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Jacek Caban : mshtml/tests: Added IMarshal and IManagedObject QueryInterface tests.
by Alexandre Julliard
13 Apr '17
13 Apr '17
Module: wine Branch: master Commit: 38436fff29b82567b38ff9ff61d5505e6b11cbe2 URL:
http://source.winehq.org/git/wine.git/?a=commit;h=38436fff29b82567b38ff9ff6…
Author: Jacek Caban <jacek(a)codeweavers.com> Date: Thu Apr 13 16:04:29 2017 +0200 mshtml/tests: Added IMarshal and IManagedObject QueryInterface tests. Signed-off-by: Jacek Caban <jacek(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/mshtml/tests/dom.c | 37 +++++++++++++++++++++++-------------- dlls/mshtml/tests/htmldoc.c | 1 + 2 files changed, 24 insertions(+), 14 deletions(-) diff --git a/dlls/mshtml/tests/dom.c b/dlls/mshtml/tests/dom.c index db1de1f..cd763f2 100644 --- a/dlls/mshtml/tests/dom.c +++ b/dlls/mshtml/tests/dom.c @@ -36,6 +36,7 @@ #include "objsafe.h" #include "htiface.h" #include "tlogstg.h" +#include "mscoree.h" static INT (WINAPI *pLCIDToLocaleName)(LCID,LPWSTR,INT,DWORD); static LANGID (WINAPI *pGetUserDefaultUILanguage)(void); @@ -686,32 +687,40 @@ static void _test_disp_value(unsigned line, IUnknown *unk, const char *val) VariantClear(&var); } -#define test_disp(u,id,v) _test_disp(__LINE__,u,id,v) -static void _test_disp(unsigned line, IUnknown *unk, const IID *diid, const char *val) -{ - IID iid; - - if(_test_get_dispid(line, unk, &iid)) - ok_(__FILE__,line) (IsEqualGUID(&iid, diid), "unexpected guid %s\n", wine_dbgstr_guid(&iid)); - - if(val) - _test_disp_value(line, unk, val); -} - #define test_disp2(u,id,id2,v) _test_disp2(__LINE__,u,id,id2,v) static void _test_disp2(unsigned line, IUnknown *unk, const IID *diid, const IID *diid2, const char *val) { + IUnknown *u; IID iid; + HRESULT hres; if(_test_get_dispid(line, unk, &iid)) - ok_(__FILE__,line) (IsEqualGUID(&iid, diid) || broken(IsEqualGUID(&iid, diid2)), + ok_(__FILE__,line) (IsEqualGUID(&iid, diid) || broken(diid2 && IsEqualGUID(&iid, diid2)), "unexpected guid %s\n", wine_dbgstr_guid(&iid)); + if(!IsEqualGUID(diid, &DIID_DispHTMLWindow2) && !IsEqualGUID(diid, &DIID_DispHTMLLocation)) { + u = (void*)0xdeadbeef; + hres = IUnknown_QueryInterface(unk, &IID_IMarshal, (void**)&u); + ok_(__FILE__,line)(hres == E_NOINTERFACE, "Got IMarshal iface\n"); + ok_(__FILE__,line)(!u, "u = %p\n", u); + } + + u = (void*)0xdeadbeef; + hres = IUnknown_QueryInterface(unk, &IID_IManagedObject, (void**)&u); + ok_(__FILE__,line)(hres == E_NOINTERFACE, "Got IManagedObject iface\n"); + ok_(__FILE__,line)(!u, "u = %p\n", u); + if(val) _test_disp_value(line, unk, val); } -#define test_class_info(u) _test_class_info(__LINE__,u) +#define test_disp(u,id,v) _test_disp(__LINE__,u,id,v) +static void _test_disp(unsigned line, IUnknown *unk, const IID *diid, const char *val) +{ + return _test_disp2(line, unk, diid, NULL, val); +} + +#define test_class_info(id) _test_class_info(__LINE__,id) static void _test_class_info(unsigned line, IUnknown *unk) { IProvideClassInfo *classinfo; diff --git a/dlls/mshtml/tests/htmldoc.c b/dlls/mshtml/tests/htmldoc.c index 467b3eb..dafc109 100644 --- a/dlls/mshtml/tests/htmldoc.c +++ b/dlls/mshtml/tests/htmldoc.c @@ -45,6 +45,7 @@ #include "tlogstg.h" #include "exdispid.h" #include "mshtml_test.h" +#include "mscoree.h" DEFINE_GUID(GUID_NULL,0,0,0,0,0,0,0,0,0,0,0); DEFINE_GUID(IID_IProxyManager,0x00000008,0x0000,0x0000,0xc0,0x00,0x00,0x00,0x00,0x00,0x00,0x46);
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Józef Kucia : wined3d: Precompile compute shaders.
