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dd93e1fb7f
Test how shader constant limits are checked in Set*ShaderConstantF. The vertex shader tests it based on the limits reported in the caps, the pixel shader tests tries to find the limit manually because I could not find a cap structure member specifying the pixel shader constant limit. Set*ShaderConstantF returns an error as soon as start or start + count are bigger than the constant limit.
234 lines
10 KiB
C
234 lines
10 KiB
C
/*
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* Copyright (C) 2005 Henri Verbeet
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#define COBJMACROS
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#include <d3d9.h>
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#include "wine/test.h"
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static HMODULE d3d9_handle = 0;
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static HWND create_window(void)
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{
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WNDCLASS wc = {0};
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wc.lpfnWndProc = &DefWindowProc;
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wc.lpszClassName = "d3d9_test_wc";
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RegisterClass(&wc);
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return CreateWindow("d3d9_test_wc", "d3d9_test",
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0, 0, 0, 0, 0, 0, 0, 0, 0);
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}
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static IDirect3DDevice9 *init_d3d9(void)
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{
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IDirect3D9 * (__stdcall * d3d9_create)(UINT SDKVersion) = 0;
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IDirect3D9 *d3d9_ptr = 0;
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IDirect3DDevice9 *device_ptr = 0;
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D3DPRESENT_PARAMETERS present_parameters;
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HRESULT hres;
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d3d9_create = (void *)GetProcAddress(d3d9_handle, "Direct3DCreate9");
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ok(d3d9_create != NULL, "Failed to get address of Direct3DCreate9\n");
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if (!d3d9_create) return NULL;
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d3d9_ptr = d3d9_create(D3D_SDK_VERSION);
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ok(d3d9_ptr != NULL, "Failed to create IDirect3D9 object\n");
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if (!d3d9_ptr) return NULL;
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ZeroMemory(&present_parameters, sizeof(present_parameters));
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present_parameters.Windowed = TRUE;
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present_parameters.hDeviceWindow = create_window();
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present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
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hres = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
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if(FAILED(hres))
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{
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trace("could not create device, IDirect3D9_CreateDevice returned %#x\n", hres);
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return NULL;
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}
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return device_ptr;
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}
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static int get_refcount(IUnknown *object)
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{
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IUnknown_AddRef(object);
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return IUnknown_Release(object);
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}
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static void test_get_set_vertex_shader(IDirect3DDevice9 *device_ptr)
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{
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static DWORD simple_vs[] = {0xFFFE0101, /* vs_1_1 */
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0x0000001F, 0x80000000, 0x900F0000, /* dcl_position0 v0 */
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0x00000009, 0xC0010000, 0x90E40000, 0xA0E40000, /* dp4 oPos.x, v0, c0 */
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0x00000009, 0xC0020000, 0x90E40000, 0xA0E40001, /* dp4 oPos.y, v0, c1 */
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0x00000009, 0xC0040000, 0x90E40000, 0xA0E40002, /* dp4 oPos.z, v0, c2 */
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0x00000009, 0xC0080000, 0x90E40000, 0xA0E40003, /* dp4 oPos.w, v0, c3 */
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0x0000FFFF}; /* END */
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IDirect3DVertexShader9 *shader_ptr = 0;
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IDirect3DVertexShader9 *current_shader_ptr = 0;
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HRESULT hret = 0;
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int shader_refcount = 0;
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int i = 0;
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hret = IDirect3DDevice9_CreateVertexShader(device_ptr, simple_vs, &shader_ptr);
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ok(hret == D3D_OK && shader_ptr != NULL, "CreateVertexShader returned: hret 0x%x, shader_ptr %p. "
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"Expected hret 0x%x, shader_ptr != %p. Aborting.\n", hret, shader_ptr, D3D_OK, NULL);
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if (hret != D3D_OK || shader_ptr == NULL) return;
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/* SetVertexShader should not touch the shader's refcount. */
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i = get_refcount((IUnknown *)shader_ptr);
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hret = IDirect3DDevice9_SetVertexShader(device_ptr, shader_ptr);
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shader_refcount = get_refcount((IUnknown *)shader_ptr);
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ok(hret == D3D_OK && shader_refcount == i, "SetVertexShader returned: hret 0x%x, refcount %d. "
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"Expected hret 0x%x, refcount %d.\n", hret, shader_refcount, D3D_OK, i);
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/* GetVertexShader should increase the shader's refcount by one. */
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i = shader_refcount+1;
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hret = IDirect3DDevice9_GetVertexShader(device_ptr, ¤t_shader_ptr);
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shader_refcount = get_refcount((IUnknown *)shader_ptr);
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ok(hret == D3D_OK && shader_refcount == i && current_shader_ptr == shader_ptr,
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"GetVertexShader returned: hret 0x%x, current_shader_ptr %p refcount %d. "
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"Expected hret 0x%x, current_shader_ptr %p, refcount %d.\n", hret, current_shader_ptr, shader_refcount, D3D_OK, shader_ptr, i);
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}
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static void test_vertex_shader_constant(IDirect3DDevice9 *device_ptr, DWORD consts)
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{
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float c[4] = { 0.0, 0.0, 0.0, 0.0 };
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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 };
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HRESULT hr;
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/* A simple check that the stuff works at all */
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, 0, c, 1);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
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/* Test corner cases: Write to const MAX - 1, MAX, MAX + 1, and writing 4 consts from
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* MAX - 1
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*/
