[PATCH v5 5/5] d3d10: Add tests for scalar and vector effect variables.

Connor McAdams conmanx360 at gmail.com
Fri Feb 28 12:51:48 CST 2020


Add tests for the ID3D10EffectScalarVariable and
ID3D10EffectVectorVariable set/get functions.

Signed-off-by: Connor McAdams <conmanx360 at gmail.com>
---
v5: Add tests for each set method and then all of the possible get
methods, to test all possible set/get combinations.

 dlls/d3d10/tests/effect.c | 835 ++++++++++++++++++++++++++++++++++++++
 1 file changed, 835 insertions(+)

diff --git a/dlls/d3d10/tests/effect.c b/dlls/d3d10/tests/effect.c
index e2b27cf0c8..0c91aafa7a 100644
--- a/dlls/d3d10/tests/effect.c
+++ b/dlls/d3d10/tests/effect.c
@@ -4273,6 +4273,839 @@ static void test_effect_state_group_defaults(void)
     ok(!refcount, "Device has %u references left.\n", refcount);
 }
 
+/*
+ * test_effect_scalar_variable
+ */
+#if 0
+cbuffer cb
+{
+    float f0, f_a[2];
+    int i0, i_a[2];
+    bool b0, b_a[2];
+};
+#endif
+static DWORD fx_test_scalar_variable[] =
+{
+    0x43425844, 0xe4da4aa6, 0x1380ddc5, 0x445edad5,
+    0x08581666, 0x00000001, 0x0000020b, 0x00000001,
+    0x00000024, 0x30315846, 0x000001df, 0xfeff1001,
+    0x00000001, 0x00000006, 0x00000000, 0x00000000,
+    0x00000000, 0x00000000, 0x00000000, 0x000000d3,
+    0x00000000, 0x00000000, 0x00000000, 0x00000000,
+    0x00000000, 0x00000000, 0x00000000, 0x00000000,
+    0x00000000, 0x00000000, 0x00000000, 0x66006263,
+    0x74616f6c, 0x00000700, 0x00000100, 0x00000000,
+    0x00000400, 0x00001000, 0x00000400, 0x00090900,
+    0x00306600, 0x00000007, 0x00000001, 0x00000002,
+    0x00000014, 0x00000010, 0x00000008, 0x00000909,
+    0x00615f66, 0x00746e69, 0x0000004c, 0x00000001,
+    0x00000000, 0x00000004, 0x00000010, 0x00000004,
+    0x00000911, 0x4c003069, 0x01000000, 0x02000000,
+    0x14000000, 0x10000000, 0x08000000, 0x11000000,
+    0x69000009, 0x6200615f, 0x006c6f6f, 0x0000008f,
+    0x00000001, 0x00000000, 0x00000004, 0x00000010,
+    0x00000004, 0x00000921, 0x8f003062, 0x01000000,
+    0x02000000, 0x14000000, 0x10000000, 0x08000000,
+    0x21000000, 0x62000009, 0x0400615f, 0x70000000,
+    0x00000000, 0x06000000, 0xff000000, 0x00ffffff,
+    0x29000000, 0x0d000000, 0x00000000, 0x00000000,
+    0x00000000, 0x00000000, 0x00000000, 0x48000000,
+    0x2c000000, 0x00000000, 0x10000000, 0x00000000,
+    0x00000000, 0x00000000, 0x6c000000, 0x50000000,
+    0x00000000, 0x24000000, 0x00000000, 0x00000000,
+    0x00000000, 0x8b000000, 0x6f000000, 0x00000000,
+    0x30000000, 0x00000000, 0x00000000, 0x00000000,
+    0xb0000000, 0x94000000, 0x00000000, 0x44000000,
+    0x00000000, 0x00000000, 0x00000000, 0xcf000000,
+    0xb3000000, 0x00000000, 0x50000000, 0x00000000,
+    0x00000000, 0x00000000, 0x00000000,
+};
+
+static void test_scalar_methods(ID3D10EffectScalarVariable *var, D3D10_SHADER_VARIABLE_TYPE type)
+{
+    float ret_f;
+    int ret_i;
+    BOOL ret_b;
+    HRESULT hr;
+
+    /* SetFloat test. */
+    hr = var->lpVtbl->SetFloat(var, 5.0f);
+    ok(SUCCEEDED(hr), "SetFloat failed (%x).\n", hr);
+
+    hr = var->lpVtbl->GetFloat(var, &ret_f);
+    ok(SUCCEEDED(hr), "GetFloat failed (%x).\n", hr);
+    if (type == D3D10_SVT_BOOL)
+        ok(ret_f == -1.0f, "Got unexpected value %.8e.\n", ret_f);
+    else
+        ok(ret_f == 5.0f, "Got unexpected value %.8e.\n", ret_f);
+
+    hr = var->lpVtbl->GetInt(var, &ret_i);
+    ok(SUCCEEDED(hr), "GetInt failed (%x).\n", hr);
+    if (type == D3D10_SVT_BOOL)
+        ok(ret_i == -1, "Got unexpected value %#x.\n", ret_i);
+    else
+        ok(ret_i == 5, "Got unexpected value %#x.\n", ret_i);
+
+    hr = var->lpVtbl->GetBool(var, &ret_b);
+    ok(SUCCEEDED(hr), "GetBool failed (%x).\n", hr);
