r0\n",
+            {0xffff0103, 0x00000002, 0x800f0000, 0x80e40001, 0x80e40000, 0x0000ffff}
+        },
+        /* Color interpolator tests */
+        {   /* shader 2 */
+            "ps_1_3\n"
+            "mov r0, v0\n",
+            {0xffff0103, 0x00000001, 0x800f0000, 0x90e40000, 0x0000ffff}
+        },
+        {   /* shader 3 */
+            "ps_1_3\n"
+            "mov r0, v1\n",
+            {0xffff0103, 0x00000001, 0x800f0000, 0x90e40001, 0x0000ffff}
+        },
+        /* Texture sampling instructions */
+        {   /* shader 4 */
+            "ps_1_3\n"
+            "tex t0\n",
+            {0xffff0103, 0x00000042, 0xb00f0000, 0x0000ffff}
+        },
+        {   /* shader 5 */
+            "ps_1_3\n"
+            "tex t0\n"
+            "texreg2ar t1, t0\n",
+            {0xffff0103, 0x00000042, 0xb00f0000, 0x00000045, 0xb00f0001, 0xb0e40000,
+             0x0000ffff}
+        },
+        {   /* shader 6 */
+            "ps_1_3\n"
+            "tex t0\n"
+            "texreg2gb t1, t0\n",
+            {0xffff0103, 0x00000042, 0xb00f0000, 0x00000046, 0xb00f0001, 0xb0e40000,
+             0x0000ffff}
+        },
+        {   /* shader 7 */
+            "ps_1_3\n"
+            "tex t0\n"
+            "texreg2rgb t1, t0\n",
+            {0xffff0103, 0x00000042, 0xb00f0000, 0x00000052, 0xb00f0001, 0xb0e40000,
+             0x0000ffff}
+        },
+        {   /* shader 8 */
+            "ps_1_3\n"
+            "cnd r0, r1, r0, v0\n",
+            {0xffff0103, 0x00000050, 0x800f0000, 0x80e40001, 0x80e40000, 0x90e40000,
+             0x0000ffff}
+        },
+        {   /* shader 9 */
+            "ps_1_3\n"
+            "cmp r0, r1, r0, v0\n",
+            {0xffff0103, 0x00000058, 0x800f0000, 0x80e40001, 0x80e40000, 0x90e40000,
+             0x0000ffff}
+        },
+        {   /* shader 10 */
+            "ps_1_3\n"
+            "texkill t0\n",
+            {0xffff0103, 0x00000041, 0xb00f0000, 0x0000ffff}
+        },
+        {   /* shader 11 */
+            "ps_1_3\n"
+            "tex t0\n"
+            "texm3x2pad t1, t0\n"
+            "texm3x2tex t2, t0\n",
+            {0xffff0103, 0x00000042, 0xb00f0000, 0x00000047, 0xb00f0001, 0xb0e40000,
+             0x00000048, 0xb00f0002, 0xb0e40000, 0x0000ffff}
+        },
+        {   /* shader 12 */
+            "ps_1_3\n"
+            "tex t0\n"
+            "texm3x2pad t1, t0\n"
+            "texm3x2depth t2, t0\n",
+            {0xffff0103, 0x00000042, 0xb00f0000, 0x00000047, 0xb00f0001, 0xb0e40000,
+             0x00000054, 0xb00f0002, 0xb0e40000, 0x0000ffff}
+        },
+        {   /* shader 13 */
+            "ps_1_3\n"
+            "tex t0\n"
+            "texbem t1, t0\n",
+            {0xffff0103, 0x00000042, 0xb00f0000, 0x00000043, 0xb00f0001, 0xb0e40000,
+             0x0000ffff}
+        },
+        {   /* shader 14 */
+            "ps_1_3\n"
+            "tex t0\n"
+            "texbeml t1, t0\n",
+            {0xffff0103, 0x00000042, 0xb00f0000, 0x00000044, 0xb00f0001, 0xb0e40000,
+             0x0000ffff}
+        },
+        {   /* shader 15 */
+            "ps_1_3\n"
+            "tex t0\n"
+            "texdp3tex t1, t0\n",
+            {0xffff0103, 0x00000042, 0xb00f0000, 0x00000053, 0xb00f0001, 0xb0e40000,
+             0x0000ffff}
+        },
+        {   /* shader 16 */
+            "ps_1_3\n"
+            "tex t0\n"
+            "texdp3 t1, t0\n",
+            {0xffff0103, 0x00000042, 0xb00f0000, 0x00000055, 0xb00f0001, 0xb0e40000,
+             0x0000ffff}
+        },
+        {   /* shader 17 */
+            "ps_1_3\n"
+            "tex t0\n"
+            "texm3x3pad t1, t0\n"
+            "texm3x3pad t2, t0\n"
+            "texm3x3tex t3, t0\n",
+            {0xffff0103, 0x00000042, 0xb00f0000, 0x00000049, 0xb00f0001, 0xb0e40000,
+             0x00000049, 0xb00f0002, 0xb0e40000, 0x0000004a, 0xb00f0003, 0xb0e40000,
+             0x0000ffff}
+        },
+        {   /* shader 18 */
+            "ps_1_3\n"
+            "tex t0\n"
+            "texm3x3pad t1, t0\n"
+            "texm3x3pad t2, t0\n"
+            "texm3x3 t3, t0\n",
+            {0xffff0103, 0x00000042, 0xb00f0000, 0x00000049, 0xb00f0001, 0xb0e40000,
+             0x00000049, 0xb00f0002, 0xb0e40000, 0x00000056, 0xb00f0003, 0xb0e40000,
+             0x0000ffff}
+        },
+        {   /* shader 19 */
+            "ps_1_3\n"
+            "tex t0\n"
