[PATCH 2/7] d3dx9_36/tests: Added HLSL test suite

Henri Verbeet hverbeet at gmail.com
Mon Sep 13 05:36:24 CDT 2010


On 11 September 2010 20:00, Travis Athougies <iammisc at gmail.com> wrote:
> You said to move all assembler, shader and compiler tests over to the
> d3dcompiler dll. When you said this did you mean only grammar tests,
> or did you also mean visual tests as well? I've hit sort of a
> roadblock, where I don't know exactly what to place where. Right now
> all the tests are visual, so I need to use either the d3d9 or d3d10
> API. However, the d3dcompiler dll is version agnostic, so I'm unsure
> of which version of d3d I should use. As far as I can tell, the wine
> d3d 10 implementation is much less mature than its d3d9 one, which
> makes me guess I should put it in one of the d3d9 dlls. D3dx9 wouldn't
> be the right place for it, though, since I'm using the d3dcompiler
> calls instead of D3DXCompileShader. So should I move the visual tests
> to d3d9? Or somewhere else?
>
> To complicate things, the next thing on my list is implementing
> grammar tests. These should definitely go in d3dcompiler, but that
> still doesn't answer the question of where to put the visual tests?
>
The tests can be in d3dcompiler, even though they may depend on a
specific D3D version for verifying the results. The d3dcompiler dll
itself is D3D version agnostic, but the produced shader bytecode not
so much. For testing shader model 1-3 targets you want a d3d9 device,
for shader model 4 a d3d10 device, and for shader model 5 a d3d11
device. I think it's fine to start with SM1-3 on a d3d9 device, but it
should be made easy to add e.g. SM4 on d3d10.



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