[PATCH 1/5] d3dcompiler_43/tests: Added HLSL test suite

Travis Athougies iammisc at gmail.com
Mon Oct 25 01:54:20 CDT 2010


Changes from last patch:
- Called IDirect3DDevice9::Present after GetRenderTargetData
- Use epsilon-based comparison for floating point numbers

---
 dlls/d3dcompiler_43/tests/Makefile.in |    5 +-
 dlls/d3dcompiler_43/tests/hlsl.c      |  368 +++++++++++++++++++++++++++++++++
 2 files changed, 371 insertions(+), 2 deletions(-)
 create mode 100644 dlls/d3dcompiler_43/tests/hlsl.c

diff --git a/dlls/d3dcompiler_43/tests/Makefile.in b/dlls/d3dcompiler_43/tests/Makefile.in
index 45f431e..268c067 100644
--- a/dlls/d3dcompiler_43/tests/Makefile.in
+++ b/dlls/d3dcompiler_43/tests/Makefile.in
@@ -1,8 +1,9 @@
 TESTDLL   = d3dcompiler_43.dll
-IMPORTS   = d3dcompiler
+IMPORTS   = d3dcompiler d3d9 d3dx9 user32
 
 C_SRCS = \
 	asm.c \
-	blob.c
+	blob.c \
+	hlsl.c
 
 @MAKE_TEST_RULES@
diff --git a/dlls/d3dcompiler_43/tests/hlsl.c b/dlls/d3dcompiler_43/tests/hlsl.c
new file mode 100644
index 0000000..29ae2db
--- /dev/null
+++ b/dlls/d3dcompiler_43/tests/hlsl.c
@@ -0,0 +1,368 @@
+/*
+ * Copyright (C) 2010 - Travis Athougies
+ *
+ * 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
+ */
+#define COBJMACROS
+#include "wine/test.h"
+#include "d3dx9.h"
+#include "d3dcompiler.h"
+
+#include <math.h>
+
+struct vertex
+{
+    float x, y, z;
+    float tx, ty;
+};
+
+/* Tells compute_shader_probe* which pixels should be what colors */
+struct hlsl_probe_info
+{
+    /* The x and y coordinate of the point to check.
+       When x < 0, this is the last probe */
+    int x, y;
+    /* The expected values in this region */
+    D3DXCOLOR c;
+    /* The max error for any value */
+    float epsilon;
+    /* An error message to print if this test fails */
+    const char *message;
+};
+
+static HWND create_window(void)
+{
+    WNDCLASS wc = {0};
+    wc.lpfnWndProc = DefWindowProc;
+    wc.lpszClassName = "d3d9_test_wc";
+    RegisterClass(&wc);
+
+    return CreateWindow("d3d9_test_wc", "d3d9_test",
+            0, 0, 0, 0, 0, 0, 0, 0, 0);
+}
+
+static IDirect3DDevice9 *init_d3d9(IDirect3DVertexDeclaration9 **vdeclaration,
+        IDirect3DVertexBuffer9 **quad_geometry, IDirect3DVertexShader9 **vshader_passthru)
+{
+    static const struct vertex quad_vertices[4] =
+    {
+        {-1.0f, -1.0f, 0.0f, 0.0f, 1.0f},
+        {-1.0f,  1.0f, 0.0f, 0.0f, 0.0f},
+        { 1.0f, -1.0f, 0.0f, 1.0f, 1.0f},
+        { 1.0f,  1.0f, 0.0f, 1.0f, 0.0f}
+    };
+
+    static const D3DVERTEXELEMENT9 vdeclelements[] =
+    {
+        {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
+        {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
+        D3DDECL_END()
+    };
+
+    static const char *vshader_passthru_hlsl =
+        "float4 vshader(float4 pos: POSITION, inout float2 texcoord: TEXCOORD0): POSITION \
+         {                                                                                \
+            return pos;                                                                   \
+         }";
+
+    IDirect3D9 *d3d9_ptr;
+    IDirect3DDevice9 *device_ptr = NULL;
+    D3DPRESENT_PARAMETERS present_parameters;
+
+    void *temp_geometry_vertices;
+
+    ID3D10Blob *compiled = NULL;
+    ID3D10Blob *errors = NULL;
+
+    HRESULT hr;
+
+    d3d9_ptr = Direct3DCreate9(D3D_SDK_VERSION);
+    if (!d3d9_ptr)
+    {
+        skip("could not create D3D9\n");
+        return NULL;
+    }
+
+    hr = IDirect3D9_CheckDeviceFormat(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A32B32G32R32F,
+            0, D3DRTYPE_SURFACE, D3DFMT_A32B32G32R32F);
+    if (FAILED(hr))
+    {
+        skip("A32B32G32R32F format not available on this device\n");
+        return NULL;
+    }
+
