Signed-off-by: Zebediah Figura zfigura@codeweavers.com --- dlls/d3dcompiler_43/tests/hlsl_d3d11.c | 242 ++++++++++++++++++++++++- 1 file changed, 238 insertions(+), 4 deletions(-)
diff --git a/dlls/d3dcompiler_43/tests/hlsl_d3d11.c b/dlls/d3dcompiler_43/tests/hlsl_d3d11.c index 63f8f3156b3..aff75a5eafa 100644 --- a/dlls/d3dcompiler_43/tests/hlsl_d3d11.c +++ b/dlls/d3dcompiler_43/tests/hlsl_d3d11.c @@ -42,13 +42,14 @@ struct vec4 float x, y, z, w; };
-#define compile_shader(a, b) compile_shader_(__LINE__, a, b) -static ID3D10Blob *compile_shader_(unsigned int line, const char *source, const char *target) +#define compile_shader(a, b) compile_shader_(__LINE__, a, b, 0) +#define compile_shader_flags(a, b, c) compile_shader_(__LINE__, a, b, c) +static ID3D10Blob *compile_shader_(unsigned int line, const char *source, const char *target, UINT flags) { ID3D10Blob *blob = NULL, *errors = NULL; HRESULT hr;
- hr = ppD3DCompile(source, strlen(source), NULL, NULL, NULL, "main", target, 0, 0, &blob, &errors); + hr = ppD3DCompile(source, strlen(source), NULL, NULL, NULL, "main", target, flags, 0, &blob, &errors); ok_(__FILE__, line)(hr == S_OK, "Failed to compile shader, hr %#x.\n", hr); if (errors) { @@ -287,7 +288,7 @@ static void draw_quad_(unsigned int line, struct test_context *context, ID3D10Bl
if (!context->vs) { - ID3D10Blob *vs_code = compile_shader_(line, vs_source, "vs_4_0"); + ID3D10Blob *vs_code = compile_shader_(line, vs_source, "vs_4_0", 0);
hr = ID3D11Device_CreateInputLayout(device, default_layout_desc, ARRAY_SIZE(default_layout_desc), ID3D10Blob_GetBufferPointer(vs_code), ID3D10Blob_GetBufferSize(vs_code), &context->input_layout); @@ -734,6 +735,238 @@ static void test_reflection(void) ok(!refcount, "Got unexpected refcount %u.\n", refcount); }
+static void check_parameter_desc(const char *prefix, const D3D11_SIGNATURE_PARAMETER_DESC *desc, + const D3D11_SIGNATURE_PARAMETER_DESC *expect) +{ + ok(!strcmp(desc->SemanticName, expect->SemanticName), "%s: got name %s.\n", prefix, debugstr_a(desc->SemanticName)); + ok(desc->SemanticIndex == expect->SemanticIndex, "%s: got index %u.\n", prefix, desc->SemanticIndex); + ok(desc->Register == expect->Register, "%s: got register %u.\n", prefix, desc->Register); + ok(desc->SystemValueType == expect->SystemValueType, "%s: got sysval %u.\n", prefix, desc->SystemValueType); + ok(desc->ComponentType == expect->ComponentType, "%s: got data type %u.\n", prefix, desc->ComponentType); + ok(desc->Mask == expect->Mask, "%s: got mask %#x.\n", prefix, desc->Mask); + todo_wine_if(desc->ReadWriteMask != expect->ReadWriteMask) + ok(desc->ReadWriteMask == expect->ReadWriteMask, "%s: got used mask %#x.\n", prefix, desc->ReadWriteMask); + ok(desc->Stream == expect->Stream, "%s: got stream %u.\n", prefix, desc->Stream); +} + +static void test_semantic_reflection(void) +{ + D3D11_SIGNATURE_PARAMETER_DESC desc; + ID3D11ShaderReflection *reflection; + D3D11_SHADER_DESC shader_desc; + ID3D10Blob *code = NULL; + unsigned int i, j; + char prefix[40]; + ULONG refcount; + HRESULT hr; + + static const char vs1_source[] = + "void main(\n" + " in float4 a : apple,\n" + " out float4 b : banana2,\n" + " inout float4 c : color,\n" + " inout float4 d : depth,\n" + " inout float4 e : sv_position,\n" + " in uint3 f : fruit,\n" + " inout