[PATCH 3/5] d3d9/tests: Merge shader.c into device.c.
Henri Verbeet
hverbeet at codeweavers.com
Fri Jan 11 05:07:49 CST 2013
---
dlls/d3d9/tests/Makefile.in | 1 -
dlls/d3d9/tests/device.c | 392 +++++++++++++++++++++++++++++++++++++++++--
dlls/d3d9/tests/shader.c | 334 ------------------------------------
3 files changed, 374 insertions(+), 353 deletions(-)
delete mode 100644 dlls/d3d9/tests/shader.c
diff --git a/dlls/d3d9/tests/Makefile.in b/dlls/d3d9/tests/Makefile.in
index 60b9a63..58820a0 100644
--- a/dlls/d3d9/tests/Makefile.in
+++ b/dlls/d3d9/tests/Makefile.in
@@ -4,7 +4,6 @@ IMPORTS = user32
C_SRCS = \
d3d9ex.c \
device.c \
- shader.c \
stateblock.c \
surface.c \
texture.c \
diff --git a/dlls/d3d9/tests/device.c b/dlls/d3d9/tests/device.c
index 6b977ec..8456964 100644
--- a/dlls/d3d9/tests/device.c
+++ b/dlls/d3d9/tests/device.c
@@ -2,7 +2,7 @@
* Copyright (C) 2006 Vitaliy Margolen
* Copyright (C) 2006 Chris Robinson
* Copyright 2006-2007, 2010 Stefan Dösinger for CodeWeavers
- * Copyright 2006, 2007 Henri Verbeet
+ * Copyright 2005, 2006, 2007 Henri Verbeet
* Copyright 2013 Henri Verbeet for CodeWeavers
* Copyright (C) 2008 Rico Schüller
*
@@ -31,6 +31,28 @@ static INT screen_height;
static IDirect3D9 *(WINAPI *pDirect3DCreate9)(UINT);
+static const DWORD simple_vs[] =
+{
+ 0xfffe0101, /* vs_1_1 */
+ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position0 v0 */
+ 0x00000009, 0xc0010000, 0x90e40000, 0xa0e40000, /* dp4 oPos.x, v0, c0 */
+ 0x00000009, 0xc0020000, 0x90e40000, 0xa0e40001, /* dp4 oPos.y, v0, c1 */
+ 0x00000009, 0xc0040000, 0x90e40000, 0xa0e40002, /* dp4 oPos.z, v0, c2 */
+ 0x00000009, 0xc0080000, 0x90e40000, 0xa0e40003, /* dp4 oPos.w, v0, c3 */
+ 0x0000ffff, /* end */
+};
+
+static DWORD simple_ps[] =
+{
+ 0xffff0101, /* ps_1_1 */
+ 0x00000051, 0xa00f0001, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
+ 0x00000042, 0xb00f0000, /* tex t0 */
+ 0x00000008, 0x800f0000, 0xa0e40001, 0xa0e40000, /* dp3 r0, c1, c0 */
+ 0x00000005, 0x800f0000, 0x90e40000, 0x80e40000, /* mul r0, v0, r0 */
+ 0x00000005, 0x800f0000, 0xb0e40000, 0x80e40000, /* mul r0, t0, r0 */
+ 0x0000ffff, /* end */
+};
+
static int get_refcount(IUnknown *object)
{
IUnknown_AddRef( object );
@@ -411,15 +433,6 @@ cleanup:
DestroyWindow( hwnd );
}
-/* Shared between two functions */
-static const DWORD simple_vs[] = {0xFFFE0101, /* vs_1_1 */
- 0x0000001F, 0x80000000, 0x900F0000, /* dcl_position0 v0 */
- 0x00000009, 0xC0010000, 0x90E40000, 0xA0E40000, /* dp4 oPos.x, v0, c0 */
- 0x00000009, 0xC0020000, 0x90E40000, 0xA0E40001, /* dp4 oPos.y, v0, c1 */
- 0x00000009, 0xC0040000, 0x90E40000, 0xA0E40002, /* dp4 oPos.z, v0, c2 */
- 0x00000009, 0xC0080000, 0x90E40000, 0xA0E40003, /* dp4 oPos.w, v0, c3 */
- 0x0000FFFF}; /* END */
-
static void test_refcount(void)
{
HRESULT hr;
@@ -455,14 +468,6 @@ static void test_refcount(void)
{
D3DDECL_END()
};
- static DWORD simple_ps[] = {0xFFFF0101, /* ps_1_1 */
- 0x00000051, 0xA00F0001, 0x3F800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
- 0x00000042, 0xB00F0000, /* tex t0 */
- 0x00000008, 0x800F0000, 0xA0E40001, 0xA0E40000, /* dp3 r0, c1, c0 */
- 0x00000005, 0x800F0000, 0x90E40000, 0x80E40000, /* mul r0, v0, r0 */
- 0x00000005, 0x800F0000, 0xB0E40000, 0x80E40000, /* mul r0, t0, r0 */
- 0x0000FFFF}; /* END */
-
pD3d = pDirect3DCreate9( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D9 object\n");
@@ -4139,6 +4144,352 @@ static void test_occlusion_query_states(void)