+    ok(ret_b == -1, "Got unexpected value %#x.\n", ret_b);
+
+    /* SetInt test. */
+    hr = var->lpVtbl->SetInt(var, 2);
+    ok(SUCCEEDED(hr), "SetInt failed (%x).\n", hr);
+
+    hr = var->lpVtbl->GetFloat(var, &ret_f);
+    ok(SUCCEEDED(hr), "GetFloat failed (%x).\n", hr);
+    if (type == D3D10_SVT_BOOL)
+        ok(ret_f == -1.0f, "Got unexpected value %.8e.\n", ret_f);
+    else
+        ok(ret_f == 2.0f, "Got unexpected value %.8e.\n", ret_f);
+
+    hr = var->lpVtbl->GetInt(var, &ret_i);
+    ok(SUCCEEDED(hr), "GetInt failed (%x).\n", hr);
+    if (type == D3D10_SVT_BOOL)
+        ok(ret_i == -1, "Got unexpected value %#x.\n", ret_i);
+    else
+        ok(ret_i == 2, "Got unexpected value %#x.\n", ret_i);
+
+    hr = var->lpVtbl->GetBool(var, &ret_b);
+    ok(SUCCEEDED(hr), "GetBool failed (%x).\n", hr);
+    ok(ret_b == -1, "Got unexpected value %#x.\n", ret_b);
+
+    /* SetBool test. */
+    hr = var->lpVtbl->SetBool(var, TRUE);
+    ok(SUCCEEDED(hr), "SetBool failed (%x).\n", hr);
+
+    hr = var->lpVtbl->GetFloat(var, &ret_f);
+    ok(SUCCEEDED(hr), "GetFloat failed (%x).\n", hr);
+    ok(ret_f == -1.0f, "Got unexpected value %.8e.\n", ret_f);
+
+    hr = var->lpVtbl->GetInt(var, &ret_i);
+    ok(SUCCEEDED(hr), "GetInt failed (%x).\n", hr);
+    ok(ret_i == -1, "Got unexpected value %#x.\n", ret_i);
+
+    hr = var->lpVtbl->GetBool(var, &ret_b);
+    ok(SUCCEEDED(hr), "GetBool failed (%x).\n", hr);
+    if (type == D3D10_SVT_BOOL)
+        ok(ret_b == TRUE, "Got unexpected value %#x.\n", ret_b);
+    else
+        ok(ret_b == -1, "Got unexpected value %#x.\n", ret_b);
+
+    /* See what happens if we use SetBool to set a value that isn't TRUE or FALSE.
+     * Tests show that on a bool variable, the value set is what is returned
+     * on a call to GetBool. However, on int and float types, the value
+     * returned is -1. */
+    hr = var->lpVtbl->SetBool(var, 32);
+    ok(SUCCEEDED(hr), "SetBool failed (%x).\n", hr);
+
+    hr = var->lpVtbl->GetFloat(var, &ret_f);
+    ok(SUCCEEDED(hr), "GetFloat failed (%x).\n", hr);
+    ok(ret_f == -1.0f, "Got unexpected value %.8e.\n", ret_f);
+
+    hr = var->lpVtbl->GetInt(var, &ret_i);
+    ok(SUCCEEDED(hr), "GetInt failed (%x).\n", hr);
+    ok(ret_i == -1, "Got unexpected value %#x.\n", ret_i);
+
+    hr = var->lpVtbl->GetBool(var, &ret_b);
+    ok(SUCCEEDED(hr), "GetBool failed (%x).\n", hr);
+    if (type == D3D10_SVT_BOOL)
+        ok(ret_b == 32, "Got unexpected value %#x.\n", ret_b);
+    else
+        ok(ret_b == -1, "Got unexpected value %#x.\n", ret_b);
+}
+
+static void test_scalar_array_methods(ID3D10EffectScalarVariable *var, D3D10_SHADER_VARIABLE_TYPE type)
+{
+    float set_f[2], ret_f[2];
+    int set_i[2], ret_i[2];
+    BOOL set_b[2], ret_b[2];
+    unsigned int i;
+    HRESULT hr;
+
+    /* SetFloatArray tests. */
+    set_f[0] = 10.0f; set_f[1] = 20.0f;
+    hr = var->lpVtbl->SetFloatArray(var, set_f, 0, 2);
+    ok(SUCCEEDED(hr), "SetFloatArray failed (%x).\n", hr);
+
+    hr = var->lpVtbl->GetFloatArray(var, ret_f, 0, 2);
+    ok(SUCCEEDED(hr), "GetFloatArray failed (%x).\n", hr);
+    for (i = 0; i < 2; i++)
+    {
+        if (type == D3D10_SVT_BOOL)
+            ok(ret_f[i] == -1.0f, "Got unexpected value %.8e.\n", ret_f[i]);
+        else
+            ok(ret_f[i] == set_f[i], "Got unexpected value %.8e.\n", ret_f[i]);
+    }
+
+    hr = var->lpVtbl->GetIntArray(var, ret_i, 0, 2);
+    ok(SUCCEEDED(hr), "GetIntArray failed (%x).\n", hr);
+    for (i = 0; i < 2; i++)
+    {
+        if (type == D3D10_SVT_BOOL)
+            ok(ret_i[i] == -1, "Got unexpected value %#x.\n", ret_i[i]);
+        else
+            ok(ret_i[i] == (int)set_f[i], "Got unexpected value %#x.\n", ret_i[i]);
+    }
