[PATCH 5/7] d3dx9_36/tests: Added float vector tests to HLSL test suite

Travis Athougies iammisc at gmail.com
Wed Aug 25 02:59:36 CDT 2010


---
 dlls/d3dx9_36/tests/hlsl.c |   60 +++++++++++++++++++++++++++++++++++++++++--
 1 files changed, 57 insertions(+), 3 deletions(-)

diff --git a/dlls/d3dx9_36/tests/hlsl.c b/dlls/d3dx9_36/tests/hlsl.c
index 9e2eb79..3647207 100644
--- a/dlls/d3dx9_36/tests/hlsl.c
+++ b/dlls/d3dx9_36/tests/hlsl.c
@@ -215,9 +215,6 @@ static void setup_device(IDirect3DDevice9* device, IDirect3DSurface9 **render_ta
     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned: %08x\n", hr);
 }
 
-/* For all compute_shader_* calls, this framework assumes that the data types are 4 bytes
-   long. The two formats used here are D3DFMT_R32F and D3DFMT_A8R8G8B8 */
-
 /* Compute a shader on a fullscreen quad and get the results back */
 static void* compute_shader_fullscreen(IDirect3DDevice9* device, IDirect3DPixelShader9 *pshader, D3DFORMAT format, 
 				       int width, int height)
@@ -374,6 +371,62 @@ static void test_conditionals(IDirect3DDevice9* device)
     }
 }
 
+static void test_float_vectors(IDirect3DDevice9* device)
+{
+    static const char *vec4_indexing_test1_shader =
+        "float4 test(): COLOR                   \
+        {                                       \
+            float4 color;                       \
+            color[0] = 0.0;                     \
+            color[1] = 1.0;                     \
+            color[2] = 0.0;                     \
+            color[3] = 1.0;                     \
+            return color;                       \
+        }";
+
+    /* We have this uniform i here so the compiler can't optimize */
+    static const char *vec4_indexing_test2_shader =
+        "uniform int i;                             \
+        float4 test(): COLOR                        \
+        {                                           \
+            float4 color = float4(0, 0, 1, 1);      \
+            color.g = color[i];                     \
+            color.b = 0;                            \
+            return color;                           \
+        }";
+
+    ID3DXConstantTable *constants;
+    IDirect3DPixelShader9 *pshader;
+    DWORD* data;
+
+    pshader = compile_pixel_shader(device, vec4_indexing_test1_shader, "ps_2_0", &constants);
+    if(pshader != NULL) {
+    data = (DWORD*) compute_shader_fullscreen(device, pshader, D3DFMT_A8R8G8B8, 32, 1);
+
+        ok(data[10] == D3DCOLOR_ARGB(255, 0, 255, 0), "vec4_indexing_test1: Got color %08x (should be 0xff00ff00)\n", data[10]);
+        ok(data[16] == D3DCOLOR_ARGB(255, 0, 255, 0), "vec4_indexing_test1: Got color %08x (should be 0xff00ff00)\n", data[16]);
+        ok(data[22] == D3DCOLOR_ARGB(255, 0, 255, 0), "vec4_indexing_test1: Got color %08x (should be 0xff00ff00)\n", data[22]);
+
+        IUnknown_Release(constants);
+        IUnknown_Release(pshader);
+    }
+
+    pshader = compile_pixel_shader(device, vec4_indexing_test2_shader, "ps_2_0", &constants);
+    if(pshader != NULL)
+    {
+        ID3DXConstantTable_SetInt(constants, device, "i", 2);
+
+        data = (DWORD*) compute_shader_fullscreen(device, pshader, D3DFMT_A8R8G8B8, 32, 1);
+
+        ok(data[10] == D3DCOLOR_ARGB(255, 0, 255, 0), "vec4_indexing_test2: Got color %08x (should be 0xff00ff00)\n", data[10]);
+        ok(data[16] == D3DCOLOR_ARGB(255, 0, 255, 0), "vec4_indexing_test2: Got color %08x (should be 0xff00ff00)\n", data[16]);
+        ok(data[22] == D3DCOLOR_ARGB(255, 0, 255, 0), "vec4_indexing_test2: Got color %08x (should be 0xff00ff00)\n", data[22]);
+
+        IUnknown_Release(constants);
+        IUnknown_Release(pshader);
+    }
+}
+
 /* The heart of our little testing framework */
 START_TEST(hlsl)
 {
@@ -391,6 +444,7 @@ START_TEST(hlsl)
             test_swizzle(device);
             test_math(device);
             test_conditionals(device);
+            test_float_vectors(device);
         }
     } else skip("no pixel shader support\n");
 
-- 
1.7.0.4




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