1 /*
2 * Copyright (C) 2010 Travis Athougies
3 *
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
8 *
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
13 *
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
17 */
18 #define COBJMACROS
19 #include "wine/test.h"
20 #include "d3dx9.h"
21 #include "d3dcompiler.h"
22
23 #include <math.h>
24
25 static pD3DCompile ppD3DCompile;
26
27 struct vertex
28 {
29 float x, y, z;
30 float tx, ty;
31 };
32
33 /* Tells compute_shader_probe* which pixels should be what colors */
34 struct hlsl_probe_info
35 {
36 unsigned int x, y;
37 /* The expected values in this region */
38 D3DXCOLOR c;
39 /* The max error for any value */
40 float epsilon;
41 /* An error message to print if this test fails */
42 const char *message;
43 };
44
create_window(void)45 static HWND create_window(void)
46 {
47 WNDCLASSA wc = {0};
48 wc.lpfnWndProc = DefWindowProcA;
49 wc.lpszClassName = "d3d9_test_wc";
50 RegisterClassA(&wc);
51
52 return CreateWindowA("d3d9_test_wc", "d3d9_test", 0, 0, 0, 0, 0, 0, 0, 0, 0);
53 }
54
init_d3d9(IDirect3DVertexDeclaration9 ** vdeclaration,IDirect3DVertexBuffer9 ** quad_geometry,IDirect3DVertexShader9 ** vshader_passthru)55 static IDirect3DDevice9 *init_d3d9(IDirect3DVertexDeclaration9 **vdeclaration,
56 IDirect3DVertexBuffer9 **quad_geometry, IDirect3DVertexShader9 **vshader_passthru)
57 {
58 static const struct vertex quad_vertices[4] =
59 {
60 {-1.0f, -1.0f, 0.0f, 0.0f, 1.0f},
61 {-1.0f, 1.0f, 0.0f, 0.0f, 0.0f},
62 { 1.0f, -1.0f, 0.0f, 1.0f, 1.0f},
63 { 1.0f, 1.0f, 0.0f, 1.0f, 0.0f}
64 };
65
66 static const D3DVERTEXELEMENT9 vdeclelements[] =
67 {
68 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
69 {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
70 D3DDECL_END()
71 };
72
73 static const char *vshader_passthru_hlsl =
74 "float4 vshader(float4 pos: POSITION, inout float2 texcoord: TEXCOORD0): POSITION\n"
75 "{\n"
76 " return pos;\n"
77 "}";
78
79 IDirect3D9 *d3d9_ptr;
80 IDirect3DDevice9 *device_ptr = NULL;
81 D3DPRESENT_PARAMETERS present_parameters;
82
83 void *temp_geometry_vertices;
84
85 ID3D10Blob *compiled = NULL;
86 ID3D10Blob *errors = NULL;
87
88 HRESULT hr;
89
90 d3d9_ptr = Direct3DCreate9(D3D_SDK_VERSION);
91 if (!d3d9_ptr)
92 {
93 skip("could not create D3D9\n");
94 return NULL;
95 }
96
97 hr = IDirect3D9_CheckDeviceFormat(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
98 0, D3DRTYPE_SURFACE, D3DFMT_A32B32G32R32F);
99 if (FAILED(hr))
100 {
101 skip("A32B32G32R32F format not available on this device\n");
102 IDirect3D9_Release(d3d9_ptr);
103 return NULL;
104 }
105
106 ZeroMemory(&present_parameters, sizeof(present_parameters));
107 present_parameters.Windowed = TRUE;
108 present_parameters.hDeviceWindow = create_window();
109 present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
110
111 hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL,
112 D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
113 IDirect3D9_Release(d3d9_ptr);
114 if (FAILED(hr))
115 {
116 skip("could not create Direct3D9 device\n");
117 return NULL;
118 }
119
120 /* Create the quad geometry */
121 hr = IDirect3DDevice9_CreateVertexBuffer(device_ptr, 4 * sizeof(struct vertex),
122 D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, quad_geometry, NULL);
123 ok(SUCCEEDED(hr),
124 "Could not create vertex buffer, IDirect3DDevice9_CreateVertexBuffer returned: %08x\n", hr);