+
+    hr = var->lpVtbl->GetBoolArray(var, ret_b, 0, 2);
+    ok(SUCCEEDED(hr), "GetBoolArray failed (%x).\n", hr);
+    for (i = 0; i < 2; i++)
+        ok(ret_b[i] == -1, "Got unexpected value %#x.\n", ret_b[i]);
+
+    /* SetIntArray tests. */
+    set_i[0] = 5; set_i[1] = 6;
+    hr = var->lpVtbl->SetIntArray(var, set_i, 0, 2);
+    ok(SUCCEEDED(hr), "SetIntArray failed (%x).\n", hr);
+
+    hr = var->lpVtbl->GetFloatArray(var, ret_f, 0, 2);
+    ok(SUCCEEDED(hr), "GetFloatArray failed (%x).\n", hr);
+    for (i = 0; i < 2; i++)
+    {
+        if (type == D3D10_SVT_BOOL)
+            ok(ret_f[i] == -1.0f, "Got unexpected value %.8e.\n", ret_f[i]);
+        else
+            ok(ret_f[i] == (float)set_i[i], "Got unexpected value %.8e.\n", ret_f[i]);
+    }
+
+    hr = var->lpVtbl->GetIntArray(var, ret_i, 0, 2);
+    ok(SUCCEEDED(hr), "GetIntArray failed (%x).\n", hr);
+    for (i = 0; i < 2; i++)
+    {
+        if (type == D3D10_SVT_BOOL)
+            ok(ret_i[i] == -1, "Got unexpected value %#x.\n", ret_i[i]);
+        else
+            ok(ret_i[i] == set_i[i], "Got unexpected value %#x.\n", ret_i[i]);
+    }
+
+    hr = var->lpVtbl->GetBoolArray(var, ret_b, 0, 2);
+    ok(SUCCEEDED(hr), "GetBoolArray failed (%x).\n", hr);
+    for (i = 0; i < 2; i++)
+        ok(ret_b[i] == -1, "Got unexpected value %#x.\n", ret_b[i]);
+
+    /* SetBoolArray tests. */
+    set_b[0] = TRUE; set_b[1] = TRUE;
+    hr = var->lpVtbl->SetBoolArray(var, set_b, 0, 2);
+    ok(SUCCEEDED(hr), "SetBoolArray failed (%x).\n", hr);
+
+    hr = var->lpVtbl->GetFloatArray(var, ret_f, 0, 2);
+    ok(SUCCEEDED(hr), "GetFloatArray failed (%x).\n", hr);
+    for (i = 0; i < 2; i++)
+        ok(ret_f[i] == -1.0f, "Got unexpected value %.8e.\n", ret_f[i]);
+
+    hr = var->lpVtbl->GetIntArray(var, ret_i, 0, 2);
+    ok(SUCCEEDED(hr), "GetIntArray failed (%x).\n", hr);
+    for (i = 0; i < 2; i++)
+        ok(ret_i[i] == -1, "Got unexpected value %#x.\n", ret_i[i]);
+
+    hr = var->lpVtbl->GetBoolArray(var, ret_b, 0, 2);
+    ok(SUCCEEDED(hr), "GetBoolArray failed (%x).\n", hr);
+    for (i = 0; i < 2; i++)
+    {
+        if (type == D3D10_SVT_BOOL)
+            ok(ret_b[i] == TRUE, "Got unexpected value %#x.\n", ret_b[i]);
+        else
+            ok(ret_b[i] == -1, "Got unexpected value %#x.\n", ret_b[i]);
+    }
+
+    /* SetBoolArray non-boolean value tests. */
+    set_b[0] = 10; set_b[1] = 20;
+    hr = var->lpVtbl->SetBoolArray(var, set_b, 0, 2);
+    ok(SUCCEEDED(hr), "SetBoolArray failed (%x).\n", hr);
+
+    hr = var->lpVtbl->GetFloatArray(var, ret_f, 0, 2);
+    ok(SUCCEEDED(hr), "GetFloatArray failed (%x).\n", hr);
+    for (i = 0; i < 2; i++)
+        ok(ret_f[i] == -1.0f, "Got unexpected value %.8e.\n", ret_f[i]);
+
+    hr = var->lpVtbl->GetIntArray(var, ret_i, 0, 2);
+    ok(SUCCEEDED(hr), "GetIntArray failed (%x).\n", hr);
+    for (i = 0; i < 2; i++)
+        ok(ret_i[i] == -1, "Got unexpected value %#x.\n", ret_i[i]);
+
+    hr = var->lpVtbl->GetBoolArray(var, ret_b, 0, 2);
+    ok(SUCCEEDED(hr), "GetBoolArray failed (%x).\n", hr);
+    for (i = 0; i < 2; i++)
+    {
+        if (type == D3D10_SVT_BOOL)
+            ok(ret_b[i] == set_b[i], "Got unexpected value %#x.\n", ret_b[i]);
+        else
+            ok(ret_b[i] == -1, "Got unexpected value %#x.\n", ret_b[i]);
+    }
+
+    /* Array offset tests. MSDN says offset argument goes unused, test and
+     * make sure that this is really the case.*/
+    /* Clear the value before trying to set an offset. */
+    set_i[0] = 0; set_i[1] = 0;
+    hr = var->lpVtbl->SetIntArray(var, set_i, 0, 2);
+    ok(SUCCEEDED(hr), "SetIntArray failed (%x).\n", hr);
+
+    /* After this, if offset is in use, return should be { 0, 5 }.
