d3dx9: Add swizzle and writemask support to the shader assembler.
[wine.git] / dlls / d3dx9_36 / tests / asm.c
blob6cf8e081229c3481dce17150e79636195b430e00
1 /*
2 * Copyright (C) 2008 Stefan Dösinger
3 * Copyright (C) 2009 Matteo Bruni
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19 #define COBJMACROS
20 #include "wine/test.h"
22 #include <d3dx9.h>
24 #include "resources.h"
26 struct shader_test {
27 const char *text;
28 const DWORD bytes[128];
31 static HRESULT create_file(const char *filename, const char *data, const unsigned int size)
33 DWORD received;
34 HANDLE hfile;
36 hfile = CreateFileA(filename, GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, 0);
37 if(hfile == INVALID_HANDLE_VALUE) return HRESULT_FROM_WIN32(GetLastError());
39 if(WriteFile(hfile, data, size, &received, NULL))
41 CloseHandle(hfile);
42 return D3D_OK;
45 CloseHandle(hfile);
46 return D3DERR_INVALIDCALL;
49 static void dump_shader(DWORD *shader) {
50 unsigned int i = 0, j = 0;
51 do {
52 trace("0x%08x ", shader[i]);
53 j++;
54 i++;
55 if(j == 6) trace("\n");
56 } while(shader[i - 1] != D3DSIO_END);
57 if(j != 6) trace("\n");
60 static void exec_tests(const char *name, struct shader_test tests[], unsigned int count) {
61 HRESULT hr;
62 DWORD *res;
63 unsigned int i, j;
64 BOOL diff;
65 LPD3DXBUFFER shader, messages;
67 for(i = 0; i < count; i++) {
68 /* D3DXAssembleShader sets messages to 0 if there aren't error messages */
69 messages = NULL;
70 hr = D3DXAssembleShader(tests[i].text, strlen(tests[i].text),
71 NULL, NULL, D3DXSHADER_SKIPVALIDATION,
72 &shader, &messages);
73 ok(hr == D3D_OK, "Test %s, shader %d: D3DXAssembleShader failed with error 0x%x - %d\n", name, i, hr, hr & 0x0000FFFF);
74 if(messages) {
75 trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
76 ID3DXBuffer_Release(messages);
78 if(FAILED(hr)) continue;
80 j = 0;
81 diff = FALSE;
82 res = ID3DXBuffer_GetBufferPointer(shader);
83 while(res[j] != D3DSIO_END && tests[i].bytes[j] != D3DSIO_END) {
84 if(res[j] != tests[i].bytes[j]) diff = TRUE;
85 j++;
87 /* Both must have an end token */
88 if(res[j] != tests[i].bytes[j]) diff = TRUE;
90 if(diff) {
91 ok(FALSE, "Test %s, shader %d: Generated code differs\n", name, i);
92 dump_shader(res);
94 ID3DXBuffer_Release(shader);
98 static void preproc_test(void) {
99 struct shader_test tests[] = {
100 { /* shader 0 */
101 "vs.1.1\r\n"
102 "//some comments\r\n"
103 "//other comments\n"
104 "; yet another comment\r\n"
105 "add r0, r0, r1\n",
106 {0xfffe0101, 0x00000002, 0x800f0000, 0x80e40000, 0x80e40001, 0x0000ffff}
108 { /* shader 1 */
109 "#line 1 \"vertex.vsh\"\n"
110 "vs.1.1\n",
111 {0xfffe0101, 0x0000ffff}
113 { /* shader 2 */
114 "#define REG 1 + 2 +\\\n"
115 "3 + 4\n"
116 "vs.1.1\n"
117 "mov r0, c0[ REG ]\n",
118 {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e4000a, 0x0000ffff}
122 exec_tests("preproc", tests, sizeof(tests) / sizeof(tests[0]));
125 static void ps_1_1_test(void) {
126 struct shader_test tests[] = {
127 { /* shader 0 */
128 "ps.1.1\r\n"
129 "tex t0\r\n"
130 "add r0.rgb, r0, r1\r\n"
131 "+mov r0.a, t0\r\n",
132 {0xffff0101, 0x00000042, 0xb00f0000, 0x00000002, 0x80070000, 0x80e40000,
133 0x80e40001, 0x40000001, 0x80080000, 0xb0e40000, 0x0000ffff}
137 exec_tests("ps_1_1", tests, sizeof(tests) / sizeof(tests[0]));
140 static void vs_1_1_test(void) {
141 struct shader_test tests[] = {
142 /* Basic instruction tests */
143 { /* shader 0 */
144 "vs_1_1\n"
145 "add r0, r1, r2\n",
146 {0xfffe0101, 0x00000002, 0x800f0000, 0x80e40001, 0x80e40002, 0x0000ffff}
148 { /* shader 1 */
149 "vs_1_1\n"
150 "nop\n",
151 {0xfffe0101, 0x00000000, 0x0000ffff}
153 /* Output register tests */
154 { /* shader 2 */
155 "vs_1_1\n"
156 "mov oPos, c0\n",
157 {0xfffe0101, 0x00000001, 0xc00f0000, 0xa0e40000, 0x0000ffff}
159 { /* shader 3 */
160 "vs_1_1\n"
161 "mov oT0, c0\n",
162 {0xfffe0101, 0x00000001, 0xe00f0000, 0xa0e40000, 0x0000ffff}
164 { /* shader 4 */
165 "vs_1_1\n"
166 "mov oT5, c0\n",
167 {0xfffe0101, 0x00000001, 0xe00f0005, 0xa0e40000, 0x0000ffff}
169 { /* shader 5 */
170 "vs_1_1\n"
171 "mov oD0, c0\n",
172 {0xfffe0101, 0x00000001, 0xd00f0000, 0xa0e40000, 0x0000ffff}
174 { /* shader 6 */
175 "vs_1_1\n"
176 "mov oD1, c0\n",
177 {0xfffe0101, 0x00000001, 0xd00f0001, 0xa0e40000, 0x0000ffff}
179 { /* shader 7 */
180 "vs_1_1\n"
181 "mov oFog, c0.x\n",
182 {0xfffe0101, 0x00000001, 0xc00f0001, 0xa0000000, 0x0000ffff}
184 { /* shader 8 */
185 "vs_1_1\n"
186 "mov oPts, c0.x\n",
187 {0xfffe0101, 0x00000001, 0xc00f0002, 0xa0000000, 0x0000ffff}
189 /* A bunch of tests for declarations */
190 { /* shader 9 */
191 "vs_1_1\n"
192 "dcl_position0 v0",
193 {0xfffe0101, 0x0000001f, 0x80000000, 0x900f0000, 0x0000ffff}
195 { /* shader 10 */
196 "vs_1_1\n"
197 "dcl_position v1",
198 {0xfffe0101, 0x0000001f, 0x80000000, 0x900f0001, 0x0000ffff}
200 { /* shader 11 */