125
126 hr = IDirect3DVertexBuffer9_Lock(*quad_geometry, 0, sizeof(quad_vertices), &temp_geometry_vertices, 0);
127 ok(SUCCEEDED(hr), "IDirect3DVertexBuffer9_Lock returned: %08x\n", hr);
128 memcpy(temp_geometry_vertices, quad_vertices, sizeof(quad_vertices));
129 IDirect3DVertexBuffer9_Unlock(*quad_geometry);
130
131 hr = IDirect3DDevice9_CreateVertexDeclaration(device_ptr, vdeclelements, vdeclaration);
132 ok(SUCCEEDED(hr), "Could not create vertex declaration: "
133 "IDirect3DDevice9_CreateVertexDeclaration returned: %08x\n", hr);
134
135 hr = IDirect3DDevice9_SetVertexDeclaration(device_ptr, *vdeclaration);
136 ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned: %08x\n", hr);
137
138 /* Create a simple vertex shader to just pass through the values */
139 hr = ppD3DCompile(vshader_passthru_hlsl, strlen(vshader_passthru_hlsl), NULL,
140 NULL, NULL, "vshader", "vs_1_1", 0, 0, &compiled, &errors);
141 if (FAILED(hr))
142 {
143 skip("not compiling vertex shader due to lacking wine HLSL support!\n");
144 if (errors)
145 ID3D10Blob_Release(errors);
146 return NULL;
147 }
148
149 hr = IDirect3DDevice9_CreateVertexShader(device_ptr, ID3D10Blob_GetBufferPointer(compiled),
150 vshader_passthru);
151 ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader returned: %08x\n", hr);
152 ID3D10Blob_Release(compiled);
153
154 return device_ptr;
155 }
156
157 /* Convenience functions */
set_float4_d3d9(IDirect3DDevice9 * device,ID3DXConstantTable * constants,const char * name,float x,float y,float z,float w)158 static void set_float4_d3d9(IDirect3DDevice9 *device, ID3DXConstantTable *constants, const char *name,
159 float x, float y, float z, float w)
160 {
161 D3DXVECTOR4 vector;
162 vector.x = x;
163 vector.y = y;
164 vector.z = z;
165 vector.w = w;
166 ID3DXConstantTable_SetVector(constants, device, name, &vector);
167 }
168
169 /* Compile our pixel shader and get back the compiled version and a constant table */
compile_pixel_shader9(IDirect3DDevice9 * device,const char * shader,const char * profile,ID3DXConstantTable ** constants)170 static IDirect3DPixelShader9 *compile_pixel_shader9(IDirect3DDevice9 *device, const char *shader,
171 const char *profile, ID3DXConstantTable **constants)
172 {
173 ID3D10Blob *compiled = NULL;
174 ID3D10Blob *errors = NULL;
175 IDirect3DPixelShader9 *pshader;
176 HRESULT hr;
177
178 hr = ppD3DCompile(shader, strlen(shader), NULL, NULL,
179 NULL, "test", profile, /* test is the name of the entry point of our shader */
180 0, 0, &compiled, &errors);
181 ok(hr == D3D_OK, "Pixel shader %s compilation failed: %s\n", shader,
182 errors ? (char *)ID3D10Blob_GetBufferPointer(errors) : "");
183 if (FAILED(hr)) return NULL;
184
185 hr = D3DXGetShaderConstantTable(ID3D10Blob_GetBufferPointer(compiled), constants);
186 ok(hr == D3D_OK, "Could not get constant table from compiled pixel shader\n");
187
188 hr = IDirect3DDevice9_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(compiled), &pshader);
189 ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader returned: %08x\n", hr);
190 ID3D10Blob_Release(compiled);
191 return pshader;
192 }
193
194 /* Draw a full screen quad */
draw_quad_with_shader9(IDirect3DDevice9 * device,IDirect3DVertexBuffer9 * quad_geometry)195 static void draw_quad_with_shader9(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry)
196 {
197 HRESULT hr;
198 D3DXMATRIX projection_matrix;
