[v2 1/6] d3dx9: add test for basic effect state management.

Matteo Bruni matteo.mystral at gmail.com
Wed Mar 2 10:05:22 CST 2016


2016-03-01 18:09 GMT+01:00 Paul Gofman <gofmanp at gmail.com>:
> Signed-off-by: Paul Gofman <gofmanp at gmail.com>
> ---
>  dlls/d3dx9_36/tests/effect.c | 260 +++++++++++++++++++++++++++++++++++++++++++
>  1 file changed, 260 insertions(+)
>

I think these patches are on the right path in general. There are a
number of small issues though.

You have a few trailing whitespaces in your patches, make sure to get
rid of them.

> diff --git a/dlls/d3dx9_36/tests/effect.c b/dlls/d3dx9_36/tests/effect.c
> index 1b895da..6dd3e00 100644
> --- a/dlls/d3dx9_36/tests/effect.c
> +++ b/dlls/d3dx9_36/tests/effect.c
> @@ -2692,6 +2692,265 @@ static void test_effect_compilation_errors(IDirect3DDevice9 *device)
>      effect->lpVtbl->Release(effect);
>  }
>
> +/* fxc.exe /T fx_2_0

Better if you put the effect source in a #if 0 block, as it is done
elsewhere, instead of inside a comment.

> +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
> +    }
> +};
> +
> +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];
> +       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;
> +   }
> +} */
> +
> +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,
> +};

Can you please indent the effect blob data?

> +
> +static DWORD test_effect_states_vshader_buf[sizeof(test_effect_states_effect_blob) / sizeof(DWORD)];

It seems better to dynamically allocate the buffer instead. Something like:
- call GetFunction() with a NULL data pointer to get the size
- HeapAlloc() the buffer with the received size
- call GetFunction() again, passing it the allocated buffer
- do your checks
- HeapFree() the buffer

> +
> +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 test_mat_camera =
> +    {{{
> +        4.0f, 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, 6.0f
> +    }}};
> +    D3DMATRIX test_mat_world1 =
> +    {{{
> +        2.0f, 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, 4.0f
> +    }}};
> +    D3DMATRIX mat;
> +    HRESULT hr;
> +    ID3DXEffect *effect;
> +    UINT npasses;
> +    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 */

That type of "n." notation isn't found elsewhere and I don't think
it's particularly useful here either.

> +    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, &npasses, 0);
> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
> +    ok(npasses == 1, "Expected 1 pass, got %u\n", npasses);
> +
> +    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);
> +    todo_wine ok(value == 1, "Got result %u, expected %u.\n", value, 1);
> +    hr = IDirect3DDevice9_GetRenderState(device, D3DRS_ALPHAFUNC, &value);
> +    ok(value == 2, "Got result %u, expected %u.\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);
> +    todo_wine ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
> +    if (hr == D3D_OK)
> +        ok(!bval,"Got result %u, expected 0.", bval);
> +
> +    hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(1), &test_mat);
> +    hr = effect->lpVtbl->Begin(effect, &npasses, 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]);

Any reason you're not checking the entire matrix this time only?

> +
> +    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);
> +    todo_wine ok(!memcmp(mat.m, test_mat_world1.m, sizeof(mat)), "World matrix does not match.\n");
> +
> +    hr = IDirect3DDevice9_GetTransform(device, D3DTS_VIEW, &mat);
> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
> +    todo_wine ok(!memcmp(mat.m, test_mat_camera.m, sizeof(mat)), "View matrix does not match.\n");
> +
> +    hr = IDirect3DDevice9_GetRenderState(device, D3DRS_BLENDOP, &value);
> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
> +    todo_wine ok(value == 2, "Got result %u, expected %u\n", value, 2);
> +
> +    hr = IDirect3DDevice9_GetVertexShader(device, &vshader);
> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
> +    todo_wine ok(vshader != NULL, "Got NULL vshader.\n");
> +    if (vshader)
> +    {
> +        byte_code_size = sizeof(test_effect_states_vshader_buf);
> +        hr = IDirect3DVertexShader9_GetFunction(vshader, test_effect_states_vshader_buf,&byte_code_size);

Whitespace after comma.

> +        ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
> +        ok(byte_code_size > 1, "Got unexpected byte code size %u.\n", byte_code_size);
> +        ok(test_effect_states_vshader_buf[0] == 0xfffe0200, "Incorrect shader selected: %#x.\n", test_effect_states_vshader_buf[0]);

Here you could memcmp the entire shader with the one from the effect blob.

> +        IDirect3DVertexShader9_Release(vshader);
> +    }
> +
> +    hr = IDirect3DDevice9_GetLightEnable(device, 2, &bval);
> +    todo_wine ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
> +    if (hr == D3D_OK)
> +        ok(bval,"Got result %u, expected TRUE.\n", bval);
> +    hr = IDirect3DDevice9_GetLight(device, 2, &light);
> +    todo_wine ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
> +    if (hr == D3D_OK)
> +        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);
> +    todo_wine 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]);
> +
> +    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);
> +    todo_wine ok(value == 2, "Got result %u, expected %u\n", value, 2);
> +
> +    hr = IDirect3DDevice9_GetRenderState(device, D3DRS_ZENABLE, &value);
> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
> +    todo_wine ok(value,"Got result %u, 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);
> +    todo_wine ok(value == D3DTEXF_LINEAR, "Unexpected sampler 1 mipfilter %u.\n", value);
> +
> +    hr = IDirect3DDevice9_GetTextureStageState(device, 3, D3DTSS_ALPHAOP, &value);
> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
> +    todo_wine ok(value == 4, "Unexpected texture stage 3 AlphaOp %u.\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(!memcmp(mat.m, test_mat.m, sizeof(mat)), "World matrix not restored.\n");
> +
> +    hr = IDirect3DDevice9_GetLightEnable(device, 2, &bval);
> +    todo_wine ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
> +    if (hr == D3D_OK)
> +        ok(!bval,"Got result %u, expected 0.\n", bval);
> +
> +    if (effect)
> +        effect->lpVtbl->Release(effect);
> +}
> +
>  START_TEST(effect)
>  {
>      HWND wnd;
> @@ -2730,6 +2989,7 @@ 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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