by Alexandre Julliard
13 Apr '17
13 Apr '17
Module: wine Branch: master Commit: 66fce9898a13cd1f0b7bec96dc08471b7b2a9926 URL:
http://source.winehq.org/git/wine.git/?a=commit;h=66fce9898a13cd1f0b7bec96d…
Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Thu Apr 13 11:21:45 2017 +0200 wined3d: Precompile compute shaders. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/wined3d/glsl_shader.c | 166 ++++++++++++++++++++++++++------------------- 1 file changed, 96 insertions(+), 70 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 3f9e7a6..1451116 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -115,7 +115,8 @@ struct constant_heap }; /* GLSL shader private data */ -struct shader_glsl_priv { +struct shader_glsl_priv +{ struct wined3d_string_buffer shader_buffer; struct wined3d_string_buffer_list string_buffers; struct wine_rb_tree program_lookup; @@ -7658,46 +7659,6 @@ static GLuint find_glsl_geometry_shader(const struct wined3d_context *context, return ret; } -static GLuint find_glsl_compute_shader(const struct wined3d_context *context, - struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers, - struct wined3d_shader *shader) -{ - struct glsl_cs_compiled_shader *gl_shaders; - struct glsl_shader_private *shader_data; - GLuint ret; - - if (!shader->backend_data) - { - if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data)))) - { - ERR("Failed to allocate backend data.\n"); - return 0; - } - } - shader_data = shader->backend_data; - gl_shaders = shader_data->gl_shaders.cs; - - /* No shader variants are used for compute shaders. */ - if (shader_data->num_gl_shaders) - return gl_shaders[0].id; - - TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader); - - if (!(shader_data->gl_shaders.cs = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders)))) - { - ERR("Failed to allocate GL shader array.\n"); - return 0; - } - shader_data->shader_array_size = 1; - gl_shaders = shader_data->gl_shaders.cs; - - string_buffer_clear(buffer); - ret = shader_glsl_generate_compute_shader(context, buffer, string_buffers, shader); - gl_shaders[shader_data->num_gl_shaders++].id = ret; - - return ret; -} - static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, const char *material) { switch (mcs) @@ -9013,56 +8974,63 @@ static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info * string_buffer_release(&priv->string_buffers, name); } -/* Context activation is done by the caller. */ -static void set_glsl_compute_shader_program(const struct wined3d_context *context, - const struct wined3d_state *state, struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data) +static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv, + const struct wined3d_context *context, struct wined3d_shader *shader) { + struct glsl_context_data *ctx_data = context->shader_backend_data; + struct wined3d_string_buffer *buffer = &priv->shader_buffer; const struct wined3d_gl_info *gl_info = context->gl_info; - struct glsl_shader_prog_link *entry = NULL; - struct wined3d_shader *shader; - struct glsl_program_key key; - GLuint program_id, cs_id; + struct glsl_cs_compiled_shader *gl_shaders; + struct glsl_shader_private *shader_data; + struct glsl_shader_prog_link *entry; + GLuint shader_id, program_id; - if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))) - return; + if (!(entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry)))) + { + ERR("Out of memory.\n"); + return E_OUTOFMEMORY; + } - if (!(shader = state->shader[WINED3D_SHADER_TYPE_COMPUTE])) + if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data)))) { - WARN("Compute shader is NULL.\n"); - ctx_data->glsl_program = NULL; - return; + ERR("Failed to allocate backend data.\n"); + HeapFree(GetProcessHeap(), 0, entry); + return E_OUTOFMEMORY; } + shader_data = shader->backend_data; + gl_shaders = shader_data->gl_shaders.cs; - cs_id = find_glsl_compute_shader(context, &priv->shader_buffer, &priv->string_buffers, shader); - memset(&key, 0, sizeof(key)); - key.cs_id = cs_id; - if ((entry = get_glsl_program_entry(priv, &key))) + if (!(shader_data->gl_shaders.cs = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders)))) { - ctx_data->glsl_program = entry; - return; + ERR("Failed to allocate GL shader array.\n"); + HeapFree(GetProcessHeap(), 0, entry); + HeapFree(GetProcessHeap(), 0, shader->backend_data); + shader->backend_data = NULL; + return E_OUTOFMEMORY; } + shader_data->shader_array_size = 1; + gl_shaders = shader_data->gl_shaders.cs; + + TRACE("Compiling compute shader %p.\n", shader); + + string_buffer_clear(buffer); + shader_id = shader_glsl_generate_compute_shader(context, buffer, &priv->string_buffers, shader); + gl_shaders[shader_data->num_gl_shaders++].id = shader_id; program_id = GL_EXTCALL(glCreateProgram()); TRACE("Created new GLSL shader program %u.\n", program_id); - if (!(entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry)))) - { - ERR("Out of memory.\n"); - return; - } entry->id = program_id; entry->vs.id = 0; entry->gs.id = 0; entry->ps.id = 0; - entry->cs.id = cs_id; + entry->cs.id = shader_id; entry->constant_version = 0; entry->ps.np2_fixup_info = NULL; add_glsl_program_entry(priv, entry); - ctx_data->glsl_program = entry; - - TRACE("Attaching GLSL shader object %u to program %u.\n", cs_id, program_id); - GL_EXTCALL(glAttachShader(program_id, cs_id)); + TRACE("Attaching GLSL shader object %u to program %u.\n", shader_id, program_id); + GL_EXTCALL(glAttachShader(program_id, shader_id)); checkGLcall("glAttachShader"); list_add_head(&shader->linked_programs, &entry->cs.shader_entry); @@ -9077,6 +9045,55 @@ static void set_glsl_compute_shader_program(const struct wined3d_context *contex shader_glsl_load_images(gl_info, priv, program_id, &shader->reg_maps); entry->constant_update_mask = 0; + + GL_EXTCALL(glUseProgram(ctx_data->glsl_program ? ctx_data->glsl_program->id : 0)); + checkGLcall("glUseProgram"); + return WINED3D_OK; +} + +static GLuint find_glsl_compute_shader(const struct wined3d_context *context, + struct shader_glsl_priv *priv, struct wined3d_shader *shader) +{ + struct glsl_shader_private *shader_data; + + if (!shader->backend_data) + { + WARN("Failed to find GLSL program for compute shader %p.