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