winex11.drv: Print the error in wglCreateContextAttribsARB() when context creation...
[wine.git] / dlls / d3dcompiler_43 / tests / hlsl.c
blobc29d0754c528cb16e5ba8569df43af457f9cbb1d
1 /*
2 * Copyright (C) 2010 Travis Athougies
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.
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.
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
18 #define COBJMACROS
19 #include "wine/test.h"
20 #include "d3dx9.h"
21 #include "d3dcompiler.h"
23 #include <math.h>
25 struct vertex
27 float x, y, z;
28 float tx, ty;
31 /* Tells compute_shader_probe* which pixels should be what colors */
32 struct hlsl_probe_info
34 unsigned int x, y;
35 /* The expected values in this region */
36 D3DXCOLOR c;
37 /* The max error for any value */
38 float epsilon;
39 /* An error message to print if this test fails */
40 const char *message;
43 static HWND create_window(void)
45 WNDCLASS wc = {0};
46 wc.lpfnWndProc = DefWindowProc;
47 wc.lpszClassName = "d3d9_test_wc";
48 RegisterClass(&wc);
50 return CreateWindow("d3d9_test_wc", "d3d9_test",
51 0, 0, 0, 0, 0, 0, 0, 0, 0);
54 static IDirect3DDevice9 *init_d3d9(IDirect3DVertexDeclaration9 **vdeclaration,
55 IDirect3DVertexBuffer9 **quad_geometry, IDirect3DVertexShader9 **vshader_passthru)
57 static const struct vertex quad_vertices[4] =
59 {-1.0f, -1.0f, 0.0f, 0.0f, 1.0f},
60 {-1.0f, 1.0f, 0.0f, 0.0f, 0.0f},
61 { 1.0f, -1.0f, 0.0f, 1.0f, 1.0f},
62 { 1.0f, 1.0f, 0.0f, 1.0f, 0.0f}
65 static const D3DVERTEXELEMENT9 vdeclelements[] =
67 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
68 {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
69 D3DDECL_END()
72 static const char *vshader_passthru_hlsl =
73 "float4 vshader(float4 pos: POSITION, inout float2 texcoord: TEXCOORD0): POSITION\n"
74 "{\n"
75 " return pos;\n"
76 "}";
78 IDirect3D9 *d3d9_ptr;
79 IDirect3DDevice9 *device_ptr = NULL;
80 D3DPRESENT_PARAMETERS present_parameters;
82 void *temp_geometry_vertices;
84 ID3D10Blob *compiled = NULL;
85 ID3D10Blob *errors = NULL;
87 HRESULT hr;
89 d3d9_ptr = Direct3DCreate9(D3D_SDK_VERSION);
90 if (!d3d9_ptr)
92 skip("could not create D3D9\n");
93 return NULL;
96 hr = IDirect3D9_CheckDeviceFormat(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
97 0, D3DRTYPE_SURFACE, D3DFMT_A32B32G32R32F);
98 if (FAILED(hr))
100 skip("A32B32G32R32F format not available on this device\n");
101 return NULL;
104 ZeroMemory(&present_parameters, sizeof(present_parameters));
105 present_parameters.Windowed = TRUE;
106 present_parameters.hDeviceWindow = create_window();
107 present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
109 hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL,
110 D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
111 if (FAILED(hr))
113 skip("could not create Direct3D9 device\n");
114 return NULL;
117 /* Create the quad geometry */
118 hr = IDirect3DDevice9_CreateVertexBuffer(device_ptr, 4 * sizeof(struct vertex),
119 D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, quad_geometry, NULL);
120 ok(SUCCEEDED(hr),
121 "Could not create vertex buffer, IDirect3DDevice9_CreateVertexBuffer returned: %08x\n", hr);
123 hr = IDirect3DVertexBuffer9_Lock(*quad_geometry, 0, sizeof(quad_vertices), &temp_geometry_vertices, 0);
124 ok(SUCCEEDED(hr), "IDirect3DVertexBuffer9_Lock returned: %08x\n", hr);
125 memcpy(temp_geometry_vertices, quad_vertices, sizeof(quad_vertices));
126 IDirect3DVertexBuffer9_Unlock(*quad_geometry);
128 hr = IDirect3DDevice9_CreateVertexDeclaration(device_ptr, vdeclelements, vdeclaration);
129 ok(SUCCEEDED(hr), "Could not create vertex declaration: "
130 "IDirect3DDevice9_CreateVertexDeclaration returned: %08x\n", hr);
132 hr = IDirect3DDevice9_SetVertexDeclaration(device_ptr, *vdeclaration);
