[PATCH] d3dx9: implement effect state management.

Paul Gofman gofmanp at gmail.com
Tue Mar 1 07:49:20 CST 2016


Matteo,

    thank you for the review, I will be following up.
    Regarding splitting the test, do you suggest introducing separate
test functions or just adding tests into the same one step by step?

Regards,
    Paul.

On 03/01/2016 04:15 PM, Matteo Bruni wrote:
> 2016-02-29 19:08 GMT+01:00 Paul Gofman <gofmanp at gmail.com>:
>> Preshaders (and FXLC-type constants requiring preshaders) are TODOs (on the way).
>>
>> Signed-off-by: Paul Gofman <gofmanp at gmail.com>
>> ---
>>  dlls/d3dx9_36/effect.c       | 375 +++++++++++++++++++++++++++++++++++++++++--
>>  dlls/d3dx9_36/tests/effect.c | 241 +++++++++++++++++++++++++++
>>  2 files changed, 606 insertions(+), 10 deletions(-)
> You should split this patch into smaller pieces. One way to do that is
> to introduce the various state classes one at a time into
> d3dx9_apply_state (or, not everything at once, anyway). The state
> saving / restoring should also be a separate patch.
> WRT the tests, they should probably be split out too. You can put them
> before the implementation, inserting and removing "todo_wine" where
> necessary, or after. If it's not too complicated the first option is
> generally preferred.
> BTW it turns out I have a similar test somewhere in my queue. I'll
> have another look and I might send it if it still makes sense to.
>
> I'm leaving a few comments inline in the patch, below, mostly style
> issues I noticed at a quick look. Many of them apply multiple times
> through the patch. In general, make sure to be consistent with code
> style.
>
> Oh, and thank you for working on this!
>
>> diff --git a/dlls/d3dx9_36/effect.c b/dlls/d3dx9_36/effect.c
>> index f0bbd0b..33e063a 100644
>> --- a/dlls/d3dx9_36/effect.c
>> +++ b/dlls/d3dx9_36/effect.c
>> @@ -162,6 +162,8 @@ struct d3dx_technique
>>
>>      struct d3dx_parameter *annotations;
>>      struct d3dx_pass *passes;
>> +
>> +    struct IDirect3DStateBlock9 *saved_state;
>>  };
>>
>>  struct param_table
>> @@ -642,6 +644,12 @@ static void free_technique(struct d3dx_technique *technique)
>>      if (!technique)
>>          return;
>>
>> +    if (technique->saved_state)
>> +    {
>> +        IDirect3DStateBlock9_Release(technique->saved_state);
>> +        technique->saved_state = NULL;
>> +    }
>> +
>>      if (technique->annotations)
>>      {
>>          for (i = 0; i < technique->annotation_count; ++i)
>> @@ -2490,6 +2498,332 @@ static HRESULT d3dx9_base_effect_set_array_range(struct d3dx9_base_effect *base,
>>      return E_NOTIMPL;
>>  }
>>
>> +static HRESULT d3dx9_get_param_value_ptr(struct ID3DXEffectImpl *This, struct d3dx_pass *pass, struct d3dx_state *state, void **param_value, struct d3dx_parameter **out_param)
>> +{
>> +    struct d3dx_parameter *param;
>> +    param = state->parameter.referenced_param ? state->parameter.referenced_param : &state->parameter;
>> +
>> +    switch(state->type)
> Space after the switch keyword.
>
>> +    {
>> +        case ST_CONSTANT:
>> +        case ST_PARAMETER:
>> +            *param_value = param->data;
>> +            *out_param = param;
>> +            return D3D_OK;
>> +        case ST_ARRAY_SELECTOR:
>> +            FIXME("array selector\n");
> Uppercase at the start and period at the end of the message.
>
>> +            break;
>> +        case ST_FXLC:
>> +            FIXME("FXLC not supported yet\n");
>> +            break;
>> +    }
>> +    *param_value = NULL;
>> +    *out_param = NULL;
>> +    return E_NOTIMPL;
>> +}
>> +
>> +void d3dx9_set_light_parameter(enum LIGHT_TYPE op, D3DLIGHT9 *light, void *value)
>> +{
>> +    static struct
>> +    {
>> +        int off;
>> +        const char *name;
>> +    } light_tbl[] =
>> +    {
>> +       {offsetof(D3DLIGHT9, Type),         "LC_TYPE"},
> You probably want to use FIELD_OFFSET instead.
