ReactOS 0.4.16-dev-297-gc569aee
hlsl.c File Reference
#include "wine/test.h"
#include "d3dx9.h"
#include "d3dcompiler.h"
#include <math.h>
Include dependency graph for hlsl.c:

Go to the source code of this file.

Classes

struct  vertex
 
struct  hlsl_probe_info
 

Macros

#define COBJMACROS
 

Functions

static HWND create_window (void)
 
static IDirect3DDevice9 * init_d3d9 (IDirect3DVertexDeclaration9 **vdeclaration, IDirect3DVertexBuffer9 **quad_geometry, IDirect3DVertexShader9 **vshader_passthru)
 
static void set_float4_d3d9 (IDirect3DDevice9 *device, ID3DXConstantTable *constants, const char *name, float x, float y, float z, float w)
 
static IDirect3DPixelShader9 * compile_pixel_shader9 (IDirect3DDevice9 *device, const char *shader, const char *profile, ID3DXConstantTable **constants)
 
static void draw_quad_with_shader9 (IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry)
 
static void setup_device9 (IDirect3DDevice9 *device, IDirect3DSurface9 **render_target, IDirect3DSurface9 **readback, D3DFORMAT format, unsigned int width, unsigned int height, IDirect3DVertexShader9 *vshader, IDirect3DPixelShader9 *pshader)
 
static BOOL colors_match (D3DXCOLOR a, D3DXCOLOR b, float epsilon)
 
static void 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)
 
static void test_swizzle (IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry, IDirect3DVertexShader9 *vshader_passthru)
 
static void test_math (IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry, IDirect3DVertexShader9 *vshader_passthru)
 
static void test_conditionals (IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry, IDirect3DVertexShader9 *vshader_passthru)
 
static void test_float_vectors (IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry, IDirect3DVertexShader9 *vshader_passthru)
 
static void test_trig (IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry, IDirect3DVertexShader9 *vshader_passthru)
 
static void test_fail (IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *qquad_geometry, IDirect3DVertexShader9 *vshader_passthru)
 
static BOOL load_d3dcompiler (void)
 
 START_TEST (hlsl)
 

Variables

static pD3DCompile ppD3DCompile
 

Macro Definition Documentation

◆ COBJMACROS

#define COBJMACROS

Definition at line 18 of file hlsl.c.

Function Documentation

◆ colors_match()

static BOOL colors_match ( D3DXCOLOR  a,
D3DXCOLOR  b,
float  epsilon 
)
static

Definition at line 242 of file hlsl.c.

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}
GLboolean GLboolean GLboolean b
Definition: glext.h:6204
GLboolean GLboolean GLboolean GLboolean a
Definition: glext.h:6204
_Check_return_ _CRT_JIT_INTRINSIC double __cdecl fabs(_In_ double x)
Definition: fabs.c:17

Referenced by compute_shader_probe9().

◆ compile_pixel_shader9()

static IDirect3DPixelShader9 * compile_pixel_shader9 ( IDirect3DDevice9 *  device,
const char shader,
const char profile,
ID3DXConstantTable **  constants 
)
static

Definition at line 170 of file hlsl.c.

172{
173 ID3D10Blob *compiled = NULL;
174 ID3D10Blob *errors = NULL;
175 IDirect3DPixelShader9 *pshader;
176 HRESULT hr;
177
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}
ACPI_SIZE strlen(const char *String)
Definition: utclib.c:269
#define ok(value,...)
Definition: atltest.h:57
#define IDirect3DDevice9_CreatePixelShader(p, a, b)
Definition: d3d9.h:1613
#define D3D_OK
Definition: d3d.h:106
#define NULL
Definition: types.h:112
HRESULT WINAPI D3DXGetShaderConstantTable(const DWORD *byte_code, ID3DXConstantTable **constant_table)
Definition: shader.c:2111
GLuint shader
Definition: glext.h:6030
static pD3DCompile ppD3DCompile
Definition: hlsl.c:25
#define SUCCEEDED(hr)
Definition: intsafe.h:50
#define FAILED(hr)
Definition: intsafe.h:51
#define profile
Definition: kernel32.h:12
constants
Definition: resource.c:29
HRESULT hr
Definition: shlfolder.c:183
Definition: devices.h:37

Referenced by test_conditionals(), test_float_vectors(), test_math(), test_swizzle(), and test_trig().