+     * However, this test proves this is not the case, and scalars have offset
+     * go unused. */
+    set_i[0] = 5;
+    hr = var->lpVtbl->SetIntArray(var, set_i, 1, 1);
+    ok(SUCCEEDED(hr), "SetIntArray failed (%x).\n", hr);
+
+    hr = var->lpVtbl->GetIntArray(var, ret_i, 0, 2);
+    ok(SUCCEEDED(hr), "GetIntArray failed (%x).\n", hr);
+    ret_b[0] = -1; ret_b[1] = 0;
+    set_i[0] =  5; set_i[1] = 0;
+    for (i = 0; i < 2; i++)
+    {
+        if (type == D3D10_SVT_BOOL)
+            ok(ret_i[i] == ret_b[i], "Got unexpected value %#x.\n", ret_i[i]);
+        else
+            ok(ret_i[i] == set_i[i], "Got unexpected value %#x.\n", ret_i[i]);
+    }
+
+    /* Now test the offset on GetArray methods. If offset was in use, we'd get
+     * back 5 given that the variable was previously set to { 0, 5 }. However,
+     * since it is not in use, we get back 5 for non-bool variables, and -1
+     * for bools. */
+    hr = var->lpVtbl->GetIntArray(var, ret_i, 1, 1);
+    ok(SUCCEEDED(hr), "GetIntArray failed (%x).\n", hr);
+    if (type == D3D10_SVT_BOOL)
+        ok(ret_i[0] == -1, "Got unexpected value %#x.\n", ret_i[0]);
+    else
+        ok(ret_i[0] == 5, "Got unexpected value %#x.\n", ret_i[0]);
+}
+
+static void test_effect_scalar_variable(void)
+{
+    ID3D10Device *device;
+    ID3D10Effect *effect;
+    ID3D10EffectVariable *var;
+    ID3D10EffectType *type;
+    ID3D10EffectScalarVariable *f0, *f_a, *i0, *i_a, *b0, *b_a;
+    D3D10_EFFECT_TYPE_DESC type_desc;
+    ULONG refcount;
+    HRESULT hr;
+
+    if (!(device = create_device()))
+    {
+        skip("Failed to create device, skipping tests.\n");
+        return;
+    }
+
+    hr = create_effect(fx_test_scalar_variable, 0, device, NULL, &effect);
+    ok(SUCCEEDED(hr), "D3D10CreateEffectFromMemory failed (%x)\n", hr);
+
+    /* Check each different scalar type, make sure the variable returned is
+     * valid, set it to a value, and make sure what we get back is the same
+     * as what we set it to. */
+
+    /* Scalar floating point variable. */
+    var = effect->lpVtbl->GetVariableByName(effect, "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);
+    f0 = var->lpVtbl->AsScalar(var);
+    test_scalar_methods(f0, D3D10_SVT_FLOAT);
+
+    /* Scalar floating point array variable. */
+    var = effect->lpVtbl->GetVariableByName(effect, "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);
+    f_a = var->lpVtbl->AsScalar(var);
+    test_scalar_methods(f_a, D3D10_SVT_FLOAT);
+    test_scalar_array_methods(f_a, D3D10_SVT_FLOAT);
+
+    /* Scalar int variable. */
+    var = effect->lpVtbl->GetVariableByName(effect, "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);
+    i0 = var->lpVtbl->AsScalar(var);
+    test_scalar_methods(i0, D3D10_SVT_INT);
+
+    /* Scalar int array variable. */
+    var = effect->lpVtbl->GetVariableByName(effect, "i_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_INT, "Type is %x, expected %x\n", type_desc.Type, D3D10_SVT_INT);
+    i_a = var->lpVtbl->AsScalar(var);
+    test_scalar_methods(i_a, D3D10_SVT_INT);
+    test_scalar_array_methods(i_a, D3D10_SVT_INT);
+
+    /* Scalar bool variable. */
+    var = effect->lpVtbl->GetVariableByName(effect, "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);
+    b0 = var->lpVtbl->AsScalar(var);
+    test_scalar_methods(b0, D3D10_SVT_BOOL);
+
+    /* Scalar bool array variable. */
+    var = effect->lpVtbl->GetVariableByName(effect, "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);
+    b_a = var->lpVtbl->AsScalar(var);
+    test_scalar_methods(b_a, D3D10_SVT_BOOL);
+    test_scalar_array_methods(b_a, D3D10_SVT_BOOL);
+
+    effect->lpVtbl->Release(effect);
+
+    refcount = ID3D10Device_Release(device);
+    ok(!refcount, "Device has %u references left.\n", refcount);
+}
+
+/*
+ * test_effect_vector_variable
+ */
+#if 0
+cbuffer cb
+{
+    float4 v_f0, v_f_a[2];
+    int3 v_i0, v_i_a[3];
+    bool2 v_b0, v_b_a[4];
+};
+#endif
+static DWORD fx_test_vector_variable[] =
+{
+    0x43425844, 0x581ae0ae, 0xa906b020, 0x26bba03e,
+    0x5d7dfba2, 0x00000001, 0x0000021a, 0x00000001,
+    0x00000024, 0x30315846, 0x000001ee, 0xfeff1001,
+    0x00000001, 0x00000006, 0x00000000, 0x00000000,
+    0x00000000, 0x00000000, 0x00000000, 0x000000e2,
+    0x00000000, 0x00000000, 0x00000000, 0x00000000,
+    0x00000000, 0x00000000, 0x00000000, 0x00000000,
+    0x00000000, 0x00000000, 0x00000000, 0x66006263,