133 ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned: %08x\n", hr);
135 /* Create a simple vertex shader to just pass through the values */
136 hr = D3DCompile(vshader_passthru_hlsl, strlen(vshader_passthru_hlsl), NULL,
137 NULL, NULL, "vshader", "vs_1_1", 0, 0, &compiled, &errors);
138 if (FAILED(hr))
140 skip("not compiling vertex shader due to lacking wine HLSL support!\n");
141 if (errors)
142 ID3D10Blob_Release(errors);
143 return NULL;
146 hr = IDirect3DDevice9_CreateVertexShader(device_ptr, ID3D10Blob_GetBufferPointer(compiled),
147 vshader_passthru);
148 ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader returned: %08x\n", hr);
149 ID3D10Blob_Release(compiled);
151 return device_ptr;
154 /* Convenience functions */
155 static void set_float4_d3d9(IDirect3DDevice9 *device, ID3DXConstantTable *constants, const char *name,
156 float x, float y, float z, float w)
158 D3DXVECTOR4 vector;
159 vector.x = x;
160 vector.y = y;
161 vector.z = z;
162 vector.w = w;
163 ID3DXConstantTable_SetVector(constants, device, name, &vector);
166 /* Compile our pixel shader and get back the compiled version and a constant table */
167 static IDirect3DPixelShader9 *compile_pixel_shader9(IDirect3DDevice9 *device, const char *shader,
168 const char *profile, ID3DXConstantTable **constants)
170 ID3D10Blob *compiled = NULL;
171 ID3D10Blob *errors = NULL;
172 IDirect3DPixelShader9 *pshader;
173 HRESULT hr;
175 hr = D3DCompile(shader, strlen(shader), NULL, NULL,
176 NULL, "test", profile, /* test is the name of the entry point of our shader */
177 0, 0, &compiled, &errors);
178 ok(hr == D3D_OK, "Pixel shader %s compilation failed: %s\n", shader,
179 errors ? (char *)ID3D10Blob_GetBufferPointer(errors) : "");
180 if (FAILED(hr)) return NULL;
182 hr = D3DXGetShaderConstantTable(ID3D10Blob_GetBufferPointer(compiled), constants);
183 ok(hr == D3D_OK, "Could not get constant table from compiled pixel shader\n");
185 hr = IDirect3DDevice9_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(compiled), &pshader);
186 ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader returned: %08x\n", hr);
187 ID3D10Blob_Release(compiled);
188 return pshader;
191 /* Draw a full screen quad */
192 static void draw_quad_with_shader9(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry)
194 HRESULT hr;
195 D3DXMATRIX projection_matrix;
197 D3DXMatrixOrthoLH(&projection_matrix, 2.0f, 2.0f, 0.0f, 1.0f);
198 IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &projection_matrix);
200 hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
201 ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned: %08x\n", hr);
203 hr = IDirect3DDevice9_BeginScene(device);
204 ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned: %08x\n", hr);
206 hr = IDirect3DDevice9_SetStreamSource(device, 0, quad_geometry, 0, sizeof(struct vertex));
207 ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource returned: %08x\n", hr);
208 hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
209 ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive returned: %08x\n", hr);
211 hr = IDirect3DDevice9_EndScene(device);
212 ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned: %08x\n", hr);
215 static void setup_device9(IDirect3DDevice9 *device, IDirect3DSurface9 **render_target,
216 IDirect3DSurface9 **readback, D3DFORMAT format, unsigned int width, unsigned int height,
217 IDirect3DVertexShader9 *vshader, IDirect3DPixelShader9 *pshader)
219 HRESULT hr;
220 hr = IDirect3DDevice9_CreateRenderTarget(device, width, height, format,
221 D3DMULTISAMPLE_NONE, 0, FALSE, render_target, NULL);
222 ok(hr == D3D_OK, "IDirect3DDevice9_CreateRenderTarget returned: %08x\n", hr);
224 /* The Direct3D 9 docs state that we cannot lock a render target surface,
