Matteo, thank you for the review, I will be following up. Regarding splitting the test, do you suggest introducing separate test functions or just adding tests into the same one step by step? Regards, Paul. On 03/01/2016 04:15 PM, Matteo Bruni wrote:
2016-02-29 19:08 GMT+01:00 Paul Gofman <gofmanp(a)gmail.com>:
Preshaders (and FXLC-type constants requiring preshaders) are TODOs (on the way).
Signed-off-by: Paul Gofman <gofmanp(a)gmail.com> --- dlls/d3dx9_36/effect.c | 375 +++++++++++++++++++++++++++++++++++++++++-- dlls/d3dx9_36/tests/effect.c | 241 +++++++++++++++++++++++++++ 2 files changed, 606 insertions(+), 10 deletions(-) You should split this patch into smaller pieces. One way to do that is to introduce the various state classes one at a time into d3dx9_apply_state (or, not everything at once, anyway). The state saving / restoring should also be a separate patch. WRT the tests, they should probably be split out too. You can put them before the implementation, inserting and removing "todo_wine" where necessary, or after. If it's not too complicated the first option is generally preferred. BTW it turns out I have a similar test somewhere in my queue. I'll have another look and I might send it if it still makes sense to.
I'm leaving a few comments inline in the patch, below, mostly style issues I noticed at a quick look. Many of them apply multiple times through the patch. In general, make sure to be consistent with code style.
Oh, and thank you for working on this!
diff --git a/dlls/d3dx9_36/effect.c b/dlls/d3dx9_36/effect.c index f0bbd0b..33e063a 100644 --- a/dlls/d3dx9_36/effect.c +++ b/dlls/d3dx9_36/effect.c @@ -162,6 +162,8 @@ struct d3dx_technique
struct d3dx_parameter *annotations; struct d3dx_pass *passes; + + struct IDirect3DStateBlock9 *saved_state; };
struct param_table @@ -642,6 +644,12 @@ static void free_technique(struct d3dx_technique *technique) if (!technique) return;
+ if (technique->saved_state) + { + IDirect3DStateBlock9_Release(technique->saved_state); + technique->saved_state = NULL; + } + if (technique->annotations) { for (i = 0; i < technique->annotation_count; ++i) @@ -2490,6 +2498,332 @@ static HRESULT d3dx9_base_effect_set_array_range(struct d3dx9_base_effect *base, return E_NOTIMPL; }
+static HRESULT d3dx9_get_param_value_ptr(struct ID3DXEffectImpl *This, struct d3dx_pass *pass, struct d3dx_state *state, void **param_value, struct d3dx_parameter **out_param) +{ + struct d3dx_parameter *param; + param = state->parameter.referenced_param ? state->parameter.referenced_param : &state->parameter; + + switch(state->type) Space after the switch keyword.
+ { + case ST_CONSTANT: + case ST_PARAMETER: + *param_value = param->data; + *out_param = param; + return D3D_OK; + case ST_ARRAY_SELECTOR: + FIXME("array selector\n"); Uppercase at the start and period at the end of the message.
+ break; + case ST_FXLC: + FIXME("FXLC not supported yet\n"); + break; + } + *param_value = NULL; + *out_param = NULL; + return E_NOTIMPL; +} + +void d3dx9_set_light_parameter(enum LIGHT_TYPE op, D3DLIGHT9 *light, void *value) +{ + static struct + { + int off; + const char *name; + } light_tbl[] = + { + {offsetof(D3DLIGHT9, Type), "LC_TYPE"}, You probably want to use FIELD_OFFSET instead.