DestroyWindow(window);
}
+static void test_get_set_vertex_shader(void)
+{
+ IDirect3DVertexShader9 *current_shader = NULL;
+ IDirect3DVertexShader9 *shader = NULL;
+ IDirect3DDevice9 *device;
+ ULONG refcount, i;
+ IDirect3D9 *d3d;
+ D3DCAPS9 caps;
+ HWND window;
+ HRESULT hr;
+
+ if (!(d3d = pDirect3DCreate9(D3D_SDK_VERSION)))
+ {
+ skip("Failed to create D3D object, skipping tests.\n");
+ return;
+ }
+
+ window = CreateWindowA("d3d9_test_wc", "d3d9_test", WS_OVERLAPPEDWINDOW,
+ 0, 0, 640, 480, 0, 0, 0, 0);
+ if (!(device = create_device(d3d, window, window, TRUE)))
+ {
+ skip("Failed to create a D3D device, skipping tests.\n");
+ IDirect3D9_Release(d3d);
+ DestroyWindow(window);
+ return;
+ }
+
+ hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
+ ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
+ if (!(caps.VertexShaderVersion & 0xffff))
+ {
+ skip("No vertex shader support, skipping tests.\n");
+ IDirect3DDevice9_Release(device);
+ IDirect3D9_Release(d3d);
+ DestroyWindow(window);
+ return;
+ }
+
+ hr = IDirect3DDevice9_CreateVertexShader(device, simple_vs, &shader);
+ ok(SUCCEEDED(hr), "Failed to create shader, hr %#x.\n", hr);
+ ok(!!shader, "Got unexpected shader %p.\n", shader);
+
+ /* SetVertexShader() should not touch the shader's refcount. */
+ i = get_refcount((IUnknown *)shader);
+ hr = IDirect3DDevice9_SetVertexShader(device, shader);
+ refcount = get_refcount((IUnknown *)shader);
+ ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
+ ok(refcount == i, "Got unexpected refcount %u, expected %u.\n", refcount, i);
+
+ /* GetVertexShader() should increase the shader's refcount by one. */
+ i = refcount + 1;
+ hr = IDirect3DDevice9_GetVertexShader(device, ¤t_shader);
+ refcount = get_refcount((IUnknown *)shader);
+ ok(SUCCEEDED(hr), "Failed to get vertex shader, hr %#x.\n", hr);
+ ok(refcount == i, "Got unexpected refcount %u, expected %u.\n", refcount, i);
+ ok(current_shader == shader, "Got unexpected shader %p, expected %p.\n", current_shader, shader);
+ IDirect3DVertexShader9_Release(current_shader);
+
+ IDirect3DVertexShader9_Release(shader);
+ refcount = IDirect3DDevice9_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+ IDirect3D9_Release(d3d);
+ DestroyWindow(window);
+}
+
+static void test_vertex_shader_constant(void)
+{
+ static const float d[16] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0};
+ static const float c[4] = {0.0, 0.0, 0.0, 0.0};
+ IDirect3DDevice9 *device;
+ IDirect3D9 *d3d;
+ ULONG refcount;
+ D3DCAPS9 caps;
+ DWORD consts;
+ HWND window;
+ HRESULT hr;
+
+ if (!(d3d = pDirect3DCreate9(D3D_SDK_VERSION)))
+ {
+ skip("Failed to create D3D object, skipping tests.\n");
+ return;
+ }
+
+ window = CreateWindowA("d3d9_test_wc", "d3d9_test", WS_OVERLAPPEDWINDOW,
+ 0, 0, 640, 480, 0, 0, 0, 0);
+ if (!(device = create_device(d3d, window, window, TRUE)))
+ {
+ skip("Failed to create a D3D device, skipping tests.\n");
+ IDirect3D9_Release(d3d);
+ DestroyWindow(window);
+ return;
+ }
+
+ hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
+ ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
+ if (!(caps.VertexShaderVersion & 0xffff))
+ {
+ skip("No vertex shader support, skipping tests.\n");
+ IDirect3DDevice9_Release(device);
+ IDirect3D9_Release(d3d);
+ DestroyWindow(window);
+ return;
+ }
+ consts = caps.MaxVertexShaderConst;
+
+ /* A simple check that the stuff works at all. */
+ hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, c, 1);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ /* Test corner cases: Write to const MAX - 1, MAX, MAX + 1, and writing 4
+ * consts from MAX - 1. */
+ hr = IDirect3DDevice9_SetVertexShaderConstantF(device, consts - 1, c, 1);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetVertexShaderConstantF(device, consts + 0, c, 1);
+ ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetVertexShaderConstantF(device, consts + 1, c, 1);
+ ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetVertexShaderConstantF(device, consts - 1, d, 4);
+ ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
+
+ /* Constant -1. */
+ hr = IDirect3DDevice9_SetVertexShaderConstantF(device, -1, c, 1);
+ ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
+
+ refcount = IDirect3DDevice9_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+ IDirect3D9_Release(d3d);
+ DestroyWindow(window);
+}
+
+static void test_get_set_pixel_shader(void)
+{
+ IDirect3DPixelShader9 *current_shader = NULL;
+ IDirect3DPixelShader9 *shader = NULL;
+ IDirect3DDevice9 *device;
+ ULONG refcount, i;
+ IDirect3D9 *d3d;
+ D3DCAPS9 caps;
+ HWND window;
+ HRESULT hr;
+
+ if (!(d3d = pDirect3DCreate9(D3D_SDK_VERSION)))
+ {
+ skip("Failed to create D3D object, skipping tests.\n");
+ return;
+ }
+
+ window = CreateWindowA("d3d9_test_wc", "d3d9_test", WS_OVERLAPPEDWINDOW,
+ 0, 0, 640, 480, 0, 0, 0, 0);
+ if (!(device = create_device(d3d, window, window, TRUE)))
+ {
+ skip("Failed to create a D3D device, skipping tests.\n");
+ IDirect3D9_Release(d3d);
+ DestroyWindow(window);
+ return;
+ }
+
+ hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
+ ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
+ if (!(caps.PixelShaderVersion & 0xffff))
+ {
+ skip("No pixel shader support, skipping tests.\n");
+ IDirect3DDevice9_Release(device);
+ IDirect3D9_Release(d3d);
+ DestroyWindow(window);
+ return;
+ }
+
+ hr = IDirect3DDevice9_CreatePixelShader(device, simple_ps, &shader);
+ ok(SUCCEEDED(hr), "Failed to create shader, hr %#x.\n", hr);
+ ok(!!shader, "Got unexpected shader %p.\n", shader);
+
+ /* SetPixelShader() should not touch the shader's refcount. */
+ i = get_refcount((IUnknown *)shader);
+ hr = IDirect3DDevice9_SetPixelShader(device, shader);
+ refcount = get_refcount((IUnknown *)shader);
+ ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
+ ok(refcount == i, "Got unexpected refcount %u, expected %u.\n", refcount, i);
+
+ /* GetPixelShader() should increase the shader's refcount by one. */
+ i = refcount + 1;
+ hr = IDirect3DDevice9_GetPixelShader(device, ¤t_shader);
+ refcount = get_refcount((IUnknown *)shader);
+ ok(SUCCEEDED(hr), "Failed to get pixel shader, hr %#x.\n", hr);
+ ok(refcount == i, "Got unexpected refcount %u, expected %u.\n", refcount, i);
+ ok(current_shader == shader, "Got unexpected shader %p, expected %p.\n", current_shader, shader);
+ IDirect3DPixelShader9_Release(current_shader);
+
+ IDirect3DPixelShader9_Release(shader);
+ refcount = IDirect3DDevice9_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+ IDirect3D9_Release(d3d);
+ DestroyWindow(window);
+}
+
+static void test_pixel_shader_constant(void)
+{
+ static const float d[16] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0};
+ static const float c[4] = {0.0, 0.0, 0.0, 0.0};
+ IDirect3DDevice9 *device;
+ DWORD consts = 0;
+ IDirect3D9 *d3d;