201 "vs_1_1\n"
202 "dcl_normal12 v15",
203 {0xfffe0101, 0x0000001f, 0x800c0003, 0x900f000f, 0x0000ffff}
205 { /* shader 12 */
206 "vs_1_1\n"
207 "add r0, v0, v1\n",
208 {0xfffe0101, 0x00000002, 0x800f0000, 0x90e40000, 0x90e40001, 0x0000ffff}
210 { /* shader 13 */
211 "vs_1_1\n"
212 "def c12, 0, -1, -0.5, 1024\n",
213 {0xfffe0101, 0x00000051, 0xa00f000c, 0x00000000, 0xbf800000, 0xbf000000,
214 0x44800000, 0x0000ffff}
216 { /* shader 14: writemasks, swizzles */
217 "vs_1_1\n"
218 "dp4 r0.xw, r1.wzyx, r2.xxww\n",
219 {0xfffe0101, 0x00000009, 0x80090000, 0x801b0001, 0x80f00002, 0x0000ffff}
221 { /* shader 15: negation input modifier. Other modifiers not supprted in vs_1_1 */
222 "vs_1_1\n"
223 "add r0, -r0.x, -r1\n",
224 {0xfffe0101, 0x00000002, 0x800f0000, 0x81000000, 0x81e40001, 0x0000ffff}
226 { /* shader 16: relative addressing */
227 "vs_1_1\n"
228 "mov r0, c0[a0.x]\n",
229 {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e42000, 0x0000ffff}
231 { /* shader 17: relative addressing */
232 "vs_1_1\n"
233 "mov r0, c1[a0.x + 2]\n",
234 {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e42003, 0x0000ffff}
236 { /* shader 18 */
237 "vs_1_1\n"
238 "def c0, 1.0f, 1.0f, 1.0f, 0.5f\n",
239 {0xfffe0101, 0x00000051, 0xa00f0000, 0x3f800000, 0x3f800000, 0x3f800000,
240 0x3f000000, 0x0000ffff}
242 /* Other relative addressing tests */
243 { /* shader 19 */
244 "vs_1_1\n"
245 "mov r0, c[ a0.x + 12 ]\n",
246 {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e4200c, 0x0000ffff}
248 { /* shader 20 */
249 "vs_1_1\n"
250 "mov r0, c[ 2 + a0.x ]\n",
251 {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e42002, 0x0000ffff}
253 { /* shader 21 */
254 "vs_1_1\n"
255 "mov r0, c[ 2 + a0.x + 12 ]\n",
256 {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e4200e, 0x0000ffff}
258 { /* shader 22 */
259 "vs_1_1\n"
260 "mov r0, c[ 2 + 10 + 12 ]\n",
261 {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e40018, 0x0000ffff}
263 { /* shader 23 */
264 "vs_1_1\n"
265 "mov r0, c4[ 2 ]\n",
266 {0xfffe0101, 0x00000001, 0x800f0000, 0xa0e40006, 0x0000ffff}
268 { /* shader 24 */
269 "vs_1_1\n"
270 "rcp r0, v0.x\n",
271 {0xfffe0101, 0x00000006, 0x800f0000, 0x90000000, 0x0000ffff}
273 { /* shader 25 */
274 "vs_1_1\n"
275 "rsq r0, v0.x\n",
276 {0xfffe0101, 0x00000007, 0x800f0000, 0x90000000, 0x0000ffff}
280 exec_tests("vs_1_1", tests, sizeof(tests) / sizeof(tests[0]));
283 static void ps_1_3_test(void) {
284 struct shader_test tests[] = {
285 /* Basic instruction tests */
286 { /* shader 0 */
287 "ps_1_3\n"
288 "mov r0, r1\n",
289 {0xffff0103, 0x00000001, 0x800f0000, 0x80e40001, 0x0000ffff}
291 { /* shader 1 */
292 "ps_1_3\n"
293 "add r0, r1, r0\n",
294 {0xffff0103, 0x00000002, 0x800f0000, 0x80e40001, 0x80e40000, 0x0000ffff}
296 /* Color interpolator tests */
297 { /* shader 2 */
298 "ps_1_3\n"
299 "mov r0, v0\n",
300 {0xffff0103, 0x00000001, 0x800f0000, 0x90e40000, 0x0000ffff}
302 { /* shader 3 */
303 "ps_1_3\n"
304 "mov r0, v1\n",
305 {0xffff0103, 0x00000001, 0x800f0000, 0x90e40001, 0x0000ffff}
307 /* Texture sampling instructions */
308 { /* shader 4 */
309 "ps_1_3\n"
310 "tex t0\n",
311 {0xffff0103, 0x00000042, 0xb00f0000, 0x0000ffff}
313 { /* shader 5 */
314 "ps_1_3\n"
315 "tex t0\n"
316 "texreg2ar t1, t0\n",
317 {0xffff0103, 0x00000042, 0xb00f0000, 0x00000045, 0xb00f0001, 0xb0e40000,
318 0x0000ffff}
320 { /* shader 6 */
321 "ps_1_3\n"
322 "tex t0\n"
323 "texreg2gb t1, t0\n",
324 {0xffff0103, 0x00000042, 0xb00f0000, 0x00000046, 0xb00f0001, 0xb0e40000,
325 0x0000ffff}
327 { /* shader 7 */
328 "ps_1_3\n"
329 "tex t0\n"
330 "texreg2rgb t1, t0\n",
331 {0xffff0103, 0x00000042, 0xb00f0000, 0x00000052, 0xb00f0001, 0xb0e40000,
332 0x0000ffff}
334 { /* shader 8 */
335 "ps_1_3\n"
336 "cnd r0, r1, r0, v0\n",
337 {0xffff0103, 0x00000050, 0x800f0000, 0x80e40001, 0x80e40000, 0x90e40000,
338 0x0000ffff}
340 { /* shader 9 */
341 "ps_1_3\n"
342 "cmp r0, r1, r0, v0\n",
343 {0xffff0103, 0x00000058, 0x800f0000, 0x80e40001, 0x80e40000, 0x90e40000,
344 0x0000ffff}
346 { /* shader 10 */
347 "ps_1_3\n"
348 "texkill t0\n",
349 {0xffff0103, 0x00000041, 0xb00f0000, 0x0000ffff}
351 { /* shader 11 */
352 "ps_1_3\n"
353 "tex t0\n"
354 "texm3x2pad t1, t0\n"
355 "texm3x2tex t2, t0\n",
356 {0xffff0103, 0x00000042, 0xb00f0000, 0x00000047, 0xb00f0001, 0xb0e40000,
357 0x00000048, 0xb00f0002, 0xb0e40000, 0x0000ffff}
359 { /* shader 12 */
360 "ps_1_3\n"
361 "tex t0\n"
362 "texm3x2pad t1, t0\n"
363 "texm3x2depth t2, t0\n",
364 {0xffff0103, 0x00000042, 0xb00f0000, 0x00000047, 0xb00f0001, 0xb0e40000,
365 0x00000054, 0xb00f0002, 0xb0e40000, 0x0000ffff}
367 { /* shader 13 */
368 "ps_1_3\n"
369 "tex t0\n"
370 "texbem t1, t0\n",
371 {0xffff0103, 0x00000042, 0xb00f0000, 0x00000043, 0xb00f0001, 0xb0e40000,
372 0x0000ffff}
374 { /* shader 14 */
375 "ps_1_3\n"
376 "tex t0\n"
377 "texbeml t1, t0\n",
