[PATCH 3/3] d3d10: Add tests for matrix effect variable.
Connor McAdams
conmanx360 at gmail.com
Sun Feb 16 15:01:22 CST 2020
Add tests for the ID3D10EffectMatrixVariable get/set.
Signed-off-by: Connor McAdams <conmanx360 at gmail.com>
---
dlls/d3d10/tests/effect.c | 207 ++++++++++++++++++++++++++++++++++++++
1 file changed, 207 insertions(+)
diff --git a/dlls/d3d10/tests/effect.c b/dlls/d3d10/tests/effect.c
index 24c20a51a5..339689557b 100644
--- a/dlls/d3d10/tests/effect.c
+++ b/dlls/d3d10/tests/effect.c
@@ -4626,6 +4626,212 @@ static void test_effect_vector_variable(void)
ok(!refcount, "Device has %u references left.\n", refcount);
}
+/*
+ * test_effect_matrix_variable
+ */
+#if 0
+cbuffer cb
+{
+ float4x4 m_f0;
+ float4x4 m_f_a[2];
+
+ row_major int2x3 m_i0;
+
+ bool3x2 m_b0;
+ bool3x2 m_b_a[2];
+};
+#endif
+
+static DWORD fx_test_matrix_variable[] =
+{
+ 0x43425844, 0xc95a5c42, 0xa138d3cb, 0x8a4ef493,
+ 0x3515b7ee, 0x00000001, 0x000001e2, 0x00000001,
+ 0x00000024, 0x30315846, 0x000001b6, 0xfeff1001,
+ 0x00000001, 0x00000005, 0x00000000, 0x00000000,
+ 0x00000000, 0x00000000, 0x00000000, 0x000000c6,
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ 0x00000000, 0x00000000, 0x00000000, 0x66006263,
+ 0x74616f6c, 0x00347834, 0x00000007, 0x00000001,
+ 0x00000000, 0x00000040, 0x00000040, 0x00000040,
+ 0x0000640b, 0x30665f6d, 0x00000700, 0x00000100,
+ 0x00000200, 0x00008000, 0x00004000, 0x00008000,
+ 0x00640b00, 0x665f6d00, 0x6900615f, 0x7832746e,
+ 0x00530033, 0x00010000, 0x00000000, 0x001c0000,
+ 0x00200000, 0x00180000, 0x1a130000, 0x5f6d0000,
+ 0x62003069, 0x336c6f6f, 0x7b003278, 0x01000000,
+ 0x00000000, 0x1c000000, 0x20000000, 0x18000000,
+ 0x23000000, 0x6d000053, 0x0030625f, 0x0000007b,
+ 0x00000001, 0x00000002, 0x0000003c, 0x00000020,
+ 0x00000030, 0x00005323, 0x5f625f6d, 0x00040061,
+ 0x01400000, 0x00000000, 0x00050000, 0xffff0000,
+ 0x0000ffff, 0x002c0000, 0x00100000, 0x00000000,
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ 0x004d0000, 0x00310000, 0x00000000, 0x00400000,
+ 0x00000000, 0x00000000, 0x00000000, 0x00760000,
+ 0x005a0000, 0x00000000, 0x00c00000, 0x00000000,
+ 0x00000000, 0x00000000, 0x009f0000, 0x00830000,
+ 0x00000000, 0x00e00000, 0x00000000, 0x00000000,
+ 0x00000000, 0x00c00000, 0x00a40000, 0x00000000,
+ 0x01000000, 0x00000000, 0x00000000, 0x00000000,
+ 0x00000000,
+};
+
+static void test_effect_matrix_variable(void)
+{
+ ID3D10Device *device;
+ ID3D10Effect *effect;
+ ID3D10EffectVariable *var;
+ ID3D10EffectType *type;
