[PATCH 1/5] d3dcompiler_43/tests: Added HLSL test suite

Stefan Dösinger stefandoesinger at gmx.at
Sun Sep 26 14:41:52 CDT 2010

Am 26.09.2010 um 19:51 schrieb Travis Athougies:

> +        data = compute_shader_fullscreen9(device, vshader_passthru, pshader, quad_geometry,
> +                D3DFMT_A8R8G8B8, 1, 1);
> +
> +        ok(data[0] == D3DCOLOR_ARGB(0, 0, 255, 255),
> +                "swizzle_test: Got color %08x (should be 0x0000FFFF)\n", data[0]);
You leak the returned data here.

On the big picture of this, I don't like the void * blob returned from compute_shader_fullscreen. As far as I can see the only position dependent aspect of HLSL is vpos(or rather, the HLSL equivalent). For all others it would be OK to return a ARGB color.

> +    /* The Direct3D 9 docs state that we cannot lock a render target surface,
> +       instead we must copy the render target onto this surface to lock it */
I think you can, if you create it with D3DUSAGE_DYNAMIC | D3DUSAGE_RENDERTARGET. If you want the backbuffer to be lockable you'll need some device creation flag whose name I forgot.

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