>
>> +       {offsetof(D3DLIGHT9, Diffuse),      "LT_DIFFUSE"},
>> +       {offsetof(D3DLIGHT9, Specular),     "LT_SPECULAR"},
>> +       {offsetof(D3DLIGHT9, Ambient),      "LT_AMBIENT"},
>> +       {offsetof(D3DLIGHT9, Position),     "LT_POSITION"},
>> +       {offsetof(D3DLIGHT9, Direction),    "LT_DIRECTION"},
>> +       {offsetof(D3DLIGHT9, Range),        "LT_RANGE"},
>> +       {offsetof(D3DLIGHT9, Falloff),      "LT_FALLOFF"},
>> +       {offsetof(D3DLIGHT9, Attenuation0), "LT_ATTENUATION0"},
>> +       {offsetof(D3DLIGHT9, Attenuation1), "LT_ATTENUATION1"},
>> +       {offsetof(D3DLIGHT9, Attenuation2), "LT_ATTENUATION2"},
>> +       {offsetof(D3DLIGHT9, Theta),        "LT_THETA"},
>> +       {offsetof(D3DLIGHT9, Phi),          "LT_PHI"}
>> +    };
>> +    switch(op)
>> +    {
>> +        case LT_TYPE:
>> +            TRACE("LT_TYPE %d\n", *(D3DLIGHTTYPE*)value);
> Please put a space between the type and the '*' in the cast.
>
>> +            light->Type = *(D3DLIGHTTYPE*)value;
>> +            break;
>> +        case LT_DIFFUSE:
>> +        case LT_SPECULAR:
>> +        case LT_AMBIENT:
>> +        {
>> +            D3DCOLORVALUE c = *(D3DCOLORVALUE*)value;
>> +
>> +            TRACE("%s (%f %f %f %f)\n", light_tbl[op].name, c.r, c.g, c.b, c.a);
>> +            *(D3DCOLORVALUE*)((char*)light + light_tbl[op].off) = c;
>> +            break;
>> +        }
>> +        case LT_POSITION:
>> +        case LT_DIRECTION:
>> +        {
>> +            D3DVECTOR v = *(D3DVECTOR*)value;
>> +
>> +            TRACE("%s (%f %f %f)\n", light_tbl[op].name, v.x, v.y, v.z);
>> +            *(D3DVECTOR*)((char*)light + light_tbl[op].off) = v;
>> +            break;
>> +        }
>> +        case LT_RANGE:
>> +        case LT_FALLOFF:
>> +        case LT_ATTENUATION0:
>> +        case LT_ATTENUATION1:
>> +        case LT_ATTENUATION2:
>> +        case LT_THETA:
>> +        case LT_PHI:
>> +        {
>> +            float v = *(float*)value;
>> +            TRACE("%s %f\n", light_tbl[op].name, v);
>> +            *(float*)((char*)light + light_tbl[op].off) = v;
>> +            break;
>> +        }
>> +        default:
>> +            FIXME("unknown light parameter %d\n",op);
>> +            break;
>> +    }
>> +}
>> +
>> +void d3dx9_set_material_parameter(enum MATERIAL_TYPE op, D3DMATERIAL9 *material, void *value)
>> +{
>> +    static struct
> Please make it const too, if that works (I guess it might not).
>
>> +    {
>> +        int off;
>> +        const char *name;
>> +    } material_tbl[] =
>> +    {
>> +       {offsetof(D3DMATERIAL9, Diffuse),  "MT_DIFFUSE"},
>> +       {offsetof(D3DMATERIAL9, Ambient),  "MT_AMBIENT"},
>> +       {offsetof(D3DMATERIAL9, Specular), "MT_SPECULAR"},
>> +       {offsetof(D3DMATERIAL9, Emissive), "MT_EMISSIVE"},
>> +       {offsetof(D3DMATERIAL9, Power),    "MT_POWER"}
>> +    };
>> +
>> +    if (op < 0 || op > MT_POWER)
>> +    {
>> +        FIXME("unknown material parameter %d\n",op);
>> +        return ;
> Stray whitespace.
>
>> +    }
>> +
>> +    switch(op)
>> +    {
>> +        case MT_POWER:
>> +        {
>> +            float v = *(float*)value;
>> +
>> +            TRACE("%s %f\n", material_tbl[op].name, v);
>> +            material->Power = v;
>> +            break;
>> +        }
>> +        default:
>> +        {
>> +            D3DCOLORVALUE c = *(D3DCOLORVALUE*)value;
>> +
>> +            TRACE("%s (%f %f %f %f)\n", material_tbl[op].name, c.r, c.g, c.b, c.a);
>> +            *(D3DCOLORVALUE*)((char*)material + material_tbl[op].off) = c;
>> +            break;
>> +        }
>> +    }
>> +}
>> +
>> +HRESULT d3dx_set_shader_const_state(IDirect3DDevice9 *device, enum SHADER_CONSTANT_TYPE op, int index, struct d3dx_parameter *param, void *value_ptr)
> Probably index should be unsigned int.
>
>> +{
>> +    static struct {
> '{' should be on its own line.
>
>> +        D3DXPARAMETER_TYPE type;
>> +        int elem_size;
>> +        const char *name;
>> +    } const_tbl[] =
>> +    {
>> +        {D3DXPT_FLOAT, sizeof(float)*4, "SCT_VSFLOAT"},
> Space before and after the binary operator.
