Andrew Wesie : d3d11/tests: Add test for return in a conditional.

Alexandre Julliard julliard at winehq.org
Thu Dec 8 17:15:46 CST 2016


Module: wine
Branch: master
Commit: 809ad52ae6c4d762ca568487cf9c240af4f592bc
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=809ad52ae6c4d762ca568487cf9c240af4f592bc

Author: Andrew Wesie <awesie at gmail.com>
Date:   Wed Dec  7 12:42:56 2016 +0100

d3d11/tests: Add test for return in a conditional.

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/d3d11/tests/d3d11.c | 85 ++++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 85 insertions(+)

diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index d8fc21e..7c6e875 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -11690,6 +11690,90 @@ static void test_uav_load(void)
     release_test_context(&test_context);
 }
 
+static void test_sm4_ret_instruction(void)
+{
+    struct d3d11_test_context test_context;
+    ID3D11DeviceContext *context;
+    ID3D11PixelShader *ps;
+    struct uvec4 constant;
+    ID3D11Device *device;
+    ID3D11Buffer *cb;
+    HRESULT hr;
+
+    static const DWORD ps_code[] =
+    {
+#if 0
+        uint c;
+
+        float4 main() : SV_TARGET
+        {
+            if (c == 1)
+                return float4(1, 0, 0, 1);
+            if (c == 2)
+                return float4(0, 1, 0, 1);
+            if (c == 3)
+                return float4(0, 0, 1, 1);
+            return float4(1, 1, 1, 1);
+        }
+#endif
+        0x43425844, 0x9ee6f808, 0xe74009f3, 0xbb1adaf2, 0x432e97b5, 0x00000001, 0x000001c4, 0x00000003,
+        0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+        0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+        0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x0000014c, 0x00000040, 0x00000053,
+        0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
+        0x00000001, 0x08000020, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x00004001,
+        0x00000001, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
+        0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000015, 0x08000020, 0x00100012,
+        0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x00004001, 0x00000002, 0x0304001f, 0x0010000a,
+        0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000,
+        0x3f800000, 0x0100003e, 0x01000015, 0x08000020, 0x00100012, 0x00000000, 0x0020800a, 0x00000000,
+        0x00000000, 0x00004001, 0x00000003, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2,
+        0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, 0x0100003e, 0x01000015,
+        0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000,
+        0x0100003e,
+    };
+
+    if (!init_test_context(&test_context, NULL))
+        return;
+
+    device = test_context.device;
+    context = test_context.immediate_context;
+
+    hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
+    ok(SUCCEEDED(hr), "Failed to create shader, hr %#x.\n", hr);
+    ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+    memset(&constant, 0, sizeof(constant));
+    cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(constant), &constant);
+    ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
+
+    draw_quad(&test_context);
+    check_texture_color(test_context.backbuffer, 0xffffffff, 0);
+
+    constant.x = 1;
+    ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &constant, 0, 0);
+    draw_quad(&test_context);
+    check_texture_color(test_context.backbuffer, 0xff0000ff, 0);
+
+    constant.x = 2;
+    ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &constant, 0, 0);
+    draw_quad(&test_context);
+    check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
+
+    constant.x = 3;
+    ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &constant, 0, 0);
+    draw_quad(&test_context);
+    check_texture_color(test_context.backbuffer, 0xffff0000, 0);
+
+    constant.x = 4;
+    ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &constant, 0, 0);
+    draw_quad(&test_context);
+    check_texture_color(test_context.backbuffer, 0xffffffff, 0);
+
+    ID3D11Buffer_Release(cb);
+    ID3D11PixelShader_Release(ps);
+    release_test_context(&test_context);
+}
+
 START_TEST(d3d11)
 {
     test_create_device();
@@ -11754,4 +11838,5 @@ START_TEST(d3d11)
     test_shader_input_registers_limits();
     test_stencil_separate();
     test_uav_load();
+    test_sm4_ret_instruction();
 }




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