225 instead we must copy the render target onto this surface to lock it */
226 hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, width, height, format,
227 D3DPOOL_SYSTEMMEM, readback, NULL);
228 ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface returned: %08x\n", hr);
230 hr = IDirect3DDevice9_SetRenderTarget(device, 0, *render_target);
231 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget returned: %08x\n", hr);
233 hr = IDirect3DDevice9_SetVertexShader(device, vshader);
234 ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned: %08x\n", hr);
235 hr = IDirect3DDevice9_SetPixelShader(device, pshader);
236 ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned: %08x\n", hr);
239 static int colors_match(D3DXCOLOR a, D3DXCOLOR b, float epsilon)
241 return (fabs(a.r - b.r) < epsilon && fabs(a.g - b.g) < epsilon && fabs(a.b - b.b) < epsilon &&
242 fabs(a.a - b.a) < epsilon);
245 /* Compute a shader on a width by height buffer and probes certain locations
246 to see if they are as expected. */
247 static void compute_shader_probe9(IDirect3DDevice9 *device, IDirect3DVertexShader9 *vshader,
248 IDirect3DPixelShader9 *pshader, IDirect3DVertexBuffer9 *quad_geometry,
249 const struct hlsl_probe_info *probes, unsigned int count,
250 unsigned int width, unsigned int height, unsigned int line_number)
252 IDirect3DSurface9 *render_target;
253 IDirect3DSurface9 *readback;
255 HRESULT hr;
256 D3DLOCKED_RECT lr;
257 D3DXCOLOR *pbits_data;
258 unsigned int i;
260 setup_device9(device, &render_target, &readback, D3DFMT_A32B32G32R32F,
261 width, height, vshader, pshader);
263 /* Draw the quad with the shader and read back the data */
264 draw_quad_with_shader9(device, quad_geometry);
265 IDirect3DDevice9_GetRenderTargetData(device, render_target, readback);
266 hr = IDirect3DSurface9_LockRect(readback, &lr, NULL, D3DLOCK_READONLY);
267 ok(hr == D3D_OK, "IDirect3DSurface9_LockRect returned: %08x\n", hr);
268 pbits_data = lr.pBits;
270 /* Now go through the probes and check each one */
271 for (i = 0; i < count; i++, probes++) {
272 int index = probes->x + (probes->y * lr.Pitch / sizeof(D3DXCOLOR));
273 ok(colors_match(probes->c, pbits_data[index], probes->epsilon),
274 "Line %d: At (%d, %d): %s: Expected (%.04f,%.04f,%.04f, %.04f), got "
275 "(%.04f,%.04f,%.04f,%.04f)\n", line_number, probes->x, probes->y, probes->message,
276 probes->c.r, probes->c.g, probes->c.b, probes->c.a, pbits_data[index].r,
277 pbits_data[index].g, pbits_data[index].b, pbits_data[index].a);
280 hr = IDirect3DSurface9_UnlockRect(readback);
281 ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect returned: %08x\n", hr);
283 /* We now present the scene. This is mostly for debugging purposes, since GetRenderTargetData
284 also waits for drawing commands to complete. The reason this call is here and not in a
285 draw function is because the contents of the render target surface are invalidated after
286 this call. */
287 hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
288 ok(hr == D3D_OK, "IDirect3DDevice9_Present returned: %08x\n", hr);
290 IDirect3DSurface9_Release(render_target);
291 IDirect3DSurface9_Release(readback);
294 /* Now the actual test functions */
295 static void test_swizzle(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry,
296 IDirect3DVertexShader9 *vshader_passthru)
298 static const struct hlsl_probe_info probes[] =
300 {0, 0, {0.0101f, 0.0303f, 0.0202f, 0.0404f}, 0.0001f, "swizzle_test failed"}
303 static const char *swizzle_test_shader =
304 "uniform float4 color;\n"
305 "float4 test(): COLOR\n"
306 "{\n"
307 " float4 ret = color;\n"
308 " ret.gb = ret.ra;\n"
309 " ret.ra = float2(0.0101, 0.0404);\n"
310 " return ret;\n"
311 "}";
313 ID3DXConstantTable *constants;
314 IDirect3DPixelShader9 *pshader;