+            "texm3x3pad t1, t0\n"
+            "texm3x3pad t2, t0\n"
+            "texm3x3spec t3, t0, c0\n",
+            {0xffff0103, 0x00000042, 0xb00f0000, 0x00000049, 0xb00f0001, 0xb0e40000,
+             0x00000049, 0xb00f0002, 0xb0e40000, 0x0000004c, 0xb00f0003, 0xb0e40000,
+             0xa0e40000, 0x0000ffff}
+        },
+        {   /* shader 20 */
+            "ps_1_3\n"
+            "tex t0\n"
+            "texm3x3pad t1, t0\n"
+            "texm3x3pad t2, t0\n"
+            "texm3x3vspec t3, t0\n",
+            {0xffff0103, 0x00000042, 0xb00f0000, 0x00000049, 0xb00f0001, 0xb0e40000,
+             0x00000049, 0xb00f0002, 0xb0e40000, 0x0000004d, 0xb00f0003, 0xb0e40000,
+             0x0000ffff}
+        },
+        {   /* shader 21 */
+            "ps_1_3\n"
+            "texcoord t0\n",
+            {0xffff0103, 0x00000040, 0xb00f0000, 0x0000ffff}
+        },
+        /* Modifiers, shifts */
+        {   /* shader 22 */
+            "ps_1_3\n"
+            "mov_x2_sat r0, 1 - r1\n",
+            {0xffff0103, 0x00000001, 0x811f0000, 0x86e40001, 0x0000ffff}
+        },
+        {   /* shader 23 */
+            "ps_1_3\n"
+            "mov_d8 r0, -r1\n",
+            {0xffff0103, 0x00000001, 0x8d0f0000, 0x81e40001, 0x0000ffff}
+        },
+        {   /* shader 24 */
+            "ps_1_3\n"
+            "mov_sat r0, r1_bx2\n",
+            {0xffff0103, 0x00000001, 0x801f0000, 0x84e40001, 0x0000ffff}
+        },
+        {   /* shader 25 */
+            "ps_1_3\n"
+            "mov_sat r0, r1_bias\n",
+            {0xffff0103, 0x00000001, 0x801f0000, 0x82e40001, 0x0000ffff}
+        },
+        {   /* shader 26 */
+            "ps_1_3\n"
+            "mov_sat r0, -r1_bias\n",
+            {0xffff0103, 0x00000001, 0x801f0000, 0x83e40001, 0x0000ffff}
+        },
+        {   /* shader 27 */
+            "ps_1_3\n"
+            "mov_sat r0, -r1_bx2\n",
+            {0xffff0103, 0x00000001, 0x801f0000, 0x85e40001, 0x0000ffff}
+        },
+        {   /* shader 28 */
+            "ps_1_3\n"
+            "mov_sat r0, -r1_x2\n",
+            {0xffff0103, 0x00000001, 0x801f0000, 0x88e40001, 0x0000ffff}
+        },
+        {   /* shader 29 */
+            "ps_1_3\n"
+            "mov_x4_sat r0.a, -r1_bx2.a\n",
+            {0xffff0103, 0x00000001, 0x82180000, 0x85ff0001, 0x0000ffff}
+        },
+    };
+
+    exec_tests("ps_1_3", tests, sizeof(tests) / sizeof(tests[0]));
+}
+
+static void ps_1_4_test(void) {
+    struct shader_test tests[] = {
+        /* Basic instruction tests */
+        {   /* shader 0 */
+            "ps_1_4\n"
+            "mov r0, r1\n",
+            {0xffff0104, 0x00000001, 0x800f0000, 0x80e40001, 0x0000ffff}
+        },
+        {   /* shader 1 */
+            "ps_1_4\n"
+            "mov r0, r5\n",
+            {0xffff0104, 0x00000001, 0x800f0000, 0x80e40005, 0x0000ffff}
+        },
+        {   /* shader 2 */
+            "ps_1_4\n"
+            "mov r0, c7\n",
+            {0xffff0104, 0x00000001, 0x800f0000, 0xa0e40007, 0x0000ffff}
+        },
+        {   /* shader 3 */
+            "ps_1_4\n"
+            "mov r0, v1\n",
+            {0xffff0104, 0x00000001, 0x800f0000, 0x90e40001, 0x0000ffff}
+        },
+        {   /* shader 4 */
+            "ps_1_4\n"
+            "phase\n",
+            {0xffff0104, 0x0000fffd, 0x0000ffff}
+        },
+        {   /* shader 5 */
+            "ps_1_4\n"
+            "texcrd r0, t0\n",
+            {0xffff0104, 0x00000040, 0x800f0000, 0xb0e40000, 0x0000ffff}
+        },
+        {   /* shader 6 */
+            "ps_1_4\n"
+            "texcrd r4, t3\n",
+            {0xffff0104, 0x00000040, 0x800f0004, 0xb0e40003, 0x0000ffff}
+        },
+        {   /* shader 7 */
+            "ps_1_4\n"
+            "texcrd_sat r4, t3\n",
+            {0xffff0104, 0x00000040, 0x801f0004, 0xb0e40003, 0x0000ffff}
+        },
+        {   /* shader 8 */
+            "ps_1_4\n"
+            "texld r0, t0\n",
+            {0xffff0104, 0x00000042, 0x800f0000, 0xb0e40000, 0x0000ffff}
+        },
+        {   /* shader 9 */
+            "ps_1_4\n"
+            "texld r1, t4\n",
+            {0xffff0104, 0x00000042, 0x800f0001, 0xb0e40004, 0x0000ffff}
+        },
+        {   /* shader 10 */
+            "ps_1_4\n"
+            "texld r5, r0\n",
+            {0xffff0104, 0x00000042, 0x800f0005, 0x80e40000, 0x0000ffff}
+        },
+        {   /* shader 11 */
