[PATCH 1/3] d3dx9/tests: Add test for effect with unsupported shader.

Matteo Bruni matteo.mystral at gmail.com
Thu Aug 31 13:25:03 CDT 2017


2017-08-31 19:40 GMT+02:00 Paul Gofman <gofmanp at gmail.com>:
> Signed-off-by: Paul Gofman <gofmanp at gmail.com>
> ---
>  dlls/d3dx9_36/tests/effect.c | 185 +++++++++++++++++++++++++++++++++++++++++++
>  1 file changed, 185 insertions(+)
>
> diff --git a/dlls/d3dx9_36/tests/effect.c b/dlls/d3dx9_36/tests/effect.c
> index 9658d2dc82..3e8df11d24 100644
> --- a/dlls/d3dx9_36/tests/effect.c
> +++ b/dlls/d3dx9_36/tests/effect.c
> @@ -6981,6 +6981,190 @@ static void test_effect_skip_constants(IDirect3DDevice9 *device)
>      effect->lpVtbl->Release(effect);
>  }
>
> +#if 0
> +vertexshader vs_arr[2] =
> +{
> +    asm
> +    {
> +        vs_3_0
> +        def c0, 1, 1, 1, 1
> +        dcl_position o0
> +        mov o0, c0
> +    },
> +
> +    asm
> +    {
> +        vs_3_sw
> +        def c256, 1, 1, 1, 1
> +        dcl_position o0
> +        mov o0, c256
> +    },
> +};
> +
> +int i;
> +
> +technique tech0
> +{
> +    pass p0
> +    {
> +        VertexShader = vs_arr[1];
> +    }
> +}
> +technique tech1
> +{
> +    pass p0
> +    {
> +        VertexShader = vs_arr[i];
> +    }
> +}
> +#endif
> +static const DWORD test_effect_unsupported_shader_blob[] =
> +{
> +    0xfeff0901, 0x000000ac, 0x00000000, 0x00000010, 0x00000004, 0x00000020, 0x00000000, 0x00000002,
> +    0x00000001, 0x00000002, 0x00000007, 0x615f7376, 0x00007272, 0x00000002, 0x00000000, 0x0000004c,
> +    0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x00000000, 0x00000002, 0x00000069, 0x00000003,
> +    0x00000010, 0x00000004, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00003070, 0x00000006,
> +    0x68636574, 0x00000030, 0x00000004, 0x00000010, 0x00000004, 0x00000000, 0x00000000, 0x00000000,
> +    0x00000003, 0x00003070, 0x00000006, 0x68636574, 0x00000031, 0x00000002, 0x00000002, 0x00000006,
> +    0x00000005, 0x00000004, 0x00000018, 0x00000000, 0x00000000, 0x0000002c, 0x00000048, 0x00000000,
> +    0x00000000, 0x00000074, 0x00000000, 0x00000001, 0x0000006c, 0x00000000, 0x00000001, 0x00000092,
> +    0x00000000, 0x00000058, 0x00000054, 0x000000a0, 0x00000000, 0x00000001, 0x00000098, 0x00000000,
> +    0x00000001, 0x00000092, 0x00000000, 0x00000084, 0x00000080, 0x00000002, 0x00000002, 0x00000001,
> +    0x00000038, 0xfffe0300, 0x05000051, 0xa00f0000, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000,
> +    0x0200001f, 0x80000000, 0xe00f0000, 0x02000001, 0xe00f0000, 0xa0e40000, 0x0000ffff, 0x00000002,
> +    0x00000038, 0xfffe0300, 0x05000051, 0xa00f0100, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000,
> +    0x0200001f, 0x80000000, 0xe00f0000, 0x02000001, 0xe00f0000, 0xa0e40100, 0x0000ffff, 0x00000001,
> +    0x00000000, 0xffffffff, 0x00000000, 0x00000002, 0x000000e4, 0x00000008, 0x615f7376, 0x00007272,
> +    0x46580200, 0x0023fffe, 0x42415443, 0x0000001c, 0x00000057, 0x46580200, 0x00000001, 0x0000001c,
> +    0x00000100, 0x00000054, 0x00000030, 0x00000002, 0x00000001, 0x00000034, 0x00000044, 0xabab0069,
> +    0x00020000, 0x00010001, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
> +    0x4d007874, 0x6f726369, 0x74666f73, 0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320,
> +    0x656c6970, 0x2e392072, 0x392e3932, 0x332e3235, 0x00313131, 0x0002fffe, 0x54494c43, 0x00000000,
> +    0x000cfffe, 0x434c5846, 0x00000001, 0x10000001, 0x00000001, 0x00000000, 0x00000002, 0x00000000,
> +    0x00000000, 0x00000004, 0x00000000, 0xf0f0f0f0, 0x0f0f0f0f, 0x0000ffff, 0x00000000, 0x00000000,
> +    0xffffffff, 0x00000000, 0x00000001, 0x0000000a, 0x615f7376, 0x315b7272, 0x0000005d,
> +};
> +
> +#define TEST_EFFECT_UNSUPPORTED_SHADER_VSHADER_POS 81
> +#define TEST_EFFECT_UNSUPPORTED_SHADER_VSHADER_LEN 14
> +
> +static void test_effect_unsupported_shader(void)
> +{
> +    D3DPRESENT_PARAMETERS present_parameters = {0};
> +    IDirect3DVertexShader9 *vshader;
> +    unsigned int passes_count;
> +    IDirect3DDevice9 *device;
> +    UINT byte_code_size;
> +    ID3DXEffect *effect;
> +    IDirect3D9 *d3d;
> +    void *byte_code;
> +    ULONG refcount;
> +    HWND window;
> +    HRESULT hr;
> +
> +    if (!(window = CreateWindowA("static", "d3dx9_test", WS_OVERLAPPEDWINDOW, 0, 0,