199
200 D3DXMatrixOrthoLH(&projection_matrix, 2.0f, 2.0f, 0.0f, 1.0f);
201 IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &projection_matrix);
202
203 hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
204 ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned: %08x\n", hr);
205
206 hr = IDirect3DDevice9_BeginScene(device);
207 ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned: %08x\n", hr);
208
209 hr = IDirect3DDevice9_SetStreamSource(device, 0, quad_geometry, 0, sizeof(struct vertex));
210 ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource returned: %08x\n", hr);
211 hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
212 ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive returned: %08x\n", hr);
213
214 hr = IDirect3DDevice9_EndScene(device);
215 ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned: %08x\n", hr);
216 }
217
setup_device9(IDirect3DDevice9 * device,IDirect3DSurface9 ** render_target,IDirect3DSurface9 ** readback,D3DFORMAT format,unsigned int width,unsigned int height,IDirect3DVertexShader9 * vshader,IDirect3DPixelShader9 * pshader)218 static void setup_device9(IDirect3DDevice9 *device, IDirect3DSurface9 **render_target,
219 IDirect3DSurface9 **readback, D3DFORMAT format, unsigned int width, unsigned int height,
220 IDirect3DVertexShader9 *vshader, IDirect3DPixelShader9 *pshader)
221 {
222 HRESULT hr;
223 hr = IDirect3DDevice9_CreateRenderTarget(device, width, height, format,
224 D3DMULTISAMPLE_NONE, 0, FALSE, render_target, NULL);
225 ok(hr == D3D_OK, "IDirect3DDevice9_CreateRenderTarget returned: %08x\n", hr);
226
227 /* The Direct3D 9 docs state that we cannot lock a render target surface,
228 instead we must copy the render target onto this surface to lock it */
229 hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, width, height, format,
230 D3DPOOL_SYSTEMMEM, readback, NULL);
231 ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface returned: %08x\n", hr);
232
233 hr = IDirect3DDevice9_SetRenderTarget(device, 0, *render_target);
234 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget returned: %08x\n", hr);
235
236 hr = IDirect3DDevice9_SetVertexShader(device, vshader);
237 ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned: %08x\n", hr);
238 hr = IDirect3DDevice9_SetPixelShader(device, pshader);
239 ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned: %08x\n", hr);
240 }
241
colors_match(D3DXCOLOR a,D3DXCOLOR b,float epsilon)242 static BOOL colors_match(D3DXCOLOR a, D3DXCOLOR b, float epsilon)
243 {
244 return (fabs(a.r - b.r) < epsilon && fabs(a.g - b.g) < epsilon && fabs(a.b - b.b) < epsilon &&
245 fabs(a.a - b.a) < epsilon);
246 }
247
248 /* Compute a shader on a width by height buffer and probes certain locations
249 to see if they are as expected. */
compute_shader_probe9(IDirect3DDevice9 * device,IDirect3DVertexShader9 * vshader,IDirect3DPixelShader9 * pshader,IDirect3DVertexBuffer9 * quad_geometry,const struct hlsl_probe_info * probes,unsigned int count,unsigned int width,unsigned int height,unsigned int line_number)250 static void compute_shader_probe9(IDirect3DDevice9 *device, IDirect3DVertexShader9 *vshader,
251 IDirect3DPixelShader9 *pshader, IDirect3DVertexBuffer9 *quad_geometry,
252 const struct hlsl_probe_info *probes, unsigned int count,
253 unsigned int width, unsigned int height, unsigned int line_number)
254 {