+ {offsetof(D3DLIGHT9, Diffuse), "LT_DIFFUSE"}, + {offsetof(D3DLIGHT9, Specular), "LT_SPECULAR"}, + {offsetof(D3DLIGHT9, Ambient), "LT_AMBIENT"}, + {offsetof(D3DLIGHT9, Position), "LT_POSITION"}, + {offsetof(D3DLIGHT9, Direction), "LT_DIRECTION"}, + {offsetof(D3DLIGHT9, Range), "LT_RANGE"}, + {offsetof(D3DLIGHT9, Falloff), "LT_FALLOFF"}, + {offsetof(D3DLIGHT9, Attenuation0), "LT_ATTENUATION0"}, + {offsetof(D3DLIGHT9, Attenuation1), "LT_ATTENUATION1"}, + {offsetof(D3DLIGHT9, Attenuation2), "LT_ATTENUATION2"}, + {offsetof(D3DLIGHT9, Theta), "LT_THETA"}, + {offsetof(D3DLIGHT9, Phi), "LT_PHI"} + }; + switch(op) + { + case LT_TYPE: + TRACE("LT_TYPE %d\n", *(D3DLIGHTTYPE*)value); Please put a space between the type and the '*' in the cast.
+ light->Type = *(D3DLIGHTTYPE*)value; + break; + case LT_DIFFUSE: + case LT_SPECULAR: + case LT_AMBIENT: + { + D3DCOLORVALUE c = *(D3DCOLORVALUE*)value; + + TRACE("%s (%f %f %f %f)\n", light_tbl[op].name, c.r, c.g, c.b, c.a); + *(D3DCOLORVALUE*)((char*)light + light_tbl[op].off) = c; + break; + } + case LT_POSITION: + case LT_DIRECTION: + { + D3DVECTOR v = *(D3DVECTOR*)value; + + TRACE("%s (%f %f %f)\n", light_tbl[op].name, v.x, v.y, v.z); + *(D3DVECTOR*)((char*)light + light_tbl[op].off) = v; + break; + } + case LT_RANGE: + case LT_FALLOFF: + case LT_ATTENUATION0: + case LT_ATTENUATION1: + case LT_ATTENUATION2: + case LT_THETA: + case LT_PHI: + { + float v = *(float*)value; + TRACE("%s %f\n", light_tbl[op].name, v); + *(float*)((char*)light + light_tbl[op].off) = v; + break; + } + default: + FIXME("unknown light parameter %d\n",op); + break; + } +} + +void d3dx9_set_material_parameter(enum MATERIAL_TYPE op, D3DMATERIAL9 *material, void *value) +{ + static struct Please make it const too, if that works (I guess it might not).
+ { + int off; + const char *name; + } material_tbl[] = + { + {offsetof(D3DMATERIAL9, Diffuse), "MT_DIFFUSE"}, + {offsetof(D3DMATERIAL9, Ambient), "MT_AMBIENT"}, + {offsetof(D3DMATERIAL9, Specular), "MT_SPECULAR"}, + {offsetof(D3DMATERIAL9, Emissive), "MT_EMISSIVE"}, + {offsetof(D3DMATERIAL9, Power), "MT_POWER"} + }; + + if (op < 0 || op > MT_POWER) + { + FIXME("unknown material parameter %d\n",op); + return ; Stray whitespace.
+ } + + switch(op) + { + case MT_POWER: + { + float v = *(float*)value; + + TRACE("%s %f\n", material_tbl[op].name, v); + material->Power = v; + break; + } + default: + { + D3DCOLORVALUE c = *(D3DCOLORVALUE*)value; + + TRACE("%s (%f %f %f %f)\n", material_tbl[op].name, c.r, c.g, c.b, c.a); + *(D3DCOLORVALUE*)((char*)material + material_tbl[op].off) = c; + break; + } + } +} + +HRESULT d3dx_set_shader_const_state(IDirect3DDevice9 *device, enum SHADER_CONSTANT_TYPE op, int index, struct d3dx_parameter *param, void *value_ptr) Probably index should be unsigned int.
+{ + static struct { '{' should be on its own line.
+ D3DXPARAMETER_TYPE type; + int elem_size; + const char *name; + } const_tbl[] = + { + {D3DXPT_FLOAT, sizeof(float)*4, "SCT_VSFLOAT"}, Space before and after the binary operator.