>
>> +        {D3DXPT_BOOL, sizeof(BOOL),     "SCT_VSBOOL"},
>> +        {D3DXPT_INT, sizeof(int)*4,     "SCT_VSINT"},
>> +        {D3DXPT_FLOAT, sizeof(float)*4, "SCT_PSFLOAT"},
>> +        {D3DXPT_BOOL, sizeof(BOOL),     "SCT_PSBOOL"},
>> +        {D3DXPT_INT, sizeof(int)*4,     "SCT_PSINT"},
>> +    };
>> +    int nelem;
>> +
>> +    if (op < 0 || op > SCT_PSINT)
>> +    {
>> +        FIXME("unknown op %d\n", op);
>> +        return D3DERR_INVALIDCALL;
>> +    }
>> +    nelem = param->bytes / const_tbl[op].elem_size;
>> +    TRACE("setting %s index %d, %d elements\n", const_tbl[op].name, index, nelem);
>> +    if (param->type != const_tbl[op].type)
>> +    {
>> +        FIXME("unexpected param type: %d\n", param->type);
>> +        return D3DERR_INVALIDCALL;
>> +    }
>> +    if (param->bytes % const_tbl[op].elem_size != 0)
>> +    {
>> +        FIXME("unexpected param size: %d (rows=%d, cols=%d)\n", param->bytes, param->rows, param->columns);
> %u, also we usually do without the '=' i.e. "rows %u, cols %u".
>
>> +        return D3DERR_INVALIDCALL;
>> +    }
>> +
>> +    switch(op)
>> +    {
>> +        case SCT_VSFLOAT:
>> +            return IDirect3DDevice9_SetVertexShaderConstantF(device, index, (const float*)value_ptr,nelem);
>> +        case SCT_VSBOOL:
>> +            return IDirect3DDevice9_SetVertexShaderConstantB(device, index, (const BOOL*)value_ptr,nelem);
>> +        case SCT_VSINT:
>> +            return IDirect3DDevice9_SetVertexShaderConstantI(device, index, (const int*)value_ptr,nelem);
>> +        case SCT_PSFLOAT:
>> +            return IDirect3DDevice9_SetPixelShaderConstantF(device, index, (const float*)value_ptr,nelem);
>> +        case SCT_PSBOOL:
>> +            return IDirect3DDevice9_SetPixelShaderConstantB(device, index, (const BOOL*)value_ptr,nelem);
>> +        case SCT_PSINT:
>> +            return IDirect3DDevice9_SetPixelShaderConstantI(device, index, (const int*)value_ptr,nelem);
>> +    }
>> +    return D3D_OK;
>> +}
>> +
>> +static HRESULT d3dx9_apply_state(struct ID3DXEffectImpl *This, struct d3dx_pass *pass, struct d3dx_state *state, int parent_index)
>> +{
>> +    IDirect3DDevice9 *device = This->device;
>> +    struct d3dx_parameter *param;
>> +    void *param_value;
>> +    HRESULT hr;
>> +
>> +    TRACE("operation=%d index=%d type=%u\n", state->operation, state->index, state->type);
>> +    hr = d3dx9_get_param_value_ptr(This, pass, state, &param_value, &param);
>> +    if (FAILED(hr))
>> +        return hr;
>> +
>> +    switch(state_table[state->operation].class)
>> +    {
>> +        case SC_RENDERSTATE:
>> +            TRACE("%s: operation %d value %u\n", state_table[state->operation].name, state_table[state->operation].op, *(DWORD*)param_value);
>> +            return IDirect3DDevice9_SetRenderState(device, state_table[state->operation].op, *(DWORD*)param_value);
>> +        case SC_FVF:
>> +            TRACE("%s: value %#x\n", state_table[state->operation].name, *(DWORD*)param_value);
>> +            return IDirect3DDevice9_SetFVF(device, *(DWORD*)param_value);
>> +        case SC_TEXTURE:
>> +        {
>> +            int sampler;
>> +
>> +            sampler = parent_index == -1 ? state->index : parent_index;
>> +            TRACE("%s: sampler %d value %p\n", state_table[state->operation].name, sampler, *(IDirect3DBaseTexture9 **)param_value);
>> +            return IDirect3DDevice9_SetTexture(device, sampler, *(IDirect3DBaseTexture9 **)param_value);
>> +        }
>> +        case SC_TEXTURESTAGE:
>> +            TRACE("%s: stage %d value %u\n", state_table[state->operation].name, state->index, *(DWORD*)param_value);
>> +            return IDirect3DDevice9_SetTextureStageState(device, state->index, state_table[state->operation].op, *(DWORD*)param_value);
>> +        case SC_SETSAMPLER:
>> +        {
>> +            struct d3dx_sampler *sampler;
>> +            HRESULT ret, hr;
>> +            int i;
>> +
>> +            sampler = (struct d3dx_sampler *)param_value;
>> +            TRACE("%s: sampler %d applying %d states\n", state_table[state->operation].name, state->index, sampler->state_count);
>> +            ret = D3D_OK;
>> +            for (i = 0; i < sampler->state_count; i++)
>> +            {
>> +                hr = d3dx9_apply_state(This, pass, &sampler->states[i], state->index);