255 IDirect3DSurface9 *render_target;
256 IDirect3DSurface9 *readback;
257
258 HRESULT hr;
259 D3DLOCKED_RECT lr;
260 D3DXCOLOR *pbits_data;
261 unsigned int i;
262
263 setup_device9(device, &render_target, &readback, D3DFMT_A32B32G32R32F,
264 width, height, vshader, pshader);
265
266 /* Draw the quad with the shader and read back the data */
267 draw_quad_with_shader9(device, quad_geometry);
268 IDirect3DDevice9_GetRenderTargetData(device, render_target, readback);
269 hr = IDirect3DSurface9_LockRect(readback, &lr, NULL, D3DLOCK_READONLY);
270 ok(hr == D3D_OK, "IDirect3DSurface9_LockRect returned: %08x\n", hr);
271 pbits_data = lr.pBits;
272
273 /* Now go through the probes and check each one */
274 for (i = 0; i < count; i++, probes++) {
275 int index = probes->x + (probes->y * lr.Pitch / sizeof(D3DXCOLOR));
276 ok(colors_match(probes->c, pbits_data[index], probes->epsilon),
277 "Line %d: At (%d, %d): %s: Expected (%.04f,%.04f,%.04f, %.04f), got "
278 "(%.04f,%.04f,%.04f,%.04f)\n", line_number, probes->x, probes->y, probes->message,
279 probes->c.r, probes->c.g, probes->c.b, probes->c.a, pbits_data[index].r,
280 pbits_data[index].g, pbits_data[index].b, pbits_data[index].a);
281 }
282
283 hr = IDirect3DSurface9_UnlockRect(readback);
284 ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect returned: %08x\n", hr);
285
286 /* We now present the scene. This is mostly for debugging purposes, since GetRenderTargetData
287 also waits for drawing commands to complete. The reason this call is here and not in a
288 draw function is because the contents of the render target surface are invalidated after
289 this call. */
290 hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
291 ok(hr == D3D_OK, "IDirect3DDevice9_Present returned: %08x\n", hr);
292
293 IDirect3DSurface9_Release(render_target);
294 IDirect3DSurface9_Release(readback);
295 }
296
297 /* Now the actual test functions */
test_swizzle(IDirect3DDevice9 * device,IDirect3DVertexBuffer9 * quad_geometry,IDirect3DVertexShader9 * vshader_passthru)298 static void test_swizzle(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry,
299 IDirect3DVertexShader9 *vshader_passthru)
300 {
301 static const struct hlsl_probe_info probes[] =
302 {
303 {0, 0, {0.0101f, 0.0303f, 0.0202f, 0.0404f}, 0.0001f, "swizzle_test"}
304 };
305
306 static const char *swizzle_test_shader =
307 "uniform float4 color;\n"
308 "float4 test(): COLOR\n"
309 "{\n"
310 " float4 ret = color;\n"
311 " ret.gb = ret.ra;\n"
312 " ret.ra = float2(0.0101, 0.0404);\n"
313 " return ret;\n"
314 "}";
315
316 ID3DXConstantTable *constants;
317 IDirect3DPixelShader9 *pshader;
318
319 pshader = compile_pixel_shader9(device, swizzle_test_shader, "ps_2_0", &constants);
320 if (pshader != NULL)
321 {
322 set_float4_d3d9(device, constants, "color", 0.0303f, 0.0f, 0.0f, 0.0202f);
323
324 compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry,
325 probes, ARRAY_SIZE(probes), 1, 1, __LINE__);
326
327 ID3DXConstantTable_Release(constants);
328 IDirect3DPixelShader9_Release(pshader);
329 }
330 }
331
test_math(IDirect3DDevice9 * device,IDirect3DVertexBuffer9 * quad_geometry,IDirect3DVertexShader9 * vshader_passthru)332 static void test_math(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry,
333 IDirect3DVertexShader9 *vshader_passthru)
334 {
335 /* Tests order of operations */
336 static const float u = 2.5f, v = 0.3f, w = 0.2f, x = 0.7f, y = 0.1f, z = 1.5f;