378 {0xffff0103, 0x00000042, 0xb00f0000, 0x00000044, 0xb00f0001, 0xb0e40000,
379 0x0000ffff}
381 { /* shader 15 */
382 "ps_1_3\n"
383 "tex t0\n"
384 "texdp3tex t1, t0\n",
385 {0xffff0103, 0x00000042, 0xb00f0000, 0x00000053, 0xb00f0001, 0xb0e40000,
386 0x0000ffff}
388 { /* shader 16 */
389 "ps_1_3\n"
390 "tex t0\n"
391 "texdp3 t1, t0\n",
392 {0xffff0103, 0x00000042, 0xb00f0000, 0x00000055, 0xb00f0001, 0xb0e40000,
393 0x0000ffff}
395 { /* shader 17 */
396 "ps_1_3\n"
397 "tex t0\n"
398 "texm3x3pad t1, t0\n"
399 "texm3x3pad t2, t0\n"
400 "texm3x3tex t3, t0\n",
401 {0xffff0103, 0x00000042, 0xb00f0000, 0x00000049, 0xb00f0001, 0xb0e40000,
402 0x00000049, 0xb00f0002, 0xb0e40000, 0x0000004a, 0xb00f0003, 0xb0e40000,
403 0x0000ffff}
405 { /* shader 18 */
406 "ps_1_3\n"
407 "tex t0\n"
408 "texm3x3pad t1, t0\n"
409 "texm3x3pad t2, t0\n"
410 "texm3x3 t3, t0\n",
411 {0xffff0103, 0x00000042, 0xb00f0000, 0x00000049, 0xb00f0001, 0xb0e40000,
412 0x00000049, 0xb00f0002, 0xb0e40000, 0x00000056, 0xb00f0003, 0xb0e40000,
413 0x0000ffff}
415 { /* shader 19 */
416 "ps_1_3\n"
417 "tex t0\n"
418 "texm3x3pad t1, t0\n"
419 "texm3x3pad t2, t0\n"
420 "texm3x3spec t3, t0, c0\n",
421 {0xffff0103, 0x00000042, 0xb00f0000, 0x00000049, 0xb00f0001, 0xb0e40000,
422 0x00000049, 0xb00f0002, 0xb0e40000, 0x0000004c, 0xb00f0003, 0xb0e40000,
423 0xa0e40000, 0x0000ffff}
425 { /* shader 20 */
426 "ps_1_3\n"
427 "tex t0\n"
428 "texm3x3pad t1, t0\n"
429 "texm3x3pad t2, t0\n"
430 "texm3x3vspec t3, t0\n",
431 {0xffff0103, 0x00000042, 0xb00f0000, 0x00000049, 0xb00f0001, 0xb0e40000,
432 0x00000049, 0xb00f0002, 0xb0e40000, 0x0000004d, 0xb00f0003, 0xb0e40000,
433 0x0000ffff}
435 { /* shader 21 */
436 "ps_1_3\n"
437 "texcoord t0\n",
438 {0xffff0103, 0x00000040, 0xb00f0000, 0x0000ffff}
440 /* Modifiers, shifts */
441 { /* shader 22 */
442 "ps_1_3\n"
443 "mov_x2_sat r0, 1 - r1\n",
444 {0xffff0103, 0x00000001, 0x811f0000, 0x86e40001, 0x0000ffff}
446 { /* shader 23 */
447 "ps_1_3\n"
448 "mov_d8 r0, -r1\n",
449 {0xffff0103, 0x00000001, 0x8d0f0000, 0x81e40001, 0x0000ffff}
451 { /* shader 24 */
452 "ps_1_3\n"
453 "mov_sat r0, r1_bx2\n",
454 {0xffff0103, 0x00000001, 0x801f0000, 0x84e40001, 0x0000ffff}
456 { /* shader 25 */
457 "ps_1_3\n"
458 "mov_sat r0, r1_bias\n",
459 {0xffff0103, 0x00000001, 0x801f0000, 0x82e40001, 0x0000ffff}
461 { /* shader 26 */
462 "ps_1_3\n"
463 "mov_sat r0, -r1_bias\n",
464 {0xffff0103, 0x00000001, 0x801f0000, 0x83e40001, 0x0000ffff}
466 { /* shader 27 */
467 "ps_1_3\n"
468 "mov_sat r0, -r1_bx2\n",
469 {0xffff0103, 0x00000001, 0x801f0000, 0x85e40001, 0x0000ffff}
471 { /* shader 28 */
472 "ps_1_3\n"
473 "mov_sat r0, -r1_x2\n",
474 {0xffff0103, 0x00000001, 0x801f0000, 0x88e40001, 0x0000ffff}
476 { /* shader 29 */
477 "ps_1_3\n"
478 "mov_x4_sat r0.a, -r1_bx2.a\n",
479 {0xffff0103, 0x00000001, 0x82180000, 0x85ff0001, 0x0000ffff}
483 exec_tests("ps_1_3", tests, sizeof(tests) / sizeof(tests[0]));
486 static void ps_1_4_test(void) {
487 struct shader_test tests[] = {
488 /* Basic instruction tests */
489 { /* shader 0 */
490 "ps_1_4\n"
491 "mov r0, r1\n",
492 {0xffff0104, 0x00000001, 0x800f0000, 0x80e40001, 0x0000ffff}
494 { /* shader 1 */
495 "ps_1_4\n"
496 "mov r0, r5\n",
497 {0xffff0104, 0x00000001, 0x800f0000, 0x80e40005, 0x0000ffff}
499 { /* shader 2 */
500 "ps_1_4\n"
501 "mov r0, c7\n",
502 {0xffff0104, 0x00000001, 0x800f0000, 0xa0e40007, 0x0000ffff}
504 { /* shader 3 */
505 "ps_1_4\n"
506 "mov r0, v1\n",
507 {0xffff0104, 0x00000001, 0x800f0000, 0x90e40001, 0x0000ffff}
509 { /* shader 4 */
510 "ps_1_4\n"
511 "phase\n",
512 {0xffff0104, 0x0000fffd, 0x0000ffff}
514 { /* shader 5 */
515 "ps_1_4\n"
516 "texcrd r0, t0\n",
517 {0xffff0104, 0x00000040, 0x800f0000, 0xb0e40000, 0x0000ffff}
519 { /* shader 6 */
520 "ps_1_4\n"
521 "texcrd r4, t3\n",
522 {0xffff0104, 0x00000040, 0x800f0004, 0xb0e40003, 0x0000ffff}
524 { /* shader 7 */
525 "ps_1_4\n"
526 "texcrd_sat r4, t3\n",
527 {0xffff0104, 0x00000040, 0x801f0004, 0xb0e40003, 0x0000ffff}
529 { /* shader 8 */
530 "ps_1_4\n"
531 "texld r0, t0\n",
532 {0xffff0104, 0x00000042, 0x800f0000, 0xb0e40000, 0x0000ffff}
534 { /* shader 9 */
535 "ps_1_4\n"
536 "texld r1, t4\n",
537 {0xffff0104, 0x00000042, 0x800f0001, 0xb0e40004, 0x0000ffff}
539 { /* shader 10 */
540 "ps_1_4\n"
541 "texld r5, r0\n",
542 {0xffff0104, 0x00000042, 0x800f0005, 0x80e40000, 0x0000ffff}
544 { /* shader 11 */
545 "ps_1_4\n"
546 "texld r5, c0\n", /* Assembly succeeds, validation fails */
547 {0xffff0104, 0x00000042, 0x800f0005, 0xa0e40000, 0x0000ffff}
549 { /* shader 12 */
550 "ps_1_4\n"
551 "texld r5, r2_dz\n",
552 {0xffff0104, 0x00000042, 0x800f0005, 0x89e40002, 0x0000ffff}
554 { /* shader 13 */
555 "ps_1_4\n"
556 "bem r1.rg, c0, r0\n",
557 {0xffff0104, 0x00000059, 0x80030001, 0xa0e40000, 0x80e40000, 0x0000ffff}
559 { /* shader 14 */
560 "ps_1_4\n"
561 "texdepth r5\n",
562 {0xffff0104, 0x00000057, 0x800f0005, 0x0000ffff}
