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

Zebediah Figura zfigura at codeweavers.com
Fri Feb 14 20:45:56 CST 2020


On 2/14/20 12:12 PM, Matteo Bruni wrote:
> 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?
> 

Sure. I have some recently written patches to rewrite the tests anyway, 
so I guess I'll send those first.



More information about the wine-devel mailing list