\n", shader); + if (FAILED(shader_glsl_compile_compute_shader(priv, context, shader))) + { + ERR("Failed to compile compute shader %p.\n", shader); + return 0; + } + } + shader_data = shader->backend_data; + return shader_data->gl_shaders.cs[0].id; +} + +/* Context activation is done by the caller. */ +static void set_glsl_compute_shader_program(const struct wined3d_context *context, + const struct wined3d_state *state, struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data) +{ + struct glsl_shader_prog_link *entry; + struct wined3d_shader *shader; + struct glsl_program_key key; + GLuint cs_id; + + if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))) + return; + + if (!(shader = state->shader[WINED3D_SHADER_TYPE_COMPUTE])) + { + WARN("Compute shader is NULL.\n"); + ctx_data->glsl_program = NULL; + return; + } + + cs_id = find_glsl_compute_shader(context, priv, shader); + memset(&key, 0, sizeof(key)); + key.cs_id = cs_id; + if (!(entry = get_glsl_program_entry(priv, &key))) + ERR("Failed to find GLSL program for compute shader %p.\n", shader); + ctx_data->glsl_program = entry; } /* Context activation is done by the caller. */ @@ -9460,6 +9477,15 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const static void shader_glsl_precompile(void *shader_priv, struct wined3d_shader *shader) { + struct wined3d_device *device = shader->device; + struct wined3d_context *context; + + if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_COMPUTE) + { + context = context_acquire(device, NULL, 0); + shader_glsl_compile_compute_shader(shader_priv, context, shader); + context_release(context); + } } /* Context activation is done by the caller. */
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Józef Kucia : wined3d: Add shader_precompile() to shader_backend_ops.
by Alexandre Julliard
13 Apr '17
13 Apr '17
Module: wine Branch: master Commit: 2fc56cac4c0aae0b5d0e38df7c5ab89f325f416c URL:
http://source.winehq.org/git/wine.git/?a=commit;h=2fc56cac4c0aae0b5d0e38df7…
Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Thu Apr 13 11:21:44 2017 +0200 wined3d: Add shader_precompile() to shader_backend_ops. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/wined3d/arb_program_shader.c | 3 +++ dlls/wined3d/glsl_shader.c | 5 +++++ dlls/wined3d/shader.c | 7 ++++++- dlls/wined3d/wined3d_private.h | 1 + 4 files changed, 15 insertions(+), 1 deletion(-) diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index caa0d69..3b1eff9 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -5669,9 +5669,12 @@ static BOOL shader_arb_has_ffp_proj_control(void *shader_priv) return priv->ffp_proj_control; } +static void shader_arb_precompile(void *shader_priv, struct wined3d_shader *shader) {} + const struct wined3d_shader_backend_ops arb_program_shader_backend = { shader_arb_handle_instruction, + shader_arb_precompile, shader_arb_select, shader_arb_select_compute, shader_arb_disable, diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 994e0c7..3f9e7a6 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -9458,6 +9458,10 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const } } +static void shader_glsl_precompile(void *shader_priv, struct wined3d_shader *shader) +{ +} + /* Context activation is done by the caller. */ static void shader_glsl_select(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state) @@ -10242,6 +10246,7 @@ static BOOL shader_glsl_has_ffp_proj_control(void *shader_priv) const struct wined3d_shader_backend_ops glsl_shader_backend = { shader_glsl_handle_instruction, + shader_glsl_precompile, shader_glsl_select, shader_glsl_select_compute, shader_glsl_disable, diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index 7927062..3681a8d 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -2852,6 +2852,7 @@ struct shader_none_priv }; static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {} +static void shader_none_precompile(void *shader_priv, struct wined3d_shader *shader) {} static void shader_none_select_compute(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state) {} static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {} @@ -2974,6 +2975,7 @@ static BOOL shader_none_has_ffp_proj_control(void *shader_priv) const struct wined3d_shader_backend_ops none_shader_backend = { shader_none_handle_instruction, + shader_none_precompile, shader_none_select, shader_none_select_compute, shader_none_disable, @@ -3076,8 +3078,11 @@ ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader) static void wined3d_shader_init_object(void *object) { struct wined3d_shader *shader = object; + struct wined3d_device *device = shader->device; + + list_add_head(&device->shaders, &shader->shader_list_entry); - list_add_head(&shader->device->shaders, &shader->shader_list_entry); + device->shader_backend->shader_precompile(device->shader_priv, shader); } static void wined3d_shader_destroy_object(void *object) diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 6f1ac37..9e48b49 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -1334,6 +1334,7 @@ struct wined3d_vertex_pipe_ops; struct wined3d_shader_backend_ops { void (*shader_handle_instruction)(const struct wined3d_shader_instruction *); + void (*shader_precompile)(void *shader_priv, struct wined3d_shader *shader); void (*shader_select)(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state); void (*shader_select_compute)(void *shader_priv, struct wined3d_context *context,
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Józef Kucia : wined3d: Generate vertex shader specific declarations in shader_glsl_generate_vshader ().
