[PATCH 4/5] d3dcompiler/tests: Add tests for semantics.
Zebediah Figura
z.figura12 at gmail.com
Wed Aug 12 19:33:39 CDT 2020
Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
---
dlls/d3dcompiler_43/tests/hlsl_d3d11.c | 242 ++++++++++++++++++++++++-
1 file changed, 238 insertions(+), 4 deletions(-)
diff --git a/dlls/d3dcompiler_43/tests/hlsl_d3d11.c b/dlls/d3dcompiler_43/tests/hlsl_d3d11.c
index 63f8f3156b3..aff75a5eafa 100644
--- a/dlls/d3dcompiler_43/tests/hlsl_d3d11.c
+++ b/dlls/d3dcompiler_43/tests/hlsl_d3d11.c
@@ -42,13 +42,14 @@ struct vec4
float x, y, z, w;
};
-#define compile_shader(a, b) compile_shader_(__LINE__, a, b)
-static ID3D10Blob *compile_shader_(unsigned int line, const char *source, const char *target)
+#define compile_shader(a, b) compile_shader_(__LINE__, a, b, 0)
+#define compile_shader_flags(a, b, c) compile_shader_(__LINE__, a, b, c)
+static ID3D10Blob *compile_shader_(unsigned int line, const char *source, const char *target, UINT flags)
{
ID3D10Blob *blob = NULL, *errors = NULL;
HRESULT hr;
- hr = ppD3DCompile(source, strlen(source), NULL, NULL, NULL, "main", target, 0, 0, &blob, &errors);
+ hr = ppD3DCompile(source, strlen(source), NULL, NULL, NULL, "main", target, flags, 0, &blob, &errors);
ok_(__FILE__, line)(hr == S_OK, "Failed to compile shader, hr %#x.\n", hr);
if (errors)
{
@@ -287,7 +288,7 @@ static void draw_quad_(unsigned int line, struct test_context *context, ID3D10Bl
if (!context->vs)
{
- ID3D10Blob *vs_code = compile_shader_(line, vs_source, "vs_4_0");
+ ID3D10Blob *vs_code = compile_shader_(line, vs_source, "vs_4_0", 0);
hr = ID3D11Device_CreateInputLayout(device, default_layout_desc, ARRAY_SIZE(default_layout_desc),
ID3D10Blob_GetBufferPointer(vs_code), ID3D10Blob_GetBufferSize(vs_code), &context->input_layout);
@@ -734,6 +735,238 @@ static void test_reflection(void)
ok(!refcount, "Got unexpected refcount %u.\n", refcount);
}
+static void check_parameter_desc(const char *prefix, const D3D11_SIGNATURE_PARAMETER_DESC *desc,
+ const D3D11_SIGNATURE_PARAMETER_DESC *expect)
+{
+ ok(!strcmp(desc->SemanticName, expect->SemanticName), "%s: got name %s.\n", prefix, debugstr_a(desc->SemanticName));
+ ok(desc->SemanticIndex == expect->SemanticIndex, "%s: got index %u.\n", prefix, desc->SemanticIndex);
+ ok(desc->Register == expect->Register, "%s: got register %u.\n", prefix, desc->Register);
+ ok(desc->SystemValueType == expect->SystemValueType, "%s: got sysval %u.\n", prefix, desc->SystemValueType);
+ ok(desc->ComponentType == expect->ComponentType, "%s: got data type %u.\n", prefix, desc->ComponentType);
+ ok(desc->Mask == expect->Mask, "%s: got mask %#x.\n", prefix, desc->Mask);
+ todo_wine_if(desc->ReadWriteMask != expect->ReadWriteMask)
+ ok(desc->ReadWriteMask == expect->ReadWriteMask, "%s: got used mask %#x.\n", prefix, desc->ReadWriteMask);
+ ok(desc->Stream == expect->Stream, "%s: got stream %u.\n", prefix, desc->Stream);
+}
+
+static void test_semantic_reflection(void)
+{
+ D3D11_SIGNATURE_PARAMETER_DESC desc;
+ ID3D11ShaderReflection *reflection;
+ D3D11_SHADER_DESC shader_desc;
+ ID3D10Blob *code = NULL;
+ unsigned int i, j;
+ char prefix[40];
+ ULONG refcount;
+ HRESULT hr;
+
+ static const char vs1_source[] =
+ "void main(\n"
+ " in float4 a : apple,\n"
+ " out float4 b : banana2,\n"
+ " inout float4 c : color,\n"
+ " inout float4 d : depth,\n"
+ " inout float4 e : sv_position,\n"
+ " in uint3 f : fruit,\n"
+ " inout bool2 g : grape,\n"
+ " in int h : honeydew)\n"
+ "{\n"
+ " b.yw = a.xz;\n"
+ "}";
+
+ static const D3D11_SIGNATURE_PARAMETER_DESC vs1_inputs[] =
+ {