+            "ps_1_4\n"
+            "texld r5, c0\n", /* Assembly succeeds, validation fails */
+            {0xffff0104, 0x00000042, 0x800f0005, 0xa0e40000, 0x0000ffff}
+        },
+        {   /* shader 12 */
+            "ps_1_4\n"
+            "texld r5, r2_dz\n",
+            {0xffff0104, 0x00000042, 0x800f0005, 0x89e40002, 0x0000ffff}
+        },
+        {   /* shader 13 */
+            "ps_1_4\n"
+            "bem r1.rg, c0, r0\n",
+            {0xffff0104, 0x00000059, 0x80030001, 0xa0e40000, 0x80e40000, 0x0000ffff}
+        },
+        {   /* shader 14 */
+            "ps_1_4\n"
+            "texdepth r5\n",
+            {0xffff0104, 0x00000057, 0x800f0005, 0x0000ffff}
+        },
+    };
+
+    exec_tests("ps_1_4", tests, sizeof(tests) / sizeof(tests[0]));
+}
+
+static void vs_2_0_test(void) {
+    struct shader_test tests[] = {
+        /* Basic instruction tests */
+        {   /* shader 0 */
+            "vs_2_0\n"
+            "mov r0, r1\n",
+            {0xfffe0200, 0x02000001, 0x800f0000, 0x80e40001, 0x0000ffff}
+        },
+        {   /* shader 1 */
+            "vs_2_0\n"
+            "lrp r0, v0, c0, r1\n",
+            {0xfffe0200, 0x04000012, 0x800f0000, 0x90e40000, 0xa0e40000, 0x80e40001,
+             0x0000ffff}
+        },
+        {   /* shader 2 */
+            "vs_2_0\n"
+            "dp4 oPos, v0, c0\n",
+            {0xfffe0200, 0x03000009, 0xc00f0000, 0x90e40000, 0xa0e40000, 0x0000ffff}
+        },
+        {   /* shader 3 */
+            "vs_2_0\n"
+            "mov r0, c0[a0.x]\n",
+            {0xfffe0200, 0x03000001, 0x800f0000, 0xa0e42000, 0xb0000000, 0x0000ffff}
+        },
+        {   /* shader 4 */
+            "vs_2_0\n"
+            "mov r0, c0[a0.y]\n",
+            {0xfffe0200, 0x03000001, 0x800f0000, 0xa0e42000, 0xb0550000, 0x0000ffff}
+        },
+        {   /* shader 5 */
+            "vs_2_0\n"
+            "mov r0, c0[a0.z]\n",
+            {0xfffe0200, 0x03000001, 0x800f0000, 0xa0e42000, 0xb0aa0000, 0x0000ffff}
+        },
+        {   /* shader 6 */
+            "vs_2_0\n"
+            "mov r0, c0[a0.w]\n",
+            {0xfffe0200, 0x03000001, 0x800f0000, 0xa0e42000, 0xb0ff0000, 0x0000ffff}
+        },
+        {   /* shader 7 */
+            "vs_2_0\n"
+            "mov r0, c0[a0.w].x\n",
+            {0xfffe0200, 0x03000001, 0x800f0000, 0xa0002000, 0xb0ff0000, 0x0000ffff}
+        },
+        {   /* shader 8 */
+            "vs_2_0\n"
+            "mov r0, -c0[a0.w+5].x\n",
+            {0xfffe0200, 0x03000001, 0x800f0000, 0xa1002005, 0xb0ff0000, 0x0000ffff}
+        },
+        {   /* shader 9 */
+            "vs_2_0\n"
+            "mov r0, c0[a0]\n",
+            {0xfffe0200, 0x03000001, 0x800f0000, 0xa0e42000, 0xb0e40000, 0x0000ffff}
+        },
+        {   /* shader 10 */
+            "vs_2_0\n"
+            "mov r0, c0[a0.xyww]\n",
+            {0xfffe0200, 0x03000001, 0x800f0000, 0xa0e42000, 0xb0f40000, 0x0000ffff}
+        },
+        {   /* shader 11 */
+            "vs_2_0\n"
+            "add r0, c0[a0.x], c1[a0.y]\n", /* validation would fail on this line */
+            {0xfffe0200, 0x05000002, 0x800f0000, 0xa0e42000, 0xb0000000, 0xa0e42001,
+             0xb0550000, 0x0000ffff}
+        },
+        {   /* shader 12 */
+            "vs_2_0\n"
+            "rep i0\n"
+            "endrep\n",
+            {0xfffe0200, 0x01000026, 0xf0e40000, 0x00000027, 0x0000ffff}
+        },
+        {   /* shader 13 */
+            "vs_2_0\n"
+            "if b0\n"
+            "else\n"
+            "endif\n",
+            {0xfffe0200, 0x01000028, 0xe0e40800, 0x0000002a, 0x0000002b, 0x0000ffff}
+        },
+        {   /* shader 14 */
+            "vs_2_0\n"
+            "loop aL, i0\n"
+            "endloop\n",
+            {0xfffe0200, 0x0200001b, 0xf0e40800, 0xf0e40000, 0x0000001d, 0x0000ffff}
+        },
+        {   /* shader 15 */
+            "vs_2_0\n"
+            "nrm r0, c0\n",
+            {0xfffe0200, 0x02000024, 0x800f0000, 0xa0e40000, 0x0000ffff}
+        },
+        {   /* shader 16 */
+            "vs_2_0\n"
+            "crs r0, r1, r2\n",
+            {0xfffe0200, 0x03000021, 0x800f0000, 0x80e40001, 0x80e40002, 0x0000ffff}
+        },
+        {   /* shader 17 */
+            "vs_2_0\n"
+            "sgn r0, r1, r2, r3\n",
+            {0xfffe0200, 0x04000022, 0x800f0000, 0x80e40001, 0x80e40002, 0x80e40003,
+             0x0000ffff}