+    0x74616f6c, 0x00070034, 0x00010000, 0x00000000,
+    0x00100000, 0x00100000, 0x00100000, 0x210a0000,
+    0x5f760000, 0x07003066, 0x01000000, 0x02000000,
+    0x20000000, 0x10000000, 0x20000000, 0x0a000000,
+    0x76000021, 0x615f665f, 0x746e6900, 0x00510033,
+    0x00010000, 0x00000000, 0x000c0000, 0x00100000,
+    0x000c0000, 0x19120000, 0x5f760000, 0x51003069,
+    0x01000000, 0x03000000, 0x2c000000, 0x10000000,
+    0x24000000, 0x12000000, 0x76000019, 0x615f695f,
+    0x6f6f6200, 0x9900326c, 0x01000000, 0x00000000,
+    0x08000000, 0x10000000, 0x08000000, 0x22000000,
+    0x76000011, 0x0030625f, 0x00000099, 0x00000001,
+    0x00000004, 0x00000038, 0x00000010, 0x00000020,
+    0x00001122, 0x5f625f76, 0x00040061, 0x00c00000,
+    0x00000000, 0x00060000, 0xffff0000, 0x0000ffff,
+    0x002a0000, 0x000e0000, 0x00000000, 0x00000000,
+    0x00000000, 0x00000000, 0x00000000, 0x004b0000,
+    0x002f0000, 0x00000000, 0x00100000, 0x00000000,
+    0x00000000, 0x00000000, 0x00720000, 0x00560000,
+    0x00000000, 0x00300000, 0x00000000, 0x00000000,
+    0x00000000, 0x00930000, 0x00770000, 0x00000000,
+    0x00400000, 0x00000000, 0x00000000, 0x00000000,
+    0x00bb0000, 0x009f0000, 0x00000000, 0x00700000,
+    0x00000000, 0x00000000, 0x00000000, 0x00dc0000,
+    0x00c00000, 0x00000000, 0x00800000, 0x00000000,
+    0x00000000, 0x00000000, 0x00000000,
+};
+
+static void test_vector_methods(ID3D10EffectVectorVariable *var, D3D10_SHADER_VARIABLE_TYPE type,
+        unsigned int col_count)
+{
+    float set_f[4], ret_f[4];
+    int set_i[4], ret_i[4];
+    BOOL set_b[4], ret_b[4];
+    unsigned int i;
+    HRESULT hr;
+
+    /* SetFloatVector test. */
+    set_f[0] = 1.0f; set_f[1] = 2.0f; set_f[2] = 3.0f; set_f[3] = 4.0f;
+    hr = var->lpVtbl->SetFloatVector(var, set_f);
+    ok(SUCCEEDED(hr), "SetFloatVector failed (%x).\n", hr);
+
+    hr = var->lpVtbl->GetFloatVector(var, ret_f);
+    ok(SUCCEEDED(hr), "GetFloatVector failed (%x).\n", hr);
+    for (i = 0; i < col_count; i++)
+    {
+        if (type == D3D10_SVT_BOOL)
+            ok(ret_f[i] == -1.0f, "Got unexpected value %.8e.\n", ret_f[i]);
+        else
+            ok(ret_f[i] == set_f[i], "Got unexpected value %.8e.\n", ret_f[i]);
+    }
+
+    hr = var->lpVtbl->GetIntVector(var, ret_i);
+    ok(SUCCEEDED(hr), "GetIntVector failed (%x).\n", hr);
+    for (i = 0; i < col_count; i++)
+    {
+        if (type == D3D10_SVT_BOOL)
+            ok(ret_i[i] == -1, "Got unexpected value %#x.\n", ret_i[i]);
+        else
+            ok(ret_i[i] == (int)set_f[i], "Got unexpected value %#x.\n", ret_i[i]);
+    }
+
+    hr = var->lpVtbl->GetBoolVector(var, ret_b);
+    ok(SUCCEEDED(hr), "GetBoolVector failed (%x).\n", hr);
+    for (i = 0; i < col_count; i++)
+        ok(ret_b[i] == -1, "Got unexpected value %#x.\n", ret_b[i]);
+
+    /* SetIntVector test. */
+    set_i[0] = 5; set_i[1] = 6; set_i[2] = 7; set_i[3] = 8;
+    hr = var->lpVtbl->SetIntVector(var, set_i);
+    ok(SUCCEEDED(hr), "SetIntVector failed (%x).\n", hr);
+
+    hr = var->lpVtbl->GetFloatVector(var, ret_f);
+    ok(SUCCEEDED(hr), "GetFloatVector failed (%x).\n", hr);
+    for (i = 0; i < col_count; i++)
+    {
+        if (type == D3D10_SVT_BOOL)
+            ok(ret_f[i] == -1.0f, "Got unexpected value %.8e.\n", ret_f[i]);
+        else
+            ok(ret_f[i] == (float)set_i[i], "Got unexpected value %.8e.\n", ret_f[i]);
+    }
+
+    hr = var->lpVtbl->GetIntVector(var, ret_i);
+    ok(SUCCEEDED(hr), "GetIntVector failed (%x).\n", hr);
+    for (i = 0; i < col_count; i++)
+    {
+        if (type == D3D10_SVT_BOOL)
+            ok(ret_i[i] == -1, "Got unexpected value %#x.\n", ret_i[i]);
+        else
+            ok(ret_i[i] == set_i[i], "Got unexpected value %#x.\n", ret_i[i]);
+    }
+
+    hr = var->lpVtbl->GetBoolVector(var, ret_b);
+    ok(SUCCEEDED(hr), "GetBoolVector failed (%x).\n", hr);
+    for (i = 0; i < col_count; i++)
+        ok(ret_b[i] == -1, "Got unexpected value %#x.\n", ret_b[i]);
+
+    /* SetBoolVector test. */
+    set_b[0] = TRUE; set_b[1] = FALSE; set_b[2] = TRUE; set_b[3] = FALSE;
+    hr = var->lpVtbl->SetBoolVector(var, set_b);
+    ok(SUCCEEDED(hr), "SetBoolVector failed (%x).\n", hr);
+
+    hr = var->lpVtbl->GetFloatVector(var, ret_f);
+    ok(SUCCEEDED(hr), "GetFloatVector failed (%x).\n", hr);
+    /* Use set_f as the array to test against. */
+    set_f[0] = -1.0f; set_f[1] = 0.0f; set_f[2] = -1.0f; set_f[3] = 0.0f;