+ {"apple", 0, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0x5},
+ {"color", 0, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
+ {"depth", 0, 2, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
+ {"sv_position", 0, 3, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
+ {"fruit", 0, 4, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_UINT32, 0x7},
+ {"grape", 0, 5, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_UINT32, 0x3, 0x3},
+ {"honeydew", 0, 6, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_SINT32, 0x1},
+ };
+
+ static const D3D11_SIGNATURE_PARAMETER_DESC vs1_outputs[] =
+ {
+ {"banana", 2, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0x5},
+ {"color", 0, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
+ {"depth", 0, 2, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
+ {"sv_position", 0, 3, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
+ {"grape", 0, 4, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_UINT32, 0x3, 0xc},
+ };
+
+ static const char vs2_source[] =
+ "void main(inout float4 pos : position)\n"
+ "{\n"
+ "}";
+
+ static const D3D11_SIGNATURE_PARAMETER_DESC vs2_inputs[] =
+ {
+ {"position", 0, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
+ };
+
+ static const D3D11_SIGNATURE_PARAMETER_DESC vs2_outputs[] =
+ {
+ {"position", 0, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
+ };
+
+ static const D3D11_SIGNATURE_PARAMETER_DESC vs2_legacy_outputs[] =
+ {
+ {"SV_Position", 0, 0, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
+ };
+
+ static const char ps1_source[] =
+ "void main(\n"
+ " in float2 a : apple,\n"
+ " out float4 b : sv_target2,\n"
+ " out float c : sv_depth,\n"
+ " in float4 d : position,\n"
+ " in float4 e : sv_position)\n"
+ "{\n"
+ " b = d;\n"
+ " c = 0;\n"
+ "}";
+
+ static const D3D11_SIGNATURE_PARAMETER_DESC ps1_inputs[] =
+ {
+ {"apple", 0, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0x3},
+ {"position", 0, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
+ {"sv_position", 0, 2, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
+ };
+
+ static const D3D11_SIGNATURE_PARAMETER_DESC ps1_outputs[] =
+ {
+ {"sv_target", 2, 2, D3D_NAME_TARGET, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
+ {"sv_depth", 0, ~0u, D3D_NAME_DEPTH, D3D_REGISTER_COMPONENT_FLOAT32, 0x1, 0xe},
+ };
+
+ static const char ps2_source[] =
+ "void main(\n"
+ " inout float4 a : color2,\n"
+ " inout float b : depth,\n"
+ " in float4 c : position)\n"
+ "{\n"
+ "}";
+
+ static const D3D11_SIGNATURE_PARAMETER_DESC ps2_inputs[] =
+ {
+ {"color", 2, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
+ {"depth", 0, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0x1, 0x1},
+ {"SV_Position", 0, 2, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
+ };
+
+ static const D3D11_SIGNATURE_PARAMETER_DESC ps2_outputs[] =
+ {
+ {"SV_Target", 2, 2, D3D_NAME_TARGET, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
+ {"SV_Depth", 0, ~0u, D3D_NAME_DEPTH, D3D_REGISTER_COMPONENT_FLOAT32, 0x1, 0xe},
+ };
+
+ static const char cs1_source[] =
+ "[numthreads(1, 1, 1)]\n"
+ "void main(in uint a : sv_dispatchthreadid)\n"
+ "{\n"
+ "}";
+
+ static const char gs1_source[] =
+ "struct input\n"
+ "{\n"
+ " float4 a : sv_position;\n"
+ " float4 b : apple2;\n"
+ "};\n"
+ "struct vertex\n"
+ "{\n"
+ " float4 a : sv_position;\n"
+ " float4 b : apple2;\n"
+ " uint c : sv_primitiveid;\n"
+ "};\n"
+ "[maxvertexcount(1)]\n"
+ "void main(\n"
+ " point input i[1],\n"
+ " inout PointStream<vertex> o,\n"
+ " uint a : sv_primitiveid)\n"
+ "{\n"
+ " struct vertex v;\n"
+ " v.a = i[0].a;\n"