337
338 static const struct hlsl_probe_info probes[] =
339 {
340 {0, 0, {-12.4300f, 9.8333f, 1.6000f, 34.9999f}, 0.0001f,
341 "order of operations test"}
342 };
343
344 static const char *order_of_operations_shader =
345 "float4 test(uniform float u, uniform float v, uniform float w, uniform float x,\n"
346 " uniform float y, uniform float z): COLOR\n"
347 "{\n"
348 " return float4(x * y - z / w + --u / -v,\n"
349 " z * x / y + w / -v,\n"
350 " u + v - w,\n"
351 " x / y / w);\n"
352 "}";
353
354 ID3DXConstantTable *constants;
355 IDirect3DPixelShader9 *pshader;
356
357 pshader = compile_pixel_shader9(device, order_of_operations_shader, "ps_2_0", &constants);
358 if (pshader != NULL)
359 {
360 ID3DXConstantTable_SetFloat(constants, device, "$u", u);
361 ID3DXConstantTable_SetFloat(constants, device, "$v", v);
362 ID3DXConstantTable_SetFloat(constants, device, "$w", w);
363 ID3DXConstantTable_SetFloat(constants, device, "$x", x);
364 ID3DXConstantTable_SetFloat(constants, device, "$y", y);
365 ID3DXConstantTable_SetFloat(constants, device, "$z", z);
366
367 compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry,
368 probes, ARRAY_SIZE(probes), 1, 1, __LINE__);
369
370 ID3DXConstantTable_Release(constants);
371 IDirect3DPixelShader9_Release(pshader);
372 }
373 }
374
test_conditionals(IDirect3DDevice9 * device,IDirect3DVertexBuffer9 * quad_geometry,IDirect3DVertexShader9 * vshader_passthru)375 static void test_conditionals(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry,
376 IDirect3DVertexShader9 *vshader_passthru)
377 {
378 static const struct hlsl_probe_info if_greater_probes[] =
379 {
380 { 0, 0, {0.9f, 0.8f, 0.7f, 0.6f}, 0.0001f, "if greater test"},
381 { 5, 0, {0.9f, 0.8f, 0.7f, 0.6f}, 0.0001f, "if greater test"},
382 {10, 0, {0.9f, 0.8f, 0.7f, 0.6f}, 0.0001f, "if greater test"},
383 {15, 0, {0.9f, 0.8f, 0.7f, 0.6f}, 0.0001f, "if greater test"},
384 {25, 0, {0.1f, 0.2f, 0.3f, 0.4f}, 0.0001f, "if greater test"},
385 {30, 0, {0.1f, 0.2f, 0.3f, 0.4f}, 0.0001f, "if greater test"}
386 };
387
388 static const char *if_greater_shader =
389 "float4 test(float2 pos: TEXCOORD0): COLOR\n"
390 "{\n"
391 " if((pos.x * 32.0) > 20.0)\n"
392 " return float4(0.1, 0.2, 0.3, 0.4);\n"
393 " else\n"
394 " return float4(0.9, 0.8, 0.7, 0.6);\n"
395 "}";
396
397 static const struct hlsl_probe_info ternary_operator_probes[] =
398 {
399 {0, 0, {0.50f, 0.25f, 0.50f, 0.75f}, 0.00001f, "ternary operator test"},
400 {1, 0, {0.50f, 0.25f, 0.50f, 0.75f}, 0.00001f, "ternary operator test"},
401 {2, 0, {0.50f, 0.25f, 0.50f, 0.75f}, 0.00001f, "ternary operator test"},
402 {3, 0, {0.50f, 0.25f, 0.50f, 0.75f}, 0.00001f, "ternary operator test"},
403 {4, 0, {0.60f, 0.80f, 0.10f, 0.20f}, 0.00001f, "ternary operator test"},
404 {5, 0, {0.60f, 0.80f, 0.10f, 0.20f}, 0.00001f, "ternary operator test"},
405 {6, 0, {0.60f, 0.80f, 0.10f, 0.20f}, 0.00001f, "ternary operator test"},
406 {7, 0, {0.60f, 0.80f, 0.10f, 0.20f}, 0.00001f, "ternary operator test"}
407 };
408
409 static const char *ternary_operator_shader =
410 "float4 test(float2 pos: TEXCOORD0): COLOR\n"
411 "{\n"
412 " return (pos.x < 0.5?float4(0.5, 0.25, 0.5, 0.75):float4(0.6, 0.8, 0.1, 0.2));\n"
413 "}";
414
415 ID3DXConstantTable *constants;
416 IDirect3DPixelShader9 *pshader;
417
418 pshader = compile_pixel_shader9(device, if_greater_shader, "ps_2_0", &constants);
