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d3dcompiler/tests: Add a D3DDisassemble() test with sm2 shader.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -31,6 +31,7 @@ static HRESULT (WINAPI *pD3DAssemble)(const void *data, SIZE_T datasize, const c
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const D3D_SHADER_MACRO *defines, ID3DInclude *include, UINT flags, ID3DBlob **shader,
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ID3DBlob **error_messages);
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static pD3DPreprocess ppD3DPreprocess;
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static pD3DDisassemble ppD3DDisassemble;
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struct shader_test {
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const char *text;
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@ -1721,6 +1722,41 @@ static void d3dpreprocess_test(void)
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if (shader) ID3D10Blob_Release(shader);
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}
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static const DWORD vs_2_0[] =
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{
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0xfffe0200, /* vs_2_0 */
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0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
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0x0200001f, 0x80000003, 0x900f0001, /* dcl_normal v1 */
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0x0200001f, 0x8001000a, 0x900f0002, /* dcl_color1 v2 */
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0x0200001f, 0x80000005, 0x900f0003, /* dcl_texcoord0 v3 */
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0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
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0x02000001, 0xd00f0001, 0x90e40002, /* mov oD1, v2 */
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0x02000001, 0xe0070000, 0x90e40003, /* mov oT0.xyz, v3 */
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0x02000001, 0xc00f0001, 0x90ff0002, /* mov oFog, v2.w */
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0x02000001, 0xc00f0002, 0x90ff0001, /* mov oPts, v1.w */
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0x0000ffff
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};
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static void test_disassemble_shader(void)
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{
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ID3DBlob *blob;
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HRESULT hr;
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hr = ppD3DDisassemble(vs_2_0, 0, 0, NULL, &blob);
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todo_wine
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#if D3D_COMPILER_VERSION == 47
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ok(hr == E_INVALIDARG, "Unexpected hr %#x.\n", hr);
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#else
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ok(hr == E_FAIL, "Unexpected hr %#x.\n", hr);
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#endif
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hr = ppD3DDisassemble(vs_2_0, sizeof(vs_2_0), 0, NULL, &blob);
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todo_wine
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ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
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if (SUCCEEDED(hr))
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ID3D10Blob_Release(blob);
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}
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static BOOL load_d3dcompiler(void)
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{
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HMODULE module;
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@ -1733,6 +1769,7 @@ static BOOL load_d3dcompiler(void)
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pD3DAssemble = (void*)GetProcAddress(module, "D3DAssemble");
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ppD3DPreprocess = (void*)GetProcAddress(module, "D3DPreprocess");
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ppD3DDisassemble = (void *)GetProcAddress(module, "D3DDisassemble");
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return TRUE;
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}
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@ -1761,4 +1798,5 @@ START_TEST(asm)
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assembleshader_test();
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d3dpreprocess_test();
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test_disassemble_shader();
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}
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