316 pshader = compile_pixel_shader9(device, swizzle_test_shader, "ps_2_0", &constants);
317 if (pshader != NULL)
319 set_float4_d3d9(device, constants, "color", 0.0303f, 0.0f, 0.0f, 0.0202f);
321 compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry,
322 probes, sizeof(probes) / sizeof(*probes), 1, 1, __LINE__);
324 ID3DXConstantTable_Release(constants);
325 IDirect3DPixelShader9_Release(pshader);
329 static void test_math(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry,
330 IDirect3DVertexShader9 *vshader_passthru)
332 /* Tests order of operations */
333 static const float u = 2.5f, v = 0.3f, w = 0.2f, x = 0.7f, y = 0.1f, z = 1.5f;
335 static const struct hlsl_probe_info probes[] =
337 {0, 0, {-12.4300f, 9.8333f, 1.6000f, 34.9999f}, 0.0001f,
338 "order of operations test failed"}
341 static const char *order_of_operations_shader =
342 "float4 test(uniform float u, uniform float v, uniform float w, uniform float x,\n"
343 " uniform float y, uniform float z): COLOR\n"
344 "{\n"
345 " return float4(x * y - z / w + --u / -v,\n"
346 " z * x / y + w / -v,\n"
347 " u + v - w,\n"
348 " x / y / w);\n"
349 "}";
351 ID3DXConstantTable *constants;
352 IDirect3DPixelShader9 *pshader;
354 pshader = compile_pixel_shader9(device, order_of_operations_shader, "ps_2_0", &constants);
355 if (pshader != NULL)
357 ID3DXConstantTable_SetFloat(constants, device, "$u", u);
358 ID3DXConstantTable_SetFloat(constants, device, "$v", v);
359 ID3DXConstantTable_SetFloat(constants, device, "$w", w);
360 ID3DXConstantTable_SetFloat(constants, device, "$x", x);
361 ID3DXConstantTable_SetFloat(constants, device, "$y", y);
362 ID3DXConstantTable_SetFloat(constants, device, "$z", z);
364 compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry,
365 probes, sizeof(probes) / sizeof(*probes), 1, 1, __LINE__);
367 ID3DXConstantTable_Release(constants);
368 IDirect3DPixelShader9_Release(pshader);
372 static void test_conditionals(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry,
373 IDirect3DVertexShader9 *vshader_passthru)
375 static const struct hlsl_probe_info if_greater_probes[] =
377 { 0, 0, {0.9f, 0.8f, 0.7f, 0.6f}, 0.0001f, "if greater test failed"},
378 { 5, 0, {0.9f, 0.8f, 0.7f, 0.6f}, 0.0001f, "if greater test failed"},
379 {10, 0, {0.9f, 0.8f, 0.7f, 0.6f}, 0.0001f, "if greater test failed"},
380 {15, 0, {0.9f, 0.8f, 0.7f, 0.6f}, 0.0001f, "if greater test failed"},
381 {25, 0, {0.1f, 0.2f, 0.3f, 0.4f}, 0.0001f, "if greater test failed"},
382 {30, 0, {0.1f, 0.2f, 0.3f, 0.4f}, 0.0001f, "if greater test failed"}
385 static const char *if_greater_shader =
386 "float4 test(float2 pos: TEXCOORD0): COLOR\n"
387 "{\n"
388 " if((pos.x * 32.0) > 20.0)\n"
389 " return float4(0.1, 0.2, 0.3, 0.4);\n"
390 " else\n"
391 " return float4(0.9, 0.8, 0.7, 0.6);\n"
392 "}";
394 static const struct hlsl_probe_info ternary_operator_probes[] =
396 {0, 0, {0.50f, 0.25f, 0.50f, 0.75f}, 0.00001f, "ternary operator test failed"},
397 {1, 0, {0.50f, 0.25f, 0.50f, 0.75f}, 0.00001f, "ternary operator test failed"},
398 {2, 0, {0.50f, 0.25f, 0.50f, 0.75f}, 0.00001f, "ternary operator test failed"},
399 {3, 0, {0.50f, 0.25f, 0.50f, 0.75f}, 0.00001f, "ternary operator test failed"},
400 {4, 0, {0.60f, 0.80f, 0.10f, 0.20f}, 0.00001f, "ternary operator test failed"},
401 {5, 0, {0.60f, 0.80f, 0.10f, 0.20f}, 0.00001f, "ternary operator test failed"},
402 {6, 0, {0.60f, 0.80f, 0.10f, 0.20f}, 0.00001f, "ternary operator test failed"},
403 {7, 0, {0.60f, 0.80f, 0.10f, 0.20f}, 0.00001f, "ternary operator test failed"}
406 static const char *ternary_operator_shader =
407 "float4 test(float2 pos: TEXCOORD0): COLOR\n"
408 "{\n"
409 " return (pos.x < 0.5?float4(0.5, 0.25, 0.5, 0.75):float4(0.6, 0.8, 0.1, 0.2));\n"
410 "}";
412 ID3DXConstantTable *constants;
