[PATCH v6 6/6] d3d10: Add tests for vector effect variables.
Connor McAdams
conmanx360 at gmail.com
Fri Mar 6 11:51:40 CST 2020
Signed-off-by: Connor McAdams <conmanx360 at gmail.com>
---
dlls/d3d10/tests/effect.c | 396 ++++++++++++++++++++++++++++++++++++++
1 file changed, 396 insertions(+)
diff --git a/dlls/d3d10/tests/effect.c b/dlls/d3d10/tests/effect.c
index 765edfa4dd..7affdb0e4d 100644
--- a/dlls/d3d10/tests/effect.c
+++ b/dlls/d3d10/tests/effect.c
@@ -4623,6 +4623,401 @@ static void test_effect_scalar_variable(void)
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,
+ const char *name, unsigned int components)
+{
+ float set_f[4], ret_f[4], expected_f, expected_f_v[4];
+ int set_i[4], ret_i[4], expected_i, expected_i_v[4];
+ BOOL set_b[4], ret_b[4], expected_b;
+ unsigned int i;
+ HRESULT hr;
+
+ 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(hr == S_OK, "Var %s, SetFloatVector failed (%x).\n", name, hr);
+
+ hr = var->lpVtbl->GetFloatVector(var, ret_f);
+ ok(hr == S_OK, "Var %s, GetFloatVector failed (%x).\n", name, hr);
+ for (i = 0; i < components; i++)
+ {
+ expected_f = type == D3D10_SVT_BOOL ? -1.0f : set_f[i];
+ ok(ret_f[i] == expected_f, "Var %s, got unexpected value %.8e.\n", name, ret_f[i]);
+ }
+
+ hr = var->lpVtbl->GetIntVector(var, ret_i);
+ ok(hr == S_OK, "Var %s, GetIntVector failed (%x).\n", name, hr);
+ for (i = 0; i < components; i++)
+ {
+ expected_i = type == D3D10_SVT_BOOL ? -1 : (int)set_f[i];
+ ok(ret_i[i] == expected_i, "Var %s, got unexpected value %#x.\n", name, ret_i[i]);
+ }
+
+ hr = var->lpVtbl->GetBoolVector(var, ret_b);
+ ok(hr == S_OK, "Var %s, GetBoolVector failed (%x).\n", name, hr);
+ for (i = 0; i < components; i++)
+ ok(ret_b[i] == -1, "Got unexpected value %#x.\n", ret_b[i]);
+
+ set_i[0] = 5; set_i[1] = 6; set_i[2] = 7; set_i[3] = 8;
+ hr = var->lpVtbl->SetIntVector(var, set_i);
+ ok(hr == S_OK, "Var %s, SetIntVector failed (%x).\n", name, hr);
+
+ hr = var->lpVtbl->GetFloatVector(var, ret_f);
+ ok(hr == S_OK, "Var %s, GetFloatVector failed (%x).\n", name, hr);
+ for (i = 0; i < components; i++)
+ {
+ expected_f = type == D3D10_SVT_BOOL ? -1.0f : (float)set_i[i];
+ ok(ret_f[i] == expected_f, "Var %s, got unexpected value %.8e.\n", name, ret_f[i]);
+ }
+
+ hr = var->lpVtbl->GetIntVector(var, ret_i);
+ ok(hr == S_OK, "Var %s, GetIntVector failed (%x).\n", name, hr);
+ for (i = 0; i < components; i++)
+ {
+ expected_i = type == D3D10_SVT_BOOL ? -1 : set_i[i];
+ ok(ret_i[i] == expected_i, "Var %s, got unexpected value %#x.\n", name, ret_i[i]);
+ }
+
+ hr = var->lpVtbl->GetBoolVector(var, ret_b);
+ ok(hr == S_OK, "Var %s, GetBoolVector failed (%x).\n", name, hr);
+ for (i = 0; i < components; i++)
+ ok(ret_b[i] == -1, "Var %s, got unexpected value %#x.\n", name, ret_b[i]);
+
+ set_b[0] = TRUE; set_b[1] = FALSE; set_b[2] = TRUE; set_b[3] = FALSE;
+ hr = var->lpVtbl->SetBoolVector(var, set_b);
+ ok(hr == S_OK, "Var %s, SetBoolVector failed (%x).\n", name, hr);
+
+ hr = var->lpVtbl->GetFloatVector(var, ret_f);
+ ok(hr == S_OK, "Var %s, GetFloatVector failed (%x).\n", name, hr);
+ expected_f_v[0] = -1.0f; expected_f_v[1] = 0.0f; expected_f_v[2] = -1.0f; expected_f_v[3] = 0.0f;
+ for (i = 0; i < components; i++)
+ ok(ret_f[i] == expected_f_v[i], "Var %s, got unexpected value %.8e.\n", name, ret_f[i]);
+
+ hr = var->lpVtbl->GetIntVector(var, ret_i);
+ ok(hr == S_OK, "Var %s, GetIntVector failed (%x).\n", name, hr);
