Stefan Dösinger : d3d8: Only test pixel shaders if they are supported.
Alexandre Julliard
julliard at wine.codeweavers.com
Mon Jul 30 16:52:34 CDT 2007
Module: wine
Branch: master
Commit: e70adcd8b65e506a970fbf41e2089560843edf0f
URL: http://source.winehq.org/git/wine.git/?a=commit;h=e70adcd8b65e506a970fbf41e2089560843edf0f
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Tue Jul 24 15:43:23 2007 +0200
d3d8: Only test pixel shaders if they are supported.
---
dlls/d3d8/tests/device.c | 113 +++++++++++++++++++++++++---------------------
1 files changed, 61 insertions(+), 52 deletions(-)
diff --git a/dlls/d3d8/tests/device.c b/dlls/d3d8/tests/device.c
index 3f04db3..c32eedd 100644
--- a/dlls/d3d8/tests/device.c
+++ b/dlls/d3d8/tests/device.c
@@ -854,6 +854,7 @@ static void test_shader(void)
DWORD hPixelShader = 0, hVertexShader = 0;
DWORD hPixelShader2 = 0, hVertexShader2 = 0;
DWORD hTempHandle;
+ D3DCAPS8 caps;
DWORD data_size;
void *data;
@@ -886,6 +887,7 @@ static void test_shader(void)
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
ok(hr == D3D_OK, "IDirect3D8_CreateDevice failed with %s\n", DXGetErrorString8(hr));
if(!pDevice) goto cleanup;
+ IDirect3DDevice8_GetDeviceCaps(pDevice, &caps);
/* First create a vertex shader */
hr = IDirect3DDevice8_CreateVertexShader(pDevice, dwVertexDecl, simple_vs, &hVertexShader, 0);
@@ -940,42 +942,65 @@ static void test_shader(void)
ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %s\n", DXGetErrorString8(hr));
ok(hTempHandle == 0, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, 0);
- /* The same with a pixel shader */
- hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader);
- ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %s\n", DXGetErrorString8(hr));
- /* Msdn says that the new pixel shader is set immediately. This is wrong, apparently */
- hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle);
- ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %s\n", DXGetErrorString8(hr));
- ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0);
- /* Assign the shader, then verify that GetPixelShader works */
- hr = IDirect3DDevice8_SetPixelShader(pDevice, hPixelShader);
- ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %s\n", DXGetErrorString8(hr));
- hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle);
- ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %s\n", DXGetErrorString8(hr));
- ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader);
- /* Verify that we can retrieve the shader function */
- hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, NULL, &data_size);
- ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShaderFucntion returned %s\n", DXGetErrorString8(hr));
- ok(data_size == simple_ps_size, "Got data_size %u, expected %u\n", data_size, simple_ps_size);
- data = HeapAlloc(GetProcessHeap(), 0, simple_ps_size);
- data_size = 1;
- hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, data, &data_size);
- ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetPixelShaderFunction returned %s (0x%#x), "
- "expected D3DERR_INVALIDCALL\n", DXGetErrorString8(hr), hr);
- ok(data_size == 1, "Got data_size %u, expected 1\n", data_size);
- data_size = simple_ps_size;
- hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, data, &data_size);
- ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShaderFunction returned %s\n", DXGetErrorString8(hr));
- ok(data_size == simple_ps_size, "Got data_size %u, expected %u\n", data_size, simple_ps_size);
- ok(!memcmp(data, simple_ps, simple_ps_size), "data not equal to shader function\n");
- HeapFree(GetProcessHeap(), 0, data);
- /* Delete the assigned shader. This is supposed to work */
- hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader);
- ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %s\n", DXGetErrorString8(hr));
- /* The shader should be unset now */
- hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle);
- ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %s\n", DXGetErrorString8(hr));
- ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0);
+ if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 0))
+ {
+ /* The same with a pixel shader */
+ hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader);
+ ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %s\n", DXGetErrorString8(hr));
+ /* Msdn says that the new pixel shader is set immediately. This is wrong, apparently */
+ hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle);
+ ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %s\n", DXGetErrorString8(hr));
+ ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0);
+ /* Assign the shader, then verify that GetPixelShader works */
+ hr = IDirect3DDevice8_SetPixelShader(pDevice, hPixelShader);
+ ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %s\n", DXGetErrorString8(hr));
+ hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle);
+ ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %s\n", DXGetErrorString8(hr));
+ ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader);
+ /* Verify that we can retrieve the shader function */
+ hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, NULL, &data_size);
+ ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShaderFucntion returned %s\n", DXGetErrorString8(hr));
+ ok(data_size == simple_ps_size, "Got data_size %u, expected %u\n", data_size, simple_ps_size);
+ data = HeapAlloc(GetProcessHeap(), 0, simple_ps_size);
+ data_size = 1;
+ hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, data, &data_size);
+ ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetPixelShaderFunction returned %s (0x%#x), "
+ "expected D3DERR_INVALIDCALL\n", DXGetErrorString8(hr), hr);
+ ok(data_size == 1, "Got data_size %u, expected 1\n", data_size);
+ data_size = simple_ps_size;
+ hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, data, &data_size);
+ ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShaderFunction returned %s\n", DXGetErrorString8(hr));
+ ok(data_size == simple_ps_size, "Got data_size %u, expected %u\n", data_size, simple_ps_size);
+ ok(!memcmp(data, simple_ps, simple_ps_size), "data not equal to shader function\n");
+ HeapFree(GetProcessHeap(), 0, data);
+ /* Delete the assigned shader. This is supposed to work */
+ hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader);
+ ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %s\n", DXGetErrorString8(hr));
+ /* The shader should be unset now */
+ hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle);
+ ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %s\n", DXGetErrorString8(hr));
+ ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0);
+
+ /* What happens if a non-bound shader is deleted? */
+ hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader);
+ ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %s\n", DXGetErrorString8(hr));
+ hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader2);
+ ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %s\n", DXGetErrorString8(hr));
+
+ hr = IDirect3DDevice8_SetPixelShader(pDevice, hPixelShader);
+ ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %s\n", DXGetErrorString8(hr));
+ hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader2);
+ ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %s\n", DXGetErrorString8(hr));
+ hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle);
+ ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %s\n", DXGetErrorString8(hr));
+ ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader);
+ hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader);
+ ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %s\n", DXGetErrorString8(hr));
+ }
+ else
+ {
+ skip("Pixel shaders not supported\n");
+ }
/* What happens if a non-bound shader is deleted? */
hr = IDirect3DDevice8_CreateVertexShader(pDevice, dwVertexDecl, NULL, &hVertexShader, 0);
@@ -993,22 +1018,6 @@ static void test_shader(void)
hr = IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader);
ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %s\n", DXGetErrorString8(hr));
- /* Now for pixel shaders */
- hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader);
- ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %s\n", DXGetErrorString8(hr));
- hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader2);
- ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %s\n", DXGetErrorString8(hr));
-
- hr = IDirect3DDevice8_SetPixelShader(pDevice, hPixelShader);
- ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %s\n", DXGetErrorString8(hr));
- hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader2);
- ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %s\n", DXGetErrorString8(hr));
- hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle);
- ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %s\n", DXGetErrorString8(hr));
- ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader);
- hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader);
- ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %s\n", DXGetErrorString8(hr));
-
cleanup:
if(pD3d) IDirect3D8_Release(pD3d);
if(pDevice) IDirect3D8_Release(pDevice);
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