[PATCH] d3dcompiler_43/tests: Added error tests to HLSL test suite

Travis Athougies iammisc at gmail.com
Wed Dec 22 15:31:50 CST 2010


Tests to ensure the HLSL compiler won't crash on malformed input.

---
 dlls/d3dcompiler_43/tests/hlsl.c |   87 ++++++++++++++++++++++++++++++++++++++
 1 files changed, 87 insertions(+), 0 deletions(-)

diff --git a/dlls/d3dcompiler_43/tests/hlsl.c b/dlls/d3dcompiler_43/tests/hlsl.c
index 1f8e31c..a6a6099 100644
--- a/dlls/d3dcompiler_43/tests/hlsl.c
+++ b/dlls/d3dcompiler_43/tests/hlsl.c
@@ -556,6 +556,92 @@ static void test_trig(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geo
     }
 }
 
+static void test_fail(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *qquad_geometry,
+        IDirect3DVertexShader9 *vshader_passthru)
+{
+    static const char *undefined_variable_shader =
+        "float4 test(float2 pos: TEXCOORD0) : COLOR  \
+         {                                           \
+            return y;                                \
+         }";
+
+    static const char *invalid_swizzle_shader =
+        "float4 test(float2 pos: TEXCOORD0) : COLOR  \
+         {                                           \
+           float4 x = float4(0, 0, 0, 0);            \
+           x.xzzx = float4(1, 2, 3, 4);              \
+           return x;                                 \
+         }";
+
+    static const char *invalid_conversion_shader =
+        "float4 test(float2 pos: TEXCOORD0) : COLOR  \
+         {                                           \
+           float4 x = pos;                           \
+           return x;                                 \
+         }";
+
+    static const char *invalid_syntax_shader =
+        "float4 test(float2 pos, TEXCOORD0) ; COLOR  \
+         {                                           \
+           pos = float4 x;                           \
+           mul(float4(5, 4, 3, 2), mvp) = x;         \
+           return float4;                            \
+         }";
+
+    static const char *invalid_identifiers_shader =
+        "float4 563r(float2 45s: TEXCOORD0) : COLOR  \
+         {                                           \
+           float2 x = 45s;                           \
+           return float4(x.x, x.y, 0, 0);            \
+         }";
+
+    ID3D10Blob *compiled = NULL, *errors = NULL;
+    HRESULT hr;
+
+    hr = D3DCompile(undefined_variable_shader, strlen(undefined_variable_shader), NULL, NULL, NULL,
+            "test", "ps_2_0", 0, 0, &compiled, &errors);
+    ok(hr != D3D_OK, "Pixel shader compilation succeeded on shader with undefined variable\n");
+    ok(errors != NULL, "No errors returned for a shader with undefined variables\n");
+
+    IUnknown_Release((IUnknown *)errors);
+    errors = NULL;
+
+    hr = D3DCompile(invalid_swizzle_shader, strlen(invalid_swizzle_shader), NULL, NULL, NULL,
+            "test","ps_2_0", 0, 0, &compiled, &errors);
+    ok(hr != D3D_OK, "Pixel shader compilation succeeded on shader with an invalid swizzle\n");
+    ok(errors != NULL, "No errors returned for a shader with an invalid swizzle mask\n");
+
+    IUnknown_Release((IUnknown *)errors);
+    errors = NULL;
+
+    hr = D3DCompile(invalid_conversion_shader, strlen(invalid_conversion_shader), NULL, NULL, NULL,
+             "test", "ps_2_0", 0, 0, &compiled, &errors);
+    ok(hr != D3D_OK, "Pixel shader compilation succeeded on shader with an invalid type "
+            "conversion\n");
+    ok(errors != NULL, "No errors returned for an a shader with invalid type conversions\n");
+
+    IUnknown_Release((IUnknown *)errors);
+    errors = NULL;
+
+    hr = D3DCompile(invalid_syntax_shader, strlen(invalid_syntax_shader), NULL, NULL, NULL, "test",
+            "ps_2_0", 0, 0, &compiled, &errors);
+    ok(hr != D3D_OK, "Pixel shader compilation succeeded on shader with blatantly invalid "
+            "syntax\n");
+    ok(errors != NULL, "No errors returned for a shader with invalid syntax\n");
+
+    IUnknown_Release((IUnknown *)errors);
+    errors = NULL;
+
+    hr = D3DCompile(invalid_identifiers_shader, strlen(invalid_identifiers_shader), NULL, NULL,
+            NULL, "test", "ps_2_0", 0, 0, &compiled, &errors);
+    ok(hr != D3D_OK, "Pixel shader compilation successful on a shader with invalid variable and "
+            "function names\n");
+    ok(errors != NULL, "No errors returned for a shader with invalid variable and function "
+            "names\n");
+
+    IUnknown_Release((IUnknown *)errors);
+}
+
 START_TEST(hlsl)
 {
     D3DCAPS9 caps;
@@ -580,6 +666,7 @@ START_TEST(hlsl)
             test_conditionals(device, quad_geometry, vshader_passthru);
             test_float_vectors(device, quad_geometry, vshader_passthru);
             test_trig(device, quad_geometry, vshader_passthru);
+            test_fail(device, quad_geometry, vshader_passthru);
         }
     } else skip("no pixel shader support\n");
 
-- 
1.7.0.4




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