by Alexandre Julliard
13 Apr '17
13 Apr '17
Module: wine Branch: master Commit: 142a42c0c6710a555e6684b71da7934b7593ff91 URL:
http://source.winehq.org/git/wine.git/?a=commit;h=142a42c0c6710a555e6684b71…
Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Thu Apr 13 11:21:43 2017 +0200 wined3d: Generate vertex shader specific declarations in shader_glsl_generate_vshader(). Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/wined3d/glsl_shader.c | 71 +++++++++++++++++++++++----------------------- 1 file changed, 35 insertions(+), 36 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 36c0bde..994e0c7 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -2505,38 +2505,6 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i); } - if (version->type == WINED3D_SHADER_TYPE_VERTEX) - { - for (i = 0; i < shader->input_signature.element_count; ++i) - shader_glsl_declare_generic_vertex_attribute(buffer, gl_info, &shader->input_signature.elements[i]); - - if (vs_args->point_size && !vs_args->per_vertex_point_size) - { - shader_addline(buffer, "uniform struct\n{\n"); - shader_addline(buffer, " float size;\n"); - shader_addline(buffer, " float size_min;\n"); - shader_addline(buffer, " float size_max;\n"); - shader_addline(buffer, "} ffp_point;\n"); - } - - if (!needs_legacy_glsl_syntax(gl_info)) - { - if (vs_args->clip_enabled) - shader_addline(buffer, "uniform vec4 clip_planes[%u];\n", gl_info->limits.user_clip_distances); - - if (version->major < 3) - { - declare_out_varying(gl_info, buffer, vs_args->flatshading, "vec4 ffp_varying_diffuse;\n"); - declare_out_varying(gl_info, buffer, vs_args->flatshading, "vec4 ffp_varying_specular;\n"); - declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES); - declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n"); - } - } - - if (version->major < 4) - shader_addline(buffer, "void setup_vs_output(in vec4[%u]);\n", shader->limits->packed_output); - } - /* Declare output register temporaries */ if (shader->limits->packed_output) shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits->packed_output); @@ -7280,10 +7248,16 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context { struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers; const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; + const struct wined3d_shader_version *version = ®_maps->shader_version; struct wined3d_string_buffer *buffer = &priv->shader_buffer; const struct wined3d_gl_info *gl_info = context->gl_info; struct shader_glsl_ctx_priv priv_ctx; GLuint shader_id; + unsigned int i; + + memset(&priv_ctx, 0, sizeof(priv_ctx)); + priv_ctx.cur_vs_args = args; + priv_ctx.string_buffers = string_buffers; shader_glsl_add_version_declaration(buffer, gl_info, ®_maps->shader_version); @@ -7293,13 +7267,38 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context if (shader_glsl_use_explicit_attrib_location(gl_info)) shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n"); - memset(&priv_ctx, 0, sizeof(priv_ctx)); - priv_ctx.cur_vs_args = args; - priv_ctx.string_buffers = string_buffers; - /* Base Declarations */ shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx); + for (i = 0; i < shader->input_signature.element_count; ++i) + shader_glsl_declare_generic_vertex_attribute(buffer, gl_info, &shader->input_signature.elements[i]); + + if (args->point_size && !args->per_vertex_point_size) + { + shader_addline(buffer, "uniform struct\n{\n"); + shader_addline(buffer, " float size;\n"); + shader_addline(buffer, " float size_min;\n"); + shader_addline(buffer, " float size_max;\n"); + shader_addline(buffer, "} ffp_point;\n"); + } + + if (!needs_legacy_glsl_syntax(gl_info)) + { + if (args->clip_enabled) + shader_addline(buffer, "uniform vec4 clip_planes[%u];\n", gl_info->limits.user_clip_distances); + + if (version->major < 3) + { + declare_out_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_diffuse;\n"); + declare_out_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_specular;\n"); + declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES); + declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n"); + } + } + + if (version->major < 4) + shader_addline(buffer, "void setup_vs_output(in vec4[%u]);\n", shader->limits->packed_output); + if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL]) shader_addline(buffer, "uniform vec4 pos_fixup;\n");
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Józef Kucia : wined3d: Generate geometry shader specific declarations in shader_glsl_generate_geometry_shader ().