+ {D3DXPT_BOOL, sizeof(BOOL), "SCT_VSBOOL"}, + {D3DXPT_INT, sizeof(int)*4, "SCT_VSINT"}, + {D3DXPT_FLOAT, sizeof(float)*4, "SCT_PSFLOAT"}, + {D3DXPT_BOOL, sizeof(BOOL), "SCT_PSBOOL"}, + {D3DXPT_INT, sizeof(int)*4, "SCT_PSINT"}, + }; + int nelem; + + if (op < 0 || op > SCT_PSINT) + { + FIXME("unknown op %d\n", op); + return D3DERR_INVALIDCALL; + } + nelem = param->bytes / const_tbl[op].elem_size; + TRACE("setting %s index %d, %d elements\n", const_tbl[op].name, index, nelem); + if (param->type != const_tbl[op].type) + { + FIXME("unexpected param type: %d\n", param->type); + return D3DERR_INVALIDCALL; + } + if (param->bytes % const_tbl[op].elem_size != 0) + { + FIXME("unexpected param size: %d (rows=%d, cols=%d)\n", param->bytes, param->rows, param->columns); %u, also we usually do without the '=' i.e. "rows %u, cols %u".
+ return D3DERR_INVALIDCALL; + } + + switch(op) + { + case SCT_VSFLOAT: + return IDirect3DDevice9_SetVertexShaderConstantF(device, index, (const float*)value_ptr,nelem); + case SCT_VSBOOL: + return IDirect3DDevice9_SetVertexShaderConstantB(device, index, (const BOOL*)value_ptr,nelem); + case SCT_VSINT: + return IDirect3DDevice9_SetVertexShaderConstantI(device, index, (const int*)value_ptr,nelem); + case SCT_PSFLOAT: + return IDirect3DDevice9_SetPixelShaderConstantF(device, index, (const float*)value_ptr,nelem); + case SCT_PSBOOL: + return IDirect3DDevice9_SetPixelShaderConstantB(device, index, (const BOOL*)value_ptr,nelem); + case SCT_PSINT: + return IDirect3DDevice9_SetPixelShaderConstantI(device, index, (const int*)value_ptr,nelem); + } + return D3D_OK; +} + +static HRESULT d3dx9_apply_state(struct ID3DXEffectImpl *This, struct d3dx_pass *pass, struct d3dx_state *state, int parent_index) +{ + IDirect3DDevice9 *device = This->device; + struct d3dx_parameter *param; + void *param_value; + HRESULT hr; + + TRACE("operation=%d index=%d type=%u\n", state->operation, state->index, state->type); + hr = d3dx9_get_param_value_ptr(This, pass, state, ¶m_value, ¶m); + if (FAILED(hr)) + return hr; + + switch(state_table[state->operation].class) + { + case SC_RENDERSTATE: + TRACE("%s: operation %d value %u\n", state_table[state->operation].name, state_table[state->operation].op, *(DWORD*)param_value); + return IDirect3DDevice9_SetRenderState(device, state_table[state->operation].op, *(DWORD*)param_value); + case SC_FVF: + TRACE("%s: value %#x\n", state_table[state->operation].name, *(DWORD*)param_value); + return IDirect3DDevice9_SetFVF(device, *(DWORD*)param_value); + case SC_TEXTURE: + { + int sampler; + + sampler = parent_index == -1 ? state->index : parent_index; + TRACE("%s: sampler %d value %p\n", state_table[state->operation].name, sampler, *(IDirect3DBaseTexture9 **)param_value); + return IDirect3DDevice9_SetTexture(device, sampler, *(IDirect3DBaseTexture9 **)param_value); + } + case SC_TEXTURESTAGE: + TRACE("%s: stage %d value %u\n", state_table[state->operation].name, state->index, *(DWORD*)param_value); + return IDirect3DDevice9_SetTextureStageState(device, state->index, state_table[state->operation].op, *(DWORD*)param_value); + case SC_SETSAMPLER: + { + struct d3dx_sampler *sampler; + HRESULT ret, hr; + int i; + + sampler = (struct d3dx_sampler *)param_value; + TRACE("%s: sampler %d applying %d states\n", state_table[state->operation].name, state->index, sampler->state_count); + ret = D3D_OK; + for (i = 