+    for (i = 0; i < col_count; i++)
+        ok(ret_f[i] == set_f[i], "Got unexpected value %.8e.\n", ret_f[i]);
+
+    hr = var->lpVtbl->GetIntVector(var, ret_i);
+    ok(SUCCEEDED(hr), "GetIntVector failed (%x).\n", hr);
+    set_i[0] = -1; set_i[1] = 0; set_i[2] = -1; set_i[3] = 0;
+    for (i = 0; i < col_count; i++)
+        ok(ret_i[i] == set_i[i], "Got unexpected value %#x.\n", ret_i[i]);
+
+    hr = var->lpVtbl->GetBoolVector(var, ret_b);
+    ok(SUCCEEDED(hr), "GetBoolVector failed (%x).\n", hr);
+    for (i = 0; i < col_count; i++)
+    {
+        if (type == D3D10_SVT_BOOL)
+            ok(ret_b[i] == set_b[i], "Got unexpected value %#x.\n", ret_b[i]);
+        else
+            ok(ret_b[i] == set_i[i], "Got unexpected value %#x.\n", ret_b[i]);
+    }
+
+    /* See what happens if we use SetBoolVector with a value that isn't TRUE
+     * or FALSE. */
+    set_b[0] = 5; set_b[1] = 10; set_b[2] = 15; set_b[3] = 20;
+    hr = var->lpVtbl->SetBoolVector(var, set_b);
+    ok(SUCCEEDED(hr), "SetBoolVector failed (%x).\n", hr);
+
+    hr = var->lpVtbl->GetFloatVector(var, ret_f);
+    ok(SUCCEEDED(hr), "GetFloatVector failed (%x).\n", hr);
+    for (i = 0; i < col_count; i++)
+        ok(ret_f[i] == -1.0f, "Got unexpected value %.8e.\n", ret_f[i]);
+
+    hr = var->lpVtbl->GetIntVector(var, ret_i);
+    ok(SUCCEEDED(hr), "GetIntVector failed (%x).\n", hr);
+    for (i = 0; i < col_count; i++)
+        ok(ret_i[i] == -1, "Got unexpected value %#x.\n", ret_i[i]);
+
+    hr = var->lpVtbl->GetBoolVector(var, ret_b);
+    ok(SUCCEEDED(hr), "GetBoolVector failed (%x).\n", hr);
+    for (i = 0; i < col_count; i++)
+    {
+        if (type == D3D10_SVT_BOOL)
+            ok(ret_b[i] == set_b[i], "Got unexpected value %#x.\n", ret_b[i]);
+        else
+            ok(ret_b[i] == -1, "Got unexpected value %#x.\n", ret_b[i]);
+    }
+}
+
+static void test_vector_array_methods(ID3D10EffectVectorVariable *var, D3D10_SHADER_VARIABLE_TYPE type,
+        unsigned int col_count, unsigned int row_count)
+{
+    float set_f[9], ret_f[9];
+    int set_i[9], ret_i[9];
+    BOOL set_b[9], ret_b[9];
+    unsigned int i;
+    HRESULT hr;
+
+    /* SetFloatVectorArray test. */
+    set_f[0] = 1.0f; set_f[1] = 2.0f; set_f[2] = 3.0f; set_f[3] = 4.0f;
+    set_f[4] = 5.0f; set_f[5] = 6.0f; set_f[6] = 7.0f; set_f[7] = 8.0f;
+    set_f[8] = 9.0f;
+    hr = var->lpVtbl->SetFloatVectorArray(var, set_f, 0, row_count);
+    ok(SUCCEEDED(hr), "SetFloatVectorArray failed (%x).\n", hr);
+
+    hr = var->lpVtbl->GetFloatVectorArray(var, ret_f, 0, row_count);
+    ok(SUCCEEDED(hr), "GetFloatVectorArray failed (%x).\n", hr);
+    for (i = 0; i < col_count * row_count; i++)
+    {
+        if (type == D3D10_SVT_BOOL)
+            ok(ret_f[i] == -1.0f, "Got unexpected value %.8e.\n", ret_f[i]);
+        else
+            ok(ret_f[i] == set_f[i], "Got unexpected value %.8e.\n", ret_f[i]);
+    }
+
+    hr = var->lpVtbl->GetIntVectorArray(var, ret_i, 0, row_count);
+    ok(SUCCEEDED(hr), "GetIntVectorArray failed (%x).\n", hr);
+    for (i = 0; i < col_count * row_count; i++)
+    {
+        if (type == D3D10_SVT_BOOL)
+            ok(ret_i[i] == -1, "Got unexpected value %#x.\n", ret_i[i]);
+        else
+            ok(ret_i[i] == (int)set_f[i], "Got unexpected value %#x.\n", ret_i[i]);
+    }
+
+    hr = var->lpVtbl->GetBoolVectorArray(var, ret_b, 0, row_count);
+    ok(SUCCEEDED(hr), "GetBoolVectorArray failed (%x).\n", hr);
+    for (i = 0; i < col_count * row_count; i++)
+        ok(ret_b[i] == -1, "Got unexpected value %#x.\n", ret_b[i]);
+
+    /* SetIntVectorArray test. */
+    set_i[0] = 10; set_i[1] = 11; set_i[2] = 12; set_i[3] = 13;
+    set_i[4] = 14; set_i[5] = 15; set_i[6] = 16; set_i[7] = 17;
+    set_i[8] = 18;
+    hr = var->lpVtbl->SetIntVectorArray(var, set_i, 0, row_count);
+    ok(SUCCEEDED(hr), "SetIntVectorArray failed (%x).\n", hr);
+
+    hr = var->lpVtbl->GetFloatVectorArray(var, ret_f, 0, row_count);
+    ok(SUCCEEDED(hr), "GetFloatVectorArray failed (%x).\n", hr);
+    for (i = 0; i < col_count * row_count; i++)
+    {
+        if (type == D3D10_SVT_BOOL)
+            ok(ret_f[i] == -1.0f, "Got unexpected value %.8e.\n", ret_f[i]);
+        else
+            ok(ret_f[i] == (float)set_i[i], "Got unexpected value %.8e.\n", ret_f[i]);
+    }
+
+    hr = var->lpVtbl->GetIntVectorArray(var, ret_i, 0, row_count);
+    ok(SUCCEEDED(hr), "GetIntVectorArray failed (%x).\n", hr);