+    ZeroMemory(&present_parameters, sizeof(present_parameters));
+    present_parameters.Windowed = TRUE;
+    present_parameters.hDeviceWindow = create_window();
+    present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
+
+    hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL,
+            D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
+    if (FAILED(hr))
+    {
+        skip("could not create Direct3D9 device\n");
+        return NULL;
+    }
+
+    /* Create the quad geometry */
+    hr = IDirect3DDevice9_CreateVertexBuffer(device_ptr, 4 * sizeof(struct vertex),
+            D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, quad_geometry, NULL);
+    ok(SUCCEEDED(hr),
+            "Could not create vertex buffer, IDirect3DDevice9_CreateVertexBuffer returned: %08x\n", hr);
+
+    hr = IDirect3DVertexBuffer9_Lock(*quad_geometry, 0, sizeof(quad_vertices), &temp_geometry_vertices, 0);
+    ok(SUCCEEDED(hr), "IDirect3DVertexBuffer9_Lock returned: %08x\n", hr);
+    memcpy(temp_geometry_vertices, quad_vertices, sizeof(quad_vertices));
+    IDirect3DVertexBuffer9_Unlock(*quad_geometry);
+
+    hr = IDirect3DDevice9_CreateVertexDeclaration(device_ptr, vdeclelements, vdeclaration);
+    ok(SUCCEEDED(hr), "Could not create vertex declaration: "
+            "IDirect3DDevice9_CreateVertexDeclaration returned: %08x\n", hr);
+
+    hr = IDirect3DDevice9_SetVertexDeclaration(device_ptr, *vdeclaration);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned: %08x\n", hr);
+
+    /* Create a simple vertex shader to just pass through the values */
+    hr = D3DCompile(vshader_passthru_hlsl, strlen(vshader_passthru_hlsl), NULL,
+            NULL, NULL, "vshader", "vs_1_1", 0, 0, &compiled, &errors);
+    if (FAILED(hr))
+    {
+        skip("not compiling vertex shader due to lacking wine HLSL support!\n");
+        if (errors)
+            IUnknown_Release(errors);
+        return NULL;
+    }
+
+    hr = IDirect3DDevice9_CreateVertexShader(device_ptr, ID3D10Blob_GetBufferPointer(compiled),
+            vshader_passthru);
+    ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader returned: %08x\n", hr);
+    IUnknown_Release(compiled);
+
+    return device_ptr;
+}
+
+/* Convenience functions */
+static void set_float4_d3d9(IDirect3DDevice9 *device, ID3DXConstantTable *constants, const char *name,
+        float x, float y, float z, float w)
+{
+    D3DXVECTOR4 vector;
+    vector.x = x;
+    vector.y = y;
+    vector.z = z;
+    vector.w = w;
+    ID3DXConstantTable_SetVector(constants, device, name, &vector);
+}
+
+/* Compile our pixel shader and get back the compiled version and a constant table */
+static IDirect3DPixelShader9 *compile_pixel_shader9(IDirect3DDevice9 *device, const char *shader,
+        const char *profile, ID3DXConstantTable **constants)
+{
+    ID3D10Blob *compiled = NULL;
+    ID3D10Blob *errors = NULL;
+    IDirect3DPixelShader9 *pshader;
+    HRESULT hr;
+
+    hr = D3DCompile(shader, strlen(shader), NULL, NULL,
+            NULL, "test", profile, /* test is the name of the entry point of our shader */
+            0, 0, &compiled, &errors);
+    ok(hr == D3D_OK, "Pixel shader %s compilation failed: %s\n", shader,
+            errors ? (char *)ID3D10Blob_GetBufferPointer(errors) : "");
+    if (FAILED(hr)) return NULL;
+
+    hr = D3DXGetShaderConstantTable(ID3D10Blob_GetBufferPointer(compiled), constants);
+    ok(hr == D3D_OK, "Could not get constant table from compiled pixel shader\n");
+
+    hr = IDirect3DDevice9_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(compiled), &pshader);
+    ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader returned: %08x\n", hr);
+    IUnknown_Release(compiled);
+    return pshader;
+}
+