+ ULONG refcount;
+ D3DCAPS9 caps;
+ HWND window;
+ HRESULT hr;
+
+ if (!(d3d = pDirect3DCreate9(D3D_SDK_VERSION)))
+ {
+ skip("Failed to create D3D object, skipping tests.\n");
+ return;
+ }
+
+ window = CreateWindowA("d3d9_test_wc", "d3d9_test", WS_OVERLAPPEDWINDOW,
+ 0, 0, 640, 480, 0, 0, 0, 0);
+ if (!(device = create_device(d3d, window, window, TRUE)))
+ {
+ skip("Failed to create a D3D device, skipping tests.\n");
+ IDirect3D9_Release(d3d);
+ DestroyWindow(window);
+ return;
+ }
+
+ hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
+ ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
+ if (!(caps.PixelShaderVersion & 0xffff))
+ {
+ skip("No pixel shader support, skipping tests.\n");
+ IDirect3DDevice9_Release(device);
+ IDirect3D9_Release(d3d);
+ DestroyWindow(window);
+ return;
+ }
+
+ /* A simple check that the stuff works at all. */
+ hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, c, 1);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ /* Is there really no max pixel shader constant value??? Test how far I can go. */
+ while (SUCCEEDED(IDirect3DDevice9_SetPixelShaderConstantF(device, consts++, c, 1)));
+ consts = consts - 1;
+ trace("SetPixelShaderConstantF was able to set %u shader constants.\n", consts);
+
+ /* Test corner cases: Write 4 consts from MAX - 1, everything else is
+ * pointless given the way the constant limit was determined. */
+ hr = IDirect3DDevice9_SetPixelShaderConstantF(device, consts - 1, d, 4);
+ ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
+
+ /* Constant -1. */
+ hr = IDirect3DDevice9_SetPixelShaderConstantF(device, -1, c, 1);
+ ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
+
+ refcount = IDirect3DDevice9_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+ IDirect3D9_Release(d3d);
+ DestroyWindow(window);
+}
+
+static void test_wrong_shader(void)
+{
+ static const DWORD vs_3_0[] =
+ {
+ 0xfffe0300, /* vs_3_0 */
+ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
+ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
+ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
+ 0x0000ffff, /* end */
+ };
+
+#if 0
+float4 main(const float4 color : COLOR) : SV_TARGET
+{
+ float4 o;
+
+ o = color;
+
+ return o;
+}
+#endif
+ static const DWORD ps_4_0[] =
+ {
+ 0x43425844, 0x4da9446f, 0xfbe1f259, 0x3fdb3009, 0x517521fa, 0x00000001, 0x000001ac, 0x00000005,
+ 0x00000034, 0x0000008c, 0x000000bc, 0x000000f0, 0x00000130, 0x46454452, 0x00000050, 0x00000000,
+ 0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f,
+ 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e39322e,
+ 0x2e323539, 0x31313133, 0xababab00, 0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x4f4c4f43, 0xabab0052, 0x4e47534f,
+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+ 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040, 0x0000000e,
+ 0x03001062, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x001020f2,
+ 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000,
+ 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000,
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ 0x00000000, 0x00000000, 0x00000000,
+ };
+
+ IDirect3DVertexShader9 *vs = NULL;
+ IDirect3DPixelShader9 *ps = NULL;
+ IDirect3DDevice9 *device;
+ IDirect3D9 * d3d;
+ ULONG refcount;
+ D3DCAPS9 caps;
+ HWND window;
+ HRESULT hr;
+
+ if (!(d3d = pDirect3DCreate9(D3D_SDK_VERSION)))
+ {
+ skip("Failed to create D3D object, skipping tests.\n");