419 if (pshader != NULL)
420 {
421 compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, if_greater_probes,
422 ARRAY_SIZE(if_greater_probes), 32, 1, __LINE__);
423
424 ID3DXConstantTable_Release(constants);
425 IDirect3DPixelShader9_Release(pshader);
426 }
427
428 pshader = compile_pixel_shader9(device, ternary_operator_shader, "ps_2_0", &constants);
429 if (pshader != NULL)
430 {
431 compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, ternary_operator_probes,
432 ARRAY_SIZE(ternary_operator_probes), 8, 1, __LINE__);
433
434 ID3DXConstantTable_Release(constants);
435 IDirect3DPixelShader9_Release(pshader);
436 }
437 }
438
test_float_vectors(IDirect3DDevice9 * device,IDirect3DVertexBuffer9 * quad_geometry,IDirect3DVertexShader9 * vshader_passthru)439 static void test_float_vectors(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry,
440 IDirect3DVertexShader9 *vshader_passthru)
441 {
442 static const struct hlsl_probe_info vec4_indexing_test1_probes[] =
443 {
444 {0, 0, {0.020f, 0.245f, 0.351f, 1.000f}, 0.0001f, "vec4 indexing test 1"}
445 };
446
447 static const char *vec4_indexing_test1_shader =
448 "float4 test(): COLOR\n"
449 "{\n"
450 " float4 color;\n"
451 " color[0] = 0.020;\n"
452 " color[1] = 0.245;\n"
453 " color[2] = 0.351;\n"
454 " color[3] = 1.0;\n"
455 " return color;\n"
456 "}";
457
458 static const struct hlsl_probe_info vec4_indexing_test2_probes[] =
459 {
460 {0, 0, {0.5f, 0.3f, 0.8f, 0.2f}, 0.0001f, "vec4 indexing test 2"}
461 };
462
463 /* We have this uniform i here so the compiler can't optimize */
464 static const char *vec4_indexing_test2_shader =
465 "uniform int i;\n"
466 "float4 test(): COLOR\n"
467 "{\n"
468 " float4 color = float4(0.5, 0.4, 0.3, 0.2);\n"
469 " color.g = color[i];\n"
470 " color.b = 0.8;\n"
471 " return color;\n"
472 "}";
473
474 ID3DXConstantTable *constants;
475 IDirect3DPixelShader9 *pshader;
476
477 pshader = compile_pixel_shader9(device, vec4_indexing_test1_shader, "ps_2_0", &constants);
478 if (pshader != NULL)
479 {
480 compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, vec4_indexing_test1_probes,
481 ARRAY_SIZE(vec4_indexing_test1_probes), 1, 1, __LINE__);
482
483 ID3DXConstantTable_Release(constants);
484 IDirect3DPixelShader9_Release(pshader);
485 }
486
487 pshader = compile_pixel_shader9(device, vec4_indexing_test2_shader, "ps_2_0", &constants);
488 if (pshader != NULL)
489 {
490 ID3DXConstantTable_SetInt(constants, device, "i", 2);
491
492 compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, vec4_indexing_test2_probes,
493 ARRAY_SIZE(vec4_indexing_test2_probes), 32, 1, __LINE__);
494
495 ID3DXConstantTable_Release(constants);
496 IDirect3DPixelShader9_Release(pshader);
497 }
498 }
499
test_trig(IDirect3DDevice9 * device,IDirect3DVertexBuffer9 * quad_geometry,IDirect3DVertexShader9 * vshader_passthru)500 static void test_trig(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry,
501 IDirect3DVertexShader9 *vshader_passthru)
502 {
503 static const struct hlsl_probe_info sincos_probes[] =
504 {
505 {0, 0, {0.5000f, 1.0000f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
506 {1, 0, {0.5975f, 0.9904f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
507 {2, 0, {0.6913f, 0.9620f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
508 {3, 0, {0.7778f, 0.9160f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
