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/*
* Copyright (C) 2005 Henri Verbeet
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#define COBJMACROS
#include <d3d9.h>
#include "wine/test.h"
static HMODULE d3d9_handle = 0;
static HWND create_window(void)
{
WNDCLASS wc = {0};
wc.lpfnWndProc = DefWindowProc;
wc.lpszClassName = "d3d9_test_wc";
RegisterClass(&wc);
return CreateWindow("d3d9_test_wc", "d3d9_test",
0, 0, 0, 0, 0, 0, 0, 0, 0);
}
static IDirect3DDevice9 *init_d3d9(void)
{
IDirect3D9 * (__stdcall * d3d9_create)(UINT SDKVersion) = 0;
IDirect3D9 *d3d9_ptr = 0;
IDirect3DDevice9 *device_ptr = 0;
D3DPRESENT_PARAMETERS present_parameters;
HRESULT hres;
d3d9_create = (void *)GetProcAddress(d3d9_handle, "Direct3DCreate9");
ok(d3d9_create != NULL, "Failed to get address of Direct3DCreate9\n");
if (!d3d9_create) return NULL;
d3d9_ptr = d3d9_create(D3D_SDK_VERSION);
if (!d3d9_ptr)
{
skip("could not create D3D9\n");
return NULL;
}
ZeroMemory(&present_parameters, sizeof(present_parameters));
present_parameters.Windowed = TRUE;
present_parameters.hDeviceWindow = create_window();
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
hres = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
if(FAILED(hres))
{
skip("could not create device, IDirect3D9_CreateDevice returned %#x\n", hres);
return NULL;
}
return device_ptr;
}
static int get_refcount(IUnknown *object)
{
IUnknown_AddRef(object);
return IUnknown_Release(object);
}
static void test_get_set_vertex_shader(IDirect3DDevice9 *device_ptr)
{
static DWORD simple_vs[] = {0xFFFE0101, /* vs_1_1 */
0x0000001F, 0x80000000, 0x900F0000, /* dcl_position0 v0 */
0x00000009, 0xC0010000, 0x90E40000, 0xA0E40000, /* dp4 oPos.x, v0, c0 */
0x00000009, 0xC0020000, 0x90E40000, 0xA0E40001, /* dp4 oPos.y, v0, c1 */
0x00000009, 0xC0040000, 0x90E40000, 0xA0E40002, /* dp4 oPos.z, v0, c2 */
0x00000009, 0xC0080000, 0x90E40000, 0xA0E40003, /* dp4 oPos.w, v0, c3 */
0x0000FFFF}; /* END */
IDirect3DVertexShader9 *shader_ptr = 0;
IDirect3DVertexShader9 *current_shader_ptr = 0;
HRESULT hret = 0;
int shader_refcount = 0;
int i = 0;
hret = IDirect3DDevice9_CreateVertexShader(device_ptr, simple_vs, &shader_ptr);
ok(hret == D3D_OK && shader_ptr != NULL, "CreateVertexShader returned: hret 0x%x, shader_ptr %p. "
"Expected hret 0x%x, shader_ptr != %p. Aborting.\n", hret, shader_ptr, D3D_OK, NULL);
if (hret != D3D_OK || shader_ptr == NULL) return;
/* SetVertexShader should not touch the shader's refcount. */
i = get_refcount((IUnknown *)shader_ptr);
hret = IDirect3DDevice9_SetVertexShader(device_ptr, shader_ptr);
shader_refcount = get_refcount((IUnknown *)shader_ptr);
ok(hret == D3D_OK && shader_refcount == i, "SetVertexShader returned: hret 0x%x, refcount %d. "
"Expected hret 0x%x, refcount %d.\n", hret, shader_refcount, D3D_OK, i);
/* GetVertexShader should increase the shader's refcount by one. */
i = shader_refcount+1;
hret = IDirect3DDevice9_GetVertexShader(device_ptr, &current_shader_ptr);
shader_refcount = get_refcount((IUnknown *)shader_ptr);
ok(hret == D3D_OK && shader_refcount == i && current_shader_ptr == shader_ptr,
"GetVertexShader returned: hret 0x%x, current_shader_ptr %p refcount %d. "
"Expected hret 0x%x, current_shader_ptr %p, refcount %d.\n", hret, current_shader_ptr, shader_refcount, D3D_OK, shader_ptr, i);
IDirect3DVertexShader9_Release(current_shader_ptr);
IDirect3DVertexShader9_Release(shader_ptr);
}
static void test_vertex_shader_constant(IDirect3DDevice9 *device_ptr, DWORD consts)
{
float c[4] = { 0.0, 0.0, 0.0, 0.0 };
float d[16] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
HRESULT hr;
/* A simple check that the stuff works at all */
hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, 0, c, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