+        },
+        {   /* shader 18 */
+            "vs_2_0\n"
+            "sincos r0, r1, r2, r3\n",
+            {0xfffe0200, 0x04000025, 0x800f0000, 0x80e40001, 0x80e40002, 0x80e40003,
+             0x0000ffff}
+        },
+        {   /* shader 19 */
+            "vs_2_0\n"
+            "pow r0, r1, r2\n",
+            {0xfffe0200, 0x03000020, 0x800f0000, 0x80e40001, 0x80e40002, 0x0000ffff}
+        },
+        {   /* shader 20 */
+            "vs_2_0\n"
+            "mova a0.y, c0.z\n",
+            {0xfffe0200, 0x0200002e, 0xb0020000, 0xa0aa0000, 0x0000ffff}
+        },
+        {   /* shader 21 */
+            "vs_2_0\n"
+            "defb b0, true\n"
+            "defb b1, false\n",
+            {0xfffe0200, 0x0200002f, 0xe00f0800, 0x00000001, 0x0200002f, 0xe00f0801,
+             0x00000000, 0x0000ffff}
+        },
+        {   /* shader 22 */
+            "vs_2_0\n"
+            "defi i0, -1, 1, 10, 0\n"
+            "defi i1, 0, 40, 30, 10\n",
+            {0xfffe0200, 0x05000030, 0xf00f0000, 0xffffffff, 0x00000001, 0x0000000a,
+             0x00000000, 0x05000030, 0xf00f0001, 0x00000000, 0x00000028, 0x0000001e,
+             0x0000000a, 0x0000ffff}
+        },
+        {   /* shader 23 */
+            "vs_2_0\n"
+            "loop aL, i0\n"
+            "mov r0, c0[aL]\n"
+            "endloop\n",
+            {0xfffe0200, 0x0200001b, 0xf0e40800, 0xf0e40000, 0x03000001, 0x800f0000,
+             0xa0e42000, 0xf0e40800, 0x0000001d, 0x0000ffff}
+        },
+        {   /* shader 24 */
+            "vs_2_0\n"
+            "call l0\n"
+            "ret\n"
+            "label l0\n"
+            "ret\n",
+            {0xfffe0200, 0x01000019, 0xa0e41000, 0x0000001c, 0x0100001e, 0xa0e41000,
+             0x0000001c, 0x0000ffff}
+        },
+        {   /* shader 25 */
+            "vs_2_0\n"
+            "callnz l0, b0\n"
+            "ret\n"
+            "label l0\n"
+            "ret\n",
+            {0xfffe0200, 0x0200001a, 0xa0e41000, 0xe0e40800, 0x0000001c, 0x0100001e,
+             0xa0e41000, 0x0000001c, 0x0000ffff}
+        },
+        {   /* shader 26 */
+            "vs_2_0\n"
+            "callnz l0, !b0\n"
+            "ret\n"
+            "label l0\n"
+            "ret\n",
+            {0xfffe0200, 0x0200001a, 0xa0e41000, 0xede40800, 0x0000001c, 0x0100001e,
+             0xa0e41000, 0x0000001c, 0x0000ffff}
+        },
+        {   /* shader 27 */
+            "vs_2_0\n"
+            "if !b0\n"
+            "else\n"
+            "endif\n",
+            {0xfffe0200, 0x01000028, 0xede40800, 0x0000002a, 0x0000002b, 0x0000ffff}
+        },
+    };
+
+    exec_tests("vs_2_0", tests, sizeof(tests) / sizeof(tests[0]));
+}
+
+static void vs_2_x_test(void) {
+    struct shader_test tests[] = {
+        {   /* shader 0 */
+            "vs_2_x\n"
+            "rep i0\n"
+            "break\n"
+            "endrep\n",
+            {0xfffe0201, 0x01000026, 0xf0e40000, 0x0000002c, 0x00000027, 0x0000ffff}
+        },
+        {   /* shader 1 */
+            "vs_2_x\n"
+            "if_ge r0, r1\n"
+            "endif\n",
+            {0xfffe0201, 0x02030029, 0x80e40000, 0x80e40001, 0x0000002b, 0x0000ffff}
+        },
+        {   /* shader 2 */
+            "vs_2_x\n"
+            "rep i0\n"
+            "break_ne r0, r1\n"
+            "endrep",
+            {0xfffe0201, 0x01000026, 0xf0e40000, 0x0205002d, 0x80e40000, 0x80e40001,
+             0x00000027, 0x0000ffff}
+        },
+
+        /* predicates */
+        {   /* shader 3 */
+            "vs_2_x\n"
+            "setp_gt p0, r0, r1\n"
+            "(!p0) add r2, r2, r3\n",
+            {0xfffe0201, 0x0301005e, 0xb00f1000, 0x80e40000, 0x80e40001, 0x14000002,
+             0x800f0002, 0xbde41000, 0x80e40002, 0x80e40003, 0x0000ffff}
+        },
+        {   /* shader 4 */
+            "vs_2_x\n"
+            "if p0.x\n"
+            "else\n"
+            "endif\n",
+            {0xfffe0201, 0x01000028, 0xb0001000, 0x0000002a, 0x0000002b, 0x0000ffff}
+        },
+        {   /* shader 5 */
+            "vs_2_x\n"
+            "callnz l0, !p0.z\n"
+            "ret\n"
+            "label l0\n"
+            "ret\n",
+            {0xfffe0201, 0x0200001a, 0xa0e41000, 0xbdaa1000, 0x0000001c,
+             0x0100001e, 0xa0e41000, 0x0000001c, 0x0000ffff}
+        },
+        {   /* shader 6 */
+            "vs_2_x\n"
+            "rep i0\n"