566 exec_tests("ps_1_4", tests, sizeof(tests) / sizeof(tests[0]));
569 static void vs_2_0_test(void) {
570 struct shader_test tests[] = {
571 /* Basic instruction tests */
572 { /* shader 0 */
573 "vs_2_0\n"
574 "mov r0, r1\n",
575 {0xfffe0200, 0x02000001, 0x800f0000, 0x80e40001, 0x0000ffff}
577 { /* shader 1 */
578 "vs_2_0\n"
579 "lrp r0, v0, c0, r1\n",
580 {0xfffe0200, 0x04000012, 0x800f0000, 0x90e40000, 0xa0e40000, 0x80e40001,
581 0x0000ffff}
583 { /* shader 2 */
584 "vs_2_0\n"
585 "dp4 oPos, v0, c0\n",
586 {0xfffe0200, 0x03000009, 0xc00f0000, 0x90e40000, 0xa0e40000, 0x0000ffff}
588 { /* shader 3 */
589 "vs_2_0\n"
590 "mov r0, c0[a0.x]\n",
591 {0xfffe0200, 0x03000001, 0x800f0000, 0xa0e42000, 0xb0000000, 0x0000ffff}
593 { /* shader 4 */
594 "vs_2_0\n"
595 "mov r0, c0[a0.y]\n",
596 {0xfffe0200, 0x03000001, 0x800f0000, 0xa0e42000, 0xb0550000, 0x0000ffff}
598 { /* shader 5 */
599 "vs_2_0\n"
600 "mov r0, c0[a0.z]\n",
601 {0xfffe0200, 0x03000001, 0x800f0000, 0xa0e42000, 0xb0aa0000, 0x0000ffff}
603 { /* shader 6 */
604 "vs_2_0\n"
605 "mov r0, c0[a0.w]\n",
606 {0xfffe0200, 0x03000001, 0x800f0000, 0xa0e42000, 0xb0ff0000, 0x0000ffff}
608 { /* shader 7 */
609 "vs_2_0\n"
610 "mov r0, c0[a0.w].x\n",
611 {0xfffe0200, 0x03000001, 0x800f0000, 0xa0002000, 0xb0ff0000, 0x0000ffff}
613 { /* shader 8 */
614 "vs_2_0\n"
615 "mov r0, -c0[a0.w+5].x\n",
616 {0xfffe0200, 0x03000001, 0x800f0000, 0xa1002005, 0xb0ff0000, 0x0000ffff}
618 { /* shader 9 */
619 "vs_2_0\n"
620 "mov r0, c0[a0]\n",
621 {0xfffe0200, 0x03000001, 0x800f0000, 0xa0e42000, 0xb0e40000, 0x0000ffff}
623 { /* shader 10 */
624 "vs_2_0\n"
625 "mov r0, c0[a0.xyww]\n",
626 {0xfffe0200, 0x03000001, 0x800f0000, 0xa0e42000, 0xb0f40000, 0x0000ffff}
628 { /* shader 11 */
629 "vs_2_0\n"
630 "add r0, c0[a0.x], c1[a0.y]\n", /* validation would fail on this line */
631 {0xfffe0200, 0x05000002, 0x800f0000, 0xa0e42000, 0xb0000000, 0xa0e42001,
632 0xb0550000, 0x0000ffff}
634 { /* shader 12 */
635 "vs_2_0\n"
636 "rep i0\n"
637 "endrep\n",
638 {0xfffe0200, 0x01000026, 0xf0e40000, 0x00000027, 0x0000ffff}
640 { /* shader 13 */
641 "vs_2_0\n"
642 "if b0\n"
643 "else\n"
644 "endif\n",
645 {0xfffe0200, 0x01000028, 0xe0e40800, 0x0000002a, 0x0000002b, 0x0000ffff}
647 { /* shader 14 */
648 "vs_2_0\n"
649 "loop aL, i0\n"
650 "endloop\n",
651 {0xfffe0200, 0x0200001b, 0xf0e40800, 0xf0e40000, 0x0000001d, 0x0000ffff}
653 { /* shader 15 */
654 "vs_2_0\n"
655 "nrm r0, c0\n",
656 {0xfffe0200, 0x02000024, 0x800f0000, 0xa0e40000, 0x0000ffff}
658 { /* shader 16 */
659 "vs_2_0\n"
660 "crs r0, r1, r2\n",
661 {0xfffe0200, 0x03000021, 0x800f0000, 0x80e40001, 0x80e40002, 0x0000ffff}
663 { /* shader 17 */
664 "vs_2_0\n"
665 "sgn r0, r1, r2, r3\n",
666 {0xfffe0200, 0x04000022, 0x800f0000, 0x80e40001, 0x80e40002, 0x80e40003,
667 0x0000ffff}
669 { /* shader 18 */
670 "vs_2_0\n"
671 "sincos r0, r1, r2, r3\n",
672 {0xfffe0200, 0x04000025, 0x800f0000, 0x80e40001, 0x80e40002, 0x80e40003,
673 0x0000ffff}
675 { /* shader 19 */
676 "vs_2_0\n"
677 "pow r0, r1, r2\n",
678 {0xfffe0200, 0x03000020, 0x800f0000, 0x80e40001, 0x80e40002, 0x0000ffff}
680 { /* shader 20 */
681 "vs_2_0\n"
682 "mova a0.y, c0.z\n",
683 {0xfffe0200, 0x0200002e, 0xb0020000, 0xa0aa0000, 0x0000ffff}
685 { /* shader 21 */
686 "vs_2_0\n"
687 "defb b0, true\n"
688 "defb b1, false\n",
689 {0xfffe0200, 0x0200002f, 0xe00f0800, 0x00000001, 0x0200002f, 0xe00f0801,
690 0x00000000, 0x0000ffff}
692 { /* shader 22 */
693 "vs_2_0\n"
694 "defi i0, -1, 1, 10, 0\n"
695 "defi i1, 0, 40, 30, 10\n",
696 {0xfffe0200, 0x05000030, 0xf00f0000, 0xffffffff, 0x00000001, 0x0000000a,
697 0x00000000, 0x05000030, 0xf00f0001, 0x00000000, 0x00000028, 0x0000001e,
698 0x0000000a, 0x0000ffff}
700 { /* shader 23 */
701 "vs_2_0\n"
702 "loop aL, i0\n"
703 "mov r0, c0[aL]\n"
704 "endloop\n",
705 {0xfffe0200, 0x0200001b, 0xf0e40800, 0xf0e40000, 0x03000001, 0x800f0000,
706 0xa0e42000, 0xf0e40800, 0x0000001d, 0x0000ffff}
708 { /* shader 24 */
709 "vs_2_0\n"
710 "call l0\n"
711 "ret\n"
712 "label l0\n"
713 "ret\n",
714 {0xfffe0200, 0x01000019, 0xa0e41000, 0x0000001c, 0x0100001e, 0xa0e41000,
715 0x0000001c, 0x0000ffff}
717 { /* shader 25 */
718 "vs_2_0\n"
719 "callnz l0, b0\n"
720 "ret\n"
721 "label l0\n"
722 "ret\n",
723 {0xfffe0200, 0x0200001a, 0xa0e41000, 0xe0e40800, 0x0000001c, 0x0100001e,
724 0xa0e41000, 0x0000001c, 0x0000ffff}
726 { /* shader 26 */
727 "vs_2_0\n"
728 "callnz l0, !b0\n"
729 "ret\n"
730 "label l0\n"
731 "ret\n",
732 {0xfffe0200, 0x0200001a, 0xa0e41000, 0xede40800, 0x0000001c, 0x0100001e,
733 0xa0e41000, 0x0000001c, 0x0000ffff}
735 { /* shader 27 */
736 "vs_2_0\n"
737 "if !b0\n"
738 "else\n"
739 "endif\n",
740 {0xfffe0200, 0x01000028, 0xede40800, 0x0000002a, 0x0000002b, 0x0000ffff}
744 exec_tests("vs_2_0", tests, sizeof(tests) / sizeof(tests[0]));
747 static void vs_2_x_test(void) {
748 struct shader_test tests[] = {
749 { /* shader 0 */