/* Test corner cases: Write to const MAX - 1, MAX, MAX + 1, and writing 4 consts from
* MAX - 1
*/
hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts - 1, c, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts + 0, c, 1);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts + 1, c, 1);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts - 1, d, 4);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
/* Constant -1 */
hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, -1, c, 1);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
}
static void test_get_set_pixel_shader(IDirect3DDevice9 *device_ptr)
{
static DWORD simple_ps[] = {0xFFFF0101, /* ps_1_1 */
0x00000051, 0xA00F0001, 0x3F800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
0x00000042, 0xB00F0000, /* tex t0 */
0x00000008, 0x800F0000, 0xA0E40001, 0xA0E40000, /* dp3 r0, c1, c0 */
0x00000005, 0x800F0000, 0x90E40000, 0x80E40000, /* mul r0, v0, r0 */
0x00000005, 0x800F0000, 0xB0E40000, 0x80E40000, /* mul r0, t0, r0 */
0x0000FFFF}; /* END */
IDirect3DPixelShader9 *shader_ptr = 0;
IDirect3DPixelShader9 *current_shader_ptr = 0;
HRESULT hret = 0;
int shader_refcount = 0;
int i = 0;
hret = IDirect3DDevice9_CreatePixelShader(device_ptr, simple_ps, &shader_ptr);
ok(hret == D3D_OK && shader_ptr != NULL, "CreatePixelShader returned: hret 0x%x, shader_ptr %p. "
"Expected hret 0x%x, shader_ptr != %p. Aborting.\n", hret, shader_ptr, D3D_OK, NULL);
if (hret != D3D_OK || shader_ptr == NULL) return;
/* SetPixelsShader should not touch the shader's refcount. */
i = get_refcount((IUnknown *)shader_ptr);
hret = IDirect3DDevice9_SetPixelShader(device_ptr, shader_ptr);
shader_refcount = get_refcount((IUnknown *)shader_ptr);
ok(hret == D3D_OK && shader_refcount == i, "SetPixelShader returned: hret 0x%x, refcount %d. "
"Expected hret 0x%x, refcount %d.\n", hret, shader_refcount, D3D_OK, i);
/* GetPixelShader should increase the shader's refcount by one. */
i = shader_refcount+1;
hret = IDirect3DDevice9_GetPixelShader(device_ptr, &current_shader_ptr);
shader_refcount = get_refcount((IUnknown *)shader_ptr);
ok(hret == D3D_OK && shader_refcount == i && current_shader_ptr == shader_ptr,
"GetPixelShader returned: hret 0x%x, current_shader_ptr %p refcount %d. "
"Expected hret 0x%x, current_shader_ptr %p, refcount %d.\n", hret, current_shader_ptr, shader_refcount, D3D_OK, shader_ptr, i);
IDirect3DPixelShader9_Release(current_shader_ptr);
IDirect3DPixelShader9_Release(shader_ptr);
}
static void test_pixel_shader_constant(IDirect3DDevice9 *device_ptr)
{
float c[4] = { 0.0, 0.0, 0.0, 0.0 };
float d[16] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
HRESULT hr;
DWORD consts = 0;
/* A simple check that the stuff works at all */
hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, 0, c, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
/* Is there really no max pixel shader constant value??? Test how far I can go */
while(SUCCEEDED(IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, consts++, c, 1)));
consts = consts - 1;
trace("SetPixelShaderConstantF was able to set %d shader constants\n", consts);
/* Test corner cases: writing 4 consts from MAX - 1, everything else is pointless
* given the way the constant limit was found out
*/
hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, consts - 1, d, 4);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetPixelShaderConstantF returned 0x%08x\n", hr);
/* Constant -1 */
hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, -1, c, 1);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetPixelShaderConstantF returned 0x%08x\n", hr);
}
static void test_wrong_shader(IDirect3DDevice9 *device_ptr)
{
static const DWORD simple_vs[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position0 v0 */