+ expected_i_v[0] = -1; expected_i_v[1] = 0; expected_i_v[2] = -1; expected_i_v[3] = 0;
+ for (i = 0; i < components; i++)
+ ok(ret_i[i] == expected_i_v[i], "Var %s, got unexpected value %#x.\n", name, ret_i[i]);
+
+ hr = var->lpVtbl->GetBoolVector(var, ret_b);
+ ok(hr == S_OK, "Var %s, GetBoolVector failed (%x).\n", name, hr);
+ for (i = 0; i < components; i++)
+ {
+ expected_b = type == D3D10_SVT_BOOL ? set_b[i] : expected_i_v[i];
+ ok(ret_b[i] == expected_b, "Var %s, got unexpected value %#x.\n", name, 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(hr == S_OK, "Var %s, SetBoolVector failed (%x).\n", name, hr);
+
+ hr = var->lpVtbl->GetFloatVector(var, ret_f);
+ ok(hr == S_OK, "Var %s, GetFloatVector failed (%x).\n", name, hr);
+ for (i = 0; i < components; i++)
+ ok(ret_f[i] == -1.0f, "Var %s, got unexpected value %.8e.\n", name, ret_f[i]);
+
+ hr = var->lpVtbl->GetIntVector(var, ret_i);
+ ok(hr == S_OK, "Var %s, GetIntVector failed (%x).\n", name, hr);
+ for (i = 0; i < components; i++)
+ ok(ret_i[i] == -1, "Var %s, got unexpected value %#x.\n", name, ret_i[i]);
+
+ hr = var->lpVtbl->GetBoolVector(var, ret_b);
+ ok(hr == S_OK, "Var %s, GetBoolVector failed (%x).\n", name, hr);
+ for (i = 0; i < components; i++)
+ {
+ expected_b = type == D3D10_SVT_BOOL ? set_b[i] : -1;
+ ok(ret_b[i] == expected_b, "Var %s, got unexpected value %#x.\n", name, ret_b[i]);
+ }
+}
+
+static void test_vector_array_methods(ID3D10EffectVectorVariable *var, D3D10_SHADER_VARIABLE_TYPE type,
+ const char *name, unsigned int components, unsigned int elements)
+{
+ float set_f[9], ret_f[9], expected_f, expected_f_a[9];
+ int set_i[9], ret_i[9], expected_i, expected_i_a[9];
+ BOOL set_b[9], ret_b[9], expected_b;
+ 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, elements);
+ ok(hr == S_OK, "Var %s, SetFloatVectorArray failed (%x).\n", name, hr);
+
+ hr = var->lpVtbl->GetFloatVectorArray(var, ret_f, 0, elements);
+ ok(hr == S_OK, "Var %s, GetFloatVectorArray failed (%x).\n", name, hr);
+ for (i = 0; i < components * elements; i++)
+ {
+ expected_f = type == D3D10_SVT_BOOL ? -1.0f : set_f[i];
+ ok(ret_f[i] == expected_f, "Var %s, got unexpected value %.8e.\n", name, ret_f[i]);
+ }
+
+ hr = var->lpVtbl->GetIntVectorArray(var, ret_i, 0, elements);
+ ok(hr == S_OK, "Var %s, GetIntVectorArray failed (%x).\n", name, hr);
+ for (i = 0; i < components * elements; i++)
+ {
+ expected_i = type == D3D10_SVT_BOOL ? -1 : (int)set_f[i];
+ ok(ret_i[i] == expected_i, "Var %s, got unexpected value %#x.\n", name, ret_i[i]);
+ }
+
+ hr = var->lpVtbl->GetBoolVectorArray(var, ret_b, 0, elements);
+ ok(hr == S_OK, "Var %s, GetBoolVectorArray failed (%x).\n", name, hr);
+ for (i = 0; i < components * elements; i++)
+ ok(ret_b[i] == -1, "Var %s, got unexpected value %#x.\n", name, 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, elements);
+ ok(hr == S_OK, "Var %s, SetIntVectorArray failed (%x).\n", name, hr);
+
+ hr = var->lpVtbl->GetFloatVectorArray(var, ret_f, 0, elements);
+ ok(hr == S_OK, "Var %s, GetFloatVectorArray failed (%x).\n", name, hr);
+ for (i = 0; i < components * elements; i++)
+ {
+ expected_f = type == D3D10_SVT_BOOL ? -1.0f : (float)set_i[i];
+ ok(ret_f[i] == expected_f, "Var %s, got unexpected value %.8e.\n", name, ret_f[i]);
+ }
+
+ hr = var->lpVtbl->GetIntVectorArray(var, ret_i, 0, elements);