+            "breakp p0.w\n"
+            "endrep\n",
+            {0xfffe0201, 0x01000026, 0xf0e40000, 0x01000060, 0xb0ff1000,
+             0x00000027, 0x0000ffff}
+        },
+    };
+
+    exec_tests("vs_2_x", tests, sizeof(tests) / sizeof(tests[0]));
+}
+
+static void ps_2_0_test(void) {
+    struct shader_test tests[] = {
+        {   /* shader 0 */
+            "ps_2_0\n"
+            "dcl_2d s0\n",
+            {0xffff0200, 0x0200001f, 0x90000000, 0xa00f0800, 0x0000ffff}
+        },
+        {   /* shader 1 */
+            "ps_2_0\n"
+            "dcl_cube s0\n",
+            {0xffff0200, 0x0200001f, 0x98000000, 0xa00f0800, 0x0000ffff}
+        },
+        {   /* shader 2 */
+            "ps_2_0\n"
+            "dcl_volume s0\n",
+            {0xffff0200, 0x0200001f, 0xa0000000, 0xa00f0800, 0x0000ffff}
+        },
+        {   /* shader 3 */
+            "ps_2_0\n"
+            "dcl_volume s0\n"
+            "dcl_cube s1\n"
+            "dcl_2d s2\n",
+            {0xffff0200, 0x0200001f, 0xa0000000, 0xa00f0800, 0x0200001f, 0x98000000,
+             0xa00f0801, 0x0200001f, 0x90000000, 0xa00f0802, 0x0000ffff}
+        },
+        {   /* shader 4 */
+            "ps_2_0\n"
+            "mov r0, t0\n",
+            {0xffff0200, 0x02000001, 0x800f0000, 0xb0e40000, 0x0000ffff}
+        },
+        {   /* shader 5 */
+            "ps_2_0\n"
+            "dcl_2d s2\n"
+            "texld r0, t1, s2\n",
+            {0xffff0200, 0x0200001f, 0x90000000, 0xa00f0802, 0x03000042, 0x800f0000,
+             0xb0e40001, 0xa0e40802, 0x0000ffff}
+        },
+        {   /* shader 6 */
+            "ps_2_0\n"
+            "texkill t0\n",
+            {0xffff0200, 0x01000041, 0xb00f0000, 0x0000ffff}
+        },
+        {   /* shader 7 */
+            "ps_2_0\n"
+            "mov oC0, c0\n"
+            "mov oC1, c1\n",
+            {0xffff0200, 0x02000001, 0x800f0800, 0xa0e40000, 0x02000001, 0x800f0801,
+             0xa0e40001, 0x0000ffff}
+        },
+        {   /* shader 8 */
+            "ps_2_0\n"
+            "mov oDepth, c0.x\n",
+            {0xffff0200, 0x02000001, 0x900f0800, 0xa0000000, 0x0000ffff}
+        },
+        {   /* shader 9 */
+            "ps_2_0\n"
+            "dcl_2d s2\n"
+            "texldp r0, t1, s2\n",
+            {0xffff0200, 0x0200001f, 0x90000000, 0xa00f0802, 0x03010042, 0x800f0000,
+             0xb0e40001, 0xa0e40802, 0x0000ffff}
+        },
+        {   /* shader 10 */
+            "ps_2_0\n"
+            "dcl_2d s2\n"
+            "texldb r0, t1, s2\n",
+            {0xffff0200, 0x0200001f, 0x90000000, 0xa00f0802, 0x03020042, 0x800f0000,
+             0xb0e40001, 0xa0e40802, 0x0000ffff}
+        },
+    };
+
+    exec_tests("ps_2_0", tests, sizeof(tests) / sizeof(tests[0]));
+}
+
+static void ps_2_x_test(void) {
+    struct shader_test tests[] = {
+        /* defb and defi are not supposed to work in ps_2_0 (even if defb actually works in ps_2_0 with native) */
+        {   /* shader 0 */
+            "ps_2_x\n"
+            "defb b0, true\n"
+            "defb b1, false\n",
+            {0xffff0201, 0x0200002f, 0xe00f0800, 0x00000001, 0x0200002f, 0xe00f0801,
+             0x00000000, 0x0000ffff}
+        },
+        {   /* shader 1 */
+            "ps_2_x\n"
+            "defi i0, -1, 1, 10, 0\n"
+            "defi i1, 0, 40, 30, 10\n",
+            {0xffff0201, 0x05000030, 0xf00f0000, 0xffffffff, 0x00000001, 0x0000000a,
+             0x00000000, 0x05000030, 0xf00f0001, 0x00000000, 0x00000028, 0x0000001e,
+             0x0000000a, 0x0000ffff}
+        },
+        {   /* shader 2 */
+            "ps_2_x\n"
+            "dsx r0, r0\n",
+            {0xffff0201, 0x0200005b, 0x800f0000, 0x80e40000, 0x0000ffff}
+        },
+        {   /* shader 3 */
+            "ps_2_x\n"
+            "dsy r0, r0\n",
+            {0xffff0201, 0x0200005c, 0x800f0000, 0x80e40000, 0x0000ffff}
+        },
+        {   /* shader 4 */
+            "ps_2_x\n"
+            "dcl_2d s2\n"
+            "texldd r0, v1, s2, r3, r4\n",
+            {0xffff0201, 0x0200001f, 0x90000000, 0xa00f0802, 0x0500005d, 0x800f0000,
+             0x90e40001, 0xa0e40802, 0x80e40003, 0x80e40004, 0x0000ffff}
+        },
+        /* Static flow control tests */
+        {   /* shader 5 */
+            "ps_2_x\n"
+            "call l0\n"
+            "ret\n"
+            "label l0\n"
+            "ret\n",