+/* Draw a full screen quad */
+static void draw_quad_with_shader9(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry)
+{
+    HRESULT hr;
+    D3DXMATRIX projection_matrix;
+
+    D3DXMatrixOrthoLH(&projection_matrix, 2.0f, 2.0f, 0.0f, 1.0f);
+    IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &projection_matrix);
+
+    hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
+    ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned: %08x\n", hr);
+
+    hr = IDirect3DDevice9_BeginScene(device);
+    ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned: %08x\n", hr);
+
+    hr = IDirect3DDevice9_SetStreamSource(device, 0, quad_geometry, 0, sizeof(struct vertex));
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource returned: %08x\n", hr);
+    hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
+    ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive returned: %08x\n", hr);
+
+    hr = IDirect3DDevice9_EndScene(device);
+    ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned: %08x\n", hr);
+}
+
+static void setup_device9(IDirect3DDevice9 *device, IDirect3DSurface9 **render_target,
+        IDirect3DSurface9 **readback, D3DFORMAT format, int width, int height,
+        IDirect3DVertexShader9 *vshader, IDirect3DPixelShader9 *pshader)
+{
+    HRESULT hr;
+    hr = IDirect3DDevice9_CreateRenderTarget(device, width, height, format,
+            D3DMULTISAMPLE_NONE, 0, FALSE, render_target, NULL);
+    ok(hr == D3D_OK, "IDirect3DDevice9_CreateRenderTarget returned: %08x\n", hr);
+
+    /* The Direct3D 9 docs state that we cannot lock a render target surface,
+       instead we must copy the render target onto this surface to lock it */
+    hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, width, height, format,
+            D3DPOOL_SYSTEMMEM, readback, NULL);
+    ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface returned: %08x\n", hr);
+
+    hr = IDirect3DDevice9_SetRenderTarget(device, 0, *render_target);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget returned: %08x\n", hr);
+
+    hr = IDirect3DDevice9_SetVertexShader(device, vshader);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned: %08x\n", hr);
+    hr = IDirect3DDevice9_SetPixelShader(device, pshader);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned: %08x\n", hr);
+}
+
+static int colors_match(D3DXCOLOR a, D3DXCOLOR b, float epsilon)
+{
+  return (fabs(a.r - b.r) < epsilon && fabs(a.g - b.g) < epsilon && fabs(a.b - b.b) < epsilon &&
+          fabs(a.a - b.a) < epsilon);
+}
+
+/* Compute a shader on a width by height buffer and probes certain locations
+   to see if they are as expected. */
+static void compute_shader_probe9(IDirect3DDevice9 *device, IDirect3DVertexShader9 *vshader,
+        IDirect3DPixelShader9 *pshader, IDirect3DVertexBuffer9 *quad_geometry,
+        struct hlsl_probe_info *probes, int count, int width, int height, int line_number)
+{
+    IDirect3DSurface9 *render_target;
+    IDirect3DSurface9 *readback;
+
+    HRESULT hr;
+    D3DLOCKED_RECT lr;
+    D3DXCOLOR *pbits_data;
+    int i;
+
+    setup_device9(device, &render_target, &readback, D3DFMT_A32B32G32R32F,
+            width, height, vshader, pshader);
+
+    /* Draw the quad with the shader and read back the data */
+    draw_quad_with_shader9(device, quad_geometry);
+    IDirect3DDevice9_GetRenderTargetData(device, render_target, readback);
+    hr = IDirect3DSurface9_LockRect(readback, &lr, NULL, D3DLOCK_READONLY);
+    ok(hr == D3D_OK, "IDirect3DSurface9_LockRect returned: %08x\n", hr);
+    pbits_data = lr.pBits;
+
+    /* Now go through the probes and check each one */
+    for (i = 0; i < count; i++, probes++) {
+        int index = probes->x + (probes->y * lr.Pitch);