509 {4, 0, {0.8536f, 0.8536f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
510 {5, 0, {0.9157f, 0.7778f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
511 {6, 0, {0.9620f, 0.6913f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
512 {7, 0, {0.9904f, 0.5975f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
513 {8, 0, {1.0000f, 0.5000f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
514 {9, 0, {0.9904f, 0.4025f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
515 {10, 0, {0.9619f, 0.3087f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
516 {11, 0, {0.9157f, 0.2222f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
517 {12, 0, {0.8536f, 0.1464f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
518 {13, 0, {0.7778f, 0.0843f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
519 {14, 0, {0.6913f, 0.0381f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
520 {15, 0, {0.5975f, 0.0096f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
521 {16, 0, {0.5000f, 0.0000f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
522 {17, 0, {0.4025f, 0.0096f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
523 {18, 0, {0.3087f, 0.0381f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
524 {19, 0, {0.2222f, 0.0843f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
525 {20, 0, {0.1464f, 0.1464f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
526 {21, 0, {0.0843f, 0.2222f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
527 {22, 0, {0.0381f, 0.3087f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
528 {23, 0, {0.0096f, 0.4025f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
529 {24, 0, {0.0000f, 0.5000f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
530 {25, 0, {0.0096f, 0.5975f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
531 {26, 0, {0.0381f, 0.6913f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
532 {27, 0, {0.0843f, 0.7778f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
533 {28, 0, {0.1464f, 0.8536f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
534 {29, 0, {0.2222f, 0.9157f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
535 {30, 0, {0.3087f, 0.9619f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
536 {31, 0, {0.4025f, 0.9904f, 0.0f, 0.0f}, 0.001f, "sin/cos test"},
537 };
538
539 static const char *sincos_shader =
540 "float4 test(float x: TEXCOORD0): COLOR\n"
541 "{\n"
542 " const float pi2 = 6.2831853;\n"
543 " float calcd_sin = (sin(x * pi2) + 1)/2;\n"
544 " float calcd_cos = (cos(x * pi2) + 1)/2;\n"
545 " return float4(calcd_sin, calcd_cos, 0, 0);\n"
546 "}";
547
548 ID3DXConstantTable *constants;
549 IDirect3DPixelShader9 *pshader;
550
551 pshader = compile_pixel_shader9(device, sincos_shader, "ps_2_0", &constants);
552 if (pshader != NULL)
553 {
554 compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, sincos_probes,
555 ARRAY_SIZE(sincos_probes), 32, 1, __LINE__);
556
557 ID3DXConstantTable_Release(constants);
558 IDirect3DPixelShader9_Release(pshader);
559 }
560 }
561
test_fail(IDirect3DDevice9 * device,IDirect3DVertexBuffer9 * qquad_geometry,IDirect3DVertexShader9 * vshader_passthru)562 static void test_fail(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *qquad_geometry,
563 IDirect3DVertexShader9 *vshader_passthru)
564 {
565 static const char *tests[] =
566 {
567 "float4 test(float2 pos: TEXCOORD0) : COLOR\n"
568 "{\n"
569 " return y;\n"
570 "}",
571