0; i < sampler->state_count; i++) + { + hr = d3dx9_apply_state(This, pass, &sampler->states[i], state->index); + if (FAILED(hr)) + ret = hr; + } + return ret; + } + case SC_SAMPLERSTATE: + { + int sampler; + + sampler = parent_index == -1 ? state->index : parent_index; + TRACE("%s sampler %d:%u\n", state_table[state->operation].name, sampler, *(DWORD*)param_value); + return IDirect3DDevice9_SetSamplerState(device, sampler, state_table[state->operation].op, *(DWORD*)param_value); + } + case SC_VERTEXSHADER: + TRACE("%s vertex shader %p\n", state_table[state->operation].name, *(IDirect3DVertexShader9 **)param_value); + hr = IDirect3DDevice9_SetVertexShader(device, *(IDirect3DVertexShader9 **)param_value); + if (FAILED(hr)) + ERR("could not set vertex shader\n"); + FIXME("not executing preshader and not setting constants\n"); + return hr; + case SC_PIXELSHADER: + TRACE("%s pixel shader %p\n", state_table[state->operation].name, *(IDirect3DPixelShader9 **)param_value); + hr = IDirect3DDevice9_SetPixelShader(device, *(IDirect3DPixelShader9 **)param_value); + if (FAILED(hr)) + ERR("could not set pixel shader\n"); + FIXME("not executing preshader and not setting constants\n"); + return hr; + case SC_TRANSFORM: + TRACE("%s %d\n", state_table[state->operation].name, state->index); + return IDirect3DDevice9_SetTransform(device, state_table[state->operation].op + state->index, (D3DMATRIX*)param_value); + case SC_LIGHTENABLE: + TRACE("%s index %d %d\n", state_table[state->operation].name, state->index, *(BOOL*)param_value); + return IDirect3DDevice9_LightEnable(device, state->index, *(BOOL*)param_value); + case SC_LIGHT: + { + D3DLIGHT9 light; + + TRACE("%s op %d index %d\n", state_table[state->operation].name, state_table[state->operation].op, state->index); + hr = IDirect3DDevice9_GetLight(device, state->index, &light); + if (FAILED(hr)) + { + WARN("could not get light: %#x\n", hr); + memset(&light, 0, sizeof light); + } + d3dx9_set_light_parameter(state_table[state->operation].op, &light, param_value); + return IDirect3DDevice9_SetLight(device, state->index, &light); + } + case SC_MATERIAL: + { + D3DMATERIAL9 material; + + TRACE("%s op %d index %d\n", state_table[state->operation].name, state_table[state->operation].op, state->index); + hr = IDirect3DDevice9_GetMaterial(device, &material); + if (FAILED(hr)) + { + WARN("could not get material: %#x\n", hr); + memset(&material, 0, sizeof material); + } + d3dx9_set_material_parameter(state_table[state->operation].op, &material, param_value); + return IDirect3DDevice9_SetMaterial(device, &material); + } + case SC_NPATCHMODE: + TRACE("%s %f\n", state_table[state->operation].name, *(float*)param_value); + return IDirect3DDevice9_SetNPatchMode(device, *(float*)param_value); + break; Break is unnecessary after the return (also it's wrongly indented).
+ case SC_SHADERCONST: + TRACE("%s op %d index %d\n", state_table[state->operation].name, state_table[state->operation].op, state->index); + return d3dx_set_shader_const_state(device, state_table[state->operation].op, state->index, param, param_value); + break; + default: + FIXME("%s not handled\n", state_table[state->operation].name); + break; + } + return D3D_OK; +} + +static HRESULT d3dx9_apply_pass_states(struct ID3DXEffectImpl *This, struct d3dx_pass *pass) +{ + int istate; Unsigned int, also you could just call it "i" (or "state_idx").