+    for (i = 0; i < col_count * row_count; i++)
+    {
+        if (type == D3D10_SVT_BOOL)
+            ok(ret_i[i] == -1, "Got unexpected value %#x.\n", ret_i[i]);
+        else
+            ok(ret_i[i] == set_i[i], "Got unexpected value %#x.\n", ret_i[i]);
+    }
+
+    hr = var->lpVtbl->GetBoolVectorArray(var, ret_b, 0, row_count);
+    ok(SUCCEEDED(hr), "GetBoolVectorArray failed (%x).\n", hr);
+    for (i = 0; i < col_count * row_count; i++)
+        ok(ret_b[i] == -1, "Got unexpected value %#x.\n", ret_b[i]);
+
+    /* SetBoolVectorArray test. */
+    set_b[0] = TRUE; set_b[1] = FALSE; set_b[2] = TRUE;  set_b[3] = TRUE;
+    set_b[4] = TRUE; set_b[5] = FALSE; set_b[6] = FALSE; set_b[7] = TRUE;
+    set_b[8] = TRUE;
+    hr = var->lpVtbl->SetBoolVectorArray(var, set_b, 0, row_count);
+    ok(SUCCEEDED(hr), "SetBoolVectorArray failed (%x).\n", hr);
+
+    hr = var->lpVtbl->GetFloatVectorArray(var, ret_f, 0, row_count);
+    ok(SUCCEEDED(hr), "GetFloatVectorArray failed (%x).\n", hr);
+    /* Use set_f as the array to test against. */
+    set_f[0] = -1.0f; set_f[1] = 0.0f; set_f[2] = -1.0f; set_f[3] = -1.0f;
+    set_f[4] = -1.0f; set_f[5] = 0.0f; set_f[6] =  0.0f; set_f[7] = -1.0f;
+    set_f[8] = -1.0f;
+    for (i = 0; i < col_count * row_count; i++)
+        ok(ret_f[i] == set_f[i], "Got unexpected value %.8e.\n", ret_f[i]);
+
+    hr = var->lpVtbl->GetIntVectorArray(var, ret_i, 0, row_count);
+    ok(SUCCEEDED(hr), "GetIntVectorArray failed (%x).\n", hr);
+    set_i[0] = -1; set_i[1] = 0; set_i[2] = -1; set_i[3] = -1;
+    set_i[4] = -1; set_i[5] = 0; set_i[6] =  0; set_i[7] = -1;
+    set_i[8] = -1;
+    for (i = 0; i < col_count * row_count; i++)
+        ok(ret_i[i] == set_i[i], "Got unexpected value %#x.\n", ret_i[i]);
+
+    hr = var->lpVtbl->GetBoolVectorArray(var, ret_b, 0, row_count);
+    ok(SUCCEEDED(hr), "GetBoolVectorArray failed (%x).\n", hr);
+    for (i = 0; i < col_count * row_count; i++)
+    {
+        if (type == D3D10_SVT_BOOL)
+            ok(ret_b[i] == set_b[i], "Got unexpected value %#x.\n", ret_b[i]);
+        else
+            ok(ret_b[i] == set_i[i], "Got unexpected value %#x.\n", ret_b[i]);
+    }
+
+    /* See what happens if we use SetBoolVectorArray with a value that isn't
+     * TRUE or FALSE. */
+    set_b[0] = 5;  set_b[1] = 10; set_b[2] = 15; set_b[3] = 20;
+    set_b[4] = 25; set_b[5] = 30; set_b[6] = 35; set_b[7] = 40;
+    set_b[8] = 45;
+    hr = var->lpVtbl->SetBoolVectorArray(var, set_b, 0, row_count);
+    ok(SUCCEEDED(hr), "SetBoolVectorArray failed (%x).\n", hr);
+
+    hr = var->lpVtbl->GetFloatVectorArray(var, ret_f, 0, row_count);
+    ok(SUCCEEDED(hr), "GetFloatVectorArray failed (%x).\n", hr);
+    for (i = 0; i < col_count * row_count; i++)
+        ok(ret_f[i] == -1.0f, "Got unexpected value %.8e.\n", ret_f[i]);
+
+    hr = var->lpVtbl->GetIntVectorArray(var, ret_i, 0, row_count);
+    ok(SUCCEEDED(hr), "GetIntVectorArray failed (%x).\n", hr);
+    for (i = 0; i < col_count * row_count; i++)
+        ok(ret_i[i] == -1, "Got unexpected value %#x.\n", ret_i[i]);
+
+    hr = var->lpVtbl->GetBoolVectorArray(var, ret_b, 0, row_count);
+    ok(SUCCEEDED(hr), "GetBoolVectorArray failed (%x).\n", hr);
+    for (i = 0; i < col_count * row_count; i++)
+    {
+        if (type == D3D10_SVT_BOOL)
+            ok(ret_b[i] == set_b[i], "Got unexpected value %#x.\n", ret_b[i]);
+        else
+            ok(ret_b[i] == -1, "Got unexpected value %#x.\n", ret_b[i]);
+    }
+
+    /* According to MSDN, the offset argument goes unused for VectorArray
+     * methods, same as the ScalarArray methods. However, testing has shown
+     * this to not be the case. So, test for the correct behavior here. */
+    /* Clear the array first. */
+    set_b[0] = FALSE; set_b[1] = FALSE; set_b[2] = FALSE; set_b[3] = FALSE;
+    set_b[4] = FALSE; set_b[5] = FALSE; set_b[6] = FALSE; set_b[7] = FALSE;
+    set_b[8] = FALSE;
+    hr = var->lpVtbl->SetBoolVectorArray(var, set_b, 0, row_count);
+    ok(SUCCEEDED(hr), "SetBoolVectorArray failed (%x).\n", hr);
+
+    set_b[0] = TRUE; set_b[1] = TRUE; set_b[2] = TRUE; set_b[3] = TRUE;
+    hr = var->lpVtbl->SetBoolVectorArray(var, set_b, 1, 1);
+
+    /* If the previous offset of 1 worked, then the first vector value of the
+     * array should still be false. */
+    hr = var->lpVtbl->GetFloatVectorArray(var, ret_f, 0, 1);
