Re: Added unbound sampler test for pixel shaders.
On Tuesday 31 May 2011 17:48:14 Sean Sube wrote:
+ static const DWORD ps_code[] = + { + 0xFFFF0200, 0x0200001F, 0x90000000, 0xA00F0800, + 0x0200001F, 0x80000000, 0xB00F0000, 0x03000042, + 0x800F0000, 0xB0E40000, 0xA0E40000, 0x02000001, + 0x800F0800, 0x80E40000, 0x0000FFFF, + }; Please write the assembler code into comments, this makes the test easier to read.
+ hr = IDirect3DDevice9_GetPixelShader(device, &old_ps); + ok(SUCCEEDED(hr), "IDirect3DDevice9_GetPixelShader failed, hr %#x.\n", hr); The individual tests should unset the pixel shader, if old_ps is not NULL here that's a bug.
+ color = getPixelColorFromSurface(rt, 32, 32); + ok(color == 0xFF000000, "Color is %#x.\n", color); My understanding is that the test currently fails, so you should mark it as todo:
todo_wine ok(...);
+ hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); + ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x. \n", hr); Your test must check is PS 2.0 shaders are supported. We already have a pixel shader >= 2.0 supported block in the START_TEST(visual) function, please call your test function inside it. (e.g. after dp2add_ps_test)
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Stefan Dösinger