+ return;
+ }
+
+ window = CreateWindowA("d3d9_test_wc", "d3d9_test", WS_OVERLAPPEDWINDOW,
+ 0, 0, 640, 480, 0, 0, 0, 0);
+ if (!(device = create_device(d3d, window, window, TRUE)))
+ {
+ skip("Failed to create a D3D device, skipping tests.\n");
+ IDirect3D9_Release(d3d);
+ DestroyWindow(window);
+ return;
+ }
+
+ /* These should always fail, regardless of supported shader version. */
+ hr = IDirect3DDevice9_CreateVertexShader(device, simple_ps, &vs);
+ ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_CreatePixelShader(device, simple_vs, &ps);
+ ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_CreatePixelShader(device, ps_4_0, &ps);
+ ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
+ ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
+ if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
+ {
+ hr = IDirect3DDevice9_CreateVertexShader(device, vs_3_0, &vs);
+ ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
+ }
+ else
+ skip("This GPU supports SM3, skipping unsupported shader test.\n");
+
+ refcount = IDirect3DDevice9_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+ IDirect3D9_Release(d3d);
+ DestroyWindow(window);
+}
+
START_TEST(device)
{
HMODULE d3d9_handle = LoadLibraryA( "d3d9.dll" );
@@ -4203,6 +4554,11 @@ START_TEST(device)
test_vertex_buffer_alignment();
test_query_support();
test_occlusion_query_states();
+ test_get_set_vertex_shader();
+ test_vertex_shader_constant();
+ test_get_set_pixel_shader();
+ test_pixel_shader_constant();
+ test_wrong_shader();
}
out:
diff --git a/dlls/d3d9/tests/shader.c b/dlls/d3d9/tests/shader.c
deleted file mode 100644
index ab05289..0000000
--- a/dlls/d3d9/tests/shader.c
+++ /dev/null
@@ -1,334 +0,0 @@
-/*
- * Copyright (C) 2005 Henri Verbeet
- *
- * 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 <d3d9.h>
-#include "wine/test.h"
-
-static HMODULE d3d9_handle = 0;
-
-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(void)
-{
- IDirect3D9 * (__stdcall * d3d9_create)(UINT SDKVersion) = 0;
- IDirect3D9 *d3d9_ptr = 0;
- IDirect3DDevice9 *device_ptr = 0;
- D3DPRESENT_PARAMETERS present_parameters;
- HRESULT hres;
-
- d3d9_create = (void *)GetProcAddress(d3d9_handle, "Direct3DCreate9");
- ok(d3d9_create != NULL, "Failed to get address of Direct3DCreate9\n");
- if (!d3d9_create) return NULL;
-
- d3d9_ptr = d3d9_create(D3D_SDK_VERSION);
- if (!d3d9_ptr)
- {
- skip("could not create D3D9\n");
- return NULL;
- }
-
- ZeroMemory(&present_parameters, sizeof(present_parameters));
- present_parameters.Windowed = TRUE;
- present_parameters.hDeviceWindow = create_window();
- present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
-
- hres = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
-
- if(FAILED(hres))
- {
- skip("could not create device, IDirect3D9_CreateDevice returned %#x\n", hres);
- return NULL;
- }
-
- return device_ptr;
-}
-
-static int get_refcount(IUnknown *object)
-{
- IUnknown_AddRef(object);
- return IUnknown_Release(object);
-}
-
-static void test_get_set_vertex_shader(IDirect3DDevice9 *device_ptr)
-{
-
- static DWORD simple_vs[] = {0xFFFE0101, /* vs_1_1 */
- 0x0000001F, 0x80000000, 0x900F0000, /* dcl_position0 v0 */
- 0x00000009, 0xC0010000, 0x90E40000, 0xA0E40000, /* dp4 oPos.x, v0, c0 */
- 0x00000009, 0xC0020000, 0x90E40000, 0xA0E40001, /* dp4 oPos.y, v0, c1 */
- 0x00000009, 0xC0040000, 0x90E40000, 0xA0E40002, /* dp4 oPos.z, v0, c2 */