>> +                if (FAILED(hr))
>> +                    ret = hr;
>> +            }
>> +            return ret;
>> +        }
>> +        case SC_SAMPLERSTATE:
>> +        {
>> +            int sampler;
>> +
>> +            sampler = parent_index == -1 ? state->index : parent_index;
>> +            TRACE("%s sampler %d:%u\n", state_table[state->operation].name, sampler, *(DWORD*)param_value);
>> +            return IDirect3DDevice9_SetSamplerState(device, sampler, state_table[state->operation].op, *(DWORD*)param_value);
>> +        }
>> +        case SC_VERTEXSHADER:
>> +            TRACE("%s vertex shader %p\n", state_table[state->operation].name, *(IDirect3DVertexShader9 **)param_value);
>> +            hr = IDirect3DDevice9_SetVertexShader(device, *(IDirect3DVertexShader9 **)param_value);
>> +            if (FAILED(hr))
>> +                ERR("could not set vertex shader\n");
>> +            FIXME("not executing preshader and not setting constants\n");
>> +            return hr;
>> +        case SC_PIXELSHADER:
>> +            TRACE("%s pixel shader %p\n", state_table[state->operation].name, *(IDirect3DPixelShader9 **)param_value);
>> +            hr = IDirect3DDevice9_SetPixelShader(device, *(IDirect3DPixelShader9 **)param_value);
>> +            if (FAILED(hr))
>> +                ERR("could not set pixel shader\n");
>> +            FIXME("not executing preshader and not setting constants\n");
>> +            return hr;
>> +        case SC_TRANSFORM:
>> +            TRACE("%s %d\n", state_table[state->operation].name, state->index);
>> +            return IDirect3DDevice9_SetTransform(device, state_table[state->operation].op + state->index, (D3DMATRIX*)param_value);
>> +        case SC_LIGHTENABLE:
>> +            TRACE("%s index %d %d\n", state_table[state->operation].name, state->index, *(BOOL*)param_value);
>> +            return IDirect3DDevice9_LightEnable(device, state->index, *(BOOL*)param_value);
>> +        case SC_LIGHT:
>> +        {
>> +            D3DLIGHT9 light;
>> +
>> +            TRACE("%s op %d index %d\n", state_table[state->operation].name, state_table[state->operation].op, state->index);
>> +            hr = IDirect3DDevice9_GetLight(device, state->index, &light);
>> +            if (FAILED(hr))
>> +            {
>> +                WARN("could not get light: %#x\n", hr);
>> +                memset(&light, 0, sizeof light);
>> +            }
>> +            d3dx9_set_light_parameter(state_table[state->operation].op, &light, param_value);
>> +            return IDirect3DDevice9_SetLight(device, state->index, &light);
>> +        }
>> +        case SC_MATERIAL:
>> +        {
>> +            D3DMATERIAL9 material;
>> +
>> +            TRACE("%s op %d index %d\n", state_table[state->operation].name, state_table[state->operation].op, state->index);
>> +            hr = IDirect3DDevice9_GetMaterial(device, &material);
>> +            if (FAILED(hr))
>> +            {
>> +                WARN("could not get material: %#x\n", hr);
>> +                memset(&material, 0, sizeof material);
>> +            }
>> +            d3dx9_set_material_parameter(state_table[state->operation].op, &material, param_value);
>> +            return IDirect3DDevice9_SetMaterial(device, &material);
>> +        }
>> +        case SC_NPATCHMODE:
>> +            TRACE("%s %f\n", state_table[state->operation].name, *(float*)param_value);
>> +            return IDirect3DDevice9_SetNPatchMode(device, *(float*)param_value);
>> +        break;
> Break is unnecessary after the return (also it's wrongly indented).
>
>> +        case SC_SHADERCONST:
>> +            TRACE("%s op %d index %d\n", state_table[state->operation].name, state_table[state->operation].op, state->index);
>> +            return d3dx_set_shader_const_state(device, state_table[state->operation].op, state->index, param, param_value);
>> +        break;
>> +        default:
>> +            FIXME("%s not handled\n", state_table[state->operation].name);
>> +        break;
>> +    }
>> +    return D3D_OK;
>> +}
>> +
>> +static HRESULT d3dx9_apply_pass_states(struct ID3DXEffectImpl *This, struct d3dx_pass *pass)
>> +{
>> +    int istate;
> Unsigned int, also you could just call it "i" (or "state_idx").