+            {0xffff0201, 0x01000019, 0xa0e41000, 0x0000001c, 0x0100001e, 0xa0e41000,
+             0x0000001c, 0x0000ffff}
+        },
+        {   /* shader 6 */
+            "ps_2_x\n"
+            "callnz l0, b0\n"
+            "ret\n"
+            "label l0\n"
+            "ret\n",
+            {0xffff0201, 0x0200001a, 0xa0e41000, 0xe0e40800, 0x0000001c, 0x0100001e,
+             0xa0e41000, 0x0000001c, 0x0000ffff}
+        },
+        {   /* shader 7 */
+            "ps_2_x\n"
+            "callnz l0, !b0\n"
+            "ret\n"
+            "label l0\n"
+            "ret\n",
+            {0xffff0201, 0x0200001a, 0xa0e41000, 0xede40800, 0x0000001c, 0x0100001e,
+             0xa0e41000, 0x0000001c, 0x0000ffff}
+        },
+        {   /* shader 8 */
+            "ps_2_x\n"
+            "if !b0\n"
+            "else\n"
+            "endif\n",
+            {0xffff0201, 0x01000028, 0xede40800, 0x0000002a, 0x0000002b, 0x0000ffff}
+        },
+        /* Dynamic flow control tests */
+        {   /* shader 9 */
+            "ps_2_x\n"
+            "rep i0\n"
+            "break\n"
+            "endrep\n",
+            {0xffff0201, 0x01000026, 0xf0e40000, 0x0000002c, 0x00000027, 0x0000ffff}
+        },
+        {   /* shader 10 */
+            "ps_2_x\n"
+            "if_ge r0, r1\n"
+            "endif\n",
+            {0xffff0201, 0x02030029, 0x80e40000, 0x80e40001, 0x0000002b, 0x0000ffff}
+        },
+        {   /* shader 11 */
+            "ps_2_x\n"
+            "rep i0\n"
+            "break_ne r0, r1\n"
+            "endrep",
+            {0xffff0201, 0x01000026, 0xf0e40000, 0x0205002d, 0x80e40000, 0x80e40001,
+             0x00000027, 0x0000ffff}
+        },
+        /* Predicates */
+        {   /* shader 12 */
+            "ps_2_x\n"
+            "setp_gt p0, r0, r1\n"
+            "(!p0) add r2, r2, r3\n",
+            {0xffff0201, 0x0301005e, 0xb00f1000, 0x80e40000, 0x80e40001, 0x14000002,
+             0x800f0002, 0xbde41000, 0x80e40002, 0x80e40003, 0x0000ffff}
+        },
+        {   /* shader 13 */
+            "ps_2_x\n"
+            "if p0.x\n"
+            "else\n"
+            "endif\n",
+            {0xffff0201, 0x01000028, 0xb0001000, 0x0000002a, 0x0000002b, 0x0000ffff}
+        },
+        {   /* shader 14 */
+            "ps_2_x\n"
+            "callnz l0, !p0.z\n"
+            "ret\n"
+            "label l0\n"
+            "ret\n",
+            {0xffff0201, 0x0200001a, 0xa0e41000, 0xbdaa1000, 0x0000001c,
+             0x0100001e, 0xa0e41000, 0x0000001c, 0x0000ffff}
+        },
+        {   /* shader 15 */
+            "ps_2_x\n"
+            "rep i0\n"
+            "breakp p0.w\n"
+            "endrep\n",
+            {0xffff0201, 0x01000026, 0xf0e40000, 0x01000060, 0xb0ff1000,
+             0x00000027, 0x0000ffff}
+        },
+    };
+
+    exec_tests("ps_2_x", tests, sizeof(tests) / sizeof(tests[0]));
+}
+
+static void vs_3_0_test(void) {
+    struct shader_test tests[] = {
+        {   /* shader 0 */
+            "vs_3_0\n"
+            "mov r0, c0\n",
+            {0xfffe0300, 0x02000001, 0x800f0000, 0xa0e40000, 0x0000ffff}
+        },
+        {   /* shader 1 */
+            "vs_3_0\n"
+            "dcl_2d s0\n",
+            {0xfffe0300, 0x0200001f, 0x90000000, 0xa00f0800, 0x0000ffff}
+        },
+        {   /* shader 2 */
+            "vs_3_0\n"
+            "dcl_position o0\n",
+            {0xfffe0300, 0x0200001f, 0x80000000, 0xe00f0000, 0x0000ffff}
+        },
+        {   /* shader 3 */
+            "vs_3_0\n"
+            "dcl_texcoord12 o11\n",
+            {0xfffe0300, 0x0200001f, 0x800c0005, 0xe00f000b, 0x0000ffff}
+        },
+        {   /* shader 4 */
+            "vs_3_0\n"
+            "texldl r0, v0, s0\n",
+            {0xfffe0300, 0x0300005f, 0x800f0000, 0x90e40000, 0xa0e40800, 0x0000ffff}
+        },
+        {   /* shader 5 */
+            "vs_3_0\n"
+            "mov r0, c0[aL]\n",
+            {0xfffe0300, 0x03000001, 0x800f0000, 0xa0e42000, 0xf0e40800, 0x0000ffff}
+        },
+        {   /* shader 6 */
+            "vs_3_0\n"
+            "mov o[ a0.x + 12 ], r0\n",
+            {0xfffe0300, 0x03000001, 0xe00f200c, 0xb0000000, 0x80e40000, 0x0000ffff}
+        },
+        {   /* shader 7 */
+            "vs_3_0\n"
+            "add_sat r0, r0, r1\n",
+            {0xfffe0300, 0x03000002, 0x801f0000, 0x80e40000, 0x80e40001, 0x0000ffff}
+        },
+        {   /* shader 8 */