- 0x00000009, 0xC0080000, 0x90E40000, 0xA0E40003, /* dp4 oPos.w, v0, c3 */
- 0x0000FFFF}; /* END */
-
- IDirect3DVertexShader9 *shader_ptr = 0;
- IDirect3DVertexShader9 *current_shader_ptr = 0;
- HRESULT hret = 0;
- int shader_refcount = 0;
- int i = 0;
-
- hret = IDirect3DDevice9_CreateVertexShader(device_ptr, simple_vs, &shader_ptr);
- ok(hret == D3D_OK && shader_ptr != NULL, "CreateVertexShader returned: hret 0x%x, shader_ptr %p. "
- "Expected hret 0x%x, shader_ptr != %p. Aborting.\n", hret, shader_ptr, D3D_OK, NULL);
- if (hret != D3D_OK || shader_ptr == NULL) return;
-
- /* SetVertexShader should not touch the shader's refcount. */
- i = get_refcount((IUnknown *)shader_ptr);
- hret = IDirect3DDevice9_SetVertexShader(device_ptr, shader_ptr);
- shader_refcount = get_refcount((IUnknown *)shader_ptr);
- ok(hret == D3D_OK && shader_refcount == i, "SetVertexShader returned: hret 0x%x, refcount %d. "
- "Expected hret 0x%x, refcount %d.\n", hret, shader_refcount, D3D_OK, i);
-
- /* GetVertexShader should increase the shader's refcount by one. */
- i = shader_refcount+1;
- hret = IDirect3DDevice9_GetVertexShader(device_ptr, ¤t_shader_ptr);
- shader_refcount = get_refcount((IUnknown *)shader_ptr);
- ok(hret == D3D_OK && shader_refcount == i && current_shader_ptr == shader_ptr,
- "GetVertexShader returned: hret 0x%x, current_shader_ptr %p refcount %d. "
- "Expected hret 0x%x, current_shader_ptr %p, refcount %d.\n", hret, current_shader_ptr, shader_refcount, D3D_OK, shader_ptr, i);
- IDirect3DVertexShader9_Release(current_shader_ptr);
-
- IDirect3DVertexShader9_Release(shader_ptr);
-}
-
-static void test_vertex_shader_constant(IDirect3DDevice9 *device_ptr, DWORD consts)
-{
- float c[4] = { 0.0, 0.0, 0.0, 0.0 };
- float d[16] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
- HRESULT hr;
-
- /* A simple check that the stuff works at all */
- hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, 0, c, 1);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
-
- /* Test corner cases: Write to const MAX - 1, MAX, MAX + 1, and writing 4 consts from
- * MAX - 1
- */
- hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts - 1, c, 1);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
- hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts + 0, c, 1);
- ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
- hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts + 1, c, 1);
- ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
- hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts - 1, d, 4);
- ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
-
- /* Constant -1 */
- hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, -1, c, 1);
- ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
-}
-
-static void test_get_set_pixel_shader(IDirect3DDevice9 *device_ptr)
-{
- static DWORD simple_ps[] = {0xFFFF0101, /* ps_1_1 */
- 0x00000051, 0xA00F0001, 0x3F800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
- 0x00000042, 0xB00F0000, /* tex t0 */
- 0x00000008, 0x800F0000, 0xA0E40001, 0xA0E40000, /* dp3 r0, c1, c0 */
- 0x00000005, 0x800F0000, 0x90E40000, 0x80E40000, /* mul r0, v0, r0 */
- 0x00000005, 0x800F0000, 0xB0E40000, 0x80E40000, /* mul r0, t0, r0 */
- 0x0000FFFF}; /* END */
-
- IDirect3DPixelShader9 *shader_ptr = 0;
- IDirect3DPixelShader9 *current_shader_ptr = 0;
- HRESULT hret = 0;
- int shader_refcount = 0;
- int i = 0;
-
- hret = IDirect3DDevice9_CreatePixelShader(device_ptr, simple_ps, &shader_ptr);