750 "vs_2_x\n"
751 "rep i0\n"
752 "break\n"
753 "endrep\n",
754 {0xfffe0201, 0x01000026, 0xf0e40000, 0x0000002c, 0x00000027, 0x0000ffff}
756 { /* shader 1 */
757 "vs_2_x\n"
758 "if_ge r0, r1\n"
759 "endif\n",
760 {0xfffe0201, 0x02030029, 0x80e40000, 0x80e40001, 0x0000002b, 0x0000ffff}
762 { /* shader 2 */
763 "vs_2_x\n"
764 "rep i0\n"
765 "break_ne r0, r1\n"
766 "endrep",
767 {0xfffe0201, 0x01000026, 0xf0e40000, 0x0205002d, 0x80e40000, 0x80e40001,
768 0x00000027, 0x0000ffff}
771 /* predicates */
772 { /* shader 3 */
773 "vs_2_x\n"
774 "setp_gt p0, r0, r1\n"
775 "(!p0) add r2, r2, r3\n",
776 {0xfffe0201, 0x0301005e, 0xb00f1000, 0x80e40000, 0x80e40001, 0x14000002,
777 0x800f0002, 0xbde41000, 0x80e40002, 0x80e40003, 0x0000ffff}
779 { /* shader 4 */
780 "vs_2_x\n"
781 "if p0.x\n"
782 "else\n"
783 "endif\n",
784 {0xfffe0201, 0x01000028, 0xb0001000, 0x0000002a, 0x0000002b, 0x0000ffff}
786 { /* shader 5 */
787 "vs_2_x\n"
788 "callnz l0, !p0.z\n"
789 "ret\n"
790 "label l0\n"
791 "ret\n",
792 {0xfffe0201, 0x0200001a, 0xa0e41000, 0xbdaa1000, 0x0000001c,
793 0x0100001e, 0xa0e41000, 0x0000001c, 0x0000ffff}
795 { /* shader 6 */
796 "vs_2_x\n"
797 "rep i0\n"
798 "breakp p0.w\n"
799 "endrep\n",
800 {0xfffe0201, 0x01000026, 0xf0e40000, 0x01000060, 0xb0ff1000,
801 0x00000027, 0x0000ffff}
805 exec_tests("vs_2_x", tests, sizeof(tests) / sizeof(tests[0]));
808 static void ps_2_0_test(void) {
809 struct shader_test tests[] = {
810 { /* shader 0 */
811 "ps_2_0\n"
812 "dcl_2d s0\n",
813 {0xffff0200, 0x0200001f, 0x90000000, 0xa00f0800, 0x0000ffff}
815 { /* shader 1 */
816 "ps_2_0\n"
817 "dcl_cube s0\n",
818 {0xffff0200, 0x0200001f, 0x98000000, 0xa00f0800, 0x0000ffff}
820 { /* shader 2 */
821 "ps_2_0\n"
822 "dcl_volume s0\n",
823 {0xffff0200, 0x0200001f, 0xa0000000, 0xa00f0800, 0x0000ffff}
825 { /* shader 3 */
826 "ps_2_0\n"
827 "dcl_volume s0\n"
828 "dcl_cube s1\n"
829 "dcl_2d s2\n",
830 {0xffff0200, 0x0200001f, 0xa0000000, 0xa00f0800, 0x0200001f, 0x98000000,
831 0xa00f0801, 0x0200001f, 0x90000000, 0xa00f0802, 0x0000ffff}
833 { /* shader 4 */
834 "ps_2_0\n"
835 "mov r0, t0\n",
836 {0xffff0200, 0x02000001, 0x800f0000, 0xb0e40000, 0x0000ffff}
838 { /* shader 5 */
839 "ps_2_0\n"
840 "dcl_2d s2\n"
841 "texld r0, t1, s2\n",
842 {0xffff0200, 0x0200001f, 0x90000000, 0xa00f0802, 0x03000042, 0x800f0000,
843 0xb0e40001, 0xa0e40802, 0x0000ffff}
845 { /* shader 6 */
846 "ps_2_0\n"
847 "texkill t0\n",
848 {0xffff0200, 0x01000041, 0xb00f0000, 0x0000ffff}
850 { /* shader 7 */
851 "ps_2_0\n"
852 "mov oC0, c0\n"
853 "mov oC1, c1\n",
854 {0xffff0200, 0x02000001, 0x800f0800, 0xa0e40000, 0x02000001, 0x800f0801,
855 0xa0e40001, 0x0000ffff}
857 { /* shader 8 */
858 "ps_2_0\n"
859 "mov oDepth, c0.x\n",
860 {0xffff0200, 0x02000001, 0x900f0800, 0xa0000000, 0x0000ffff}
862 { /* shader 9 */
863 "ps_2_0\n"
864 "dcl_2d s2\n"
865 "texldp r0, t1, s2\n",
866 {0xffff0200, 0x0200001f, 0x90000000, 0xa00f0802, 0x03010042, 0x800f0000,
867 0xb0e40001, 0xa0e40802, 0x0000ffff}
869 { /* shader 10 */
870 "ps_2_0\n"
871 "dcl_2d s2\n"
872 "texldb r0, t1, s2\n",
873 {0xffff0200, 0x0200001f, 0x90000000, 0xa00f0802, 0x03020042, 0x800f0000,
874 0xb0e40001, 0xa0e40802, 0x0000ffff}
878 exec_tests("ps_2_0", tests, sizeof(tests) / sizeof(tests[0]));
881 static void ps_2_x_test(void) {
882 struct shader_test tests[] = {
883 /* defb and defi are not supposed to work in ps_2_0 (even if defb actually works in ps_2_0 with native) */
884 { /* shader 0 */
885 "ps_2_x\n"
886 "defb b0, true\n"
887 "defb b1, false\n",
888 {0xffff0201, 0x0200002f, 0xe00f0800, 0x00000001, 0x0200002f, 0xe00f0801,
889 0x00000000, 0x0000ffff}
891 { /* shader 1 */
892 "ps_2_x\n"
893 "defi i0, -1, 1, 10, 0\n"
894 "defi i1, 0, 40, 30, 10\n",
895 {0xffff0201, 0x05000030, 0xf00f0000, 0xffffffff, 0x00000001, 0x0000000a,
896 0x00000000, 0x05000030, 0xf00f0001, 0x00000000, 0x00000028, 0x0000001e,
897 0x0000000a, 0x0000ffff}
899 { /* shader 2 */
900 "ps_2_x\n"
901 "dsx r0, r0\n",
902 {0xffff0201, 0x0200005b, 0x800f0000, 0x80e40000, 0x0000ffff}
904 { /* shader 3 */
905 "ps_2_x\n"
906 "dsy r0, r0\n",
907 {0xffff0201, 0x0200005c, 0x800f0000, 0x80e40000, 0x0000ffff}
909 { /* shader 4 */
910 "ps_2_x\n"
911 "dcl_2d s2\n"
912 "texldd r0, v1, s2, r3, r4\n",
913 {0xffff0201, 0x0200001f, 0x90000000, 0xa00f0802, 0x0500005d, 0x800f0000,
914 0x90e40001, 0xa0e40802, 0x80e40003, 0x80e40004, 0x0000ffff}
916 /* Static flow control tests */
917 { /* shader 5 */
918 "ps_2_x\n"
919 "call l0\n"
920 "ret\n"
921 "label l0\n"
922 "ret\n",
923 {0xffff0201, 0x01000019, 0xa0e41000, 0x0000001c, 0x0100001e, 0xa0e41000,
924 0x0000001c, 0x0000ffff}
926 { /* shader 6 */
927 "ps_2_x\n"
928 "callnz l0, b0\n"
929 "ret\n"
930 "label l0\n"
931 "ret\n",
932 {0xffff0201, 0x0200001a, 0xa0e41000, 0xe0e40800, 0x0000001c, 0x0100001e,
933 0xa0e41000, 0x0000001c, 0x0000ffff}
935 { /* shader 7 */
936 "ps_2_x\n"