+        ok(colors_match(probes->c, pbits_data[index], probes->epsilon),
+                "Line %d: At (%d, %d): %s: Expected (%.04f,%.04f,%.04f, %.04f), got "
+                "(%.04f,%.04f,%.04f,%.04f)\n", line_number, probes->x, probes->y, probes->message,
+                probes->c.r, probes->c.g, probes->c.b, probes->c.a, pbits_data[index].r,
+                pbits_data[index].g, pbits_data[index].b, pbits_data[index].a);
+    }
+
+    hr = IDirect3DSurface9_UnlockRect(readback);
+    ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect returned: %08x\n", hr);
+
+    /* We now present the scene. This is mostly for debugging purposes, since GetRenderTargetData
+       also waits for drawing commands to complete. The reason this call is here and not in a
+       draw function is because the contents of the render target surface are invalidated after
+       this call. */
+    hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+    ok(hr == D3D_OK, "IDirect3DDevice9_Present returned: %08x\n", hr);
+
+    IUnknown_Release(render_target);
+    IUnknown_Release(readback);
+}
+
+/* Now the actual test functions */
+static void test_swizzle(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry,
+        IDirect3DVertexShader9 *vshader_passthru)
+{
+    static struct hlsl_probe_info swizzle_test_probes[] =
+    {
+       {0, 0, {0.0101f, 0.0303f, 0.0202f, 0.0404f}, 0.0001f, "swizzle_test failed"}
+    };
+
+    static const char *swizzle_test_shader =
+        "uniform float4 color;                  \
+        float4 test(): COLOR                    \
+        {                                       \
+            float4 ret = color;                 \
+            ret.gb = ret.ra;                    \
+            ret.ra = float2(0.0101, 0.0404);    \
+            return ret;                         \
+        }";
+
+    ID3DXConstantTable *constants;
+    IDirect3DPixelShader9 *pshader;
+
+    pshader = compile_pixel_shader9(device, swizzle_test_shader, "ps_2_0", &constants);
+    if (pshader != NULL)
+    {
+        set_float4_d3d9(device, constants, "color", 0.0303f, 0.0f, 0.0f, 0.0202f);
+
+        compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, swizzle_test_probes,
+                1, 1, 1, __LINE__);
+
+        IUnknown_Release(constants);
+        IUnknown_Release(pshader);
+    }
+}
+
+START_TEST(hlsl)
+{
+    D3DCAPS9 caps;
+    ULONG refcount;
+    IDirect3DDevice9 *device;
+    IDirect3DVertexDeclaration9 *vdeclaration;
+    IDirect3DVertexBuffer9 *quad_geometry;
+    IDirect3DVertexShader9 *vshader_passthru;
+
+    device = init_d3d9(&vdeclaration, &quad_geometry, &vshader_passthru);
+    if (!device) return;
+
+    /* Make sure we support pixel shaders, before trying to compile them! */
+    /* Direct3D 9 (Shader model 1-3 tests) */
+    IDirect3DDevice9_GetDeviceCaps(device, &caps);
+    if (caps.PixelShaderVersion >= D3DPS_VERSION(2, 0))
+    {
+        todo_wine
+        {
+            test_swizzle(device, quad_geometry, vshader_passthru);
+        }
+    } else skip("no pixel shader support\n");
+
+    /* Reference counting sanity checks */
+    if (vshader_passthru)
+    {
+        refcount = IUnknown_Release(vshader_passthru);
+        ok(!refcount, "Pass-through vertex shader has %u references left\n", refcount);
+    }
+
+    refcount = IUnknown_Release(quad_geometry);
+    ok(!refcount, "Vertex buffer has %u references left\n", refcount);
+
+    refcount = IUnknown_Release(vdeclaration);
+    ok(!refcount, "Vertex declaration has %u references left\n", refcount);
+
+    refcount = IUnknown_Release(device);
+    ok(!refcount, "Device has %u references left\n", refcount);
+}
-- 
1.7.0.4




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