by Alexandre Julliard
13 Apr '17
13 Apr '17
Module: wine Branch: master Commit: 59d9aa9fe9a7b5144add67bcc20ba0ff2b6981d8 URL:
http://source.winehq.org/git/wine.git/?a=commit;h=59d9aa9fe9a7b5144add67bcc…
Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Thu Apr 13 11:21:42 2017 +0200 wined3d: Generate geometry shader specific declarations in shader_glsl_generate_geometry_shader(). Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/wined3d/glsl_shader.c | 32 ++++++++++++++++---------------- 1 file changed, 16 insertions(+), 16 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index d4d1e01..36c0bde 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -2536,20 +2536,6 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont if (version->major < 4) shader_addline(buffer, "void setup_vs_output(in vec4[%u]);\n", shader->limits->packed_output); } - else if (version->type == WINED3D_SHADER_TYPE_GEOMETRY) - { - if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) - { - shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input); - } - else - { - shader_addline(buffer, "layout(%s) in;\n", glsl_primitive_type_from_d3d(shader->u.gs.input_type)); - shader_addline(buffer, "layout(%s, max_vertices = %u) out;\n", - glsl_primitive_type_from_d3d(shader->u.gs.output_type), shader->u.gs.vertices_out); - shader_addline(buffer, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader->limits->packed_input); - } - } /* Declare output register temporaries */ if (shader->limits->packed_output) @@ -7355,17 +7341,31 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context struct shader_glsl_ctx_priv priv_ctx; GLuint shader_id; + memset(&priv_ctx, 0, sizeof(priv_ctx)); + priv_ctx.string_buffers = string_buffers; + shader_glsl_add_version_declaration(buffer, gl_info, ®_maps->shader_version); shader_glsl_enable_extensions(buffer, gl_info); if (gl_info->supported[ARB_GEOMETRY_SHADER4]) shader_addline(buffer, "#extension GL_ARB_geometry_shader4 : enable\n"); - memset(&priv_ctx, 0, sizeof(priv_ctx)); - priv_ctx.string_buffers = string_buffers; shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx); + + if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) + { + shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input); + } + else + { + shader_addline(buffer, "layout(%s) in;\n", glsl_primitive_type_from_d3d(shader->u.gs.input_type)); + shader_addline(buffer, "layout(%s, max_vertices = %u) out;\n", + glsl_primitive_type_from_d3d(shader->u.gs.output_type), shader->u.gs.vertices_out); + shader_addline(buffer, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader->limits->packed_input); + } if (!gl_info->supported[ARB_CLIP_CONTROL]) shader_addline(buffer, "uniform vec4 pos_fixup;\n"); + shader_glsl_generate_sm4_rasterizer_input_setup(priv, shader, args->output_count, gl_info); shader_addline(buffer, "void main()\n{\n"); if (FAILED(shader_generate_main(shader, buffer, reg_maps, &priv_ctx)))
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Józef Kucia : wined3d: Generate pixel shader specific declarations in shader_glsl_generate_pshader ().
by Alexandre Julliard
13 Apr '17
13 Apr '17
Module: wine Branch: master Commit: c155d07af57ea9e1fe8aca64a5caf6c3ec313b75 URL:
http://source.winehq.org/git/wine.git/?a=commit;h=c155d07af57ea9e1fe8aca64a…
Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Thu Apr 13 11:21:41 2017 +0200 wined3d: Generate pixel shader specific declarations in shader_glsl_generate_pshader(). Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/wined3d/glsl_shader.c | 274 +++++++++++++++++++++++---------------------- 1 file changed, 138 insertions(+), 136 deletions(-) Diff:
http://source.winehq.org/git/wine.git/?a=commitdiff;h=c155d07af57ea9e1fe8ac…
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Stefan Dösinger : d3d9/tests: Fix stream_test cases which do not use stream 0.
