[PATCH] d3dcompiler_43/tests: Added trigonometric function tests to HLSL test suite
Travis Athougies
iammisc at gmail.com
Wed Nov 17 18:33:04 CST 2010
Changes from last version:
- Both sin and cosine tests are now run simultaneously
- Used newer probing infrastructure and got rid of compute_shader_linear9
- Adapted to current coding conventions
---
dlls/d3dcompiler_43/tests/hlsl.c | 63 ++++++++++++++++++++++++++++++++++++++
1 files changed, 63 insertions(+), 0 deletions(-)
diff --git a/dlls/d3dcompiler_43/tests/hlsl.c b/dlls/d3dcompiler_43/tests/hlsl.c
index bab11a6..1f8e31c 100644
--- a/dlls/d3dcompiler_43/tests/hlsl.c
+++ b/dlls/d3dcompiler_43/tests/hlsl.c
@@ -494,6 +494,68 @@ static void test_float_vectors(IDirect3DDevice9 *device, IDirect3DVertexBuffer9
}
}
+static void test_trig(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry,
+ IDirect3DVertexShader9 *vshader_passthru)
+{
+ static const struct hlsl_probe_info sincos_probes[] =
+ {
+ {0, 0, {0.5000f, 1.0000f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {1, 0, {0.5975f, 0.9904f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {2, 0, {0.6913f, 0.9620f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {3, 0, {0.7778f, 0.9160f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {4, 0, {0.8536f, 0.8536f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {5, 0, {0.9157f, 0.7778f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {6, 0, {0.9620f, 0.6913f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {7, 0, {0.9904f, 0.5975f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {8, 0, {1.0000f, 0.5000f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {9, 0, {0.9904f, 0.4025f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {10, 0, {0.9619f, 0.3087f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {11, 0, {0.9157f, 0.2222f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {12, 0, {0.8536f, 0.1464f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {13, 0, {0.7778f, 0.0843f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {14, 0, {0.6913f, 0.0381f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {15, 0, {0.5975f, 0.0096f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {16, 0, {0.5000f, 0.0000f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {17, 0, {0.4025f, 0.0096f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {18, 0, {0.3087f, 0.0381f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {19, 0, {0.2222f, 0.0843f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {20, 0, {0.1464f, 0.1464f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {21, 0, {0.0843f, 0.2222f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {22, 0, {0.0381f, 0.3087f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {23, 0, {0.0096f, 0.4025f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {24, 0, {0.0000f, 0.5000f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {25, 0, {0.0096f, 0.5975f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {26, 0, {0.0381f, 0.6913f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {27, 0, {0.0843f, 0.7778f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {28, 0, {0.1464f, 0.8536f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {29, 0, {0.2222f, 0.9157f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {30, 0, {0.3087f, 0.9619f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ {31, 0, {0.4025f, 0.9904f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
+ };
+
+ static const char *sincos_shader =
+ "float4 test(float x: TEXCOORD0): COLOR \
+ { \
+ const float pi2 = 6.2831853; \
+ float calcd_sin = (sin(x * pi2) + 1)/2; \
+ float calcd_cos = (cos(x * pi2) + 1)/2; \
+ return float4(calcd_sin, calcd_cos, 0, 0); \
+ }";
+
+ ID3DXConstantTable *constants;
+ IDirect3DPixelShader9 *pshader;
+
+ pshader = compile_pixel_shader9(device, sincos_shader, "ps_2_0", &constants);
+ if (pshader != NULL)
+ {
+ compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, sincos_probes,
+ sizeof(sincos_probes) / sizeof(*sincos_probes), 32, 1, __LINE__);
+
+ IUnknown_Release(constants);
+ IUnknown_Release(pshader);
+ }
+}
+
START_TEST(hlsl)
{
D3DCAPS9 caps;
@@ -517,6 +579,7 @@ START_TEST(hlsl)
test_math(device, quad_geometry, vshader_passthru);
test_conditionals(device, quad_geometry, vshader_passthru);
test_float_vectors(device, quad_geometry, vshader_passthru);
+ test_trig(device, quad_geometry, vshader_passthru);
}
} else skip("no pixel shader support\n");
--
1.7.0.4
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