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 
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 
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 */
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 */
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 */
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 
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 
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. */
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 */
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 
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 
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 
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 
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 
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 
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 
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