+            "vs_3_0\n"
+            "mov r2, r1_abs\n",
+            {0xfffe0300, 0x02000001, 0x800f0002, 0x8be40001, 0x0000ffff}
+        },
+    };
+
+    exec_tests("vs_3_0", tests, sizeof(tests) / sizeof(tests[0]));
+}
+
+static void ps_3_0_test(void) {
+    struct shader_test tests[] = {
+        {   /* shader 0 */
+            "ps_3_0\n"
+            "mov r0, c0\n",
+            {0xffff0300, 0x02000001, 0x800f0000, 0xa0e40000, 0x0000ffff}
+        },
+        {   /* shader 1 */
+            "ps_3_0\n"
+            "dcl_normal5 v0\n",
+            {0xffff0300, 0x0200001f, 0x80050003, 0x900f0000, 0x0000ffff}
+        },
+        {   /* shader 2 */
+            "ps_3_0\n"
+            "mov r0, vPos\n",
+            {0xffff0300, 0x02000001, 0x800f0000, 0x90e41000, 0x0000ffff}
+        },
+        {   /* shader 3 */
+            "ps_3_0\n"
+            "mov r0, vFace\n",
+            {0xffff0300, 0x02000001, 0x800f0000, 0x90e41001, 0x0000ffff}
+        },
+        {   /* shader 4 */
+            "ps_3_0\n"
+            "mov r0, v[ aL + 12 ]\n",
+            {0xffff0300, 0x03000001, 0x800f0000, 0x90e4200c, 0xf0e40800, 0x0000ffff}
+        },
+        {   /* shader 5 */
+            "ps_3_0\n"
+            "loop aL, i0\n"
+            "mov r0, v0[aL]\n"
+            "endloop\n",
+            {0xffff0300, 0x0200001b, 0xf0e40800, 0xf0e40000, 0x03000001, 0x800f0000,
+             0x90e42000, 0xf0e40800, 0x0000001d, 0x0000ffff}
+        },
+        {   /* shader 6 */
+            "ps_3_0\n"
+            "texldl r0, v0, s0\n",
+            {0xffff0300, 0x0300005f, 0x800f0000, 0x90e40000, 0xa0e40800, 0x0000ffff}
+        },
+    };
+
+    exec_tests("ps_3_0", tests, sizeof(tests) / sizeof(tests[0]));
+}
+
+static void failure_test(void) {
+    const char * tests[] = {
+        /* shader 0: instruction modifier not allowed */
+        "ps_3_0\n"
+        "dcl_2d s2\n"
+        "texldd_x2 r0, v1, s2, v3, v4\n",
+        /* shader 1: coissue not supported in vertex shaders */
+        "vs.1.1\r\n"
+        "add r0.rgb, r0, r1\n"
+        "+add r0.a, r0, r2\n",
+        /* shader 2: coissue not supported in pixel shader version >= 2.0 */
+        "ps_2_0\n"
+        "texld r0, t0, s0\n"
+        "add r0.rgb, r0, r1\n"
+        "+add r0.a, r0, v1\n",
+        /* shader 3: predicates not supported in vertex shader < 2.0 */
+        "vs_1_1\n"
+        "(p0) add r0, r0, v0\n",
+        /* shader 4: register a0 doesn't exist in pixel shaders */
+        "ps_3_0\n"
+        "mov r0, v[ a0 + 12 ]\n",
+        /* shader 5: s0 doesn't exist in vs_1_1 */
+        "vs_1_1\n"
+        "mov r0, s0\n",
+        /* shader 6: aL is a scalar register, no swizzles allowed */
+        "ps_3_0\n"
+        "mov r0, v[ aL.x + 12 ]\n",
+        /* shader 7: tn doesn't exist in ps_3_0 */
+        "ps_3_0\n"
+        "dcl_2d s2\n"
+        "texldd r0, t1, s2, v3, v4\n",
+        /* shader 8: two shift modifiers */
+        "ps_1_3\n"
+        "mov_x2_x2 r0, r1\n",
+        /* shader 9: too many source registers for mov instruction */
+        "vs_1_1\n"
+        "mov r0, r1, r2\n",
+        /* shader 10: invalid combination of negate and divide modifiers */
+        "ps_1_4\n"
+        "texld r5, -r2_dz\n",
+        /* shader 11: complement modifier not allowed in >= PS 2 */
+        "ps_2_0\n"
+        "mov r2, 1 - r0\n",
+        /* shader 12: invalid modifier */
+        "vs_3_0\n"
+        "mov r2, 2 - r0\n",
+        /* shader 13: float value in relative addressing */
+        "vs_3_0\n"
+        "mov r2, c[ aL + 3.4 ]\n",
+        /* shader 14: complement modifier not available in VS */
+        "vs_3_0\n"
+        "mov r2, 1 - r1\n",
+        /* shader 15: _x2 modifier not available in VS */
+        "vs_1_1\n"
+        "mov r2, r1_x2\n",
+        /* shader 16: _abs modifier not available in < VS 3.0 */
+        "vs_1_1\n"
+        "mov r2, r1_abs\n",
+        /* shader 17: _x2 modifier not available in >= PS 2.0 */
+        "ps_2_0\n"
+        "mov r0, r1_x2\n",
+        /* shader 18: wrong swizzle */
+        "vs_2_0\n"
+        "mov r0, r1.abcd\n",
+        /* shader 19: wrong swizzle */
+        "vs_2_0\n"
+        "mov r0, r1.xyzwx\n",
+        /* shader 20: wrong swizzle */
+        "vs_2_0\n"
+        "mov r0, r1.\n",
+        /* shader 21: invalid writemask */
+        "vs_2_0\n"
+        "mov r0.xxyz, r1\n",
