[PATCH 5/5] d3dcompiler_43/tests: Added trigonometric function tests to HLSL test suite
Travis Athougies
iammisc at gmail.com
Thu Sep 30 17:43:06 CDT 2010
---
dlls/d3dcompiler_43/tests/hlsl.c | 104 ++++++++++++++++++++++++++++++++++++++
1 files changed, 104 insertions(+), 0 deletions(-)
diff --git a/dlls/d3dcompiler_43/tests/hlsl.c b/dlls/d3dcompiler_43/tests/hlsl.c
index 3658a86..42f7c3a 100644
--- a/dlls/d3dcompiler_43/tests/hlsl.c
+++ b/dlls/d3dcompiler_43/tests/hlsl.c
@@ -287,6 +287,44 @@ static void compute_shader_probe9(IDirect3DDevice9 *device, IDirect3DVertexShade
IUnknown_Release(readback);
}
+/* Repeatedly call a shader 32 times with linearly varying values and test the results against
+ an array of floats using the given epsilon */
+static void compute_shader_linear9(IDirect3DDevice9 *device, IDirect3DVertexShader9 *vshader,
+ IDirect3DPixelShader9 *pshader, IDirect3DVertexBuffer9 *quad_geometry,
+ ID3DXConstantTable *constants, const char *error, float *expected,
+ float epsilon, int samples)
+{
+ IDirect3DSurface9 *render_target;
+ IDirect3DSurface9 *readback;
+ int i;
+ float data;
+
+ HRESULT hr;
+ D3DLOCKED_RECT lr;
+
+ setup_device9(device, &render_target, &readback, D3DFMT_R32F, samples, 1, vshader, pshader);
+
+ for (i = 0; i < 32; i++)
+ {
+ ID3DXConstantTable_SetFloat(constants, device, "$x", ((float) i)/((float) samples));
+ draw_quad_with_shader9(device, quad_geometry);
+
+ hr = IDirect3DDevice9_GetRenderTargetData(device, render_target, readback);
+ ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData returned: %08x\n", hr);
+
+ hr = IDirect3DSurface9_LockRect(readback, &lr, NULL, D3DLOCK_READONLY);
+ ok(hr == D3D_OK, "IDirect3DSurface9_LockRect returned: %08x\n", hr);
+ data = *(float *)lr.pBits;
+ ok(F_EQ(data, expected[i], epsilon), "At %d: %s: Expected %f, got %f\n", i, error,
+ expected[i], data);
+ hr = IDirect3DSurface9_UnlockRect(readback);
+ ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect 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)
@@ -496,6 +534,71 @@ static void test_float_vectors(IDirect3DDevice9 *device, IDirect3DVertexBuffer9
}
}
+static void test_trig(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry,
+ IDirect3DVertexShader9 *vshader_passthru)
+{
+ static float sin_expected[] = {
+ 0.500000f, 0.597545f, 0.691341f, 0.777785f,
+ 0.853553f, 0.915734f, 0.961939f, 0.990392f,
+ 1.000000f, 0.990392f, 0.961939f, 0.915734f,
+ 0.853553f, 0.777785f, 0.691341f, 0.597545f,
+ 0.500000f, 0.402454f, 0.308658f, 0.222214f,
+ 0.146446f, 0.084265f, 0.038060f, 0.009607f,
+ 0.000000f, 0.009607f, 0.038060f, 0.084265f,
+ 0.146446f, 0.222214f, 0.308658f, 0.402454f,
+ };
+
+ static float cos_expected[] = {
+ 1.000000f, 0.990392f, 0.961939f, 0.915734f,
+ 0.853553f, 0.777785f, 0.691341f, 0.597545f,
+ 0.500000f, 0.402454f, 0.308658f, 0.222214f,
+ 0.146446f, 0.084265f, 0.038060f, 0.009607f,
+ 0.000000f, 0.009607f, 0.038060f, 0.084265f,
+ 0.146446f, 0.222214f, 0.308658f, 0.402454f,
+ 0.500000f, 0.597545f, 0.691341f, 0.777785f,
+ 0.853553f, 0.915734f, 0.961939f, 0.990392f,
+ };
+
+ static const char *sin_shader =
+ "float4 test(uniform float x): COLOR \
+ { \
+ const float pi2 = 6.2831853; \
+ float calcd = (sin(x * pi2) + 1)/2; \
+ return calcd; \
+ }";
+
+ static const char *cos_shader =
+ "float4 test(uniform float x): COLOR \
+ { \
+ const float pi2 = 6.2831853; \
+ float calcd = (cos(x * pi2) + 1)/2; \
+ return calcd; \
+ }";
+
+ ID3DXConstantTable *constants;
+ IDirect3DPixelShader9 *pshader;
+
+ pshader = compile_pixel_shader9(device, sin_shader, "ps_2_0", &constants);
+ if (pshader != NULL)
+ {
+ compute_shader_linear9(device, vshader_passthru, pshader, quad_geometry, constants,
+ "sin test failed", sin_expected, 0.0001f, 32);
+
+ IUnknown_Release(constants);
+ IUnknown_Release(pshader);
+ }
+
+ pshader = compile_pixel_shader9(device, cos_shader, "ps_2_0", &constants);
+ if (pshader != NULL)
+ {
+ compute_shader_linear9(device, vshader_passthru, pshader, quad_geometry, constants,
+ "cos test failed", cos_expected, 0.0001f, 32);
+
+ IUnknown_Release(constants);
+ IUnknown_Release(pshader);
+ }
+}
+
START_TEST(hlsl)
{
D3DCAPS9 caps;
@@ -519,6 +622,7 @@ 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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