+ HRESULT ret; + + TRACE("This %p, pass %p, state_count=%d\n", This, pass, pass->state_count); + + ret = D3D_OK; + for (istate = 0; istate < pass->state_count; istate++) + { + HRESULT hr; + + hr = d3dx9_apply_state(This, pass, &pass->states[istate], -1); + if (FAILED(hr)) + { + WARN("error applying state: %#x\n", hr); + ret = hr; + } + } + return ret; +} + static inline struct ID3DXEffectImpl *impl_from_ID3DXEffect(ID3DXEffect *iface) { return CONTAINING_RECORD(iface, struct ID3DXEffectImpl, ID3DXEffect_iface); @@ -3158,7 +3492,23 @@ static HRESULT WINAPI ID3DXEffectImpl_Begin(ID3DXEffect *iface, UINT *passes, DW } else { - FIXME("State capturing not supported, yet!\n"); + HRESULT hr; + int i; + + if (!technique->saved_state) + { + hr = IDirect3DDevice9_BeginStateBlock(This->device); + if (FAILED(hr)) + ERR("BeginStateBlock failed: %#x\n",hr); + for (i = 0; i < technique->pass_count; i++) + d3dx9_apply_pass_states(This, &technique->passes[i]); + hr = IDirect3DDevice9_EndStateBlock(This->device, &technique->saved_state); + if (FAILED(hr)) + ERR("EndStateBlock failed: %#x\n",hr); + } + hr = IDirect3DStateBlock9_Capture(technique->saved_state); + if (FAILED(hr)) + ERR("StateBlock Capture failed: %#x\n",hr); }
*passes = technique->pass_count; @@ -3183,10 +3533,7 @@ static HRESULT WINAPI ID3DXEffectImpl_BeginPass(ID3DXEffect *iface, UINT pass) if (technique && pass < technique->pass_count && !This->active_pass) { This->active_pass = &technique->passes[pass]; - - FIXME("No states applied, yet!\n"); - - return D3D_OK; + return d3dx9_apply_pass_states(This, This->active_pass); }
WARN("Invalid argument supplied.\n"); @@ -3198,15 +3545,13 @@ static HRESULT WINAPI ID3DXEffectImpl_CommitChanges(ID3DXEffect* iface) { struct ID3DXEffectImpl *This = impl_from_ID3DXEffect(iface);
- FIXME("(%p)->(): stub\n", This); - if (!This->active_pass) { WARN("Called without an active pass.\n"); return D3D_OK; } - - return E_NOTIMPL; + /* TODO: apply only changed states */ + return d3dx9_apply_pass_states(This, This->active_pass); }
static HRESULT WINAPI ID3DXEffectImpl_EndPass(ID3DXEffect *iface) @@ -3229,6 +3574,7 @@ static HRESULT WINAPI ID3DXEffectImpl_EndPass(ID3DXEffect *iface) static HRESULT WINAPI ID3DXEffectImpl_End(ID3DXEffect *iface) { struct ID3DXEffectImpl *This = impl_from_ID3DXEffect(iface); + struct d3dx_technique *technique = This->active_technique;
TRACE("iface %p.\n", iface);
@@ -3241,7 +3587,16 @@ static HRESULT WINAPI ID3DXEffectImpl_End(ID3DXEffect *iface) } else { - FIXME("State restoring not supported, yet!\n"); + HRESULT hr; + + if (technique && technique->saved_state) + { + hr = IDirect3DStateBlock9_Apply(technique->saved_state); + if (FAILED(hr)) + ERR("stateblock apply failed: %#x\n",hr); + } + else + ERR("no saved state"); }
This->started = FALSE; diff --git a/dlls/d3dx9_36/tests/effect.c b/dlls/d3dx9_36/tests/effect.c index 482f064..a1b35b7 100644 --- a/dlls/d3dx9_36/tests/effect.c +++ b/dlls/d3dx9_36/tests/effect.c @@ -2692,6 +2692,246 @@ static void test_effect_compilation_errors(IDirect3DDevice9 *device) effect->lpVtbl->Release(effect); }
+/* fxc.exe /T fx_2_0 +vertexshader vs_arr1[2] = +{ + asm + { + vs_1_1 + def c0, 1, 1, 1, 1 + mov oPos, c0 + }, + asm + { + vs_2_0 + def c0, 2, 2, 2, 2 + mov oPos, c0 + } +}; Good idea with the shader array.
+ +sampler sampler1 = +sampler_state +{ + MipFilter = LINEAR; +}; + +float4x4 camera : VIEW = {4.0,0.0,0.0,0.0, 0.0,0.0,0.0,0.0, 0.0,0.0,0.0,0.0, 0.0,0.0,0.0,6.0}; +technique tech0 +{ + pass p0 + { + vertexshader = vs_arr1[1]; Idea for a future preshader test, see what happens if you put an expression using parameters as the array index. Not a priority by any means.