> +            640, 480, NULL, NULL, NULL, NULL)))
> +    {
> +        skip("Couldn't create application window\n");
> +        return;
> +    }
> +    if (!(d3d = Direct3DCreate9(D3D_SDK_VERSION)))
> +    {
> +        skip("Couldn't create IDirect3D9 object\n");
> +        DestroyWindow(window);
> +        return;
> +    }
> +    present_parameters.Windowed = TRUE;
> +    present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
> +    hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window,
> +            D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device);
> +    if (FAILED(hr)) {
> +        skip("Failed to create IDirect3DDevice9 object, hr %#x\n", hr);
> +        IDirect3D9_Release(d3d);
> +        DestroyWindow(window);
> +        return;
> +    }
> +
> +    hr = D3DXCreateEffectEx(device, test_effect_unsupported_shader_blob, sizeof(test_effect_unsupported_shader_blob),
> +            NULL, NULL, NULL, 0, NULL, &effect, NULL);
> +    todo_wine
> +    ok(hr == D3D_OK, "Got result %#x.\n", hr);
> +    if (FAILED(hr))
> +    {
> +        skip("Failed to create effect, skipping test.\n");
> +        goto cleanup;
> +    }
> +
> +    hr = effect->lpVtbl->ValidateTechnique(effect, "missing_technique");
> +    ok(hr == D3DERR_INVALIDCALL, "Got result %#x.\n", hr);
> +    hr = effect->lpVtbl->ValidateTechnique(effect, "tech0");
> +    ok(hr == E_FAIL, "Got result %#x.\n", hr);
> +
> +    hr = effect->lpVtbl->ValidateTechnique(effect, "tech1");
> +    ok(hr == D3D_OK, "Got result %#x.\n", hr);
> +    effect->lpVtbl->SetInt(effect, "i", 1);
> +    ok(hr == D3D_OK, "Got result %#x.\n", hr);
> +    hr = effect->lpVtbl->ValidateTechnique(effect, "tech1");
> +    ok(hr == E_FAIL, "Got result %#x.\n", hr);
> +    effect->lpVtbl->SetInt(effect, "i", 0);
> +    hr = effect->lpVtbl->ValidateTechnique(effect, "tech1");
> +    ok(hr == D3D_OK, "Got result %#x.\n", hr);
> +
> +    hr = effect->lpVtbl->SetTechnique(effect, "tech0");
> +    ok(hr == D3D_OK, "Got result %#x.\n", hr);
> +    hr = effect->lpVtbl->Begin(effect, &passes_count, 0);
> +    ok(hr == D3D_OK, "Got result %#x.\n", hr);
> +    hr = effect->lpVtbl->BeginPass(effect, 0);
> +    ok(hr == D3D_OK, "Got result %#x.\n", hr);
> +
> +    hr = IDirect3DDevice9_GetVertexShader(device, &vshader);
> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
> +    ok(!vshader, "Got non NULL vshader.\n");
> +
> +    hr = effect->lpVtbl->EndPass(effect);
> +    ok(hr == D3D_OK, "Got result %#x.\n", hr);
> +    hr = effect->lpVtbl->End(effect);
> +    ok(hr == D3D_OK, "Got result %#x.\n", hr);
> +
> +    hr = effect->lpVtbl->SetTechnique(effect, "tech1");
> +    ok(hr == D3D_OK, "Got result %#x.\n", hr);
> +    hr = effect->lpVtbl->Begin(effect, &passes_count, 0);
> +    ok(hr == D3D_OK, "Got result %#x.\n", hr);
> +    hr = effect->lpVtbl->BeginPass(effect, 0);
> +    ok(hr == D3D_OK, "Got result %#x.\n", hr);
> +
> +    hr = IDirect3DDevice9_GetVertexShader(device, &vshader);
> +    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
> +    ok(!!vshader, "Got NULL vshader.\n");
> +    hr = IDirect3DVertexShader9_GetFunction(vshader, NULL, &byte_code_size);
> +    ok(hr == D3D_OK, "Got result %x.\n", hr);
> +    byte_code = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, byte_code_size);
> +    hr = IDirect3DVertexShader9_GetFunction(vshader, byte_code, &byte_code_size);
> +    ok(hr == D3D_OK, "Got result %x.\n", hr);
> +    ok(byte_code_size == TEST_EFFECT_UNSUPPORTED_SHADER_VSHADER_LEN * sizeof(DWORD),
> +            "Got unexpected byte code size %u.\n", byte_code_size);
> +    ok(!memcmp(byte_code,
> +            &test_effect_unsupported_shader_blob[TEST_EFFECT_UNSUPPORTED_SHADER_VSHADER_POS],
> +            byte_code_size), "Incorrect shader selected.\n");

I was confused by this at first, I thought somehow the unsupported
vs_3_sw shader was set. That's not the case,
TEST_EFFECT_UNSUPPORTED_SHADER_VSHADER_POS is the position of the
vs_3_0 shader, but the naming throw me off.
Can you rename those defines to "BYTECODE_VS_3_0_POS" or something
that makes it clear that it refers to the hardware shader in
vs_arr[0]?



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