by Alexandre Julliard
13 Apr '17
13 Apr '17
Module: wine Branch: master Commit: bb7ba81111669b202391177dbbb0e5041e6112ed URL:
http://source.winehq.org/git/wine.git/?a=commit;h=bb7ba81111669b202391177db…
Author: Stefan Dösinger <stefan(a)codeweavers.com> Date: Wed Apr 12 14:03:47 2017 +0200 d3d9/tests: Fix stream_test cases which do not use stream 0. Signed-off-by: Stefan Dösinger <stefan(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/d3d9/tests/visual.c | 41 ++++++++++++++++++++++++++++++----------- 1 file changed, 30 insertions(+), 11 deletions(-) diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index a211959..f8860b7 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -11560,6 +11560,7 @@ static void stream_test(void) WORD strVertex; /* specify which stream to use 0-2*/ WORD strColor; WORD strInstance; + DWORD explicit_zero_freq; } testcases[]= { @@ -11574,17 +11575,23 @@ static void stream_test(void) {3, 3, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0, 1, 2}, /* 8 */ {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 1, 0, 2}, /* 9 */ {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 2, 1}, /* 10 */ - {4, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 2, 3, 1}, /* 11 */ - {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 2, 0, 1}, /* 12 */ - {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 1, 2, 3}, /* 13 */ -#if 0 - /* This draws one instance on some machines, no instance on others. */ - {0, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 0, 1, 2}, /* 14 */ - /* This case is handled in a stand alone test, - * SetStreamSourceFreq(0, (D3DSTREAMSOURCE_INSTANCEDATA | 1)) has to - * return D3DERR_INVALIDCALL. */ - {4, 4, 1, 0x00ffffff, 0x00ffffff, 0x00ffffff, 0x00ffffff, 2, 1, 0}, /* 15 */ -#endif + {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 2, 0, 1}, /* 11 */ + + /* The number of instances is read from stream zero, even if stream zero is not + * in use. Exact behavior of this corner case depends on the presence or absence + * of D3DSTREAMSOURCE_INDEXEDDATA. r500 GPUs need D3DSTREAMSOURCE_INDEXEDDATA + * to be present, otherwise they disable instancing and behave like in a non- + * instanced draw. Nvidia drivers do not show different behavior with or without + * D3DSTREAMSOURCE_INDEXEDDATA. Note however that setting the value to 0 is not + * allowed by the d3d runtime. + * + * The meaning of (D3DSTREAMSOURCE_INDEXEDDATA | 0) is driver dependent. r500 + * will fall back to non-instanced drawing. Geforce 7 will draw 1 instance. + * Geforce 8+ will draw nothing. */ + {3, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 2, 3, 1, 1}, /* 12 */ + {4, 3, 1, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0x00ffffff, 2, 3, 1, 2}, /* 13 */ + {1, 3, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ffffff, 2, 3, 1, 3}, /* 14 */ + {0, 0, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 2, 3, 1, 4}, /* 15 */ }; static const DWORD shader_code[] = { @@ -11597,6 +11604,9 @@ static void stream_test(void) 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ 0x0000ffff }; + /* Note that this set of coordinates and instancepos[] have an implicit + * w = 1.0, which is added to w = 2.0, so the perspective divide divides + * x, y and z by 2. */ static const float quad[][3] = { {-0.5f, -0.5f, 1.1f}, /*0 */ @@ -11765,6 +11775,15 @@ static void stream_test(void) hr = IDirect3DDevice9_SetVertexDeclaration(device, pDecl); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); + /* If stream 0 is unused, set the stream frequency regardless to show + * that the number if instances is read from it. */ + if (act.strVertex && act.strColor && act.strInstance) + { + hr = IDirect3DDevice9_SetStreamSourceFreq(device, 0, + D3DSTREAMSOURCE_INDEXEDDATA | act.explicit_zero_freq); + ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr); + } + hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strVertex, (D3DSTREAMSOURCE_INDEXEDDATA | act.idxVertex)); ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr);
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Stefan Dösinger : d3d9/tests: Disable the SM3 uninitialized diffuse test.
by Alexandre Julliard
13 Apr '17
13 Apr '17
Module: wine Branch: master Commit: 463880ea1f7690a2e9fc4e9976fe92196dad5fb8 URL:
http://source.winehq.org/git/wine.git/?a=commit;h=463880ea1f7690a2e9fc4e997…