- ok(hret == D3D_OK && shader_ptr != NULL, "CreatePixelShader returned: hret 0x%x, shader_ptr %p. "
- "Expected hret 0x%x, shader_ptr != %p. Aborting.\n", hret, shader_ptr, D3D_OK, NULL);
- if (hret != D3D_OK || shader_ptr == NULL) return;
-
- /* SetPixelsShader should not touch the shader's refcount. */
- i = get_refcount((IUnknown *)shader_ptr);
- hret = IDirect3DDevice9_SetPixelShader(device_ptr, shader_ptr);
- shader_refcount = get_refcount((IUnknown *)shader_ptr);
- ok(hret == D3D_OK && shader_refcount == i, "SetPixelShader returned: hret 0x%x, refcount %d. "
- "Expected hret 0x%x, refcount %d.\n", hret, shader_refcount, D3D_OK, i);
-
- /* GetPixelShader should increase the shader's refcount by one. */
- i = shader_refcount+1;
- hret = IDirect3DDevice9_GetPixelShader(device_ptr, ¤t_shader_ptr);
- shader_refcount = get_refcount((IUnknown *)shader_ptr);
- ok(hret == D3D_OK && shader_refcount == i && current_shader_ptr == shader_ptr,
- "GetPixelShader returned: hret 0x%x, current_shader_ptr %p refcount %d. "
- "Expected hret 0x%x, current_shader_ptr %p, refcount %d.\n", hret, current_shader_ptr, shader_refcount, D3D_OK, shader_ptr, i);
- IDirect3DPixelShader9_Release(current_shader_ptr);
-
- IDirect3DPixelShader9_Release(shader_ptr);
-}
-
-static void test_pixel_shader_constant(IDirect3DDevice9 *device_ptr)
-{
- float c[4] = { 0.0, 0.0, 0.0, 0.0 };
- float d[16] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
- HRESULT hr;
- DWORD consts = 0;
-
- /* A simple check that the stuff works at all */
- hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, 0, c, 1);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
-
- /* Is there really no max pixel shader constant value??? Test how far I can go */
- while(SUCCEEDED(IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, consts++, c, 1)));
- consts = consts - 1;
- trace("SetPixelShaderConstantF was able to set %d shader constants\n", consts);
-
- /* Test corner cases: writing 4 consts from MAX - 1, everything else is pointless
- * given the way the constant limit was found out
- */
- hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, consts - 1, d, 4);
- ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetPixelShaderConstantF returned 0x%08x\n", hr);
-
- /* Constant -1 */
- hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, -1, c, 1);
- ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetPixelShaderConstantF returned 0x%08x\n", hr);
-}
-
-static void test_wrong_shader(IDirect3DDevice9 *device_ptr)
-{
- static const DWORD simple_vs[] =
- {
- 0xfffe0101, /* vs_1_1 */
- 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position0 v0 */
- 0x00000009, 0xc0010000, 0x90e40000, 0xa0e40000, /* dp4 oPos.x, v0, c0 */
- 0x00000009, 0xc0020000, 0x90e40000, 0xa0e40001, /* dp4 oPos.y, v0, c1 */
- 0x00000009, 0xc0040000, 0x90e40000, 0xa0e40002, /* dp4 oPos.z, v0, c2 */
- 0x00000009, 0xc0080000, 0x90e40000, 0xa0e40003, /* dp4 oPos.w, v0, c3 */
- 0x0000ffff /* END */
- };
-
- static const DWORD simple_ps[] =
- {
- 0xffff0101, /* ps_1_1 */
- 0x00000051, 0xa00f0001, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
- 0x00000042, 0xb00f0000, /* tex t0 */
- 0x00000008, 0x800f0000, 0xa0e40001, 0xa0e40000, /* dp3 r0, c1, c0 */
- 0x00000005, 0x800f0000, 0x90e40000, 0x80e40000, /* mul r0, v0, r0 */
- 0x00000005, 0x800f0000, 0xb0e40000, 0x80e40000, /* mul r0, t0, r0 */
- 0x0000ffff /* END */