413 IDirect3DPixelShader9 *pshader;
415 pshader = compile_pixel_shader9(device, if_greater_shader, "ps_2_0", &constants);
416 if (pshader != NULL)
418 compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, if_greater_probes,
419 sizeof(if_greater_probes) / sizeof(*if_greater_probes), 32, 1, __LINE__);
421 ID3DXConstantTable_Release(constants);
422 IDirect3DPixelShader9_Release(pshader);
425 pshader = compile_pixel_shader9(device, ternary_operator_shader, "ps_2_0", &constants);
426 if (pshader != NULL)
428 compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, ternary_operator_probes,
429 sizeof(ternary_operator_probes) / sizeof(*ternary_operator_probes), 8, 1, __LINE__);
431 ID3DXConstantTable_Release(constants);
432 IDirect3DPixelShader9_Release(pshader);
436 static void test_float_vectors(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry,
437 IDirect3DVertexShader9 *vshader_passthru)
439 static const struct hlsl_probe_info vec4_indexing_test1_probes[] =
441 {0, 0, {0.020f, 0.245f, 0.351f, 1.000f}, 0.0001f, "vec4 indexing test 1 failed"}
444 static const char *vec4_indexing_test1_shader =
445 "float4 test(): COLOR\n"
446 "{\n"
447 " float4 color;\n"
448 " color[0] = 0.020;\n"
449 " color[1] = 0.245;\n"
450 " color[2] = 0.351;\n"
451 " color[3] = 1.0;\n"
452 " return color;\n"
453 "}";
455 static const struct hlsl_probe_info vec4_indexing_test2_probes[] =
457 {0, 0, {0.5f, 0.3f, 0.8f, 0.2f}, 0.0001f, "vec4 indexing test 2 failed"}
460 /* We have this uniform i here so the compiler can't optimize */
461 static const char *vec4_indexing_test2_shader =
462 "uniform int i;\n"
463 "float4 test(): COLOR\n"
464 "{\n"
465 " float4 color = float4(0.5, 0.4, 0.3, 0.2);\n"
466 " color.g = color[i];\n"
467 " color.b = 0.8;\n"
468 " return color;\n"
469 "}";
471 ID3DXConstantTable *constants;
472 IDirect3DPixelShader9 *pshader;
474 pshader = compile_pixel_shader9(device, vec4_indexing_test1_shader, "ps_2_0", &constants);
475 if (pshader != NULL)
477 compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, vec4_indexing_test1_probes,
478 sizeof(vec4_indexing_test1_probes) / sizeof(*vec4_indexing_test1_probes), 1, 1, __LINE__);
480 ID3DXConstantTable_Release(constants);
481 IDirect3DPixelShader9_Release(pshader);
484 pshader = compile_pixel_shader9(device, vec4_indexing_test2_shader, "ps_2_0", &constants);
485 if (pshader != NULL)
487 ID3DXConstantTable_SetInt(constants, device, "i", 2);
489 compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, vec4_indexing_test2_probes,
490 sizeof(vec4_indexing_test2_probes) / sizeof(*vec4_indexing_test2_probes), 32, 1, __LINE__);
492 ID3DXConstantTable_Release(constants);
493 IDirect3DPixelShader9_Release(pshader);
497 static void test_trig(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry,
498 IDirect3DVertexShader9 *vshader_passthru)
500 static const struct hlsl_probe_info sincos_probes[] =
502 {0, 0, {0.5000f, 1.0000f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
503 {1, 0, {0.5975f, 0.9904f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
504 {2, 0, {0.6913f, 0.9620f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
505 {3, 0, {0.7778f, 0.9160f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
506 {4, 0, {0.8536f, 0.8536f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
507 {5, 0, {0.9157f, 0.7778f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
508 {6, 0, {0.9620f, 0.6913f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
509 {7, 0, {0.9904f, 0.5975f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
510 {8, 0, {1.0000f, 0.5000f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
511 {9, 0, {0.9904f, 0.4025f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
512 {10, 0, {0.9619f, 0.3087f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