+ ID3D10EffectMatrixVariable *m_f0, *m_f_a, *m_i0, *m_b0, *m_b_a;
+ float m_f0_ret[16], m_f_a_ret[32], m_f0_set[16], m_f_a_set[32];
+ int m_i0_ret[16], m_i0_set[16];
+ BOOL m_b0_ret[16], m_b_a_ret[32], m_b0_set[16], m_b_a_set[32];
+ D3D10_EFFECT_TYPE_DESC type_desc;
+ ULONG refcount;
+ HRESULT hr;
+ unsigned int i;
+ float tmp;
+
+ if (!(device = create_device()))
+ {
+ skip("Failed to create device, skipping tests.\n");
+ return;
+ }
+
+ hr = create_effect(fx_test_matrix_variable, 0, device, NULL, &effect);
+ ok(SUCCEEDED(hr), "D3D10CreateEffectFromMemory failed (%x)\n", hr);
+
+ /* Matrix effect variables only have one set of methods for
+ * getting/setting, as opposed to the scalar and vector methods which have
+ * different methods for int, bool, and float. The input and output always
+ * expects a 4x4 matrix, regardless of the size of matrix within the
+ * shader. The input is also a float pointer, so we'll have to typecast
+ * int and bool types to floats for setting, and the reverse for reading
+ * back. */
+
+ /* Vector floating point variable. */
+ var = effect->lpVtbl->GetVariableByName(effect, "m_f0");
+ type = var->lpVtbl->GetType(var);
+ hr = type->lpVtbl->GetDesc(type, &type_desc);
+ ok(SUCCEEDED(hr), "GetDesc failed (%x)\n", hr);
+ ok(type_desc.Type == D3D10_SVT_FLOAT, "Type is %x, expected %x\n", type_desc.Type, D3D10_SVT_FLOAT);
+ m_f0 = var->lpVtbl->AsMatrix(var);
+
+ m_f0_set[0] = 1.0f; m_f0_set[1] = 2.0f; m_f0_set[2] = 3.0f; m_f0_set[3] = 4.0f;
+ m_f0_set[4] = 5.0f; m_f0_set[5] = 6.0f; m_f0_set[6] = 7.0f; m_f0_set[7] = 8.0f;
+ m_f0_set[8] = 9.0f; m_f0_set[9] = 10.0f; m_f0_set[10] = 11.0f; m_f0_set[11] = 12.0f;
+ m_f0_set[12] = 13.0f; m_f0_set[13] = 14.0f; m_f0_set[14] = 15.0f; m_f0_set[15] = 16.0f;
+
+ m_f0->lpVtbl->SetMatrix(m_f0, m_f0_set);
+ m_f0->lpVtbl->GetMatrix(m_f0, m_f0_ret);
+ for (i = 0; i < 16; i++)
+ ok(m_f0_ret[i] == m_f0_set[i], "m_f0_ret[%d] is %f, expected %f.\n", i, m_f0_ret[i], m_f0_set[i]);
+
+ /* Matrix floating point array variable. */
+ var = effect->lpVtbl->GetVariableByName(effect, "m_f_a");
+ type = var->lpVtbl->GetType(var);
+ hr = type->lpVtbl->GetDesc(type, &type_desc);
+ ok(SUCCEEDED(hr), "GetDesc failed (%x)\n", hr);
+ ok(type_desc.Type == D3D10_SVT_FLOAT, "Type is %x, expected %x\n", type_desc.Type, D3D10_SVT_FLOAT);
+ m_f_a = var->lpVtbl->AsMatrix(var);
+
+ for (i = 0, tmp = 1.0f; i < 32; i++, tmp += 1.0f)
+ m_f_a_set[i] = tmp;
+
+ m_f_a->lpVtbl->SetMatrixArray(m_f_a, m_f_a_set, 0, 2);