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts - 1, c, 1);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts + 0, c, 1);
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ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts + 1, c, 1);
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ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts - 1, d, 4);
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ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
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/* Constant -1 */
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, -1, c, 1);
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ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
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}
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static void test_get_set_pixel_shader(IDirect3DDevice9 *device_ptr)
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{
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static DWORD simple_ps[] = {0xFFFF0101, /* ps_1_1 */
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0x00000051, 0xA00F0001, 0x3F800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
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0x00000042, 0xB00F0000, /* tex t0 */
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0x00000008, 0x800F0000, 0xA0E40001, 0xA0E40000, /* dp3 r0, c1, c0 */
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0x00000005, 0x800F0000, 0x90E40000, 0x80E40000, /* mul r0, v0, r0 */
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0x00000005, 0x800F0000, 0xB0E40000, 0x80E40000, /* mul r0, t0, r0 */
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0x0000FFFF}; /* END */
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IDirect3DPixelShader9 *shader_ptr = 0;
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IDirect3DPixelShader9 *current_shader_ptr = 0;
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HRESULT hret = 0;
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int shader_refcount = 0;
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int i = 0;
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hret = IDirect3DDevice9_CreatePixelShader(device_ptr, simple_ps, &shader_ptr);
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ok(hret == D3D_OK && shader_ptr != NULL, "CreatePixelShader returned: hret 0x%x, shader_ptr %p. "
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"Expected hret 0x%x, shader_ptr != %p. Aborting.\n", hret, shader_ptr, D3D_OK, NULL);
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if (hret != D3D_OK || shader_ptr == NULL) return;
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/* SetPixelsShader should not touch the shader's refcount. */
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i = get_refcount((IUnknown *)shader_ptr);
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hret = IDirect3DDevice9_SetPixelShader(device_ptr, shader_ptr);
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shader_refcount = get_refcount((IUnknown *)shader_ptr);
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ok(hret == D3D_OK && shader_refcount == i, "SetPixelShader returned: hret 0x%x, refcount %d. "
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"Expected hret 0x%x, refcount %d.\n", hret, shader_refcount, D3D_OK, i);
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/* GetPixelShader should increase the shader's refcount by one. */
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i = shader_refcount+1;
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hret = IDirect3DDevice9_GetPixelShader(device_ptr, ¤t_shader_ptr);
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shader_refcount = get_refcount((IUnknown *)shader_ptr);
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ok(hret == D3D_OK && shader_refcount == i && current_shader_ptr == shader_ptr,
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"GetPixelShader returned: hret 0x%x, current_shader_ptr %p refcount %d. "
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"Expected hret 0x%x, current_shader_ptr %p, refcount %d.\n", hret, current_shader_ptr, shader_refcount, D3D_OK, shader_ptr, i);
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}
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static void test_pixel_shader_constant(IDirect3DDevice9 *device_ptr)
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{
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float c[4] = { 0.0, 0.0, 0.0, 0.0 };
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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 };
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HRESULT hr;
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DWORD consts = 0;
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/* A simple check that the stuff works at all */
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hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, 0, c, 1);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
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/* Is there really no max pixel shader constant value??? Test how far I can go */
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while(SUCCEEDED(IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, consts++, c, 1)));
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consts = consts - 1;
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trace("SetPixelShaderConstantF was able to set %d shader constants\n", consts);
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/* Test corner cases: writing 4 consts from MAX - 1, everything else is pointless
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* given the way the constant limit was found out
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*/
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hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, consts - 1, d, 4);
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ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetPixelShaderConstantF returned 0x%08x\n", hr);
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/* Constant -1 */
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hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, -1, c, 1);
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ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetPixelShaderConstantF returned 0x%08x\n", hr);
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}
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START_TEST(shader)
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{
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D3DCAPS9 caps;
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IDirect3DDevice9 *device_ptr;
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d3d9_handle = LoadLibraryA("d3d9.dll");
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if (!d3d9_handle)
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{
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skip("Could not load d3d9.dll\n");
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return;
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}
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device_ptr = init_d3d9();
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if (!device_ptr) return;
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IDirect3DDevice9_GetDeviceCaps(device_ptr, &caps);
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if (caps.VertexShaderVersion & 0xffff)
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{
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test_get_set_vertex_shader(device_ptr);
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test_vertex_shader_constant(device_ptr, caps.MaxVertexShaderConst);
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}
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else skip("No vertex shader support\n");
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if (caps.PixelShaderVersion & 0xffff)
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{
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test_get_set_pixel_shader(device_ptr);
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/* No max pixel shader constant value??? */
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test_pixel_shader_constant(device_ptr);
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}
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else skip("No pixel shader support\n");
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}
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