+        /* shader 22: register r5 doesn't exist in PS < 1.4 */
+        "ps_1_3\n"
+        "mov r5, r0\n",
+    };
+    HRESULT hr;
+    unsigned int i;
+    LPD3DXBUFFER shader,messages;
+
+    for(i = 0; i < (sizeof(tests) / sizeof(tests[0])); i++) {
+        shader = NULL;
+        messages = NULL;
+        hr = D3DXAssembleShader(tests[i], strlen(tests[i]),
+                                NULL, NULL, D3DXSHADER_SKIPVALIDATION,
+                                &shader, &messages);
+        ok(hr == D3DXERR_INVALIDDATA, "Failure test, shader %d: "
+           "expected D3DXAssembleShader failure with D3DXERR_INVALIDDATA, "
+           "got 0x%x - %d\n", i, hr, hr & 0x0000FFFF);
+        if(messages) {
+            trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
+            ID3DXBuffer_Release(messages);
+        }
+        if(shader) {
+            DWORD *res = ID3DXBuffer_GetBufferPointer(shader);
+            dump_shader(res);
+            ID3DXBuffer_Release(shader);
+        }
+    }
+}
+
+
+static HRESULT WINAPI testD3DXInclude_open(ID3DXInclude *iface,
+                                           D3DXINCLUDE_TYPE include_type,
+                                           LPCSTR filename, LPCVOID parent_data,
+                                           LPCVOID *data, UINT *bytes) {
+    char *buffer;
+    char include[] = "#define REGISTER r0\nvs.1.1\n";
+
+    trace("filename = %s\n",filename);
+
+    buffer = HeapAlloc(GetProcessHeap(), 0, sizeof(include));
+    CopyMemory(buffer, include, sizeof(include));
+    *data = buffer;
+    *bytes = sizeof(include);
+    return S_OK;
+}
+
+static HRESULT WINAPI testD3DXInclude_close(ID3DXInclude *iface, LPCVOID data) {
+    HeapFree(GetProcessHeap(), 0, (LPVOID)data);
+    return S_OK;
+}
+
+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"
+    };
+    HRESULT hr;
+    LPD3DXBUFFER shader, messages;
+    D3DXMACRO defines[] = {
+        {
+            "DEF1", "10 + 15"
+        },
+        {
+            "DEF2", "r0"
+        },
+        {
+            NULL, NULL
+        }
+    };
+    struct D3DXIncludeImpl include;
+    HRESULT shader_vsh_res, incl_vsh_res;
+
+    todo_wine {
+
+    /* 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);
+
+    /* 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);
+
+    shader_vsh_res = create_file("shader.vsh", testshader, sizeof(testshader));
+    if(SUCCEEDED(shader_vsh_res)) {
+        incl_vsh_res = create_file("incl.vsh", testincl, sizeof(testincl));
+        if(SUCCEEDED(incl_vsh_res)) {
+            /* 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);
+        } else skip("Couldn't create \"incl.vsh\"\n");
+
+        /* 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);
+    } 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);
+
+    } /* end of todo_wine */
+
+    /* 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");
+        if(SUCCEEDED(incl_vsh_res)) DeleteFileA("incl.vsh");
+    }
+}
+
+START_TEST(asm)
+{
+    todo_wine preproc_test();
+    todo_wine ps_1_1_test();
+    todo_wine vs_1_1_test();
+    todo_wine ps_1_3_test();
+    todo_wine ps_1_4_test();
+    todo_wine vs_2_0_test();
+    todo_wine vs_2_x_test();
+    todo_wine ps_2_0_test();
+    todo_wine ps_2_x_test();
+    todo_wine vs_3_0_test();
+    todo_wine ps_3_0_test();
+
+    todo_wine failure_test();
+
+    assembleshader_test();
+}
diff --git a/dlls/d3dx9_36/tests/res.vsh b/dlls/d3dx9_36/tests/res.vsh
new file mode 100644
index 0000000..9683748
--- /dev/null
+++ b/dlls/d3dx9_36/tests/res.vsh
@@ -0,0 +1,2 @@
+#define REGISTER r0
+vs.1.1
diff --git a/dlls/d3dx9_36/tests/resources.h b/dlls/d3dx9_36/tests/resources.h
index 1dfab84..44e64b3 100644
--- a/dlls/d3dx9_36/tests/resources.h
+++ b/dlls/d3dx9_36/tests/resources.h
@@ -23,4 +23,6 @@
 #define IDD_BITMAPDATA_1x1   11
 #define IDS_STRING           12
 
+#define IDB_ASMSHADER        20
+
 #endif  /* __WINE_D3DX9_36_TEST_RESOURCES_H */
diff --git a/dlls/d3dx9_36/tests/rsrc.rc b/dlls/d3dx9_36/tests/rsrc.rc
index cee194c..647f693 100644
--- a/dlls/d3dx9_36/tests/rsrc.rc
+++ b/dlls/d3dx9_36/tests/rsrc.rc
@@ -26,3 +26,5 @@ STRINGTABLE
 /* @makedep: bmp1x1.bmp */
 IDB_BITMAP_1x1 BITMAP bmp1x1.bmp
 IDD_BITMAPDATA_1x1 RCDATA bmp1x1.bmp
+
+IDB_ASMSHADER RCDATA res.vsh
\ No newline at end of file
-- 
1.6.4.4


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