513 {11, 0, {0.9157f, 0.2222f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
514 {12, 0, {0.8536f, 0.1464f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
515 {13, 0, {0.7778f, 0.0843f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
516 {14, 0, {0.6913f, 0.0381f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
517 {15, 0, {0.5975f, 0.0096f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
518 {16, 0, {0.5000f, 0.0000f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
519 {17, 0, {0.4025f, 0.0096f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
520 {18, 0, {0.3087f, 0.0381f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
521 {19, 0, {0.2222f, 0.0843f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
522 {20, 0, {0.1464f, 0.1464f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
523 {21, 0, {0.0843f, 0.2222f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
524 {22, 0, {0.0381f, 0.3087f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
525 {23, 0, {0.0096f, 0.4025f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
526 {24, 0, {0.0000f, 0.5000f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
527 {25, 0, {0.0096f, 0.5975f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
528 {26, 0, {0.0381f, 0.6913f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
529 {27, 0, {0.0843f, 0.7778f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
530 {28, 0, {0.1464f, 0.8536f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
531 {29, 0, {0.2222f, 0.9157f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
532 {30, 0, {0.3087f, 0.9619f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
533 {31, 0, {0.4025f, 0.9904f, 0.0f, 0.0f}, 0.001f, "sin/cos test failed"},
536 static const char *sincos_shader =
537 "float4 test(float x: TEXCOORD0): COLOR\n"
538 "{\n"
539 " const float pi2 = 6.2831853;\n"
540 " float calcd_sin = (sin(x * pi2) + 1)/2;\n"
541 " float calcd_cos = (cos(x * pi2) + 1)/2;\n"
542 " return float4(calcd_sin, calcd_cos, 0, 0);\n"
543 "}";
545 ID3DXConstantTable *constants;
546 IDirect3DPixelShader9 *pshader;
548 pshader = compile_pixel_shader9(device, sincos_shader, "ps_2_0", &constants);
549 if (pshader != NULL)
551 compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, sincos_probes,
552 sizeof(sincos_probes) / sizeof(*sincos_probes), 32, 1, __LINE__);
554 ID3DXConstantTable_Release(constants);
555 IDirect3DPixelShader9_Release(pshader);
559 static void test_fail(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *qquad_geometry,
560 IDirect3DVertexShader9 *vshader_passthru)
562 static const char *undefined_variable_shader =
563 "float4 test(float2 pos: TEXCOORD0) : COLOR\n"
564 "{\n"
565 " return y;\n"
566 "}";
568 static const char *invalid_swizzle_shader =
569 "float4 test(float2 pos: TEXCOORD0) : COLOR\n"
570 "{\n"
571 " float4 x = float4(0, 0, 0, 0);\n"
572 " x.xzzx = float4(1, 2, 3, 4);\n"
573 " return x;\n"
574 "}";
576 static const char *invalid_conversion_shader =
577 "float4 test(float2 pos: TEXCOORD0) : COLOR\n"
578 "{\n"
579 " float4 x = pos;\n"
580 " return x;\n"
581 "}";
583 static const char *invalid_syntax_shader =
584 "float4 test(float2 pos, TEXCOORD0) ; COLOR\n"
585 "{\n"
586 " pos = float4 x;\n"
587 " mul(float4(5, 4, 3, 2), mvp) = x;\n"
588 " return float4;\n"
589 "}";
591 static const char *invalid_identifiers_shader =
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 "}";
598 ID3D10Blob *compiled = NULL, *errors = NULL;
599 HRESULT hr;
601 hr = D3DCompile(undefined_variable_shader, strlen(undefined_variable_shader), NULL, NULL, NULL,
602 "test", "ps_2_0", 0, 0, &compiled, &errors);
603 ok(hr != D3D_OK, "Pixel shader compilation succeeded on shader with undefined variable\n");
