[PATCH] d3dcompiler_43/tests: Added error tests to HLSL test suite
Travis Athougies
iammisc at gmail.com
Thu Dec 30 13:23:31 CST 2010
Tests to ensure the HLSL compiler won't crash on malformed input.
Addresses issues in the last submission raised on the wine-devel mailing list.
---
dlls/d3dcompiler_43/tests/hlsl.c | 93 ++++++++++++++++++++++++++++++++++++++
1 files changed, 93 insertions(+), 0 deletions(-)
diff --git a/dlls/d3dcompiler_43/tests/hlsl.c b/dlls/d3dcompiler_43/tests/hlsl.c
index 1f8e31c..9c8378d 100644
--- a/dlls/d3dcompiler_43/tests/hlsl.c
+++ b/dlls/d3dcompiler_43/tests/hlsl.c
@@ -556,6 +556,98 @@ static void test_trig(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geo
}
}
+static void test_fail(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *qquad_geometry,
+ IDirect3DVertexShader9 *vshader_passthru)
+{
+ static const char *undefined_variable_shader =
+ "float4 test(float2 pos: TEXCOORD0) : COLOR \
+ { \
+ return y; \
+ }";
+
+ static const char *invalid_swizzle_shader =
+ "float4 test(float2 pos: TEXCOORD0) : COLOR \
+ { \
+ float4 x = float4(0, 0, 0, 0); \
+ x.xzzx = float4(1, 2, 3, 4); \
+ return x; \
+ }";
+
+ static const char *invalid_conversion_shader =
+ "float4 test(float2 pos: TEXCOORD0) : COLOR \
+ { \
+ float4 x = pos; \
+ return x; \
+ }";
+
+ static const char *invalid_syntax_shader =
+ "float4 test(float2 pos, TEXCOORD0) ; COLOR \
+ { \
+ pos = float4 x; \
+ mul(float4(5, 4, 3, 2), mvp) = x; \
+ return float4; \
+ }";
+
+ static const char *invalid_identifiers_shader =
+ "float4 563r(float2 45s: TEXCOORD0) : COLOR \
+ { \
+ float2 x = 45s; \
+ return float4(x.x, x.y, 0, 0); \
+ }";
+
+ ID3D10Blob *compiled = NULL, *errors = NULL;
+ HRESULT hr;
+
+ hr = D3DCompile(undefined_variable_shader, strlen(undefined_variable_shader), NULL, NULL, NULL,
+ "test", "ps_2_0", 0, 0, &compiled, &errors);
+ ok(hr != D3D_OK, "Pixel shader compilation succeeded on shader with undefined variable\n");
+ ok(errors != NULL, "No errors returned for a shader with undefined variables\n");
+ ok(compiled == NULL, "A shader blob was returned for a shader with undefined variables\n");
+
+ IUnknown_Release(errors);
+ errors = NULL;
+
+ hr = D3DCompile(invalid_swizzle_shader, strlen(invalid_swizzle_shader), NULL, NULL, NULL,
+ "test","ps_2_0", 0, 0, &compiled, &errors);
+ ok(hr != D3D_OK, "Pixel shader compilation succeeded on shader with an invalid swizzle mask\n");
+ ok(errors != NULL, "No errors returned for a shader with an invalid swizzle mask\n");
+ ok(compiled == NULL, "A shader blob was returned for a shader with an invalid swizzle mask\n");
+
+ IUnknown_Release(errors);
+ errors = NULL;
+
+ hr = D3DCompile(invalid_conversion_shader, strlen(invalid_conversion_shader), NULL, NULL, NULL,
+ "test", "ps_2_0", 0, 0, &compiled, &errors);
+ ok(hr != D3D_OK, "Pixel shader compilation succeeded on shader with an invalid type "
+ "conversion\n");
+ ok(errors != NULL, "No errors returned for a shader with invalid type conversions\n");
+ ok(compiled == NULL, "A shader blob was returned for a shader with invalid type conversions\n");
+
+ IUnknown_Release(errors);
+ errors = NULL;
+
+ hr = D3DCompile(invalid_syntax_shader, strlen(invalid_syntax_shader), NULL, NULL, NULL, "test",
+ "ps_2_0", 0, 0, &compiled, &errors);
+ ok(hr != D3D_OK, "Pixel shader compilation succeeded on shader with blatantly invalid "
+ "syntax\n");
+ ok(errors != NULL, "No errors returned for a shader with invalid syntax\n");
+ ok(compiled == NULL, "A shader blob was returned for a shader with invalid syntax\n");
+
+ IUnknown_Release(errors);
+ errors = NULL;
+
+ hr = D3DCompile(invalid_identifiers_shader, strlen(invalid_identifiers_shader), NULL, NULL,
+ NULL, "test", "ps_2_0", 0, 0, &compiled, &errors);
+ ok(hr != D3D_OK, "Pixel shader compilation successful on a shader with invalid variable and "
+ "function names\n");
+ ok(errors != NULL, "No errors returned for a shader with invalid variable and function "
+ "names\n");
+ ok(compiled == NULL, "A shader blob was returend for a shader with invalid variable and "
+ "function names\n");
+
+ IUnknown_Release(errors);
+}
+
START_TEST(hlsl)
{
D3DCAPS9 caps;
@@ -580,6 +672,7 @@ START_TEST(hlsl)
test_conditionals(device, quad_geometry, vshader_passthru);
test_float_vectors(device, quad_geometry, vshader_passthru);
test_trig(device, quad_geometry, vshader_passthru);
+ test_fail(device, quad_geometry, vshader_passthru);
}
} else skip("no pixel shader support\n");
--
1.7.0.4
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