Author: Stefan Dösinger <stefan(a)codeweavers.com> Date: Wed Apr 12 14:03:46 2017 +0200 d3d9/tests: Disable the SM3 uninitialized diffuse test. With the AMD r500 Windows result we have so many combinations that I don't see the point of testing this case. As an added bonus, we can remove the allow_zero flag now. Signed-off-by: Stefan Dösinger <stefan(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/d3d9/tests/visual.c | 26 +++++++++++++++++--------- 1 file changed, 17 insertions(+), 9 deletions(-) diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index 5def528..a211959 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -20442,6 +20442,8 @@ static void test_uninitialized_varyings(void) 0x02000001, 0x800f0800, 0xb0e40000, /* mov oC0, t0 */ 0x0000ffff }; +#if 0 + /* This has been left here for documentation purposes. It is referenced in disabled tests in the table below. */ static const DWORD ps3_diffuse_code[] = { 0xffff0300, /* ps_3_0 */ @@ -20449,6 +20451,7 @@ static void test_uninitialized_varyings(void) 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff }; +#endif static const DWORD ps3_specular_code[] = { 0xffff0300, /* ps_3_0 */ @@ -20472,7 +20475,6 @@ static void test_uninitialized_varyings(void) D3DCOLOR expected; BOOL allow_zero_alpha; BOOL partial; - BOOL allow_zero; BOOL broken_warp; } /* On AMD specular color is generally initialized to 0x00000000 and texcoords to 0xff000000 @@ -20488,14 +20490,22 @@ static void test_uninitialized_varyings(void) { 0, NULL, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff000000, TRUE}, { 0, NULL, D3DPS_VERSION(2, 0), ps2_texcoord_code, 0xff000000, TRUE}, {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_diffuse_code, 0xffffffff}, - {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_specular_code, 0xff000000, TRUE, FALSE, FALSE, TRUE}, + {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_specular_code, 0xff000000, TRUE, FALSE, TRUE}, {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff000000, TRUE}, {D3DVS_VERSION(2, 0), vs2_code, D3DPS_VERSION(2, 0), ps2_diffuse_code, 0xffffffff}, - {D3DVS_VERSION(2, 0), vs2_code, D3DPS_VERSION(2, 0), ps2_specular_code, 0xff000000, TRUE, FALSE, FALSE, TRUE}, + {D3DVS_VERSION(2, 0), vs2_code, D3DPS_VERSION(2, 0), ps2_specular_code, 0xff000000, TRUE, FALSE, TRUE}, {D3DVS_VERSION(2, 0), vs2_code, D3DPS_VERSION(2, 0), ps2_texcoord_code, 0xff000000, TRUE}, - {D3DVS_VERSION(3, 0), vs3_code, D3DPS_VERSION(3, 0), ps3_diffuse_code, 0xffffffff, FALSE, FALSE, TRUE}, - {D3DVS_VERSION(3, 0), vs3_code, D3DPS_VERSION(3, 0), ps3_specular_code, 0xff000000, TRUE, FALSE, FALSE, TRUE}, - {D3DVS_VERSION(3, 0), vs3_code, D3DPS_VERSION(3, 0), ps3_texcoord_code, 0xff000000, TRUE, FALSE, FALSE, TRUE}, + /* This test shows a lot of combinations of alpha and color that involve 1.0 and 0.0. Disable it. + * + * AMD r500 sets alpha = 1.0, color = 0.0. Nvidia sets alpha = 1.0, color = 1.0. r600 Sets Alpha = 0.0, + * color = 0.0. So far no combination with Alpha = 0.0, color = 1.0 has been found though. + * {D3DVS_VERSION(3, 0), vs3_code, D3DPS_VERSION(3, 0), ps3_diffuse_code, 0xffffffff, FALSE, FALSE}, + * + * The same issues apply to the partially initialized COLOR0 varying, in addition to unreliable results + * with partially initialized varyings in general. + * {D3DVS_VERSION(3, 0), vs3_partial_code, D3DPS_VERSION(3, 0), ps3_diffuse_code, 0xff7fffff, TRUE, TRUE}, */ + {D3DVS_VERSION(3, 0), vs3_code, D3DPS_VERSION(3, 0), ps3_specular_code, 0xff000000, TRUE, FALSE, TRUE}, + {D3DVS_VERSION(3, 0), vs3_code, D3DPS_VERSION(3, 0), ps3_texcoord_code, 0xff000000, TRUE, FALSE, TRUE}, {D3DVS_VERSION(1, 1), vs1_partial_code, 0, NULL, 0xff7fffff, FALSE, TRUE}, {D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_diffuse_code, 0xff7fffff, FALSE, TRUE}, {D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_specular_code, 0xff7f0000, TRUE, TRUE}, @@ -20503,8 +20513,6 @@ static void test_uninitialized_varyings(void) {D3DVS_VERSION(2, 0), vs2_partial_code, D3DPS_VERSION(2, 0), ps2_diffuse_code, 0xff7fffff, FALSE, TRUE}, {D3DVS_VERSION(2, 0), vs2_partial_code, D3DPS_VERSION(2, 0), ps2_specular_code, 0xff7f0000, TRUE, TRUE}, {D3DVS_VERSION(2, 0), vs2_partial_code, D3DPS_VERSION(2, 0), ps2_texcoord_code, 0xff7f0000, TRUE, TRUE}, - /* Fails on Radeon HD 2600 with 0x008000ff aka nonsensical color. */ - /* {D3DVS_VERSION(3, 0), vs3_partial_code, D3DPS_VERSION(3, 0), ps3_diffuse_code, 0xff7fffff, TRUE, TRUE}, */ {D3DVS_VERSION(3, 0), vs3_partial_code, D3DPS_VERSION(3, 0), ps3_specular_code, 0x007f0000, FALSE, TRUE}, {D3DVS_VERSION(3, 0), vs3_partial_code, D3DPS_VERSION(3, 0), ps3_texcoord_code, 0xff7f0000, TRUE, TRUE}, }; @@ -20612,7 +20620,7 @@ static void test_uninitialized_varyings(void) color = get_readback_color(&rb, 320, 240); ok(color_match(color, tests[i].expected, 1) || (tests[i].allow_zero_alpha && color_match(color, tests[i].expected & 0x00ffffff, 1)) - || (tests[i].allow_zero && !color) || (broken(warp && tests[i].broken_warp)) + || (broken(warp && tests[i].broken_warp)) || broken(tests[i].partial && color_match(color & 0x00ff0000, tests[i].expected & 0x00ff0000, 1)), "Got unexpected color 0x%08x, case %u.\n", color, i); release_surface_readback(&rb);
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Stefan Dösinger : d3d9/tests: Allow 1.0 alpha in SM3 uninitialized varyings tests.
