[PATCH 3/5] d3dcompiler/tests: Add a test for the comma operator.

Matteo Bruni matteo.mystral at gmail.com
Fri Feb 14 12:12:05 CST 2020


On Wed, Feb 12, 2020 at 6:01 AM Zebediah Figura <z.figura12 at gmail.com> wrote:
>
> From: Zebediah Figura <zfigura at codeweavers.com>
>
> Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
> ---
>  dlls/d3dcompiler_43/tests/hlsl.c | 30 ++++++++++++++++++++++++++++++
>  1 file changed, 30 insertions(+)
>
> diff --git a/dlls/d3dcompiler_43/tests/hlsl.c b/dlls/d3dcompiler_43/tests/hlsl.c
> index 868693838cc..50c03a732ef 100644
> --- a/dlls/d3dcompiler_43/tests/hlsl.c
> +++ b/dlls/d3dcompiler_43/tests/hlsl.c
> @@ -626,6 +626,35 @@ static void test_fail(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *qquad_ge
>      }
>  }
>
> +static void test_comma(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry,
> +        IDirect3DVertexShader9 *vshader_passthru)
> +{
> +    static const struct hlsl_probe_info probes[] =
> +    {
> +        {0, 0, {0.6f, 0.7f, 0.8f, 0.9f}, 0.0001f, "comma test failed"},
> +    };
> +
> +    static const char *shader =
> +        "float4 test(float x: TEXCOORD0): COLOR\n"
> +        "{\n"
> +        "    float4 ret;\n"
> +        "    return (ret = float4(0.1, 0.2, 0.3, 0.4)), ret + 0.5;\n"
> +        "}";
> +
> +    IDirect3DPixelShader9 *pshader;
> +    ID3DXConstantTable *constants;
> +
> +    pshader = compile_pixel_shader9(device, shader, "ps_2_0", &constants);
> +    if (pshader)
> +    {
> +        compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry,
> +                probes, ARRAY_SIZE(probes), 1, 1, __LINE__);
> +
> +        ID3DXConstantTable_Release(constants);
> +        IDirect3DPixelShader9_Release(pshader);
> +    }
> +}
> +
>  static BOOL load_d3dcompiler(void)
>  {
>      HMODULE module;
> @@ -680,6 +709,7 @@ START_TEST(hlsl)
>              test_float_vectors(device, quad_geometry, vshader_passthru);
>              test_trig(device, quad_geometry, vshader_passthru);
>              test_fail(device, quad_geometry, vshader_passthru);
> +            test_comma(device, quad_geometry, vshader_passthru);
>          }
>      } else skip("no pixel shader support\n");
>
> --
> 2.25.0

Could you keep test_fail() at the end, or otherwise in a somewhat
separated place in the test sequence?



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