D3D9: Add a test for SetVertexShader / GetVertexShader &
SetPixelShader / GetPixelShader refcounts
H. Verbeet
hverbeet at gmail.com
Mon Dec 12 14:30:48 CST 2005
Test the behaviour of Get & Set functions for shaders wrt reference
counts. Verified on win2k, DirectX 9.0c.
Changelog:
- Add a test for SetVertexShader / GetVertexShader & SetPixelShader
/ GetPixelShader refcounts.
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d876c1c780521600664c8593a7fea935aed76cd7
diff --git a/dlls/d3d9/tests/Makefile.in b/dlls/d3d9/tests/Makefile.in
index d96a9ad..ab026e0 100644
--- a/dlls/d3d9/tests/Makefile.in
+++ b/dlls/d3d9/tests/Makefile.in
@@ -6,6 +6,7 @@ TESTDLL = d3d9.dll
IMPORTS = user32 kernel32
CTESTS = \
+ shader.c \
stateblock.c
@MAKE_TEST_RULES@
diff --git a/dlls/d3d9/tests/shader.c b/dlls/d3d9/tests/shader.c
new file mode 100644
index 0000000..8622e6e
--- /dev/null
+++ b/dlls/d3d9/tests/shader.c
@@ -0,0 +1,152 @@
+/*
+ * Copyright (C) 2005 Henri Verbeet
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+#define COBJMACROS
+#include <d3d9.h>
+#include "wine/test.h"
+
+static IDirect3DDevice9 *init_d3d9(void)
+{
+ IDirect3D9 * (__stdcall * d3d9_create)(UINT SDKVersion) = 0;
+ HMODULE d3d9_handle = 0;
+ IDirect3D9 *d3d9_ptr = 0;
+ IDirect3DDevice9 *device_ptr = 0;
+ D3DPRESENT_PARAMETERS present_parameters;
+ HRESULT hres;
+
+ d3d9_handle = LoadLibrary("d3d9");
+ ok(d3d9_handle != NULL, "Failed to load d3d9.\n");
+ if (!d3d9_handle) return NULL;
+
+ d3d9_create = (void *)GetProcAddress(d3d9_handle, "Direct3DCreate9");
+ ok(d3d9_create != NULL, "Failed to get address of Direct3DCreate9\n");
+ if (!d3d9_create) return NULL;
+
+ d3d9_ptr = d3d9_create(D3D_SDK_VERSION);
+ ok(d3d9_ptr != NULL, "Failed to create IDirect3D9 object\n");
+ if (!d3d9_ptr) return NULL;
+
+ ZeroMemory(&present_parameters, sizeof(present_parameters));
+ present_parameters.Windowed = TRUE;
+ present_parameters.hDeviceWindow = GetDesktopWindow();
+ present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
+
+ hres = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
+ ok(hres == D3D_OK, "IDirect3D_CreateDevice returned: 0x%lx\n", hres);
+
+ return device_ptr;
+}
+
+static int get_refcount(IUnknown *object)
+{
+ IUnknown_AddRef(object);
+ return IUnknown_Release(object);
+}
+
+static void test_get_set_vertex_shader(IDirect3DDevice9 *device_ptr)
+{
+
+ static DWORD simple_vs[] = {0xFFFE0101, /* vs_1_1 */
+ 0x0000001F, 0x80000000, 0x900F0000, /* dcl_position0 v0 */
+ 0x00000009, 0xC0010000, 0x90E40000, 0xA0E40000, /* dp4 oPos.x, v0, c0 */
+ 0x00000009, 0xC0020000, 0x90E40000, 0xA0E40001, /* dp4 oPos.y, v0, c1 */
+ 0x00000009, 0xC0040000, 0x90E40000, 0xA0E40002, /* dp4 oPos.z, v0, c2 */
+ 0x00000009, 0xC0080000, 0x90E40000, 0xA0E40003, /* dp4 oPos.w, v0, c3 */
+ 0x0000FFFF}; /* END */
+
+ IDirect3DVertexShader9 *shader_ptr = 0;
+ IDirect3DVertexShader9 *current_shader_ptr = 0;
+ HRESULT hret = 0;
+ int shader_refcount = 0;
+ int i = 0;
+
+ hret = IDirect3DDevice9_CreateVertexShader(device_ptr, simple_vs, &shader_ptr);
+ ok(hret == D3D_OK && shader_ptr != NULL, "CreateVertexShader returned: hret 0x%lx, shader_ptr %p. "
+ "Expected hret 0x%lx, shader_ptr != %p. Aborting.\n", hret, shader_ptr, D3D_OK, NULL);