+    ok(SUCCEEDED(hr), "GetFloatVectorArray failed (%x).\n", hr);
+    for (i = 0; i < col_count; i++)
+        ok(ret_f[i] == 0, "Got unexpected value %.8e.\n", ret_f[i]);
+
+    hr = var->lpVtbl->GetIntVectorArray(var, ret_i, 0, 1);
+    ok(SUCCEEDED(hr), "GetIntVectorArray failed (%x).\n", hr);
+    for (i = 0; i < col_count; i++)
+        ok(ret_i[i] == 0, "Got unexpected value %#x.\n", ret_i[i]);
+
+    hr = var->lpVtbl->GetBoolVectorArray(var, ret_b, 0, 1);
+    ok(SUCCEEDED(hr), "GetBoolVectorArray failed (%x).\n", hr);
+    for (i = 0; i < col_count; i++)
+    {
+        if (type == D3D10_SVT_BOOL)
+            ok(ret_b[i] == FALSE, "Got unexpected value %#x.\n", ret_b[i]);
+        else
+            ok(ret_b[i] == 0, "Got unexpected value %#x.\n", ret_b[i]);
+    }
+
+    /* Test the GetFloatVectorArray offset argument. If it works, we should
+     * get a vector with all values set to true. */
+    hr = var->lpVtbl->GetFloatVectorArray(var, ret_f, 1, 1);
+    ok(SUCCEEDED(hr), "GetFloatVectorArray failed (%x).\n", hr);
+    for (i = 0; i < col_count; i++)
+        ok(ret_f[i] == -1.0f, "Got unexpected value %.8e.\n", ret_f[i]);
+
+    hr = var->lpVtbl->GetIntVectorArray(var, ret_i, 1, 1);
+    ok(SUCCEEDED(hr), "GetIntVectorArray failed (%x).\n", hr);
+    for (i = 0; i < col_count; i++)
+        ok(ret_i[i] == -1, "Got unexpected value %#x.\n", ret_i[i]);
+
+    hr = var->lpVtbl->GetBoolVectorArray(var, ret_b, 1, 1);
+    ok(SUCCEEDED(hr), "GetBoolVectorArray failed (%x).\n", hr);
+    for (i = 0; i < col_count; i++)
+    {
+        if (type == D3D10_SVT_BOOL)
+            ok(ret_b[i] == TRUE, "Got unexpected value %#x.\n", ret_b[i]);
+        else
+            ok(ret_b[i] == -1, "Got unexpected value %#x.\n", ret_b[i]);
+    }
+}
+
+static void test_effect_vector_variable(void)
+{
+    ID3D10Device *device;
+    ID3D10Effect *effect;
+    ID3D10EffectVariable *var;
+    ID3D10EffectType *type;
+    ID3D10EffectVectorVariable *v_f0, *v_f_a, *v_i0, *v_i_a, *v_b0, *v_b_a;
+    D3D10_EFFECT_TYPE_DESC type_desc;
+    ULONG refcount;
+    HRESULT hr;
+
+    if (!(device = create_device()))
+    {
+        skip("Failed to create device, skipping tests.\n");
+        return;
+    }
+
+    hr = create_effect(fx_test_vector_variable, 0, device, NULL, &effect);
+    ok(SUCCEEDED(hr), "D3D10CreateEffectFromMemory failed (%x)\n", hr);
+
+    /* Vector floating point variable. */
+    var = effect->lpVtbl->GetVariableByName(effect, "v_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);
+    v_f0 = var->lpVtbl->AsVector(var);
+    test_vector_methods(v_f0, D3D10_SVT_FLOAT, 4);
+
+    /* Vector floating point array variable. */
+    var = effect->lpVtbl->GetVariableByName(effect, "v_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);
+    v_f_a = var->lpVtbl->AsVector(var);
+    test_vector_methods(v_f_a, D3D10_SVT_FLOAT, 4);
+    test_vector_array_methods(v_f_a, D3D10_SVT_FLOAT, 4, 2);
+
+    /* Vector int variable. */
+    var = effect->lpVtbl->GetVariableByName(effect, "v_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);
+    v_i0 = var->lpVtbl->AsVector(var);
+    test_vector_methods(v_i0, D3D10_SVT_INT, 3);
+
+    /* Vector int array variable. */
+    var = effect->lpVtbl->GetVariableByName(effect, "v_i_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_INT, "Type is %x, expected %x\n", type_desc.Type, D3D10_SVT_INT);
+    v_i_a = var->lpVtbl->AsVector(var);
+    test_vector_methods(v_i_a, D3D10_SVT_INT, 3);
+    test_vector_array_methods(v_i_a, D3D10_SVT_INT, 3, 3);
+
+    /* Vector bool variable. */
+    var = effect->lpVtbl->GetVariableByName(effect, "v_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);
+    v_b0 = var->lpVtbl->AsVector(var);
+    test_vector_methods(v_b0, D3D10_SVT_BOOL, 2);
+
+    /* Vector bool array variable. */
+    var = effect->lpVtbl->GetVariableByName(effect, "v_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);
+    v_b_a = var->lpVtbl->AsVector(var);
+    test_vector_methods(v_b_a, D3D10_SVT_BOOL, 2);
+    test_vector_array_methods(v_b_a, D3D10_SVT_BOOL, 2, 4);
+
+    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();
@@ -4285,4 +5118,6 @@ START_TEST(effect)
     test_effect_get_variable_by();
     test_effect_state_groups();
     test_effect_state_group_defaults();
+    test_effect_scalar_variable();
+    test_effect_vector_variable();
 }
-- 
2.20.1




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