bool2 g : grape,\n" + " in int h : honeydew)\n" + "{\n" + " b.yw = a.xz;\n" + "}"; + + static const D3D11_SIGNATURE_PARAMETER_DESC vs1_inputs[] = + { + {"apple", 0, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0x5}, + {"color", 0, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf}, + {"depth", 0, 2, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf}, + {"sv_position", 0, 3, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf}, + {"fruit", 0, 4, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_UINT32, 0x7}, + {"grape", 0, 5, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_UINT32, 0x3, 0x3}, + {"honeydew", 0, 6, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_SINT32, 0x1}, + }; + + static const D3D11_SIGNATURE_PARAMETER_DESC vs1_outputs[] = + { + {"banana", 2, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0x5}, + {"color", 0, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf}, + {"depth", 0, 2, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf}, + {"sv_position", 0, 3, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf}, + {"grape", 0, 4, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_UINT32, 0x3, 0xc}, + }; + + static const char vs2_source[] = + "void main(inout float4 pos : position)\n" + "{\n" + "}"; + + static const D3D11_SIGNATURE_PARAMETER_DESC vs2_inputs[] = + { + {"position", 0, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf}, + }; + + static const D3D11_SIGNATURE_PARAMETER_DESC vs2_outputs[] = + { + {"position", 0, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf}, + }; + + static const D3D11_SIGNATURE_PARAMETER_DESC vs2_legacy_outputs[] = + { + {"SV_Position", 0, 0, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf}, + }; + + static const char ps1_source[] = + "void main(\n" + " in float2 a : apple,\n" + " out float4 b : sv_target2,\n" + " out float c : sv_depth,\n" + " in float4 d : position,\n" + " in float4 e : sv_position)\n" + "{\n" + " b = d;\n" + " c = 0;\n" + "}"; + + static const D3D11_SIGNATURE_PARAMETER_DESC ps1_inputs[] = + { + {"apple", 0, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0x3}, + {"position", 0, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf}, + {"sv_position", 0, 2, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf}, + }; + + static const D3D11_SIGNATURE_PARAMETER_DESC ps1_outputs[] = + { + {"sv_target", 2, 2, D3D_NAME_TARGET, D3D_REGISTER_COMPONENT_FLOAT32, 0xf}, + {"sv_depth", 0, ~0u, D3D_NAME_DEPTH, D3D_REGISTER_COMPONENT_FLOAT32, 0x1, 0xe}, + }; + + static const char ps2_source[] = + "void main(\n" + " inout float4 a : color2,\n" + " inout float b : depth,\n" + " in float4 c : position)\n" + "{\n" + "}"; + + static const D3D11_SIGNATURE_PARAMETER_DESC ps2_inputs[] = + { + {"color", 2, 0, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf}, + {"depth", 0, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0x1, 0x1}, + {"SV_Position", 0, 2, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf}, + }; + + static const D3D11_SIGNATURE_PARAMETER_DESC ps2_outputs[] = + { + {"SV_Target", 2, 2, D3D_NAME_TARGET, D3D_REGISTER_COMPONENT_FLOAT32, 0xf}, + {"SV_Depth", 0, ~0u, D3D_NAME_DEPTH, D3D_REGISTER_COMPONENT_FLOAT32, 0x1, 0xe}, + }; + + static const char cs1_source[] = + "[numthreads(1, 1, 1)]\n" + "void main(in uint