◆ compute_shader_probe9()

static void 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 
)
static

Definition at line 250 of file hlsl.c.

254{
255 IDirect3DSurface9 *render_target;
256 IDirect3DSurface9 *readback;
257
258 HRESULT hr;
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);
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
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. */
291 ok(hr == D3D_OK, "IDirect3DDevice9_Present returned: %08x\n", hr);
292
293 IDirect3DSurface9_Release(render_target);
295}
#define D3DLOCK_READONLY
Definition: d3d8types.h:69
#define IDirect3DSurface9_LockRect(p, a, b, c)
Definition: d3d9.h:635
#define IDirect3DDevice9_GetRenderTargetData(p, a, b)
Definition: d3d9.h:1539
#define IDirect3DDevice9_Present(p, a, b, c, d)
Definition: d3d9.h:1524
#define IDirect3DSurface9_UnlockRect(p)
Definition: d3d9.h:636
#define IDirect3DSurface9_Release(p)
Definition: d3d9.h:622
@ D3DFMT_A32B32G32R32F
Definition: d3d9types.h:836
GLuint GLuint GLsizei count
Definition: gl.h:1545
GLint GLint GLsizei GLsizei height
Definition: gl.h:1546
GLint GLint GLsizei width
Definition: gl.h:1546
GLuint index
Definition: glext.h:6031
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint i
Definition: glfuncs.h:248
static BOOL colors_match(D3DXCOLOR a, D3DXCOLOR b, float epsilon)
Definition: hlsl.c:242
static void draw_quad_with_shader9(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry)
Definition: hlsl.c:195
static void setup_device9(IDirect3DDevice9 *device, IDirect3DSurface9 **render_target, IDirect3DSurface9 **readback, D3DFORMAT format, unsigned int width, unsigned int height, IDirect3DVertexShader9 *vshader, IDirect3DPixelShader9 *pshader)
Definition: hlsl.c:218
static long line_number
Definition: main.cpp:17
FLOAT g
Definition: d3dx9math.h:262
FLOAT a
Definition: d3dx9math.h:262
FLOAT b
Definition: d3dx9math.h:262
FLOAT r
Definition: d3dx9math.h:262
float epsilon
Definition: hlsl.c:40
const char * message
Definition: hlsl.c:42
unsigned int x
Definition: hlsl.c:36
unsigned int y
Definition: hlsl.c:36
D3DXCOLOR c
Definition: hlsl.c:38

Referenced by test_conditionals(), test_float_vectors(), test_math(), test_swizzle(), and test_trig().

◆ create_window()

static HWND create_window ( void  )
static

Definition at line 45 of file hlsl.c.

46{
47 WNDCLASSA wc = {0};
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}
LPCSTR lpszClassName
Definition: winuser.h:3175
WNDPROC lpfnWndProc
Definition: winuser.h:3167
LRESULT WINAPI DefWindowProcA(_In_ HWND, _In_ UINT, _In_ WPARAM, _In_ LPARAM)
#define CreateWindowA(a, b, c, d, e, f, g, h, i, j, k)
Definition: winuser.h:4318
ATOM WINAPI RegisterClassA(_In_ CONST WNDCLASSA *)

Referenced by init_d3d9().

◆ draw_quad_with_shader9()

static void draw_quad_with_shader9 ( IDirect3DDevice9 *  device,
IDirect3DVertexBuffer9 *  quad_geometry 
)
static

Definition at line 195 of file hlsl.c.