0x00000009, 0xc0010000, 0x90e40000, 0xa0e40000, /* dp4 oPos.x, v0, c0 */
0x00000009, 0xc0020000, 0x90e40000, 0xa0e40001, /* dp4 oPos.y, v0, c1 */
0x00000009, 0xc0040000, 0x90e40000, 0xa0e40002, /* dp4 oPos.z, v0, c2 */
0x00000009, 0xc0080000, 0x90e40000, 0xa0e40003, /* dp4 oPos.w, v0, c3 */
0x0000ffff /* END */
};
static const DWORD simple_ps[] =
{
0xffff0101, /* ps_1_1 */
0x00000051, 0xa00f0001, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
0x00000042, 0xb00f0000, /* tex t0 */
0x00000008, 0x800f0000, 0xa0e40001, 0xa0e40000, /* dp3 r0, c1, c0 */
0x00000005, 0x800f0000, 0x90e40000, 0x80e40000, /* mul r0, v0, r0 */
0x00000005, 0x800f0000, 0xb0e40000, 0x80e40000, /* mul r0, t0, r0 */
0x0000ffff /* END */
};
const DWORD vs_3_0[] = {
0xfffe0300, /* vs_3_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
0x0000ffff /* end */
};
#if 0
float4 main(const float4 color : COLOR) : SV_TARGET
{
float4 o;
o = color;
return o;
}
#endif
static const DWORD ps_4_0[] =
{
0x43425844, 0x4da9446f, 0xfbe1f259, 0x3fdb3009, 0x517521fa, 0x00000001, 0x000001ac,
0x00000005, 0x00000034, 0x0000008c, 0x000000bc, 0x000000f0, 0x00000130, 0x46454452,
0x00000050, 0x00000000, 0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100,
0x0000001c, 0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168,
0x6f432072, 0x6c69706d, 0x39207265, 0x2e39322e, 0x2e323539, 0x31313133, 0xababab00,
0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
0x00000003, 0x00000000, 0x00000f0f, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000002c,
0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040,
0x0000000e, 0x03001062, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000,
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 0x54415453,
0x00000074, 0x00000002, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000,
0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000,
};
IDirect3DVertexShader9 *vs = NULL;
IDirect3DPixelShader9 *ps = NULL;
HRESULT hret;
D3DCAPS9 caps;
hret = IDirect3DDevice9_CreateVertexShader(device_ptr, simple_ps, &vs);
ok(hret == D3DERR_INVALIDCALL, "CreateVertexShader returned: hret 0x%x, shader_ptr %p.\n", hret, vs);
hret = IDirect3DDevice9_CreatePixelShader(device_ptr, simple_vs, &ps);
ok(hret == D3DERR_INVALIDCALL, "CreatePixelShader returned: hret 0x%x, shader_ptr %p.\n", hret, ps);
hret = IDirect3DDevice9_CreatePixelShader(device_ptr, ps_4_0, &ps);
ok(hret == D3DERR_INVALIDCALL, "CreatePixelShader returned: hret 0x%x, shader_ptr %p.\n", hret, ps);
IDirect3DDevice9_GetDeviceCaps(device_ptr, &caps);
if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
{
hret = IDirect3DDevice9_CreateVertexShader(device_ptr, vs_3_0, &vs);
ok(hret == D3DERR_INVALIDCALL, "CreateVertexShader returned: hret 0x%x, shader_ptr %p.\n", hret, vs);
}
else
skip("This GPU supports SM3, skipping unsupported shader test.\n");
}
START_TEST(shader)
{
D3DCAPS9 caps;
IDirect3DDevice9 *device_ptr;
ULONG refcount;
d3d9_handle = LoadLibraryA("d3d9.dll");
if (!d3d9_handle)
{
skip("Could not load d3d9.dll\n");
return;
}
device_ptr = init_d3d9();
if (!device_ptr) return;
IDirect3DDevice9_GetDeviceCaps(device_ptr, &caps);
if (caps.VertexShaderVersion & 0xffff)
{
test_get_set_vertex_shader(device_ptr);
test_vertex_shader_constant(device_ptr, caps.MaxVertexShaderConst);
}
else skip("No vertex shader support\n");
if (caps.PixelShaderVersion & 0xffff)
{
test_get_set_pixel_shader(device_ptr);
/* No max pixel shader constant value??? */
test_pixel_shader_constant(device_ptr);
if (caps.VertexShaderVersion & 0xffff)
test_wrong_shader(device_ptr);
}
else skip("No pixel shader support\n");
refcount = IDirect3DDevice9_Release(device_ptr);
ok(!refcount, "Device has %u references left\n", refcount);
}