- };
-
- const DWORD vs_3_0[] = {
- 0xfffe0300, /* vs_3_0 */
- 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
- 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
- 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
- 0x0000ffff /* end */
- };
-
-#if 0
-float4 main(const float4 color : COLOR) : SV_TARGET
-{
- float4 o;
-
- o = color;
-
- return o;
-}
-#endif
- static const DWORD ps_4_0[] =
- {
- 0x43425844, 0x4da9446f, 0xfbe1f259, 0x3fdb3009, 0x517521fa, 0x00000001, 0x000001ac,
- 0x00000005, 0x00000034, 0x0000008c, 0x000000bc, 0x000000f0, 0x00000130, 0x46454452,
- 0x00000050, 0x00000000, 0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100,
- 0x0000001c, 0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168,
- 0x6f432072, 0x6c69706d, 0x39207265, 0x2e39322e, 0x2e323539, 0x31313133, 0xababab00,
- 0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
- 0x00000003, 0x00000000, 0x00000f0f, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000002c,
- 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
- 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040,
- 0x0000000e, 0x03001062, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000,
- 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 0x54415453,
- 0x00000074, 0x00000002, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000,
- 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000000,
- };
-
- IDirect3DVertexShader9 *vs = NULL;
- IDirect3DPixelShader9 *ps = NULL;
- HRESULT hret;
- D3DCAPS9 caps;
-
- hret = IDirect3DDevice9_CreateVertexShader(device_ptr, simple_ps, &vs);
- ok(hret == D3DERR_INVALIDCALL, "CreateVertexShader returned: hret 0x%x, shader_ptr %p.\n", hret, vs);
- hret = IDirect3DDevice9_CreatePixelShader(device_ptr, simple_vs, &ps);
- ok(hret == D3DERR_INVALIDCALL, "CreatePixelShader returned: hret 0x%x, shader_ptr %p.\n", hret, ps);
-
- hret = IDirect3DDevice9_CreatePixelShader(device_ptr, ps_4_0, &ps);
- ok(hret == D3DERR_INVALIDCALL, "CreatePixelShader returned: hret 0x%x, shader_ptr %p.\n", hret, ps);
-
- IDirect3DDevice9_GetDeviceCaps(device_ptr, &caps);
- if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
- {
- hret = IDirect3DDevice9_CreateVertexShader(device_ptr, vs_3_0, &vs);
- ok(hret == D3DERR_INVALIDCALL, "CreateVertexShader returned: hret 0x%x, shader_ptr %p.\n", hret, vs);
- }
- else
- skip("This GPU supports SM3, skipping unsupported shader test.\n");
-}
-
-START_TEST(shader)
-{
- D3DCAPS9 caps;
- IDirect3DDevice9 *device_ptr;
- ULONG refcount;
-
- d3d9_handle = LoadLibraryA("d3d9.dll");
- if (!d3d9_handle)
- {
- skip("Could not load d3d9.dll\n");
- return;
- }
-
- device_ptr = init_d3d9();
- if (!device_ptr) return;
-
- IDirect3DDevice9_GetDeviceCaps(device_ptr, &caps);
-
- if (caps.VertexShaderVersion & 0xffff)
- {
- test_get_set_vertex_shader(device_ptr);
- test_vertex_shader_constant(device_ptr, caps.MaxVertexShaderConst);
- }
- else skip("No vertex shader support\n");
-
- if (caps.PixelShaderVersion & 0xffff)
- {
- test_get_set_pixel_shader(device_ptr);
- /* No max pixel shader constant value??? */
- test_pixel_shader_constant(device_ptr);
- if (caps.VertexShaderVersion & 0xffff)
- test_wrong_shader(device_ptr);
- }
- else skip("No pixel shader support\n");
-
- refcount = IDirect3DDevice9_Release(device_ptr);
- ok(!refcount, "Device has %u references left\n", refcount);
-}
--
1.7.8.6
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