196{
197 HRESULT hr;
198 D3DXMATRIX projection_matrix;
199
200 D3DXMatrixOrthoLH(&projection_matrix, 2.0f, 2.0f, 0.0f, 1.0f);
202
204 ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned: %08x\n", hr);
205
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);
212 ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive returned: %08x\n", hr);
213
215 ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned: %08x\n", hr);
216}
@ D3DPT_TRIANGLESTRIP
Definition: d3d8types.h:722
#define D3DCOLOR_XRGB(r, g, b)
Definition: d3d8types.h:44
@ D3DTS_PROJECTION
Definition: d3d8types.h:956
#define D3DCLEAR_TARGET
Definition: d3d8types.h:30
#define IDirect3DDevice9_EndScene(p)
Definition: d3d9.h:1549
#define IDirect3DDevice9_BeginScene(p)
Definition: d3d9.h:1548
#define IDirect3DDevice9_SetStreamSource(p, a, b, c, d)
Definition: d3d9.h:1607
#define IDirect3DDevice9_SetTransform(p, a, b)
Definition: d3d9.h:1551
#define IDirect3DDevice9_DrawPrimitive(p, a, b, c)
Definition: d3d9.h:1588
#define IDirect3DDevice9_Clear(p, a, b, c, d, e, f)
Definition: d3d9.h:1550
D3DXMATRIX *WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
Definition: math.c:431
Definition: mesh.c:4558

Referenced by compute_shader_probe9().

◆ init_d3d9()

static IDirect3DDevice9 * init_d3d9 ( IDirect3DVertexDeclaration9 **  vdeclaration,
IDirect3DVertexBuffer9 **  quad_geometry,
IDirect3DVertexShader9 **  vshader_passthru 
)
static

Definition at line 55 of file hlsl.c.

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 {
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
91 if (!d3d9_ptr)
92 {
93 skip("could not create D3D9\n");
94 return NULL;
95 }
96
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
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}
#define skip(...)
Definition: atltest.h:64
@ D3DFMT_X8R8G8B8
Definition: d3d8types.h:605
#define D3DUSAGE_WRITEONLY
Definition: d3d8types.h:93
@ D3DRTYPE_SURFACE
Definition: d3d8types.h:810
@ D3DSWAPEFFECT_DISCARD
Definition: d3d8types.h:851
@ D3DDEVTYPE_HAL
Definition: d3d8types.h:576
@ D3DPOOL_DEFAULT
Definition: d3d8types.h:709
IDirect3D9 *WINAPI Direct3DCreate9(UINT SDKVersion)
Definition: d3d9.c:57
#define IDirect3DVertexBuffer9_Unlock(p)
Definition: d3d9.h:708
#define IDirect3DDevice9_CreateVertexDeclaration(p, a, b)
Definition: d3d9.h:1593
#define IDirect3D9_CreateDevice(p, a, b, c, d, e, f)
Definition: d3d9.h:235
#define IDirect3DVertexBuffer9_Lock(p, a, b, c, d)
Definition: d3d9.h:707
#define IDirect3D9_Release(p)
Definition: d3d9.h:220
#define IDirect3D9_CheckDeviceFormat(p, a, b, c, d, e, f)
Definition: d3d9.h:229
#define IDirect3DDevice9_CreateVertexBuffer(p, a, b, c, d, e, f)
Definition: d3d9.h:1533
#define IDirect3DDevice9_SetVertexDeclaration(p, a)
Definition: d3d9.h:1594
#define IDirect3DDevice9_CreateVertexShader(p, a, b)
Definition: d3d9.h:1598
@ D3DDECLUSAGE_TEXCOORD
Definition: d3d9types.h:225
@ D3DDECLUSAGE_POSITION
Definition: d3d9types.h:220
@ D3DDECLTYPE_FLOAT3
Definition: d3d9types.h:257
@ D3DDECLTYPE_FLOAT2
Definition: d3d9types.h:256
#define D3DDECL_END()
Definition: d3d9types.h:311
@ D3DDECLMETHOD_DEFAULT
Definition: d3d9types.h:242
#define TRUE
Definition: types.h:120
static HWND create_window(void)
Definition: hlsl.c:45
#define memcpy(s1, s2, n)
Definition: mkisofs.h:878
#define D3DADAPTER_DEFAULT
Definition: d3d8.h:57
#define D3DCREATE_HARDWARE_VERTEXPROCESSING
Definition: d3d8.h:45
#define D3D_SDK_VERSION
Definition: d3d8.h:56
D3DSWAPEFFECT SwapEffect
Definition: d3d8types.h:1128
#define ZeroMemory
Definition: winbase.h:1737

Referenced by START_TEST().

◆ load_d3dcompiler()

static BOOL load_d3dcompiler ( void  )
static

Definition at line 626 of file hlsl.c.

