Zebediah Figura : d3dcompiler/tests: Add a test for SM4 constant buffers.

Alexandre Julliard julliard at winehq.org
Fri Mar 13 15:24:44 CDT 2020


Module: wine
Branch: master
Commit: 7f39f2bae02755224ec647572f43ff2c0ad674ad
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=7f39f2bae02755224ec647572f43ff2c0ad674ad

Author: Zebediah Figura <z.figura12 at gmail.com>
Date:   Fri Mar 13 17:34:53 2020 +0100

d3dcompiler/tests: Add a test for SM4 constant buffers.

Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/d3dcompiler_43/tests/hlsl_d3d11.c | 164 +++++++++++++++++++++++++++++++++
 1 file changed, 164 insertions(+)

diff --git a/dlls/d3dcompiler_43/tests/hlsl_d3d11.c b/dlls/d3dcompiler_43/tests/hlsl_d3d11.c
index ed95457f1c..8e37976d5a 100644
--- a/dlls/d3dcompiler_43/tests/hlsl_d3d11.c
+++ b/dlls/d3dcompiler_43/tests/hlsl_d3d11.c
@@ -523,6 +523,168 @@ static void test_trig(void)
     release_test_context(&test_context);
 }
 
+static void check_type_desc(const char *prefix, const D3D11_SHADER_TYPE_DESC *type,
+        const D3D11_SHADER_TYPE_DESC *expect)
+{
+    ok(type->Class == expect->Class, "%s: got class %#x.\n", prefix, type->Class);
+    ok(type->Type == expect->Type, "%s: got type %#x.\n", prefix, type->Type);
+    ok(type->Rows == expect->Rows, "%s: got %u rows.\n", prefix, type->Rows);
+    ok(type->Columns == expect->Columns, "%s: got %u columns.\n", prefix, type->Columns);
+    ok(type->Elements == expect->Elements, "%s: got %u elements.\n", prefix, type->Elements);
+    ok(type->Members == expect->Members, "%s: got %u members.\n", prefix, type->Members);
+    ok(type->Offset == expect->Offset, "%s: got %u members.\n", prefix, type->Members);
+    ok(!strcmp(type->Name, expect->Name), "%s: got name %s.\n", prefix, debugstr_a(type->Name));
+}
+
+static void test_reflection(void)
+{
+    ID3D11ShaderReflectionConstantBuffer *cbuffer;
+    ID3D11ShaderReflectionType *type, *field;
+    D3D11_SHADER_BUFFER_DESC buffer_desc;
+    ID3D11ShaderReflectionVariable *var;
+    D3D11_SHADER_VARIABLE_DESC var_desc;
+    ID3D11ShaderReflection *reflection;
+    D3D11_SHADER_TYPE_DESC type_desc;
+    ID3D10Blob *vs_code = NULL;
+    unsigned int i, j, k;
+    ULONG refcount;
+    HRESULT hr;
+
+    static const char vs_source[] =
+        "typedef uint uint_t;\n"
+        "cbuffer b1\n"
+        "{\n"
+        "    float a;\n"
+        "    float2 b;\n"
+        "    float4 c;\n"
+        "    float d;\n"
+        "    struct\n"
+        "    {\n"
+        "        float4 a;\n"
+        "        float b;\n"
+        "        float c;\n"
+        "    } s;\n"
+        "    float g;\n"
+        "    float h[2];\n"
+        "    int i;\n"
+        "    uint_t j;\n"
+        "    float3x1 k;\n"
+        "    row_major float3x1 l;\n"
+        "};\n"
+        "\n"
+        "float m;\n"
+        "\n"
+        "float4 main(uniform float4 n) : SV_POSITION\n"
+        "{\n"
+        "    return l._31 + m + n;\n"
+        "}";
+
+    struct shader_variable
+    {
+        D3D11_SHADER_VARIABLE_DESC var_desc;
+        D3D11_SHADER_TYPE_DESC type_desc;
+    };
+
+    static const D3D11_SHADER_TYPE_DESC field_types[] =
+    {
+        {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"},
+        {D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 16, "float"},
+        {D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 20, "float"},
+    };
+
+    static const struct shader_variable globals_vars =
+        {{"m", 0, 4, D3D_SVF_USED}, {D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 0, "float"}};
+    static const struct shader_variable params_vars =
+        {{"n", 0, 16, D3D_SVF_USED}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"}};
+    static const struct shader_variable buffer_vars[] =
+    {
+        {{"a", 0, 4}, {D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 0, "float"}},
+        {{"b", 4, 8}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 2, 0, 0, 0, "float2"}},
+        {{"c", 16, 16}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"}},
+        {{"d", 32, 4}, {D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 0, "float"}},
+        {{"s", 48, 24}, {D3D_SVC_STRUCT, D3D_SVT_VOID, 1, 6, 0, 3, 0, "<unnamed>"}},
+        {{"g", 72, 4}, {D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 0, "float"}},
