d3d10/test: Add effect shader test.

Stefan Dösinger stefandoesinger at gmx.at
Wed Feb 3 12:37:35 CST 2010


Am 03.02.2010 um 18:52 schrieb Rico Schüller:

> Hi,
> 
> this patch adds a test case for d3d10 shader parsing and ID3D10EffectPass::Get*ShaderDesc() functions.
> +static DWORD fx_local_shader[] = {
> +0x43425844, 0x95577e13, 0xab5facae, 0xd06d9eab,
> +0x8b127be0, 0x00000001, 0x00001652, 0x00000001,
> ...
the binary shader is pretty long. Wouldn't it be better to load the bytes from an external file, or if that makes the tests too complicated, put the DWORD[] into a separate .c or .h file?

> +    hr = D3D10CreateEffectFromMemory(fx_local_shader, fx_local_shader[6], 0, device, NULL, &effect);
Is there a reason for using fx_local_shader[6] instead of sizeof(fx_local_shader)? I see that the other tests do it as well.




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