937 "callnz l0, !b0\n"
938 "ret\n"
939 "label l0\n"
940 "ret\n",
941 {0xffff0201, 0x0200001a, 0xa0e41000, 0xede40800, 0x0000001c, 0x0100001e,
942 0xa0e41000, 0x0000001c, 0x0000ffff}
944 { /* shader 8 */
945 "ps_2_x\n"
946 "if !b0\n"
947 "else\n"
948 "endif\n",
949 {0xffff0201, 0x01000028, 0xede40800, 0x0000002a, 0x0000002b, 0x0000ffff}
951 /* Dynamic flow control tests */
952 { /* shader 9 */
953 "ps_2_x\n"
954 "rep i0\n"
955 "break\n"
956 "endrep\n",
957 {0xffff0201, 0x01000026, 0xf0e40000, 0x0000002c, 0x00000027, 0x0000ffff}
959 { /* shader 10 */
960 "ps_2_x\n"
961 "if_ge r0, r1\n"
962 "endif\n",
963 {0xffff0201, 0x02030029, 0x80e40000, 0x80e40001, 0x0000002b, 0x0000ffff}
965 { /* shader 11 */
966 "ps_2_x\n"
967 "rep i0\n"
968 "break_ne r0, r1\n"
969 "endrep",
970 {0xffff0201, 0x01000026, 0xf0e40000, 0x0205002d, 0x80e40000, 0x80e40001,
971 0x00000027, 0x0000ffff}
973 /* Predicates */
974 { /* shader 12 */
975 "ps_2_x\n"
976 "setp_gt p0, r0, r1\n"
977 "(!p0) add r2, r2, r3\n",
978 {0xffff0201, 0x0301005e, 0xb00f1000, 0x80e40000, 0x80e40001, 0x14000002,
979 0x800f0002, 0xbde41000, 0x80e40002, 0x80e40003, 0x0000ffff}
981 { /* shader 13 */
982 "ps_2_x\n"
983 "if p0.x\n"
984 "else\n"
985 "endif\n",
986 {0xffff0201, 0x01000028, 0xb0001000, 0x0000002a, 0x0000002b, 0x0000ffff}
988 { /* shader 14 */
989 "ps_2_x\n"
990 "callnz l0, !p0.z\n"
991 "ret\n"
992 "label l0\n"
993 "ret\n",
994 {0xffff0201, 0x0200001a, 0xa0e41000, 0xbdaa1000, 0x0000001c,
995 0x0100001e, 0xa0e41000, 0x0000001c, 0x0000ffff}
997 { /* shader 15 */
998 "ps_2_x\n"
999 "rep i0\n"
1000 "breakp p0.w\n"
1001 "endrep\n",
1002 {0xffff0201, 0x01000026, 0xf0e40000, 0x01000060, 0xb0ff1000,
1003 0x00000027, 0x0000ffff}
1007 exec_tests("ps_2_x", tests, sizeof(tests) / sizeof(tests[0]));
1010 static void vs_3_0_test(void) {
1011 /* FIXME: Some tests are temporarily commented out, because the
1012 current implementation doesn't support the entire vs_3_0 syntax
1013 and it is not trivial to remove todo_wine only from
1014 a subset of the tests here */
1015 struct shader_test tests[] = {
1016 { /* shader 0 */
1017 "vs_3_0\n"
1018 "mov r0, c0\n",
1019 {0xfffe0300, 0x02000001, 0x800f0000, 0xa0e40000, 0x0000ffff}
1021 /* {*/ /* shader 1 */
1022 /* "vs_3_0\n"
1023 "dcl_2d s0\n",
1024 {0xfffe0300, 0x0200001f, 0x90000000, 0xa00f0800, 0x0000ffff}
1025 },*/
1026 /* {*/ /* shader 2 */
1027 /* "vs_3_0\n"
1028 "dcl_position o0\n",
1029 {0xfffe0300, 0x0200001f, 0x80000000, 0xe00f0000, 0x0000ffff}
1030 },*/
1031 /* {*/ /* shader 3 */
1032 /* "vs_3_0\n"
1033 "dcl_texcoord12 o11\n",
1034 {0xfffe0300, 0x0200001f, 0x800c0005, 0xe00f000b, 0x0000ffff}
1035 },*/
1036 /* {*/ /* shader 4 */
1037 /* "vs_3_0\n"
1038 "texldl r0, v0, s0\n",
1039 {0xfffe0300, 0x0300005f, 0x800f0000, 0x90e40000, 0xa0e40800, 0x0000ffff}
1040 },*/
1041 /* {*/ /* shader 5 */
1042 /* "vs_3_0\n"
1043 "mov r0, c0[aL]\n",
1044 {0xfffe0300, 0x03000001, 0x800f0000, 0xa0e42000, 0xf0e40800, 0x0000ffff}
1045 },*/
1046 /* {*/ /* shader 6 */
1047 /* "vs_3_0\n"
1048 "mov o[ a0.x + 12 ], r0\n",
1049 {0xfffe0300, 0x03000001, 0xe00f200c, 0xb0000000, 0x80e40000, 0x0000ffff}
1050 },*/
1051 /* {*/ /* shader 7 */
1052 /* "vs_3_0\n"
1053 "add_sat r0, r0, r1\n",
1054 {0xfffe0300, 0x03000002, 0x801f0000, 0x80e40000, 0x80e40001, 0x0000ffff}
1055 },*/
1056 /* {*/ /* shader 8 */
1057 /* "vs_3_0\n"
1058 "mov r2, r1_abs\n",
1059 {0xfffe0300, 0x02000001, 0x800f0002, 0x8be40001, 0x0000ffff}
1060 },*/
1061 { /* shader 9 */
1062 "vs_3_0\n"
1063 "mov r2, r1.xygb\n",
1064 {0xfffe0300, 0x02000001, 0x800f0002, 0x80940001, 0x0000ffff}
1066 { /* shader 10 */
1067 "vs_3_0\n"
1068 "mov r2.xyb, r1\n",
1069 {0xfffe0300, 0x02000001, 0x80070002, 0x80e40001, 0x0000ffff}
1074 exec_tests("vs_3_0", tests, sizeof(tests) / sizeof(tests[0]));
1077 static void ps_3_0_test(void) {
1078 struct shader_test tests[] = {
1079 { /* shader 0 */
1080 "ps_3_0\n"
1081 "mov r0, c0\n",
1082 {0xffff0300, 0x02000001, 0x800f0000, 0xa0e40000, 0x0000ffff}
1084 { /* shader 1 */
1085 "ps_3_0\n"
1086 "dcl_normal5 v0\n",
1087 {0xffff0300, 0x0200001f, 0x80050003, 0x900f0000, 0x0000ffff}
1089 { /* shader 2 */
1090 "ps_3_0\n"
1091 "mov r0, vPos\n",
1092 {0xffff0300, 0x02000001, 0x800f0000, 0x90e41000, 0x0000ffff}
1094 { /* shader 3 */
1095 "ps_3_0\n"
1096 "mov r0, vFace\n",
1097 {0xffff0300, 0x02000001, 0x800f0000, 0x90e41001, 0x0000ffff}
1099 { /* shader 4 */
1100 "ps_3_0\n"
1101 "mov r0, v[ aL + 12 ]\n",
1102 {0xffff0300, 0x03000001, 0x800f0000, 0x90e4200c, 0xf0e40800, 0x0000ffff}
1104 { /* shader 5 */
1105 "ps_3_0\n"
1106 "loop aL, i0\n"
1107 "mov r0, v0[aL]\n"
1108 "endloop\n",
1109 {0xffff0300, 0x0200001b, 0xf0e40800, 0xf0e40000, 0x03000001, 0x800f0000,
1110 0x90e42000, 0xf0e40800, 0x0000001d, 0x0000ffff}
1112 { /* shader 6 */
1113 "ps_3_0\n"
1114 "texldl r0, v0, s0\n",
1115 {0xffff0300, 0x0300005f, 0x800f0000, 0x90e40000, 0xa0e40800, 0x0000ffff}