>
>> +    HRESULT ret;
>> +
>> +    TRACE("This %p, pass %p, state_count=%d\n", This, pass, pass->state_count);
>> +
>> +    ret = D3D_OK;
>> +    for (istate = 0; istate < pass->state_count; istate++)
>> +    {
>> +        HRESULT hr;
>> +
>> +        hr = d3dx9_apply_state(This, pass, &pass->states[istate], -1);
>> +        if (FAILED(hr))
>> +        {
>> +            WARN("error applying state: %#x\n", hr);
>> +            ret = hr;
>> +        }
>> +    }
>> +    return ret;
>> +}
>> +
>>  static inline struct ID3DXEffectImpl *impl_from_ID3DXEffect(ID3DXEffect *iface)
>>  {
>>      return CONTAINING_RECORD(iface, struct ID3DXEffectImpl, ID3DXEffect_iface);
>> @@ -3158,7 +3492,23 @@ static HRESULT WINAPI ID3DXEffectImpl_Begin(ID3DXEffect *iface, UINT *passes, DW
>>          }
>>          else
>>          {
>> -            FIXME("State capturing not supported, yet!\n");
>> +            HRESULT hr;
>> +            int i;
>> +
>> +            if (!technique->saved_state)
>> +            {
>> +                hr = IDirect3DDevice9_BeginStateBlock(This->device);
>> +                if (FAILED(hr))
>> +                    ERR("BeginStateBlock failed: %#x\n",hr);
>> +                for (i = 0; i < technique->pass_count; i++)
>> +                    d3dx9_apply_pass_states(This, &technique->passes[i]);
>> +                hr = IDirect3DDevice9_EndStateBlock(This->device, &technique->saved_state);
>> +                if (FAILED(hr))
>> +                    ERR("EndStateBlock failed: %#x\n",hr);
>> +            }
>> +            hr = IDirect3DStateBlock9_Capture(technique->saved_state);
>> +            if (FAILED(hr))
>> +                ERR("StateBlock Capture failed: %#x\n",hr);
>>          }
>>
>>          *passes = technique->pass_count;
>> @@ -3183,10 +3533,7 @@ static HRESULT WINAPI ID3DXEffectImpl_BeginPass(ID3DXEffect *iface, UINT pass)
>>      if (technique && pass < technique->pass_count && !This->active_pass)
>>      {
>>          This->active_pass = &technique->passes[pass];
>> -
>> -        FIXME("No states applied, yet!\n");
>> -
>> -        return D3D_OK;
>> +        return d3dx9_apply_pass_states(This, This->active_pass);
>>      }
>>
>>      WARN("Invalid argument supplied.\n");
>> @@ -3198,15 +3545,13 @@ static HRESULT WINAPI ID3DXEffectImpl_CommitChanges(ID3DXEffect* iface)
>>  {
>>      struct ID3DXEffectImpl *This = impl_from_ID3DXEffect(iface);
>>
>> -    FIXME("(%p)->(): stub\n", This);
>> -
>>      if (!This->active_pass)
>>      {
>>          WARN("Called without an active pass.\n");
>>          return D3D_OK;
>>      }
>> -
>> -    return E_NOTIMPL;
>> +    /* TODO: apply only changed states */
>> +    return d3dx9_apply_pass_states(This, This->active_pass);
>>  }
>>
>>  static HRESULT WINAPI ID3DXEffectImpl_EndPass(ID3DXEffect *iface)
>> @@ -3229,6 +3574,7 @@ static HRESULT WINAPI ID3DXEffectImpl_EndPass(ID3DXEffect *iface)
>>  static HRESULT WINAPI ID3DXEffectImpl_End(ID3DXEffect *iface)
>>  {
>>      struct ID3DXEffectImpl *This = impl_from_ID3DXEffect(iface);
>> +    struct d3dx_technique *technique = This->active_technique;
>>
>>      TRACE("iface %p.\n", iface);
>>
>> @@ -3241,7 +3587,16 @@ static HRESULT WINAPI ID3DXEffectImpl_End(ID3DXEffect *iface)
>>      }
>>      else
>>      {
>> -        FIXME("State restoring not supported, yet!\n");
>> +        HRESULT hr;
>> +
>> +        if (technique && technique->saved_state)
>> +        {
>> +            hr = IDirect3DStateBlock9_Apply(technique->saved_state);
>> +            if (FAILED(hr))
>> +                ERR("stateblock apply failed: %#x\n",hr);
>> +        }
>> +        else
>> +            ERR("no saved state");
>>      }
>>
>>      This->started = FALSE;
>> diff --git a/dlls/d3dx9_36/tests/effect.c b/dlls/d3dx9_36/tests/effect.c
>> index 482f064..a1b35b7 100644
>> --- a/dlls/d3dx9_36/tests/effect.c
>> +++ b/dlls/d3dx9_36/tests/effect.c
>> @@ -2692,6 +2692,246 @@ static void test_effect_compilation_errors(IDirect3DDevice9 *device)
>>      effect->lpVtbl->Release(effect);
>>  }
>>
>> +/* fxc.exe /T fx_2_0
>> +vertexshader vs_arr1[2] =
>> +{
>> +    asm
>> +    {
>> +    vs_1_1
>> +    def c0, 1, 1, 1, 1
>> +    mov oPos, c0
>> +    },
>> +    asm
>> +    {
>> +    vs_2_0
>> +    def c0, 2, 2, 2, 2
>> +    mov oPos, c0
>> +    }
>> +};
> Good idea with the shader array.
