[PATCH 8/9] d3dx9: Add test for 'cmp' preshader opcode.

Matteo Bruni matteo.mystral at gmail.com
Thu May 11 10:32:11 CDT 2017


2017-05-11 17:08 GMT+02:00 Paul Gofman <gofmanp at gmail.com>:

> The problem is I met this opcode in the wild and thus added it in the first
> version of preshader implementation (and can "model" and test it by manually
> editing preshader code), but could not make native d3dx compiler to generate
> it so far. Whatever I tried in HLSL which would be a straightforward use of
> 'cmp' resulted in different opcode sequences. It was either generated by
> some earlier versions of compiler or I just could not find the conditions
> under which it will be used. As for adding some other 3-parameter opcode to
> effect blob, while scanning all the opcodes in the 3 hex digit opcode range
> I have found just one other 3 parameter opcode 'movc', but it seem to always
> return 0 and I cannot generate it in effect blob from source either. So by
> now I didn't find any other way to test this opcode rather than manually
> code it in the effect blob.
>
>     Maybe I would rather generate the code for all the other cases too? It
> won't make this part less evident but it will be a uniform approach.

Well, yes, I mean creating by hand an effect blob with the specific
instruction encodings you're currently testing in
test_effect_preshader_ops(). You might make a separate preshader /
state for each instruction or not (or anything in between), whatever
is easier.



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