1119 exec_tests("ps_3_0", tests, sizeof(tests) / sizeof(tests[0]));
1122 static void failure_test(void) {
1123 const char * tests[] = {
1124 /* shader 0: instruction modifier not allowed */
1125 "ps_3_0\n"
1126 "dcl_2d s2\n"
1127 "texldd_x2 r0, v1, s2, v3, v4\n",
1128 /* shader 1: coissue not supported in vertex shaders */
1129 "vs.1.1\r\n"
1130 "add r0.rgb, r0, r1\n"
1131 "+add r0.a, r0, r2\n",
1132 /* shader 2: coissue not supported in pixel shader version >= 2.0 */
1133 "ps_2_0\n"
1134 "texld r0, t0, s0\n"
1135 "add r0.rgb, r0, r1\n"
1136 "+add r0.a, r0, v1\n",
1137 /* shader 3: predicates not supported in vertex shader < 2.0 */
1138 "vs_1_1\n"
1139 "(p0) add r0, r0, v0\n",
1140 /* shader 4: register a0 doesn't exist in pixel shaders */
1141 "ps_3_0\n"
1142 "mov r0, v[ a0 + 12 ]\n",
1143 /* shader 5: s0 doesn't exist in vs_1_1 */
1144 "vs_1_1\n"
1145 "mov r0, s0\n",
1146 /* shader 6: aL is a scalar register, no swizzles allowed */
1147 "ps_3_0\n"
1148 "mov r0, v[ aL.x + 12 ]\n",
1149 /* shader 7: tn doesn't exist in ps_3_0 */
1150 "ps_3_0\n"
1151 "dcl_2d s2\n"
1152 "texldd r0, t1, s2, v3, v4\n",
1153 /* shader 8: two shift modifiers */
1154 "ps_1_3\n"
1155 "mov_x2_x2 r0, r1\n",
1156 /* shader 9: too many source registers for mov instruction */
1157 "vs_1_1\n"
1158 "mov r0, r1, r2\n",
1159 /* shader 10: invalid combination of negate and divide modifiers */
1160 "ps_1_4\n"
1161 "texld r5, -r2_dz\n",
1162 /* shader 11: complement modifier not allowed in >= PS 2 */
1163 "ps_2_0\n"
1164 "mov r2, 1 - r0\n",
1165 /* shader 12: invalid modifier */
1166 "vs_3_0\n"
1167 "mov r2, 2 - r0\n",
1168 /* shader 13: float value in relative addressing */
1169 "vs_3_0\n"
1170 "mov r2, c[ aL + 3.4 ]\n",
1171 /* shader 14: complement modifier not available in VS */
1172 "vs_3_0\n"
1173 "mov r2, 1 - r1\n",
1174 /* shader 15: _x2 modifier not available in VS */
1175 "vs_1_1\n"
1176 "mov r2, r1_x2\n",
1177 /* shader 16: _abs modifier not available in < VS 3.0 */
1178 "vs_1_1\n"
1179 "mov r2, r1_abs\n",
1180 /* shader 17: _x2 modifier not available in >= PS 2.0 */
1181 "ps_2_0\n"
1182 "mov r0, r1_x2\n",
1183 /* shader 18: wrong swizzle */
1184 "vs_2_0\n"
1185 "mov r0, r1.abcd\n",
1186 /* shader 19: wrong swizzle */
1187 "vs_2_0\n"
1188 "mov r0, r1.xyzwx\n",
1189 /* shader 20: wrong swizzle */
1190 "vs_2_0\n"
1191 "mov r0, r1.\n",
1192 /* shader 21: invalid writemask */
1193 "vs_2_0\n"
1194 "mov r0.xxyz, r1\n",
1195 /* shader 22: register r5 doesn't exist in PS < 1.4 */
1196 "ps_1_3\n"
1197 "mov r5, r0\n",
1199 HRESULT hr;
1200 unsigned int i;
1201 LPD3DXBUFFER shader,messages;
1203 for(i = 0; i < (sizeof(tests) / sizeof(tests[0])); i++) {
1204 shader = NULL;
1205 messages = NULL;
1206 hr = D3DXAssembleShader(tests[i], strlen(tests[i]),
1207 NULL, NULL, D3DXSHADER_SKIPVALIDATION,
1208 &shader, &messages);
1209 ok(hr == D3DXERR_INVALIDDATA, "Failure test, shader %d: "
1210 "expected D3DXAssembleShader failure with D3DXERR_INVALIDDATA, "
1211 "got 0x%x - %d\n", i, hr, hr & 0x0000FFFF);
1212 if(messages) {
1213 trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
1214 ID3DXBuffer_Release(messages);
1216 if(shader) {
1217 DWORD *res = ID3DXBuffer_GetBufferPointer(shader);
1218 dump_shader(res);
1219 ID3DXBuffer_Release(shader);
1225 static HRESULT WINAPI testD3DXInclude_open(ID3DXInclude *iface,
1226 D3DXINCLUDE_TYPE include_type,
1227 LPCSTR filename, LPCVOID parent_data,
1228 LPCVOID *data, UINT *bytes) {
1229 char *buffer;
1230 char include[] = "#define REGISTER r0\nvs.1.1\n";
1232 trace("filename = %s\n",filename);
1234 buffer = HeapAlloc(GetProcessHeap(), 0, sizeof(include));
1235 CopyMemory(buffer, include, sizeof(include));
1236 *data = buffer;
1237 *bytes = sizeof(include);
1238 return S_OK;
1241 static HRESULT WINAPI testD3DXInclude_close(ID3DXInclude *iface, LPCVOID data) {
1242 HeapFree(GetProcessHeap(), 0, (LPVOID)data);
1243 return S_OK;
1246 static const struct ID3DXIncludeVtbl D3DXInclude_Vtbl = {
1247 testD3DXInclude_open,
1248 testD3DXInclude_close
1251 struct D3DXIncludeImpl {
1252 const ID3DXIncludeVtbl *lpVtbl;
1255 static void assembleshader_test(void) {
1256 const char test1[] = {
1257 "vs.1.1\n"
1258 "mov DEF2, v0\n"
1260 const char testincl[] = {
1261 "#define REGISTER r0\n"
1262 "vs.1.1\n"
1264 const char testshader[] = {
1265 "#include \"incl.vsh\"\n"
1266 "mov REGISTER, v0\n"
1268 HRESULT hr;
1269 LPD3DXBUFFER shader, messages;
1270 D3DXMACRO defines[] = {
1272 "DEF1", "10 + 15"
1275 "DEF2", "r0"
1278 NULL, NULL
1281 struct D3DXIncludeImpl include;
1282 HRESULT shader_vsh_res, incl_vsh_res;
1284 todo_wine {
1286 /* pDefines test */
1287 shader = NULL;
1288 messages = NULL;
1289 hr = D3DXAssembleShader(test1, strlen(test1),
1290 defines, NULL, D3DXSHADER_SKIPVALIDATION,
1291 &shader, &messages);