>
>> +
>> +sampler sampler1 =
>> +sampler_state
>> +{
>> +    MipFilter = LINEAR;
>> +};
>> +
>> +float4x4 camera : VIEW = {4.0,0.0,0.0,0.0, 0.0,0.0,0.0,0.0, 0.0,0.0,0.0,0.0, 0.0,0.0,0.0,6.0};
>> +technique tech0
>> +{
>> +   pass p0
>> +   {
>> +   vertexshader = vs_arr1[1];
> Idea for a future preshader test, see what happens if you put an
> expression using parameters as the array index. Not a priority by any
> means.
>
>> +   VertexShaderConstant1[3] = {2,2,2,2};
>> +   BlendOp = 2;
>> +   AlphaOp[3] = 4;
>> +   ZEnable = true;
>> +   WorldTransform[1]={2.0,0.0,0.0,0.0, 0.0,0.0,0.0,0.0, 0.0,0.0,0.0,0.0, 0.0,0.0,0.0,4.0};
>> +   ViewTransform=(camera);
>> +   LightEnable[2] = TRUE;
>> +   LightType[2] = POINT;
>> +   LightPosition[2] = {4.0f, 5.0f, 6.0f};
>> +   Sampler[1] = sampler1;
>> +   }
>> +}
> I know this is just for reference but it would be better if this was
> formatted properly.
>
>> +*/
>> +static const DWORD test_effect_states_effect_blob[] =
>> +{
>> +0xfeff0901, 0x000002e8, 0x00000000, 0x00000010, 0x00000004, 0x00000020, 0x00000000, 0x00000002,
>> +0x00000001, 0x00000002, 0x00000008, 0x615f7376, 0x00317272, 0x0000000a, 0x00000004, 0x00000074,
>> +0x00000000, 0x00000000, 0x00000002, 0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000,
>> +0x00000001, 0x00000001, 0x00000001, 0x000000ab, 0x00000100, 0x00000044, 0x00000040, 0x00000009,
>> +0x706d6173, 0x3172656c, 0x00000000, 0x00000003, 0x00000002, 0x000000e0, 0x000000ec, 0x00000000,
>> +0x00000004, 0x00000004, 0x40800000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
>> +0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
>> +0x00000000, 0x40c00000, 0x00000007, 0x656d6163, 0x00006172, 0x00000005, 0x57454956, 0x00000000,
>> +0x00000003, 0x00000010, 0x00000004, 0x00000000, 0x00000000, 0x00000000, 0x40000000, 0x40000000,
>> +0x40000000, 0x40000000, 0x00000003, 0x00000003, 0x00000000, 0x00000000, 0x00000000, 0x00000004,
>> +0x00000001, 0x00000002, 0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
>> +0x00000001, 0x00000004, 0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
>> +0x00000001, 0x00000001, 0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
>> +0x00000001, 0x40000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
>> +0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
>> +0x40800000, 0x00000003, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000010, 0x00000001,
>> +0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
>> +0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
>> +0x00000003, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000004, 0x00000004, 0x00000001,
>> +0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x00000001,
>> +0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x40800000,
>> +0x40a00000, 0x40c00000, 0x00000003, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000003,
>> +0x00000001, 0x00000000, 0x0000000a, 0x00000004, 0x00000000, 0x00000000, 0x00000000, 0x00000003,
>> +0x00003070, 0x00000006, 0x68636574, 0x00000030, 0x00000003, 0x00000001, 0x00000005, 0x00000004,
>> +0x00000004, 0x00000018, 0x00000000, 0x00000000, 0x0000002c, 0x00000060, 0x00000000, 0x00000000,
>> +0x00000084, 0x000000a0, 0x00000000, 0x00000000, 0x000002dc, 0x00000000, 0x00000001, 0x000002d4,
>> +0x00000000, 0x0000000b, 0x00000092, 0x00000000, 0x000000fc, 0x000000f8, 0x00000098, 0x00000003,
>> +0x00000120, 0x00000110, 0x0000004b, 0x00000000, 0x00000140, 0x0000013c, 0x0000006b, 0x00000003,
>> +0x00000160, 0x0000015c, 0x00000000, 0x00000000, 0x00000180, 0x0000017c, 0x0000007d, 0x00000001,
>> +0x000001dc, 0x0000019c, 0x0000007c, 0x00000000, 0x00000238, 0x000001f8, 0x00000091, 0x00000002,
>> +0x00000258, 0x00000254, 0x00000084, 0x00000002, 0x00000278, 0x00000274, 0x00000088, 0x00000002,
>> +0x000002a0, 0x00000294, 0x000000b2, 0x00000001, 0x000002c0, 0x000002bc, 0x00000002, 0x00000003,
>> +0x00000001, 0x0000002c, 0xfffe0101, 0x00000051, 0xa00f0000, 0x3f800000, 0x3f800000, 0x3f800000,
>> +0x3f800000, 0x00000001, 0xc00f0000, 0xa0e40000, 0x0000ffff, 0x00000002, 0x0000002c, 0xfffe0200,
>> +0x05000051, 0xa00f0000, 0x40000000, 0x40000000, 0x40000000, 0x40000000, 0x02000001, 0xc00f0000,
>> +0xa0e40000, 0x0000ffff, 0x00000000, 0x00000000, 0xffffffff, 0x0000000a, 0x00000001, 0x00000009,
>> +0x706d6173, 0x3172656c, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 0x00000006, 0x00000000,
