[PATCH 4/5] d3dcompiler_43/tests: Added float vector tests to HLSL test suite
Travis Athougies
iammisc at gmail.com
Sun Sep 26 12:51:31 CDT 2010
---
dlls/d3dcompiler_43/tests/hlsl.c | 67 ++++++++++++++++++++++++++++++++++++++
1 files changed, 67 insertions(+), 0 deletions(-)
diff --git a/dlls/d3dcompiler_43/tests/hlsl.c b/dlls/d3dcompiler_43/tests/hlsl.c
index 4004ff9..4ac8f4d 100644
--- a/dlls/d3dcompiler_43/tests/hlsl.c
+++ b/dlls/d3dcompiler_43/tests/hlsl.c
@@ -397,6 +397,72 @@ static void test_conditionals(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *
}
}
+static void test_float_vectors(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry,
+ IDirect3DVertexShader9 *vshader_passthru)
+{
+ static const char *vec4_indexing_test1_shader =
+ "float4 test(): COLOR \
+ { \
+ float4 color; \
+ color[0] = 0.0; \
+ color[1] = 1.0; \
+ color[2] = 0.0; \
+ color[3] = 1.0; \
+ return color; \
+ }";
+
+ /* We have this uniform i here so the compiler can't optimize */
+ static const char *vec4_indexing_test2_shader =
+ "uniform int i; \
+ float4 test(): COLOR \
+ { \
+ float4 color = float4(0, 0, 1, 1); \
+ color.g = color[i]; \
+ color.b = 0; \
+ return color; \
+ }";
+
+ ID3DXConstantTable *constants;
+ IDirect3DPixelShader9 *pshader;
+ DWORD *data;
+
+ pshader = compile_pixel_shader9(device, vec4_indexing_test1_shader, "ps_2_0", &constants);
+ if (pshader != NULL)
+ {
+ data = compute_shader_fullscreen9(device, vshader_passthru, pshader, quad_geometry,
+ D3DFMT_A8R8G8B8, 32, 1);
+
+ ok(data[10] == D3DCOLOR_ARGB(255, 0, 255, 0),
+ "vec4_indexing_test1: Got color %08x (should be 0xff00ff00)\n", data[10]);
+ ok(data[16] == D3DCOLOR_ARGB(255, 0, 255, 0),
+ "vec4_indexing_test1: Got color %08x (should be 0xff00ff00)\n", data[16]);
+ ok(data[22] == D3DCOLOR_ARGB(255, 0, 255, 0),
+ "vec4_indexing_test1: Got color %08x (should be 0xff00ff00)\n", data[22]);
+
+ IUnknown_Release(constants);
+ IUnknown_Release(pshader);
+ }
+
+ pshader = compile_pixel_shader9(device, vec4_indexing_test2_shader, "ps_2_0", &constants);
+ if (pshader != NULL)
+ {
+ ID3DXConstantTable_SetInt(constants, device, "i", 2);
+
+ data = compute_shader_fullscreen9(device, vshader_passthru, pshader, quad_geometry,
+ D3DFMT_A8R8G8B8, 32, 1);
+
+ ok(data[10] == D3DCOLOR_ARGB(255, 0, 255, 0),
+ "vec4_indexing_test2: Got color %08x (should be 0xff00ff00)\n", data[10]);
+ ok(data[16] == D3DCOLOR_ARGB(255, 0, 255, 0),
+ "vec4_indexing_test2: Got color %08x (should be 0xff00ff00)\n", data[16]);
+ ok(data[22] == D3DCOLOR_ARGB(255, 0, 255, 0),
+ "vec4_indexing_test2: Got color %08x (should be 0xff00ff00)\n", data[22]);
+
+ IUnknown_Release(constants);
+ IUnknown_Release(pshader);
+ }
+}
+
START_TEST(hlsl)
{
D3DCAPS9 caps;
@@ -419,6 +485,7 @@ START_TEST(hlsl)
test_swizzle(device, quad_geometry, vshader_passthru);
test_math(device, quad_geometry, vshader_passthru);
test_conditionals(device, quad_geometry, vshader_passthru);
+ test_float_vectors(device, quad_geometry, vshader_passthru);
}
} else skip("no pixel shader support\n");
--
1.7.0.4
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