627{
629
630 if (!(module = LoadLibraryA("d3dcompiler_43.dll"))) return FALSE;
631
632 ppD3DCompile = (void*)GetProcAddress(module, "D3DCompile");
633 return TRUE;
634}
#define FALSE
Definition: types.h:117
#define GetProcAddress(x, y)
Definition: compat.h:753
HINSTANCE WINAPI DECLSPEC_HOTPATCH LoadLibraryA(LPCSTR lpLibFileName)
Definition: loader.c:111

Referenced by START_TEST().

◆ set_float4_d3d9()

static void set_float4_d3d9 ( IDirect3DDevice9 *  device,
ID3DXConstantTable *  constants,
const char name,
float  x,
float  y,
float  z,
float  w 
)
static

Definition at line 158 of file hlsl.c.

160{
162 vector.x = x;
163 vector.y = y;
164 vector.z = z;
165 vector.w = w;
167}
#define ID3DXConstantTable_SetVector(p, a, b, c)
Definition: d3dx9shader.h:196
GLint GLint GLint GLint GLint x
Definition: gl.h:1548
GLint GLint GLint GLint GLint GLint y
Definition: gl.h:1548
GLubyte GLubyte GLubyte GLubyte w
Definition: glext.h:6102
GLdouble GLdouble z
Definition: glext.h:5874
Definition: name.c:39

Referenced by test_swizzle().

◆ setup_device9()

static void setup_device9 ( IDirect3DDevice9 *  device,
IDirect3DSurface9 **  render_target,
IDirect3DSurface9 **  readback,
D3DFORMAT  format,
unsigned int  width,
unsigned int  height,
IDirect3DVertexShader9 *  vshader,
IDirect3DPixelShader9 *  pshader 
)
static

Definition at line 218 of file hlsl.c.

221{
222 HRESULT hr;
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 */
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
237 ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned: %08x\n", hr);
239 ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned: %08x\n", hr);
240}
@ D3DMULTISAMPLE_NONE
Definition: d3d8types.h:672
@ D3DPOOL_SYSTEMMEM
Definition: d3d8types.h:711
#define IDirect3DDevice9_SetRenderTarget(p, a, b)
Definition: d3d9.h:1544
#define IDirect3DDevice9_SetPixelShader(p, a)
Definition: d3d9.h:1614
#define IDirect3DDevice9_SetVertexShader(p, a)
Definition: d3d9.h:1599
#define IDirect3DDevice9_CreateRenderTarget(p, a, b, c, d, e, f, g, h)
Definition: d3d9.h:1535
#define IDirect3DDevice9_CreateOffscreenPlainSurface(p, a, b, c, d, e, f)
Definition: d3d9.h:1543
Definition: format.c:58

Referenced by compute_shader_probe9().

◆ START_TEST()

START_TEST ( hlsl  )

Definition at line 636 of file hlsl.c.

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) */
657 if (caps.PixelShaderVersion >= D3DPS_VERSION(2, 0))
658 {
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
684 ok(!refcount, "Device has %u references left\n", refcount);
685}
#define D3DPS_VERSION(major, minor)
Definition: d3d8types.h:474
#define IDirect3DVertexBuffer9_Release(p)
Definition: d3d9.h:696
#define IDirect3DDevice9_GetDeviceCaps(p, a)
Definition: d3d9.h:1514
#define IDirect3DVertexDeclaration9_Release(p)
Definition: d3d9.h:1185
#define IDirect3DVertexShader9_Release(p)
Definition: d3d9.h:1223
#define IDirect3DDevice9_Release(p)
Definition: d3d9.h:1508
static void test_math(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry, IDirect3DVertexShader9 *vshader_passthru)
Definition: hlsl.c:332
static IDirect3DDevice9 * init_d3d9(IDirect3DVertexDeclaration9 **vdeclaration, IDirect3DVertexBuffer9 **quad_geometry, IDirect3DVertexShader9 **vshader_passthru)
Definition: hlsl.c:55
static void test_fail(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *qquad_geometry, IDirect3DVertexShader9 *vshader_passthru)
Definition: hlsl.c:562
static void test_trig(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry, IDirect3DVertexShader9 *vshader_passthru)
Definition: hlsl.c:500
static void test_conditionals(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry, IDirect3DVertexShader9 *vshader_passthru)
Definition: hlsl.c:375
static void test_float_vectors(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry, IDirect3DVertexShader9 *vshader_passthru)
Definition: hlsl.c:439
static void test_swizzle(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry, IDirect3DVertexShader9 *vshader_passthru)
Definition: hlsl.c:298
static BOOL load_d3dcompiler(void)
Definition: hlsl.c:626
#define todo_wine
Definition: custom.c:89
#define win_skip
Definition: test.h:163
DWORD PixelShaderVersion
Definition: d3d9caps.h:315
uint32_t ULONG
Definition: typedefs.h:59

