[PATCH 2/5] d3dcompiler_43/tests: Added order of operations test to HLSL test suite
Travis Athougies
iammisc at gmail.com
Thu Oct 28 21:16:48 CDT 2010
---
dlls/d3dcompiler_43/tests/hlsl.c | 44 ++++++++++++++++++++++++++++++++++++++
1 files changed, 44 insertions(+), 0 deletions(-)
diff --git a/dlls/d3dcompiler_43/tests/hlsl.c b/dlls/d3dcompiler_43/tests/hlsl.c
index 29ae2db..38fcf1c 100644
--- a/dlls/d3dcompiler_43/tests/hlsl.c
+++ b/dlls/d3dcompiler_43/tests/hlsl.c
@@ -327,6 +327,49 @@ static void test_swizzle(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_
}
}
+static void test_math(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry,
+ IDirect3DVertexShader9 *vshader_passthru)
+{
+ /* Tests order of operations */
+ static const float u = 2.5f, v = 0.3f, w = 0.2f, x = 0.7f, y = 0.1f, z = 1.5f;
+
+ static struct hlsl_probe_info order_of_operations_probes[] =
+ {
+ {0, 0, {-12.4300f, 9.8333f, 1.6000f, 34.9999f}, 0.0001f,
+ "order of operations test failed"}
+ };
+
+ static const char *order_of_operations_shader =
+ "float4 test(uniform float u, uniform float v, uniform float w, uniform float x, \
+ uniform float y, uniform float z): COLOR \
+ { \
+ return float4(x * y - z / w + --u / -v, \
+ z * x / y + w / -v, \
+ u + v - w, \
+ x / y / w); \
+ }";
+
+ ID3DXConstantTable *constants;
+ IDirect3DPixelShader9 *pshader;
+
+ pshader = compile_pixel_shader9(device, order_of_operations_shader, "ps_2_0", &constants);
+ if (pshader != NULL)
+ {
+ ID3DXConstantTable_SetFloat(constants, device, "$u", u);
+ ID3DXConstantTable_SetFloat(constants, device, "$v", v);
+ ID3DXConstantTable_SetFloat(constants, device, "$w", w);
+ ID3DXConstantTable_SetFloat(constants, device, "$x", x);
+ ID3DXConstantTable_SetFloat(constants, device, "$y", y);
+ ID3DXConstantTable_SetFloat(constants, device, "$z", z);
+
+ compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry,
+ order_of_operations_probes, 1, 1, 1, __LINE__);
+
+ IUnknown_Release(constants);
+ IUnknown_Release(pshader);
+ }
+}
+
START_TEST(hlsl)
{
D3DCAPS9 caps;
@@ -347,6 +390,7 @@ START_TEST(hlsl)
todo_wine
{
test_swizzle(device, quad_geometry, vshader_passthru);
+ test_math(device, quad_geometry, vshader_passthru);
}
} else skip("no pixel shader support\n");
--
1.7.0.4
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