+ if (hret != D3D_OK || shader_ptr == NULL) return;
+
+ /* SetVertexShader should not touch the shader's refcount. */
+ i = get_refcount((IUnknown *)shader_ptr);
+ hret = IDirect3DDevice9_SetVertexShader(device_ptr, shader_ptr);
+ shader_refcount = get_refcount((IUnknown *)shader_ptr);
+ ok(hret == D3D_OK && shader_refcount == i, "SetVertexShader returned: hret 0x%lx, refcount %d. "
+ "Expected hret 0x%lx, refcount %d.\n", hret, shader_refcount, D3D_OK, i);
+
+ /* GetVertexShader should increase the shader's refcount by one. */
+ i = shader_refcount+1;
+ hret = IDirect3DDevice9_GetVertexShader(device_ptr, ¤t_shader_ptr);
+ shader_refcount = get_refcount((IUnknown *)shader_ptr);
+ ok(hret == D3D_OK && shader_refcount == i && current_shader_ptr == shader_ptr,
+ "GetVertexShader returned: hret 0x%lx, current_shader_ptr %p refcount %d. "
+ "Expected hret 0x%lx, current_shader_ptr %p, refcount %d.\n", hret, current_shader_ptr, shader_refcount, D3D_OK, shader_ptr, i);
+}
+
+static void test_get_set_pixel_shader(IDirect3DDevice9 *device_ptr)
+{
+ static DWORD simple_ps[] = {0xFFFF0101, /* ps_1_1 */
+ 0x00000051, 0xA00F0001, 0x3F800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
+ 0x00000042, 0xB00F0000, /* tex t0 */
+ 0x00000008, 0x800F0000, 0xA0E40001, 0xA0E40000, /* dp3 r0, c1, c0 */
+ 0x00000005, 0x800F0000, 0x90E40000, 0x80E40000, /* mul r0, v0, r0 */
+ 0x00000005, 0x800F0000, 0xB0E40000, 0x80E40000, /* mul r0, t0, r0 */
+ 0x0000FFFF}; /* END */
+
+ IDirect3DPixelShader9 *shader_ptr = 0;
+ IDirect3DPixelShader9 *current_shader_ptr = 0;
+ HRESULT hret = 0;
+ int shader_refcount = 0;
+ int i = 0;
+
+ hret = IDirect3DDevice9_CreatePixelShader(device_ptr, simple_ps, &shader_ptr);
+ ok(hret == D3D_OK && shader_ptr != NULL, "CreatePixelShader returned: hret 0x%lx, shader_ptr %p. "
+ "Expected hret 0x%lx, shader_ptr != %p. Aborting.\n", hret, shader_ptr, D3D_OK, NULL);
+ if (hret != D3D_OK || shader_ptr == NULL) return;
+
+ /* SetPixelsShader should not touch the shader's refcount. */
+ i = get_refcount((IUnknown *)shader_ptr);
+ hret = IDirect3DDevice9_SetPixelShader(device_ptr, shader_ptr);
+ shader_refcount = get_refcount((IUnknown *)shader_ptr);
+ ok(hret == D3D_OK && shader_refcount == i, "SetPixelShader returned: hret 0x%lx, refcount %d. "
+ "Expected hret 0x%lx, refcount %d.\n", hret, shader_refcount, D3D_OK, i);
+
+ /* GetPixelShader should increase the shader's refcount by one. */
+ i = shader_refcount+1;
+ hret = IDirect3DDevice9_GetPixelShader(device_ptr, ¤t_shader_ptr);
+ shader_refcount = get_refcount((IUnknown *)shader_ptr);
+ ok(hret == D3D_OK && shader_refcount == i && current_shader_ptr == shader_ptr,
+ "GetPixelShader returned: hret 0x%lx, current_shader_ptr %p refcount %d. "
+ "Expected hret 0x%lx, current_shader_ptr %p, refcount %d.\n", hret, current_shader_ptr, shader_refcount, D3D_OK, shader_ptr, i);
+}
+
+START_TEST(shader)
+{
+ D3DCAPS9 caps;
+ IDirect3DDevice9 *device_ptr = init_d3d9();
+ if (!device_ptr) return;
+
+ IDirect3DDevice9_GetDeviceCaps(device_ptr, &caps);
+
+ if (caps.VertexShaderVersion & 0xffff)
+ {
+ test_get_set_vertex_shader(device_ptr);
+ }
+ if (caps.PixelShaderVersion & 0xffff)
+ {
+ test_get_set_pixel_shader(device_ptr);
+ }
+}
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