[v2 3/3] d3d10core/tests: Add test for return in a conditional.

Andrew Wesie awesie at gmail.com
Thu Nov 17 23:46:02 CST 2016


The test from d3d11 ported to d3d10core API.

Signed-off-by: Andrew Wesie <awesie at gmail.com>
---
 dlls/d3d10core/tests/device.c | 83 +++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 83 insertions(+)

diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 1952a87..8433412 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -9602,6 +9602,88 @@ float4 main(struct ps_data ps_input) : SV_Target
     release_test_context(&test_context);
 }
 
+static void test_sm4_ret_instruction(void)
+{
+    struct d3d10core_test_context test_context;
+    ID3D10PixelShader *ps;
+    ID3D10Device *device;
+    struct uvec4 constant;
+    ID3D10Buffer *cb;
+    HRESULT hr;
+
+    static const DWORD ps_code[] =
+    {
+#if 0
+        uint c;
+
+        float4 main() : SV_TARGET
+        {
+            if (c == 1)
+                return float4(1, 0, 0, 1);
+            if (c == 2)
+                return float4(0, 1, 0, 1);
+            if (c == 3)
+                return float4(0, 0, 1, 1);
+            return float4(1, 1, 1, 1);
+        }
+#endif
+        0x43425844, 0x9ee6f808, 0xe74009f3, 0xbb1adaf2, 0x432e97b5, 0x00000001, 0x000001c4, 0x00000003,
+        0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+        0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+        0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x0000014c, 0x00000040, 0x00000053,
+        0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
+        0x00000001, 0x08000020, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x00004001,
+        0x00000001, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
+        0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000015, 0x08000020, 0x00100012,
+        0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x00004001, 0x00000002, 0x0304001f, 0x0010000a,
+        0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000,
+        0x3f800000, 0x0100003e, 0x01000015, 0x08000020, 0x00100012, 0x00000000, 0x0020800a, 0x00000000,
+        0x00000000, 0x00004001, 0x00000003, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2,
+        0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, 0x0100003e, 0x01000015,
+        0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000,
+        0x0100003e,
+    };
+
+    if (!init_test_context(&test_context))
+        return;
+
+    device = test_context.device;
+
+    hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
+    ok(SUCCEEDED(hr), "Failed to create shader, hr %#x.\n", hr);
+    ID3D10Device_PSSetShader(device, ps);
+    memset(&constant, 0, sizeof(constant));
+    cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(constant), &constant);
+    ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
+
+    draw_quad(&test_context);
+    check_texture_color(test_context.backbuffer, 0xffffffff, 0);
+
+    constant.x = 1;
+    ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &constant, 0, 0);
+    draw_quad(&test_context);
+    check_texture_color(test_context.backbuffer, 0xff0000ff, 0);
+
+    constant.x = 2;
+    ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &constant, 0, 0);
+    draw_quad(&test_context);
+    check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
+
+    constant.x = 3;
+    ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &constant, 0, 0);
+    draw_quad(&test_context);
+    check_texture_color(test_context.backbuffer, 0xffff0000, 0);
+
+    constant.x = 4;
+    ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &constant, 0, 0);
+    draw_quad(&test_context);
+    check_texture_color(test_context.backbuffer, 0xffffffff, 0);
+
+    ID3D10Buffer_Release(cb);
+    ID3D10PixelShader_Release(ps);
+    release_test_context(&test_context);
+}
+
 START_TEST(device)
 {
     test_feature_level();
@@ -9655,4 +9737,5 @@ START_TEST(device)
     test_line_antialiasing_blending();
     test_required_format_support();
     test_ddy();
+    test_sm4_ret_instruction();
 }
-- 
2.7.4




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