+ VertexShaderConstant1[3] = {2,2,2,2}; + BlendOp = 2; + AlphaOp[3] = 4; + ZEnable = true; + WorldTransform[1]={2.0,0.0,0.0,0.0, 0.0,0.0,0.0,0.0, 0.0,0.0,0.0,0.0, 0.0,0.0,0.0,4.0}; + ViewTransform=(camera); + LightEnable[2] = TRUE; + LightType[2] = POINT; + LightPosition[2] = {4.0f, 5.0f, 6.0f}; + Sampler[1] = sampler1; + } +} I know this is just for reference but it would be better if this was formatted properly.
+*/ +static const DWORD test_effect_states_effect_blob[] = +{ +0xfeff0901, 0x000002e8, 0x00000000, 0x00000010, 0x00000004, 0x00000020, 0x00000000, 0x00000002, +0x00000001, 0x00000002, 0x00000008, 0x615f7376, 0x00317272, 0x0000000a, 0x00000004, 0x00000074, +0x00000000, 0x00000000, 0x00000002, 0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, +0x00000001, 0x00000001, 0x00000001, 0x000000ab, 0x00000100, 0x00000044, 0x00000040, 0x00000009, +0x706d6173, 0x3172656c, 0x00000000, 0x00000003, 0x00000002, 0x000000e0, 0x000000ec, 0x00000000, +0x00000004, 0x00000004, 0x40800000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, +0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, +0x00000000, 0x40c00000, 0x00000007, 0x656d6163, 0x00006172, 0x00000005, 0x57454956, 0x00000000, +0x00000003, 0x00000010, 0x00000004, 0x00000000, 0x00000000, 0x00000000, 0x40000000, 0x40000000, +0x40000000, 0x40000000, 0x00000003, 0x00000003, 0x00000000, 0x00000000, 0x00000000, 0x00000004, +0x00000001, 0x00000002, 0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, +0x00000001, 0x00000004, 0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, +0x00000001, 0x00000001, 0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, +0x00000001, 0x40000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, +0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, +0x40800000, 0x00000003, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000010, 0x00000001, +0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, +0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, +0x00000003, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000004, 0x00000004, 0x00000001, +0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x00000001, +0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x40800000, +0x40a00000, 0x40c00000, 0x00000003, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000003, +0x00000001, 0x00000000, 0x0000000a, 0x00000004, 0x00000000, 0x00000000, 0x00000000, 0x00000003, +0x00003070, 0x00000006, 0x68636574, 0x00000030, 0x00000003, 0x00000001, 0x00000005, 0x00000004, +0x00000004, 0x00000018, 0x00000000, 0x00000000, 0x0000002c, 0x00000060, 0x00000000, 0x00000000, +0x00000084, 0x000000a0, 0x00000000, 0x00000000, 0x000002dc, 0x00000000, 0x00000001, 0x000002d4, +0x00000000, 0x0000000b, 0x00000092, 0x00000000, 0x000000fc, 0x000000f8, 0x00000098, 0x00000003, +0x00000120, 0x00000110, 0x0000004b, 0x00000000, 0x00000140, 0x0000013c, 0x0000006b, 0x00000003, +0x00000160, 0x0000015c, 0x00000000, 0x00000000, 0x00000180, 0x0000017c, 0x0000007d, 0x00000001, +0x000001dc, 0x0000019c, 0x0000007c, 0x00000000, 0x00000238, 0x000001f8, 0x00000091, 0x00000002, +0x00000258, 0x00000254, 0x00000084, 0x00000002, 0x00000278, 0x00000274, 0x00000088, 0x00000002, +0x000002a0, 0x00000294, 0x000000b2, 0x00000001, 0x000002c0, 0x000002bc, 0x00000002, 0x00000003, +0x00000001, 0x0000002c, 0xfffe0101, 0x00000051, 0xa00f0000, 0x3f800000, 0x3f800000, 0x3f800000, +0x3f800000, 0x00000001, 0xc00f0000, 0xa0e40000, 0x0000ffff, 0x00000002, 0x0000002c, 0xfffe0200, +0x05000051, 0xa00f0000, 0x40000000, 0x40000000, 0x40000000, 0x40000000, 0x02000001, 0xc00f0000, +0xa0e40000, 0x0000ffff, 0x00000000, 0x00000000, 0xffffffff, 0x0000000a, 0x00000001, 0x00000009, +0x706d6173, 0x3172656c, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 0x00000006, 0x00000000, +0x0000016c, 0x46580200, 0x0030fffe, 0x42415443, 0x0000001c, 