+ m_f_a->lpVtbl->GetMatrixArray(m_f_a, m_f_a_ret, 0, 2);
+ for (i = 0; i < 32; i++)
+ ok(m_f_a_ret[i] == m_f_a_set[i], "m_f_a_ret[%d] is %f, expected %f.\n", i, m_f_a_ret[i], m_f_a_set[i]);
+
+ /* Matrix int variable. */
+ var = effect->lpVtbl->GetVariableByName(effect, "m_i0");
+ type = var->lpVtbl->GetType(var);
+ hr = type->lpVtbl->GetDesc(type, &type_desc);
+ ok(SUCCEEDED(hr), "GetDesc failed (%x)\n", hr);
+ ok(type_desc.Type == D3D10_SVT_INT, "Type is %x, expected %x\n", type_desc.Type, D3D10_SVT_INT);
+ m_i0 = var->lpVtbl->AsMatrix(var);
+
+ m_i0_set[0] = 1; m_i0_set[1] = 2; m_i0_set[2] = 3; m_i0_set[3] = 0;
+ m_i0_set[4] = 4; m_i0_set[5] = 5; m_i0_set[6] = 6; m_i0_set[7] = 0;
+ m_i0_set[8] = 0; m_i0_set[9] = 0; m_i0_set[10] = 0; m_i0_set[11] = 0;
+ m_i0_set[12] = 0; m_i0_set[13] = 0; m_i0_set[14] = 0; m_i0_set[15] = 0;
+
+ memset(m_i0_ret, 0, sizeof(m_i0_ret));
+ m_i0->lpVtbl->SetMatrix(m_i0, (float *)m_i0_set);
+ m_i0->lpVtbl->GetMatrix(m_i0, (float *)m_i0_ret);
+ for (i = 0; i < 16; i++)
+ ok(m_i0_ret[i] == m_i0_set[i], "m_i0_ret[%d] is %d, expected %d.\n", i, m_i0_ret[i], m_i0_set[i]);
+
+ /* Test that transpose is working properly. */
+ memset(m_i0_ret, 0, sizeof(m_i0_ret));
+ m_i0->lpVtbl->SetMatrixTranspose(m_i0, (float *)m_i0_set);
+ m_i0->lpVtbl->GetMatrix(m_i0, (float *)m_i0_ret);
+ m_i0_set[0] = 1; m_i0_set[1] = 4; m_i0_set[2] = 0; m_i0_set[3] = 0;
+ m_i0_set[4] = 2; m_i0_set[5] = 5; m_i0_set[6] = 0; m_i0_set[7] = 0;
+ m_i0_set[8] = 0; m_i0_set[9] = 0; m_i0_set[10] = 0; m_i0_set[11] = 0;
+ m_i0_set[12] = 0; m_i0_set[13] = 0; m_i0_set[14] = 0; m_i0_set[15] = 0;
+ for (i = 0; i < 16; i++)
+ ok(m_i0_ret[i] == m_i0_set[i], "m_i0_ret[%d] is %d, expected %d. Transpose failure.\n", i, m_i0_ret[i], m_i0_set[i]);
+
+ /* Matrix bool variable. */
+ var = effect->lpVtbl->GetVariableByName(effect, "m_b0");
+ type = var->lpVtbl->GetType(var);
+ hr = type->lpVtbl->GetDesc(type, &type_desc);
+ ok(SUCCEEDED(hr), "GetDesc failed (%x)\n", hr);
+ ok(type_desc.Type == D3D10_SVT_BOOL, "Type is %x, expected %x\n", type_desc.Type, D3D10_SVT_BOOL);
+ m_b0 = var->lpVtbl->AsMatrix(var);
+
+ m_b0_set[0] = TRUE; m_b0_set[1] = TRUE; m_b0_set[2] = FALSE; m_b0_set[3] = FALSE;
+ m_b0_set[4] = TRUE; m_b0_set[5] = FALSE; m_b0_set[6] = FALSE; m_b0_set[7] = FALSE;
+ m_b0_set[8] = FALSE; m_b0_set[9] = TRUE; m_b0_set[10] = FALSE; m_b0_set[11] = FALSE;
+ m_b0_set[12] = FALSE; m_b0_set[13] = FALSE; m_b0_set[14] = FALSE; m_b0_set[15] = FALSE;
+
+ memset(m_b0_ret, 0, sizeof(m_b0_ret));