+ ok(hr == S_OK, "Var %s, GetIntVectorArray failed (%x).\n", name, hr);
+ for (i = 0; i < components * elements; i++)
+ {
+ expected_i = type == D3D10_SVT_BOOL ? -1 : set_i[i];
+ ok(ret_i[i] == expected_i, "Var %s, got unexpected value %#x.\n", name, ret_i[i]);
+ }
+
+ hr = var->lpVtbl->GetBoolVectorArray(var, ret_b, 0, elements);
+ ok(hr == S_OK, "Var %s, GetBoolVectorArray failed (%x).\n", name, hr);
+ for (i = 0; i < components * elements; i++)
+ ok(ret_b[i] == -1, "Var %s, got unexpected value %#x.\n", name, 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, elements);
+ ok(hr == S_OK, "Var %s, SetBoolVectorArray failed (%x).\n", name, hr);
+
+ hr = var->lpVtbl->GetFloatVectorArray(var, ret_f, 0, elements);
+ ok(hr == S_OK, "Var %s, GetFloatVectorArray failed (%x).\n", name, hr);
+ expected_f_a[0] = -1.0f; expected_f_a[1] = 0.0f; expected_f_a[2] = -1.0f; expected_f_a[3] = -1.0f;
+ expected_f_a[4] = -1.0f; expected_f_a[5] = 0.0f; expected_f_a[6] = 0.0f; expected_f_a[7] = -1.0f;
+ expected_f_a[8] = -1.0f;
+ for (i = 0; i < components * elements; i++)
+ ok(ret_f[i] == expected_f_a[i], "Var %s, got unexpected value %.8e.\n", name, ret_f[i]);
+
+ hr = var->lpVtbl->GetIntVectorArray(var, ret_i, 0, elements);
+ ok(hr == S_OK, "Var %s, GetIntVectorArray failed (%x).\n", name, hr);
+ expected_i_a[0] = -1; expected_i_a[1] = 0; expected_i_a[2] = -1; expected_i_a[3] = -1;
+ expected_i_a[4] = -1; expected_i_a[5] = 0; expected_i_a[6] = 0; expected_i_a[7] = -1;
+ expected_i_a[8] = -1;
+ for (i = 0; i < components * elements; i++)
+ ok(ret_i[i] == expected_i_a[i], "Var %s, got unexpected value %#x.\n", name, ret_i[i]);
+
+ hr = var->lpVtbl->GetBoolVectorArray(var, ret_b, 0, elements);
+ ok(hr == S_OK, "Var %s, GetBoolVectorArray failed (%x).\n", name, hr);
+ for (i = 0; i < components * elements; i++)
+ {
+ expected_b = type == D3D10_SVT_BOOL ? set_b[i] : expected_i_a[i];
+ ok(ret_b[i] == expected_b, "Var %s, got unexpected value %#x.\n", name, 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, elements);
+ ok(hr == S_OK, "Var %s, SetBoolVectorArray failed (%x).\n", name, hr);
+
+ hr = var->lpVtbl->GetFloatVectorArray(var, ret_f, 0, elements);
+ ok(hr == S_OK, "Var %s, GetFloatVectorArray failed (%x).\n", name, hr);
+ for (i = 0; i < components * elements; i++)
+ ok(ret_f[i] == -1.0f, "Var %s, got unexpected value %.8e.\n", name, ret_f[i]);
+
+ hr = var->lpVtbl->GetIntVectorArray(var, ret_i, 0, elements);
+ ok(hr == S_OK, "Var %s, GetIntVectorArray failed (%x).\n", name, hr);
+ for (i = 0; i < components * elements; i++)
+ ok(ret_i[i] == -1, "Var %s, got unexpected value %#x.\n", name, ret_i[i]);
+
+ hr = var->lpVtbl->GetBoolVectorArray(var, ret_b, 0, elements);
+ ok(hr == S_OK, "Var %s, GetBoolVectorArray failed (%x).\n", name, hr);
+ for (i = 0; i < components * elements; i++)
+ {
+ expected_b = type == D3D10_SVT_BOOL ? set_b[i] : -1;
+ ok(ret_b[i] == expected_b, "Var %s, got unexpected value %#x.\n", name, 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, elements);
+ ok(hr == S_OK, "Var %s, SetBoolVectorArray failed (%x).\n", name, 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(hr == S_OK, "Var %s, GetFloatVectorArray failed (%x).\n", name, hr);
+ for (i = 0; i < components; i++)
+ ok(ret_f[i] == 0, "Var %s, got unexpected value %.8e.\n", name, ret_f[i]);
+
+ hr = var->lpVtbl->GetIntVectorArray(var, ret_i, 0, 1);
+ ok(hr == S_OK, "Var %s, GetIntVectorArray failed (%x).\n", name, hr);