0x0000008b, 0x46580200, 0x00000001, +0x0000001c, 0x20000100, 0x00000088, 0x00000030, 0x00000002, 0x00000004, 0x00000038, 0x00000048, +0x656d6163, 0xab006172, 0x00030003, 0x00040004, 0x00000001, 0x00000000, 0x40800000, 0x00000000, +0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, +0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x40c00000, 0x4d007874, 0x6f726369, +0x74666f73, 0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e392072, +0x392e3932, 0x332e3235, 0x00313131, 0x0002fffe, 0x54494c43, 0x00000000, 0x0024fffe, 0x434c5846, +0x00000004, 0x10000004, 0x00000001, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000004, +0x00000000, 0x10000004, 0x00000001, 0x00000000, 0x00000002, 0x00000004, 0x00000000, 0x00000004, +0x00000004, 0x10000004, 0x00000001, 0x00000000, 0x00000002, 0x00000008, 0x00000000, 0x00000004, +0x00000008, 0x10000004, 0x00000001, 0x00000000, 0x00000002, 0x0000000c, 0x00000000, 0x00000004, +0x0000000c, 0xf0f0f0f0, 0x0f0f0f0f, 0x0000ffff, 0x00000000, 0x00000000, 0xffffffff, 0x00000000, +0x00000001, 0x0000000b, 0x615f7376, 0x5b317272, 0x00005d31, +}; + +static DWORD test_effect_states_vshader_buf[sizeof test_effect_states_effect_blob / sizeof (DWORD)]; Please use parentheses for the argument of sizeof consistently (always use them, no space).
+ +static void test_effect_states(IDirect3DDevice9 *device) +{ + D3DMATRIX test_mat = + { + { + -1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 0.0f + } + }; + D3DMATRIX mat; + HRESULT hr; + ID3DXEffect *effect; + UINT cPasses; No camelcase or similar, just lowercase with underscores.
+ DWORD value; + IDirect3DVertexShader9 *vshader; + UINT byte_code_size; + BOOL bval; + D3DLIGHT9 light; + float float_data[4]; + + hr = D3DXCreateEffect(device, test_effect_states_effect_blob, sizeof(test_effect_states_effect_blob), + NULL, NULL, 0, NULL, &effect, NULL); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + + /* 1. State affected in passes saved/restored even if no pass + was performed. States not present in passes are not saved & + restored + */ The "*/" goes on the previous line.
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_BLENDOP, 1); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAFUNC, 1); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + + hr = effect->lpVtbl->Begin(effect, &cPasses, 0); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + ok(cPasses == 1, "Expected 1 pass, got %d\n", cPasses); + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_BLENDOP, 3); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAFUNC, 2); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + + hr = effect->lpVtbl->End(effect); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + + hr = IDirect3DDevice9_GetRenderState(device, D3DRS_BLENDOP, &value); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + ok(value == 1, "Got result %d, expected %d\n", value, 1); + hr = IDirect3DDevice9_GetRenderState(device, D3DRS_ALPHAFUNC, &value); + ok(value == 2, "Got result %d, expected %d\n", value, 2); + + /* 2. Test states application in BeginPass. No states are restored + on EndPass. + */ + hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_MIPFILTER, 0); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, 0); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + + hr = IDirect3DDevice9_GetLightEnable(device, 2, &bval); + ok(!bval,"Got result %d, expected 0", bval); + + hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(1), &test_mat); + hr = effect->lpVtbl->Begin(effect, &cPasses, 0); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + + hr = IDirect3DDevice9_GetTransform(device, D3DTS_WORLDMATRIX(1), &mat); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + ok(mat.m[0][0] == test_mat.m[0][0], "Unexpected value: %f\n", mat.m[0][0]); I would check the entire matrix with memcmp().