604 ok(errors != NULL, "No errors returned for a shader with undefined variables\n");
605 ok(compiled == NULL, "A shader blob was returned for a shader with undefined variables\n");
607 ID3D10Blob_Release(errors);
608 errors = NULL;
610 hr = D3DCompile(invalid_swizzle_shader, strlen(invalid_swizzle_shader), NULL, NULL, NULL,
611 "test","ps_2_0", 0, 0, &compiled, &errors);
612 ok(hr != D3D_OK, "Pixel shader compilation succeeded on shader with an invalid swizzle mask\n");
613 ok(errors != NULL, "No errors returned for a shader with an invalid swizzle mask\n");
614 ok(compiled == NULL, "A shader blob was returned for a shader with an invalid swizzle mask\n");
616 ID3D10Blob_Release(errors);
617 errors = NULL;
619 hr = D3DCompile(invalid_conversion_shader, strlen(invalid_conversion_shader), NULL, NULL, NULL,
620 "test", "ps_2_0", 0, 0, &compiled, &errors);
621 ok(hr != D3D_OK, "Pixel shader compilation succeeded on shader with an invalid type "
622 "conversion\n");
623 ok(errors != NULL, "No errors returned for a shader with invalid type conversions\n");
624 ok(compiled == NULL, "A shader blob was returned for a shader with invalid type conversions\n");
626 ID3D10Blob_Release(errors);
627 errors = NULL;
629 hr = D3DCompile(invalid_syntax_shader, strlen(invalid_syntax_shader), NULL, NULL, NULL, "test",
630 "ps_2_0", 0, 0, &compiled, &errors);
631 ok(hr != D3D_OK, "Pixel shader compilation succeeded on shader with blatantly invalid "
632 "syntax\n");
633 ok(errors != NULL, "No errors returned for a shader with invalid syntax\n");
634 ok(compiled == NULL, "A shader blob was returned for a shader with invalid syntax\n");
636 ID3D10Blob_Release(errors);
637 errors = NULL;
639 hr = D3DCompile(invalid_identifiers_shader, strlen(invalid_identifiers_shader), NULL, NULL,
640 NULL, "test", "ps_2_0", 0, 0, &compiled, &errors);
641 ok(hr != D3D_OK, "Pixel shader compilation successful on a shader with invalid variable and "
642 "function names\n");
643 ok(errors != NULL, "No errors returned for a shader with invalid variable and function "
644 "names\n");
645 ok(compiled == NULL, "A shader blob was returned for a shader with invalid variable and "
646 "function names\n");
648 ID3D10Blob_Release(errors);
651 START_TEST(hlsl)
653 D3DCAPS9 caps;
654 ULONG refcount;
655 IDirect3DDevice9 *device;
656 IDirect3DVertexDeclaration9 *vdeclaration;
657 IDirect3DVertexBuffer9 *quad_geometry;
658 IDirect3DVertexShader9 *vshader_passthru;
660 device = init_d3d9(&vdeclaration, &quad_geometry, &vshader_passthru);
661 if (!device) return;
663 /* Make sure we support pixel shaders, before trying to compile them! */
664 /* Direct3D 9 (Shader model 1-3 tests) */
665 IDirect3DDevice9_GetDeviceCaps(device, &caps);
666 if (caps.PixelShaderVersion >= D3DPS_VERSION(2, 0))
668 todo_wine
670 test_swizzle(device, quad_geometry, vshader_passthru);
671 test_math(device, quad_geometry, vshader_passthru);
672 test_conditionals(device, quad_geometry, vshader_passthru);
673 test_float_vectors(device, quad_geometry, vshader_passthru);
674 test_trig(device, quad_geometry, vshader_passthru);
675 test_fail(device, quad_geometry, vshader_passthru);
677 } else skip("no pixel shader support\n");
679 /* Reference counting sanity checks */
680 if (vshader_passthru)
682 refcount = IDirect3DVertexShader9_Release(vshader_passthru);
683 ok(!refcount, "Pass-through vertex shader has %u references left\n", refcount);
686 refcount = IDirect3DVertexBuffer9_Release(quad_geometry);
687 ok(!refcount, "Vertex buffer has %u references left\n", refcount);
689 refcount = IDirect3DVertexDeclaration9_Release(vdeclaration);
690 ok(!refcount, "Vertex declaration has %u references left\n", refcount);
692 refcount = IDirect3DDevice9_Release(device);
693 ok(!refcount, "Device has %u references left\n", refcount);