+ " v.b = i[0].b;\n"
+ " v.c = a;\n"
+ " o.Append(v);\n"
+ "}";
+
+ static const D3D11_SIGNATURE_PARAMETER_DESC gs1_inputs[] =
+ {
+ {"sv_position", 0, 0, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
+ {"apple", 2, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf},
+ {"sv_primitiveid", 0, ~0u, D3D_NAME_PRIMITIVE_ID, D3D_REGISTER_COMPONENT_UINT32, 0x1, 0x1},
+ };
+
+ static const D3D11_SIGNATURE_PARAMETER_DESC gs1_outputs[] =
+ {
+ {"sv_position", 0, 0, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
+ {"apple", 2, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf},
+ {"sv_primitiveid", 0, 2, D3D_NAME_PRIMITIVE_ID, D3D_REGISTER_COMPONENT_UINT32, 0x1, 0xe},
+ };
+
+ static const struct
+ {
+ const char *source;
+ const char *target;
+ BOOL legacy;
+ const D3D11_SIGNATURE_PARAMETER_DESC *inputs;
+ unsigned int input_count;
+ const D3D11_SIGNATURE_PARAMETER_DESC *outputs;
+ unsigned int output_count;
+ }
+ tests[] =
+ {
+ {vs1_source, "vs_4_0", FALSE, vs1_inputs, ARRAY_SIZE(vs1_inputs), vs1_outputs, ARRAY_SIZE(vs1_outputs)},
+ {vs1_source, "vs_4_0", TRUE, vs1_inputs, ARRAY_SIZE(vs1_inputs), vs1_outputs, ARRAY_SIZE(vs1_outputs)},
+ {vs2_source, "vs_4_0", FALSE, vs2_inputs, ARRAY_SIZE(vs2_inputs), vs2_outputs, ARRAY_SIZE(vs2_outputs)},
+ {vs2_source, "vs_4_0", TRUE, vs2_inputs, ARRAY_SIZE(vs2_inputs), vs2_legacy_outputs, ARRAY_SIZE(vs2_legacy_outputs)},
+ {ps1_source, "ps_4_0", FALSE, ps1_inputs, ARRAY_SIZE(ps1_inputs), ps1_outputs, ARRAY_SIZE(ps1_outputs)},
+ {ps2_source, "ps_4_0", TRUE, ps2_inputs, ARRAY_SIZE(ps2_inputs), ps2_outputs, ARRAY_SIZE(ps2_outputs)},
+ {cs1_source, "cs_4_0", FALSE, NULL, 0, NULL, 0},
+ {gs1_source, "gs_4_0", FALSE, gs1_inputs, ARRAY_SIZE(gs1_inputs), gs1_outputs, ARRAY_SIZE(gs1_outputs)},
+ };
+
+ for (i = 0; i < ARRAY_SIZE(tests); ++i)
+ {
+ todo_wine code = compile_shader_flags(tests[i].source, tests[i].target,
+ tests[i].legacy ? D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY : 0);
+ if (!code)
+ continue;
+
+ hr = pD3DReflect(ID3D10Blob_GetBufferPointer(code), ID3D10Blob_GetBufferSize(code),
+ &IID_ID3D11ShaderReflection, (void **)&reflection);
+ ok(hr == S_OK, "Test %u: got hr %#x.\n", i, hr);
+
+ hr = reflection->lpVtbl->GetDesc(reflection, &shader_desc);
+ ok(hr == S_OK, "Test %u: got hr %#x.\n", i, hr);
+ todo_wine ok(shader_desc.InputParameters == tests[i].input_count,
+ "Test %u: got %u input parameters.\n", i, shader_desc.InputParameters);
+ todo_wine ok(shader_desc.OutputParameters == tests[i].output_count,
+ "Test %u: got %u output parameters.\n", i, shader_desc.OutputParameters);
+
+ for (j = 0; j < shader_desc.InputParameters; ++j)
+ {
+ hr = reflection->lpVtbl->GetInputParameterDesc(reflection, j, &desc);
+ ok(hr == S_OK, "Test %u, %u: got hr %#x.\n", i, j, hr);
+ sprintf(prefix, "Test %u, input %u", i, j);
+ check_parameter_desc(prefix, &desc, &tests[i].inputs[j]);
+ }
+
+ for (j = 0; j < shader_desc.OutputParameters; ++j)
+ {
+ hr = reflection->lpVtbl->GetOutputParameterDesc(reflection, j, &desc);
+ ok(hr == S_OK, "Test %u, %u: got hr %#x.\n", i, j, hr);
+ sprintf(prefix, "Test %u, output %u", i, j);
+ check_parameter_desc(prefix, &desc, &tests[i].outputs[j]);
+ }
+
+ ID3D10Blob_Release(code);
+ refcount = reflection->lpVtbl->Release(reflection);
+ ok(!refcount, "Got unexpected refcount %u.\n", refcount);
+ }
+}
+
static BOOL load_d3dcompiler(void)
{
HMODULE module;
@@ -760,6 +993,7 @@ START_TEST(hlsl_d3d11)
}
test_reflection();
+ test_semantic_reflection();
if (!(mod = LoadLibraryA("d3d11.dll")))
{
--
2.27.0
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