1292 ok(hr == D3D_OK, "pDefines test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
1293 if(messages) {
1294 trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
1295 ID3DXBuffer_Release(messages);
1297 if(shader) ID3DXBuffer_Release(shader);
1299 /* pInclude test */
1300 shader = NULL;
1301 messages = NULL;
1302 include.lpVtbl = &D3DXInclude_Vtbl;
1303 hr = D3DXAssembleShader(testshader, strlen(testshader),
1304 NULL, (LPD3DXINCLUDE)&include, D3DXSHADER_SKIPVALIDATION,
1305 &shader, &messages);
1306 ok(hr == D3D_OK, "pInclude test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
1307 if(messages) {
1308 trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
1309 ID3DXBuffer_Release(messages);
1311 if(shader) ID3DXBuffer_Release(shader);
1313 shader_vsh_res = create_file("shader.vsh", testshader, sizeof(testshader));
1314 if(SUCCEEDED(shader_vsh_res)) {
1315 incl_vsh_res = create_file("incl.vsh", testincl, sizeof(testincl));
1316 if(SUCCEEDED(incl_vsh_res)) {
1317 /* D3DXAssembleShaderFromFile + #include test */
1318 shader = NULL;
1319 messages = NULL;
1320 hr = D3DXAssembleShaderFromFileA("shader.vsh",
1321 NULL, NULL, D3DXSHADER_SKIPVALIDATION,
1322 &shader, &messages);
1323 ok(hr == D3D_OK, "D3DXAssembleShaderFromFile test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
1324 if(messages) {
1325 trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
1326 ID3DXBuffer_Release(messages);
1328 if(shader) ID3DXBuffer_Release(shader);
1329 } else skip("Couldn't create \"incl.vsh\"\n");
1331 /* D3DXAssembleShaderFromFile + pInclude test */
1332 shader = NULL;
1333 messages = NULL;
1334 hr = D3DXAssembleShaderFromFileA("shader.vsh",
1335 NULL, (LPD3DXINCLUDE)&include, D3DXSHADER_SKIPVALIDATION,
1336 &shader, &messages);
1337 ok(hr == D3D_OK, "D3DXAssembleShaderFromFile + pInclude test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
1338 if(messages) {
1339 trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
1340 ID3DXBuffer_Release(messages);
1342 if(shader) ID3DXBuffer_Release(shader);
1343 } else skip("Couldn't create \"shader.vsh\"\n");
1345 } /* todo_wine */
1347 /* NULL shader tests */
1348 shader = NULL;
1349 messages = NULL;
1350 hr = D3DXAssembleShader(NULL, 0,
1351 NULL, NULL, D3DXSHADER_SKIPVALIDATION,
1352 &shader, &messages);
1353 ok(hr == D3DXERR_INVALIDDATA, "NULL shader test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
1354 if(messages) {
1355 trace("D3DXAssembleShader messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
1356 ID3DXBuffer_Release(messages);
1358 if(shader) ID3DXBuffer_Release(shader);
1360 todo_wine {
1362 shader = NULL;
1363 messages = NULL;
1364 hr = D3DXAssembleShaderFromFileA("nonexistent.vsh",
1365 NULL, NULL, D3DXSHADER_SKIPVALIDATION,
1366 &shader, &messages);
1367 ok(hr == D3DXERR_INVALIDDATA || hr == E_FAIL, /* I get this on WinXP */
1368 "D3DXAssembleShaderFromFile nonexistent file test failed with error 0x%x - %d\n",
1369 hr, hr & 0x0000FFFF);
1370 if(messages) {
1371 trace("D3DXAssembleShaderFromFile messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
1372 ID3DXBuffer_Release(messages);
1374 if(shader) ID3DXBuffer_Release(shader);
1376 /* D3DXAssembleShaderFromResource test */
1377 shader = NULL;
1378 messages = NULL;
1379 hr = D3DXAssembleShaderFromResourceA(NULL, MAKEINTRESOURCEA(IDB_ASMSHADER),
1380 NULL, NULL, D3DXSHADER_SKIPVALIDATION,
1381 &shader, &messages);
1382 ok(hr == D3D_OK, "D3DXAssembleShaderFromResource test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
1383 if(messages) {
1384 trace("D3DXAssembleShaderFromResource messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
1385 ID3DXBuffer_Release(messages);
1387 if(shader) ID3DXBuffer_Release(shader);
1389 } /* end of todo_wine */
1391 /* D3DXAssembleShaderFromResource with missing shader resource test */
1392 shader = NULL;
1393 messages = NULL;
1394 hr = D3DXAssembleShaderFromResourceA(NULL, "notexisting",
1395 NULL, NULL, D3DXSHADER_SKIPVALIDATION,
1396 &shader, &messages);
1397 ok(hr == D3DXERR_INVALIDDATA, "D3DXAssembleShaderFromResource NULL shader test failed with error 0x%x - %d\n", hr, hr & 0x0000FFFF);
1398 if(messages) {
1399 trace("D3DXAssembleShaderFromResource messages:\n%s", (char *)ID3DXBuffer_GetBufferPointer(messages));
1400 ID3DXBuffer_Release(messages);
1402 if(shader) ID3DXBuffer_Release(shader);
1404 /* cleanup */
1405 if(SUCCEEDED(shader_vsh_res)) {
1406 DeleteFileA("shader.vsh");
1407 if(SUCCEEDED(incl_vsh_res)) DeleteFileA("incl.vsh");
1411 START_TEST(asm)
1413 todo_wine preproc_test();
1414 todo_wine ps_1_1_test();
1415 todo_wine vs_1_1_test();
1416 todo_wine ps_1_3_test();
1417 todo_wine ps_1_4_test();
1418 todo_wine vs_2_0_test();
1419 todo_wine vs_2_x_test();
1420 todo_wine ps_2_0_test();
1421 todo_wine ps_2_x_test();
1422 vs_3_0_test();
1423 todo_wine ps_3_0_test();
1425 failure_test();
1427 assembleshader_test();