>> +0x0000016c, 0x46580200, 0x0030fffe, 0x42415443, 0x0000001c, 0x0000008b, 0x46580200, 0x00000001,
>> +0x0000001c, 0x20000100, 0x00000088, 0x00000030, 0x00000002, 0x00000004, 0x00000038, 0x00000048,
>> +0x656d6163, 0xab006172, 0x00030003, 0x00040004, 0x00000001, 0x00000000, 0x40800000, 0x00000000,
>> +0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
>> +0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x40c00000, 0x4d007874, 0x6f726369,
>> +0x74666f73, 0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e392072,
>> +0x392e3932, 0x332e3235, 0x00313131, 0x0002fffe, 0x54494c43, 0x00000000, 0x0024fffe, 0x434c5846,
>> +0x00000004, 0x10000004, 0x00000001, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000004,
>> +0x00000000, 0x10000004, 0x00000001, 0x00000000, 0x00000002, 0x00000004, 0x00000000, 0x00000004,
>> +0x00000004, 0x10000004, 0x00000001, 0x00000000, 0x00000002, 0x00000008, 0x00000000, 0x00000004,
>> +0x00000008, 0x10000004, 0x00000001, 0x00000000, 0x00000002, 0x0000000c, 0x00000000, 0x00000004,
>> +0x0000000c, 0xf0f0f0f0, 0x0f0f0f0f, 0x0000ffff, 0x00000000, 0x00000000, 0xffffffff, 0x00000000,
>> +0x00000001, 0x0000000b, 0x615f7376, 0x5b317272, 0x00005d31,
>> +};
>> +
>> +static DWORD test_effect_states_vshader_buf[sizeof test_effect_states_effect_blob / sizeof (DWORD)];
> Please use parentheses for the argument of sizeof consistently (always
> use them, no space).
>
>> +
>> +static void test_effect_states(IDirect3DDevice9 *device)
>> +{
>> +    D3DMATRIX test_mat =
>> +    {
>> +        {
>> +        -1.0f, 0.0f, 0.0f, 0.0f,
>> +        0.0f, 0.0f, 0.0f, 0.0f,
>> +        0.0f, 0.0f, 0.0f, 0.0f,
>> +        0.0f, 0.0f, 0.0f, 0.0f
>> +        }
>> +    };
>> +    D3DMATRIX mat;
>> +    HRESULT hr;
>> +    ID3DXEffect *effect;
>> +    UINT cPasses;
> No camelcase or similar, just lowercase with underscores.
>
>> +    DWORD value;
>> +    IDirect3DVertexShader9 *vshader;
>> +    UINT byte_code_size;
>> +    BOOL bval;
>> +    D3DLIGHT9 light;
>> +    float float_data[4];
>> +
>> +    hr = D3DXCreateEffect(device, test_effect_states_effect_blob, sizeof(test_effect_states_effect_blob),
>> +        NULL, NULL, 0, NULL, &effect, NULL);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +
>> +    /* 1. State affected in passes saved/restored even if no pass
>> +       was performed. States not present in passes are not saved &
>> +       restored
>> +    */
> The "*/" goes on the previous line.
>
>> +    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_BLENDOP, 1);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAFUNC, 1);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +
>> +    hr = effect->lpVtbl->Begin(effect, &cPasses, 0);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +    ok(cPasses == 1, "Expected 1 pass, got %d\n", cPasses);
>> +
>> +    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_BLENDOP, 3);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAFUNC, 2);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +
>> +    hr = effect->lpVtbl->End(effect);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +
>> +    hr = IDirect3DDevice9_GetRenderState(device, D3DRS_BLENDOP, &value);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +    ok(value == 1, "Got result %d, expected %d\n", value, 1);
>> +    hr = IDirect3DDevice9_GetRenderState(device, D3DRS_ALPHAFUNC, &value);
>> +    ok(value == 2, "Got result %d, expected %d\n", value, 2);
>> +
>> +    /* 2. Test states application in BeginPass. No states are restored
>> +       on EndPass.
>> +    */
>> +    hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_MIPFILTER, 0);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, 0);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +
>> +    hr = IDirect3DDevice9_GetLightEnable(device, 2, &bval);
>> +    ok(!bval,"Got result %d, expected 0", bval);
>> +
>> +    hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(1), &test_mat);
>> +    hr = effect->lpVtbl->Begin(effect, &cPasses, 0);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +
>> +    hr = IDirect3DDevice9_GetTransform(device, D3DTS_WORLDMATRIX(1), &mat);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +    ok(mat.m[0][0] == test_mat.m[0][0], "Unexpected value: %f\n", mat.m[0][0]);
> I would check the entire matrix with memcmp().