+ for (i = 0; i < components; i++)
+ ok(ret_i[i] == 0, "Var %s, got unexpected value %#x.\n", name, ret_i[i]);
+
+ hr = var->lpVtbl->GetBoolVectorArray(var, ret_b, 0, 1);
+ ok(hr == S_OK, "Var %s, GetBoolVectorArray failed (%x).\n", name, hr);
+ for (i = 0; i < components; i++)
+ ok(!ret_b[i], "Var %s, got unexpected value %#x.\n", name, 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(hr == S_OK, "Var %s, GetFloatVectorArray failed (%x).\n", name, hr);
+ for (i = 0; i < components; i++)
+ ok(ret_f[i] == -1.0f, "Var %s, got unexpected value %.8e.\n", name, ret_f[i]);
+
+ hr = var->lpVtbl->GetIntVectorArray(var, ret_i, 1, 1);
+ ok(hr == S_OK, "Var %s, GetIntVectorArray failed (%x).\n", name, hr);
+ for (i = 0; i < components; i++)
+ ok(ret_i[i] == -1, "Var %s, got unexpected value %#x.\n", name, ret_i[i]);
+
+ hr = var->lpVtbl->GetBoolVectorArray(var, ret_b, 1, 1);
+ ok(hr == S_OK, "Var %s, GetBoolVectorArray failed (%x).\n", name, hr);
+ for (i = 0; i < components; i++)
+ {
+ expected_b = type == D3D10_SVT_BOOL ? TRUE : -1;
+ ok(ret_b[i] == expected_b, "Var %s, got unexpected value %#x.\n", name, ret_b[i]);
+ }
+
+if (0)
+{
+ /* Windows array setting function has no bounds checking on offset values
+ * either, so this ends up writing into adjacent variables. */
+ hr = var->lpVtbl->SetBoolVectorArray(var, set_b, elements + 1, 1);
+ ok(hr == S_OK, "Var %s, GetBoolVectorArray failed (%x).\n", name, hr);
+
+ hr = var->lpVtbl->GetBoolVectorArray(var, ret_b, elements + 1, 1);
+ ok(hr == S_OK, "Var %s, GetBoolVectorArray failed (%x).\n", name, hr);
+ for (i = 0; i < components; i++)
+ {
+ expected_b = type == D3D10_SVT_BOOL ? TRUE : -1;
+ ok(ret_b[i] == expected_b, "Var %s, got unexpected value %#x.\n", name, ret_b[i]);
+ }
+}
+}
+
+static void test_effect_vector_variable(void)
+{
+ ID3D10Device *device;
+ ID3D10Effect *effect;
+ ID3D10EffectVariable *var;
+ ID3D10EffectType *type;
+ ID3D10EffectVectorVariable *v_var;
+ D3D10_EFFECT_TYPE_DESC type_desc;
+ unsigned int i;
+ ULONG refcount;
+ HRESULT hr;
+ struct
+ {
+ const char *name;
+ D3D_SHADER_VARIABLE_TYPE type;
+ unsigned int components;
+ unsigned int elements;
+ } tests[] = {{"v_f0", D3D10_SVT_FLOAT, 4, 1}, {"v_f_a", D3D10_SVT_FLOAT, 4, 2},
+ {"v_i0", D3D10_SVT_INT, 3, 1}, {"v_i_a", D3D10_SVT_INT, 3, 3},
+ {"v_b0", D3D10_SVT_BOOL, 2, 1}, {"v_b_a", D3D10_SVT_BOOL, 2, 4}};
+
+ 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);
+
+ for (i = 0; i < ARRAY_SIZE(tests); ++i)
+ {
+ var = effect->lpVtbl->GetVariableByName(effect, tests[i].name);
+ type = var->lpVtbl->GetType(var);
+ hr = type->lpVtbl->GetDesc(type, &type_desc);
+ ok(SUCCEEDED(hr), "GetDesc failed on variable %s (%x).\n", tests[i].name, hr);
+ ok(type_desc.Type == tests[i].type, "Got unexpected type on variable %s, (%#x).\n", tests[i].name, type_desc.Type);
+ v_var = var->lpVtbl->AsVector(var);
+ test_vector_methods(v_var, tests[i].type, tests[i].name, tests[i].components);
+ if (i % 2)
+ test_vector_array_methods(v_var, tests[i].type, tests[i].name, tests[i].components, tests[i].elements);
+ }
+
+ 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();
@@ -4636,4 +5031,5 @@ START_TEST(effect)
test_effect_state_groups();
test_effect_state_group_defaults();
test_effect_scalar_variable();
+ test_effect_vector_variable();
}
--
2.20.1
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