+        {{"h", 80, 20}, {D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 2, 0, 0, "float"}},
+        {{"i", 100, 4}, {D3D_SVC_SCALAR, D3D_SVT_INT, 1, 1, 0, 0, 0, "int"}},
+        {{"j", 104, 4}, {D3D_SVC_SCALAR, D3D_SVT_UINT, 1, 1, 0, 0, 0, "uint_t"}},
+        {{"k", 112, 12}, {D3D_SVC_MATRIX_COLUMNS, D3D_SVT_FLOAT, 3, 1, 0, 0, 0, "float3x1"}},
+        {{"l", 128, 36, D3D_SVF_USED}, {D3D_SVC_MATRIX_ROWS, D3D_SVT_FLOAT, 3, 1, 0, 0, 0, "float3x1"}},
+    };
+
+    static const struct
+    {
+        D3D11_SHADER_BUFFER_DESC desc;
+        const struct shader_variable *vars;
+    }
+    vs_buffers[] =
+    {
+        {{"$Globals", D3D_CT_CBUFFER, 1, 16}, &globals_vars},
+        {{"$Params", D3D_CT_CBUFFER, 1, 16}, &params_vars},
+        {{"b1", D3D_CT_CBUFFER, ARRAY_SIZE(buffer_vars), 176}, buffer_vars},
+    };
+
+    todo_wine vs_code = compile_shader(vs_source, "vs_5_0");
+    if (!vs_code)
+        return;
+
+    hr = pD3DReflect(ID3D10Blob_GetBufferPointer(vs_code), ID3D10Blob_GetBufferSize(vs_code),
+            &IID_ID3D11ShaderReflection, (void **)&reflection);
+    ok(hr == S_OK, "Got hr %#x.\n", hr);
+
+    for (i = 0; i < ARRAY_SIZE(vs_buffers); ++i)
+    {
+        cbuffer = reflection->lpVtbl->GetConstantBufferByIndex(reflection, i);
+        hr = cbuffer->lpVtbl->GetDesc(cbuffer, &buffer_desc);
+        ok(hr == S_OK, "Test %u: got hr %#x.\n", i, hr);
+        ok(!strcmp(buffer_desc.Name, vs_buffers[i].desc.Name),
+                "Test %u: got name %s.\n", i, debugstr_a(buffer_desc.Name));
+        ok(buffer_desc.Type == vs_buffers[i].desc.Type, "Test %u: got type %#x.\n", i, buffer_desc.Type);
+        ok(buffer_desc.Variables == vs_buffers[i].desc.Variables,
+                "Test %u: got %u variables.\n", i, buffer_desc.Variables);
+        ok(buffer_desc.Size == vs_buffers[i].desc.Size, "Test %u: got size %u.\n", i, buffer_desc.Size);
+        ok(buffer_desc.uFlags == vs_buffers[i].desc.uFlags, "Test %u: got flags %#x.\n", i, buffer_desc.uFlags);
+
+        for (j = 0; j < buffer_desc.Variables; ++j)
+        {
+            const struct shader_variable *expect = &vs_buffers[i].vars[j];
+            char prefix[40];
+
+            var = cbuffer->lpVtbl->GetVariableByIndex(cbuffer, j);
+            hr = var->lpVtbl->GetDesc(var, &var_desc);
+            ok(hr == S_OK, "Test %u, %u: got hr %#x.\n", i, j, hr);
+            ok(!strcmp(var_desc.Name, expect->var_desc.Name),
+                    "Test %u, %u: got name %s.\n", i, j, debugstr_a(var_desc.Name));
+            ok(var_desc.StartOffset == expect->var_desc.StartOffset, "Test %u, %u: got offset %u.\n",
+                    i, j, var_desc.StartOffset);
+            ok(var_desc.Size == expect->var_desc.Size, "Test %u, %u: got size %u.\n", i, j, var_desc.Size);
+            ok(var_desc.uFlags == expect->var_desc.uFlags, "Test %u, %u: got flags %#x.\n", i, j, var_desc.uFlags);
+            ok(!var_desc.DefaultValue, "Test %u, %u: got default value %p.\n", i, j, var_desc.DefaultValue);
+
+            type = var->lpVtbl->GetType(var);
+            hr = type->lpVtbl->GetDesc(type, &type_desc);
+            ok(hr == S_OK, "Test %u, %u: got hr %#x.\n", i, j, hr);
+            sprintf(prefix, "Test %u, %u", i, j);
+            check_type_desc(prefix, &type_desc, &expect->type_desc);
+
+            if (!strcmp(type_desc.Name, "<unnamed>"))
+            {
+                for (k = 0; k < ARRAY_SIZE(field_types); ++k)
+                {
+                    field = type->lpVtbl->GetMemberTypeByIndex(type, k);
+                    hr = field->lpVtbl->GetDesc(field, &type_desc);
+                    ok(hr == S_OK, "Test %u, %u, %u: got hr %#x.\n", i, j, k, hr);
+                    sprintf(prefix, "Test %u, %u, %u", i, j, k);
+                    check_type_desc(prefix, &type_desc, &field_types[k]);
+                }
+            }
+        }
+    }
+
+    ID3D10Blob_Release(vs_code);
+    refcount = reflection->lpVtbl->Release(reflection);
+    ok(!refcount, "Got unexpected refcount %u.\n", refcount);
+}
+
 static BOOL load_d3dcompiler(void)
 {
     HMODULE module;
@@ -548,6 +710,8 @@ START_TEST(hlsl_d3d11)
         return;
     }
 
+    test_reflection();
+
     if (!(mod = LoadLibraryA("d3d11.dll")))
     {
         skip("Direct3D 11 is not available.\n");




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