+ m_b0->lpVtbl->SetMatrix(m_b0, (float *)m_b0_set);
+ m_b0->lpVtbl->GetMatrix(m_b0, (float *)m_b0_ret);
+ for (i = 0; i < 16; i++)
+ ok(m_b0_ret[i] == m_b0_set[i], "m_b0_ret[%d] is %d, expected %d.\n", i, m_b0_ret[i], m_b0_set[i]);
+
+ /* Matrix bool array variable. */
+ var = effect->lpVtbl->GetVariableByName(effect, "m_b_a");
+ type = var->lpVtbl->GetType(var);
+ hr = type->lpVtbl->GetDesc(type, &type_desc);
+ ok(SUCCEEDED(hr), "GetDesc failed (%x)\n", hr);
+ ok(type_desc.Type == D3D10_SVT_BOOL, "Type is %x, expected %x\n", type_desc.Type, D3D10_SVT_BOOL);
+ m_b_a = var->lpVtbl->AsMatrix(var);
+
+ /* First 3x2 matrix. */
+ m_b_a_set[0] = TRUE; m_b_a_set[1] = TRUE; m_b_a_set[2] = FALSE; m_b_a_set[3] = FALSE;
+ m_b_a_set[4] = TRUE; m_b_a_set[5] = FALSE; m_b_a_set[6] = FALSE; m_b_a_set[7] = FALSE;
+ m_b_a_set[8] = FALSE; m_b_a_set[9] = TRUE; m_b_a_set[10] = FALSE; m_b_a_set[11] = FALSE;
+ m_b_a_set[12] = FALSE; m_b_a_set[13] = FALSE; m_b_a_set[14] = FALSE; m_b_a_set[15] = FALSE;
+
+ /* Second 3x2 matrix. */
+ m_b_a_set[16] = TRUE; m_b_a_set[17] = FALSE; m_b_a_set[18] = FALSE; m_b_a_set[19] = FALSE;
+ m_b_a_set[20] = FALSE; m_b_a_set[21] = TRUE; m_b_a_set[22] = FALSE; m_b_a_set[23] = FALSE;
+ m_b_a_set[24] = TRUE; m_b_a_set[25] = FALSE; m_b_a_set[26] = FALSE; m_b_a_set[27] = FALSE;
+ m_b_a_set[28] = FALSE; m_b_a_set[29] = FALSE; m_b_a_set[30] = FALSE; m_b_a_set[31] = FALSE;
+
+ memset(m_b_a_ret, 0, sizeof(m_b_a_ret));
+ m_b_a->lpVtbl->SetMatrixArray(m_b_a, (float *)m_b_a_set, 0, 2);
+ m_b_a->lpVtbl->GetMatrixArray(m_b_a, (float *)m_b_a_ret, 0, 2);
+ for (i = 0; i < 32; i++)
+ ok(m_b_a_ret[i] == m_b_a_set[i], "m_b_a_ret[%d] is %d, expected %d.\n", i, m_b_a_ret[i], m_b_a_set[i]);
+
+ /* Test offset. */
+ memset(m_b_a_ret, 0, sizeof(m_b_a_ret));
+ m_b_a->lpVtbl->SetMatrixArray(m_b_a, (float *)m_b_a_set, 1, 1);
+ m_b_a->lpVtbl->GetMatrixArray(m_b_a, (float *)m_b_a_ret, 1, 1);
+ for (i = 0; i < 16; i++)
+ ok(m_b_a_ret[i] == m_b_a_set[i], "m_b_a_ret[%d] is %d, expected %d. Matrix offset failure.\n", i, m_b_a_ret[i], m_b_a_set[i]);
+
+ effect->lpVtbl->Release(effect);
+
+ refcount = ID3D10Device_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+}
+
START_TEST(effect)
{
test_effect_constant_buffer_type();
@@ -4640,4 +4846,5 @@ START_TEST(effect)
test_effect_state_group_defaults();
test_effect_scalar_variable();
test_effect_vector_variable();
+ test_effect_matrix_variable();
}
--
2.20.1
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