572 "float4 test(float2 pos: TEXCOORD0) : COLOR\n"
573 "{\n"
574 " float4 x = float4(0, 0, 0, 0);\n"
575 " x.xzzx = float4(1, 2, 3, 4);\n"
576 " return x;\n"
577 "}",
578
579 "float4 test(float2 pos: TEXCOORD0) : COLOR\n"
580 "{\n"
581 " float4 x = pos;\n"
582 " return x;\n"
583 "}",
584
585 "float4 test(float2 pos, TEXCOORD0) ; COLOR\n"
586 "{\n"
587 " pos = float4 x;\n"
588 " mul(float4(5, 4, 3, 2), mvp) = x;\n"
589 " return float4;\n"
590 "}",
591
592 "float4 563r(float2 45s: TEXCOORD0) : COLOR\n"
593 "{\n"
594 " float2 x = 45s;\n"
595 " return float4(x.x, x.y, 0, 0);\n"
596 "}",
597
598 "float4 test(float2 pos: TEXCOORD0) : COLOR\n"
599 "{\n"
600 " struct { int b,c; } x = {0};\n"
601 " return y;\n"
602 "}",
603
604 "float4 test(float2 pos: TEXCOORD0) : COLOR\n"
605 "{\n"
606 " struct {} x = {};\n"
607 " return y;\n"
608 "}",
609 };
610
611 ID3D10Blob *compiled, *errors;
612 unsigned int i;
613 HRESULT hr;
614
615 for (i = 0; i < ARRAY_SIZE(tests); ++i)
616 {
617 compiled = errors = NULL;
618 hr = ppD3DCompile(tests[i], strlen(tests[i]), NULL, NULL, NULL, "test", "ps_2_0", 0, 0, &compiled, &errors);
619 ok(hr == E_FAIL, "Test %u, got unexpected hr %#x.\n", i, hr);
620 ok(!!errors, "Test %u, expected non-NULL error blob.\n", i);
621 ok(!compiled, "Test %u, expected no compiled shader blob.\n", i);
622 ID3D10Blob_Release(errors);
623 }
624 }
625
load_d3dcompiler(void)626 static BOOL load_d3dcompiler(void)
627 {
628 HMODULE module;
629
630 if (!(module = LoadLibraryA("d3dcompiler_43.dll"))) return FALSE;
631
632 ppD3DCompile = (void*)GetProcAddress(module, "D3DCompile");
633 return TRUE;
634 }
635
START_TEST(hlsl)636 START_TEST(hlsl)
637 {
638 D3DCAPS9 caps;
639 ULONG refcount;
640 IDirect3DDevice9 *device;
641 IDirect3DVertexDeclaration9 *vdeclaration;
642 IDirect3DVertexBuffer9 *quad_geometry;
643 IDirect3DVertexShader9 *vshader_passthru;
644
645 if (!load_d3dcompiler())
646 {
647 win_skip("Could not load d3dcompiler_43.dll\n");
648 return;
649 }
650
651 device = init_d3d9(&vdeclaration, &quad_geometry, &vshader_passthru);
652 if (!device) return;
653
654 /* Make sure we support pixel shaders, before trying to compile them! */
655 /* Direct3D 9 (Shader model 1-3 tests) */
656 IDirect3DDevice9_GetDeviceCaps(device, &caps);
657 if (caps.PixelShaderVersion >= D3DPS_VERSION(2, 0))
658 {
659 todo_wine
660 {
661 test_swizzle(device, quad_geometry, vshader_passthru);
662 test_math(device, quad_geometry, vshader_passthru);
663 test_conditionals(device, quad_geometry, vshader_passthru);
664 test_float_vectors(device, quad_geometry, vshader_passthru);
665 test_trig(device, quad_geometry, vshader_passthru);
666 test_fail(device, quad_geometry, vshader_passthru);
667 }
668 } else skip("no pixel shader support\n");
669
670 /* Reference counting sanity checks */
671 if (vshader_passthru)
672 {
673 refcount = IDirect3DVertexShader9_Release(vshader_passthru);
674 ok(!refcount, "Pass-through vertex shader has %u references left\n", refcount);
675 }
676
677 refcount = IDirect3DVertexBuffer9_Release(quad_geometry);
678 ok(!refcount, "Vertex buffer has %u references left\n", refcount);
679
680 refcount = IDirect3DVertexDeclaration9_Release(vdeclaration);
681 ok(!refcount, "Vertex declaration has %u references left\n", refcount);
682
683 refcount = IDirect3DDevice9_Release(device);
684 ok(!refcount, "Device has %u references left\n", refcount);
685 }
686