>
>> +
>> +    hr = effect->lpVtbl->BeginPass(effect, 0);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +
>> +    hr = IDirect3DDevice9_GetTransform(device, D3DTS_WORLDMATRIX(1), &mat);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +    ok(mat.m[0][0] == 2.0f && mat.m[3][3] == 4.0f, "World matrix not applied (%f %f)\n", mat.m[0][0], mat.m[3][3]);
>> +
>> +    hr = IDirect3DDevice9_GetTransform(device, D3DTS_VIEW, &mat);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +    todo_wine ok(mat.m[0][0] == 4.0f && mat.m[3][3] == 6.0f, "View matrix not applied (%f %f)\n", mat.m[0][0], mat.m[3][3]);
>> +
>> +    hr = IDirect3DDevice9_GetRenderState(device, D3DRS_BLENDOP, &value);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +    ok(value == 2, "Got result %d, expected %d\n", value, 2);
>> +
>> +    hr = IDirect3DDevice9_GetVertexShader(device, &vshader);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +    byte_code_size = sizeof test_effect_states_vshader_buf;
>> +    hr = IDirect3DVertexShader9_GetFunction(vshader, test_effect_states_vshader_buf,&byte_code_size);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +    ok(byte_code_size > 1, "Got unexpected byte code size %d\n", byte_code_size);
>> +    ok(test_effect_states_vshader_buf[0] == 0xfffe0200, "Incorrect shader selected: %#x\n", test_effect_states_vshader_buf[0]);
>> +    IDirect3DVertexShader9_Release(vshader);
>> +
>> +    hr = IDirect3DDevice9_GetLightEnable(device, 2, &bval);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +    ok(bval,"Got result %d, expected TRUE", bval);
>> +    hr = IDirect3DDevice9_GetLight(device, 2, &light);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +    ok(light.Position.x == 4.0f && light.Position.y == 5.0f && light.Position.z == 6.0f,
>> +        "Got unexpected light position (%f, %f, %f)\n", light.Position.x, light.Position.y, light.Position.z);
>> +    hr = IDirect3DDevice9_GetVertexShaderConstantF(device, 3, float_data, 1);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +    ok(float_data[0] == 2.0f && float_data[1] == 2.0f && float_data[2] == 2.0f && float_data[3] == 2.0f,
>> +        "Got unexpected vertex shader floats: (%f %f %f %f)\n",
>> +        float_data[0], float_data[1], float_data[2], float_data[3]);
> We use 8 spaces for line continuations in new code.
>
>> +
>> +    hr = effect->lpVtbl->EndPass(effect);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +    hr = IDirect3DDevice9_GetRenderState(device, D3DRS_BLENDOP, &value);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +    ok(value == 2, "Got result %d, expected %d\n", value, 2);
>> +
>> +    hr = IDirect3DDevice9_GetRenderState(device, D3DRS_ZENABLE, &value);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +    ok(value,"Got result %d, expected TRUE\n", value);
>> +
>> +    hr = IDirect3DDevice9_GetSamplerState(device, 1, D3DSAMP_MIPFILTER, &value);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +    ok(value == D3DTEXF_LINEAR, "Unexpected sampler 1 mipfilter %d\n", value);
>> +
>> +    hr = IDirect3DDevice9_GetTextureStageState(device, 3, D3DTSS_ALPHAOP, &value);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +    ok(value == 4, "Unexpected texture stage 3 AlphaOp %d\n", value);
>> +
>> +    hr = effect->lpVtbl->End(effect);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +
>> +    hr = IDirect3DDevice9_GetTransform(device, D3DTS_WORLDMATRIX(1), &mat);
>> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);
>> +    ok(mat.m[0][0] == test_mat.m[0][0] && mat.m[3][3] == test_mat.m[3][3],
>> +        "World matrix not restored (%f %f)\n", mat.m[0][0], mat.m[3][3]);
>> +
>> +    hr = IDirect3DDevice9_GetLightEnable(device, 2, &bval);
>> +    ok(!bval,"Got result %d, expected 0", bval);
>> +
>> +    if (effect)
>> +        effect->lpVtbl->Release(effect);
>> +}
>> +
>>  START_TEST(effect)
>>  {
>>      HWND wnd;
>> @@ -2730,6 +2970,7 @@ START_TEST(effect)
>>      test_effect_parameter_value(device);
>>      test_effect_variable_names(device);
>>      test_effect_compilation_errors(device);
>> +    test_effect_states(device);
>>
>>      count = IDirect3DDevice9_Release(device);
>>      ok(count == 0, "The device was not properly freed: refcount %u\n", count);
>> --
>> 2.5.0




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