◆ test_conditionals()

static void test_conditionals ( IDirect3DDevice9 *  device,
IDirect3DVertexBuffer9 *  quad_geometry,
IDirect3DVertexShader9 *  vshader_passthru 
)
static

Definition at line 375 of file hlsl.c.

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
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
436 }
437}
#define ARRAY_SIZE(A)
Definition: main.h:20
#define IDirect3DPixelShader9_Release(p)
Definition: d3d9.h:1261
#define ID3DXConstantTable_Release(p)
Definition: d3dx9shader.h:177
static IDirect3DPixelShader9 * compile_pixel_shader9(IDirect3DDevice9 *device, const char *shader, const char *profile, ID3DXConstantTable **constants)
Definition: hlsl.c:170
static void 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)
Definition: hlsl.c:250

Referenced by START_TEST().

◆ test_fail()

static void test_fail ( IDirect3DDevice9 *  device,
IDirect3DVertexBuffer9 *  qquad_geometry,
IDirect3DVertexShader9 *  vshader_passthru 
)
static

Definition at line 562 of file hlsl.c.

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}
#define E_FAIL
Definition: ddrawi.h:102
static struct test_info tests[]

Referenced by START_TEST().

◆ test_float_vectors()

static void test_float_vectors ( IDirect3DDevice9 *  device,
IDirect3DVertexBuffer9 *  quad_geometry,
IDirect3DVertexShader9 *  vshader_passthru 
)
static

Definition at line 439 of file hlsl.c.

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
485 }
486
487 pshader = compile_pixel_shader9(device, vec4_indexing_test2_shader, "ps_2_0", &constants);
488 if (pshader != NULL)
489 {
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
497 }
498}
#define ID3DXConstantTable_SetInt(p, a, b, c)
Definition: d3dx9shader.h:192

Referenced by START_TEST().

◆ test_math()

static void test_math ( IDirect3DDevice9 *  device,
IDirect3DVertexBuffer9 *  quad_geometry,
IDirect3DVertexShader9 *  vshader_passthru 
)
static

Definition at line 332 of file hlsl.c.

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 {
366
367 compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry,
368 probes, ARRAY_SIZE(probes), 1, 1, __LINE__);
369
372 }
373}
#define ID3DXConstantTable_SetFloat(p, a, b, c)
Definition: d3dx9shader.h:194
const GLdouble * v
Definition: gl.h:2040
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble * u
Definition: glfuncs.h:240

Referenced by START_TEST().

◆ test_swizzle()

static void test_swizzle ( IDirect3DDevice9 *  device,
IDirect3DVertexBuffer9 *  quad_geometry,
IDirect3DVertexShader9 *  vshader_passthru 
)
static

Definition at line 298 of file hlsl.c.

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
329 }
330}
static void set_float4_d3d9(IDirect3DDevice9 *device, ID3DXConstantTable *constants, const char *name, float x, float y, float z, float w)
Definition: hlsl.c:158

Referenced by START_TEST().

◆ test_trig()

static void test_trig ( IDirect3DDevice9 *  device,
IDirect3DVertexBuffer9 *  quad_geometry,
IDirect3DVertexShader9 *  vshader_passthru 
)
static

Definition at line 500 of file hlsl.c.

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
559 }
560}

Referenced by START_TEST().

Variable Documentation

◆ ppD3DCompile

pD3DCompile ppD3DCompile
static

Definition at line 25 of file hlsl.c.

Referenced by compile_pixel_shader9(), init_d3d9(), load_d3dcompiler(), and test_fail().