by Alexandre Julliard
13 Apr '17
13 Apr '17
Module: wine Branch: master Commit: 71d3a4a202cd40c63bbc520c0408b203b4557fe7 URL:
http://source.winehq.org/git/wine.git/?a=commit;h=71d3a4a202cd40c63bbc520c0…
Author: Stefan Dösinger <stefan(a)codeweavers.com> Date: Wed Apr 12 14:03:45 2017 +0200 d3d9/tests: Allow 1.0 alpha in SM3 uninitialized varyings tests. My Radeon X1600 shows this behavior. This makes the tests less of an exception compared to the other ones, which also expect alpha 0.0 or 1.0. Signed-off-by: Stefan Dösinger <stefan(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/d3d9/tests/visual.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index 13a7233..5def528 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -20494,8 +20494,8 @@ static void test_uninitialized_varyings(void) {D3DVS_VERSION(2, 0), vs2_code, D3DPS_VERSION(2, 0), ps2_specular_code, 0xff000000, TRUE, FALSE, FALSE, TRUE}, {D3DVS_VERSION(2, 0), vs2_code, D3DPS_VERSION(2, 0), ps2_texcoord_code, 0xff000000, TRUE}, {D3DVS_VERSION(3, 0), vs3_code, D3DPS_VERSION(3, 0), ps3_diffuse_code, 0xffffffff, FALSE, FALSE, TRUE}, - {D3DVS_VERSION(3, 0), vs3_code, D3DPS_VERSION(3, 0), ps3_specular_code, 0x00000000, FALSE, FALSE, FALSE, TRUE}, - {D3DVS_VERSION(3, 0), vs3_code, D3DPS_VERSION(3, 0), ps3_texcoord_code, 0x00000000, FALSE, FALSE, FALSE, TRUE}, + {D3DVS_VERSION(3, 0), vs3_code, D3DPS_VERSION(3, 0), ps3_specular_code, 0xff000000, TRUE, FALSE, FALSE, TRUE}, + {D3DVS_VERSION(3, 0), vs3_code, D3DPS_VERSION(3, 0), ps3_texcoord_code, 0xff000000, TRUE, FALSE, FALSE, TRUE}, {D3DVS_VERSION(1, 1), vs1_partial_code, 0, NULL, 0xff7fffff, FALSE, TRUE}, {D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_diffuse_code, 0xff7fffff, FALSE, TRUE}, {D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_specular_code, 0xff7f0000, TRUE, TRUE},
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Stefan Dösinger : d3d8/tests: Relax the partially initialized varyings test.
by Alexandre Julliard
13 Apr '17
13 Apr '17
Module: wine Branch: master Commit: ba708a2568a8d3188ac54066118d2c379586c120 URL:
http://source.winehq.org/git/wine.git/?a=commit;h=ba708a2568a8d3188ac540661…
Author: Stefan Dösinger <stefan(a)codeweavers.com> Date: Wed Apr 12 14:03:44 2017 +0200 d3d8/tests: Relax the partially initialized varyings test. Signed-off-by: Stefan Dösinger <stefan(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/d3d8/tests/visual.c | 17 ++++++++++++----- 1 file changed, 12 insertions(+), 5 deletions(-) diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index 88667b4..4f0c397 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -8233,21 +8233,27 @@ static void test_uninitialized_varyings(void) const DWORD *ps; D3DCOLOR expected; BOOL allow_zero_alpha; + BOOL partial; BOOL broken_warp; } /* On AMD specular color is generally initialized to 0x00000000 and texcoords to 0xff000000 - * while on Nvidia it's the opposite. Just allow both. */ + * while on Nvidia it's the opposite. Just allow both. + * + * Partially initialized varyings reliably handle the component that has been initialized. + * The uninitialized components generally follow the rule above, with some exceptions on + * radeon cards. r500 and r600 GPUs have been found to set uninitialized components to 0.0, + * 0.5 and 1.0 without a sensible pattern. */ tests[] = { {D3DVS_VERSION(1, 1), vs1_code, 0, NULL, 0xffffffff}, { 0, NULL, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff000000, TRUE}, {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_diffuse_code, 0xffffffff}, - {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_specular_code, 0xff000000, TRUE, TRUE}, + {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_specular_code, 0xff000000, TRUE, FALSE, TRUE}, {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff000000, TRUE}, {D3DVS_VERSION(1, 1), vs1_partial_code, 0, NULL, 0xff7fffff, FALSE, TRUE}, {D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_diffuse_code, 0xff7fffff, FALSE, TRUE}, - {D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_specular_code, 0xff7f0000, TRUE}, - {D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff7f0000, TRUE}, + {D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_specular_code, 0xff7f0000, TRUE, TRUE}, + {D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff7f0000, TRUE, TRUE}, }; IDirect3DDevice8 *device; IDirect3D8 *d3d; @@ -8351,7 +8357,8 @@ static void test_uninitialized_varyings(void) color = get_readback_color(&rb, 320, 240); ok(color_match(color, tests[i].expected, 1) || (tests[i].allow_zero_alpha && color_match(color, tests[i].expected & 0x00ffffff, 1)) - || (broken(warp && tests[i].broken_warp)), + || (broken(warp && tests[i].broken_warp)) + || broken(tests[i].partial && color_match(color & 0x00ff0000, tests[i].expected & 0x00ff0000, 1)), "Got unexpected color 0x%08x, case %u.\n", color, i); release_surface_readback(&rb);
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