+ + hr = effect->lpVtbl->BeginPass(effect, 0); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + + hr = IDirect3DDevice9_GetTransform(device, D3DTS_WORLDMATRIX(1), &mat); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + ok(mat.m[0][0] == 2.0f && mat.m[3][3] == 4.0f, "World matrix not applied (%f %f)\n", mat.m[0][0], mat.m[3][3]); + + hr = IDirect3DDevice9_GetTransform(device, D3DTS_VIEW, &mat); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + todo_wine ok(mat.m[0][0] == 4.0f && mat.m[3][3] == 6.0f, "View matrix not applied (%f %f)\n", mat.m[0][0], mat.m[3][3]); + + hr = IDirect3DDevice9_GetRenderState(device, D3DRS_BLENDOP, &value); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + ok(value == 2, "Got result %d, expected %d\n", value, 2); + + hr = IDirect3DDevice9_GetVertexShader(device, &vshader); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + byte_code_size = sizeof test_effect_states_vshader_buf; + hr = IDirect3DVertexShader9_GetFunction(vshader, test_effect_states_vshader_buf,&byte_code_size); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + ok(byte_code_size > 1, "Got unexpected byte code size %d\n", byte_code_size); + ok(test_effect_states_vshader_buf[0] == 0xfffe0200, "Incorrect shader selected: %#x\n", test_effect_states_vshader_buf[0]); + IDirect3DVertexShader9_Release(vshader); + + hr = IDirect3DDevice9_GetLightEnable(device, 2, &bval); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + ok(bval,"Got result %d, expected TRUE", bval); + hr = IDirect3DDevice9_GetLight(device, 2, &light); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + ok(light.Position.x == 4.0f && light.Position.y == 5.0f && light.Position.z == 6.0f, + "Got unexpected light position (%f, %f, %f)\n", light.Position.x, light.Position.y, light.Position.z); + hr = IDirect3DDevice9_GetVertexShaderConstantF(device, 3, float_data, 1); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + ok(float_data[0] == 2.0f && float_data[1] == 2.0f && float_data[2] == 2.0f && float_data[3] == 2.0f, + "Got unexpected vertex shader floats: (%f %f %f %f)\n", + float_data[0], float_data[1], float_data[2], float_data[3]); We use 8 spaces for line continuations in new code.
+ + hr = effect->lpVtbl->EndPass(effect); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + hr = IDirect3DDevice9_GetRenderState(device, D3DRS_BLENDOP, &value); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + ok(value == 2, "Got result %d, expected %d\n", value, 2); + + hr = IDirect3DDevice9_GetRenderState(device, D3DRS_ZENABLE, &value); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + ok(value,"Got result %d, expected TRUE\n", value); + + hr = IDirect3DDevice9_GetSamplerState(device, 1, D3DSAMP_MIPFILTER, &value); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + ok(value == D3DTEXF_LINEAR, "Unexpected sampler 1 mipfilter %d\n", value); + + hr = IDirect3DDevice9_GetTextureStageState(device, 3, D3DTSS_ALPHAOP, &value); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + ok(value == 4, "Unexpected texture stage 3 AlphaOp %d\n", value); + + hr = effect->lpVtbl->End(effect); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + + hr = IDirect3DDevice9_GetTransform(device, D3DTS_WORLDMATRIX(1), &mat); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr); + ok(mat.m[0][0] == test_mat.m[0][0] && mat.m[3][3] == test_mat.m[3][3], + "World matrix not restored (%f %f)\n", mat.m[0][0], mat.m[3][3]); + + hr = IDirect3DDevice9_GetLightEnable(device, 2, &bval); + ok(!bval,"Got result %d, expected 0", bval); + + if (effect) + effect->lpVtbl->Release(effect); +} + START_TEST(effect) { HWND wnd; @@ -2730,6 +2970,7 @@ START_TEST(effect) test_effect_parameter_value(device); test_effect_variable_names(device); test_effect_compilation_errors(device); + test_effect_states(device);
count = IDirect3DDevice9_Release(device); ok(count == 0, "The device was not properly freed: refcount %u\n", count); -- 2.5.0