a : sv_dispatchthreadid)\n" + "{\n" + "}"; + + static const char gs1_source[] = + "struct input\n" + "{\n" + " float4 a : sv_position;\n" + " float4 b : apple2;\n" + "};\n" + "struct vertex\n" + "{\n" + " float4 a : sv_position;\n" + " float4 b : apple2;\n" + " uint c : sv_primitiveid;\n" + "};\n" + "[maxvertexcount(1)]\n" + "void main(\n" + " point input i[1],\n" + " inout PointStream<vertex> o,\n" + " uint a : sv_primitiveid)\n" + "{\n" + " struct vertex v;\n" + " v.a = i[0].a;\n" + " v.b = i[0].b;\n" + " v.c = a;\n" + " o.Append(v);\n" + "}"; + + static const D3D11_SIGNATURE_PARAMETER_DESC gs1_inputs[] = + { + {"sv_position", 0, 0, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf}, + {"apple", 2, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf, 0xf}, + {"sv_primitiveid", 0, ~0u, D3D_NAME_PRIMITIVE_ID, D3D_REGISTER_COMPONENT_UINT32, 0x1, 0x1}, + }; + + static const D3D11_SIGNATURE_PARAMETER_DESC gs1_outputs[] = + { + {"sv_position", 0, 0, D3D_NAME_POSITION, D3D_REGISTER_COMPONENT_FLOAT32, 0xf}, + {"apple", 2, 1, D3D_NAME_UNDEFINED, D3D_REGISTER_COMPONENT_FLOAT32, 0xf}, + {"sv_primitiveid", 0, 2, D3D_NAME_PRIMITIVE_ID, D3D_REGISTER_COMPONENT_UINT32, 0x1, 0xe}, + }; + + static const struct + { + const char *source; + const char *target; + BOOL legacy; + const D3D11_SIGNATURE_PARAMETER_DESC *inputs; + unsigned int input_count; + const D3D11_SIGNATURE_PARAMETER_DESC *outputs; + unsigned int output_count; + } + tests[] = + { + {vs1_source, "vs_4_0", FALSE, vs1_inputs, ARRAY_SIZE(vs1_inputs), vs1_outputs, ARRAY_SIZE(vs1_outputs)}, + {vs1_source, "vs_4_0", TRUE, vs1_inputs, ARRAY_SIZE(vs1_inputs), vs1_outputs, ARRAY_SIZE(vs1_outputs)}, + {vs2_source, "vs_4_0", FALSE, vs2_inputs, ARRAY_SIZE(vs2_inputs), vs2_outputs, ARRAY_SIZE(vs2_outputs)}, + {vs2_source, "vs_4_0", TRUE, vs2_inputs, ARRAY_SIZE(vs2_inputs), vs2_legacy_outputs, ARRAY_SIZE(vs2_legacy_outputs)}, + {ps1_source, "ps_4_0", FALSE, ps1_inputs, ARRAY_SIZE(ps1_inputs), ps1_outputs, ARRAY_SIZE(ps1_outputs)}, + {ps2_source, "ps_4_0", TRUE, ps2_inputs, ARRAY_SIZE(ps2_inputs), ps2_outputs, ARRAY_SIZE(ps2_outputs)}, + {cs1_source, "cs_4_0", FALSE, NULL, 0, NULL, 0}, + {gs1_source, "gs_4_0", FALSE, gs1_inputs, ARRAY_SIZE(gs1_inputs), gs1_outputs, ARRAY_SIZE(gs1_outputs)}, + }; + + for (i = 0; i < ARRAY_SIZE(tests); ++i) + { + todo_wine code = compile_shader_flags(tests[i].source, tests[i].target, + tests[i].legacy ? D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY : 0); + if (!code) + continue; + + hr = pD3DReflect(ID3D10Blob_GetBufferPointer(code), ID3D10Blob_GetBufferSize(code), + &IID_ID3D11ShaderReflection, (void **)&reflection); + ok(hr == S_OK, "Test %u: got hr %#x.\n", i, hr); + + hr = reflection->lpVtbl->GetDesc(reflection, &shader_desc); + ok(hr == S_OK, "Test %u: got hr %#x.\n", i, hr); + todo_wine ok(shader_desc.InputParameters == tests[i].input_count, + "Test %u: got %u input parameters.\n", i, shader_desc.InputParameters); + todo_wine ok(shader_desc.OutputParameters == tests[i].output_count, + "Test %u: got %u output parameters.\n", i, shader_desc.OutputParameters); + + for (j = 0; j < shader_desc.InputParameters; ++j) + { + hr = reflection->lpVtbl->GetInputParameterDesc(reflection, j, &desc); + ok(hr == S_OK, "Test %u, %u: got hr %#x.\n", i, j, hr); + sprintf(prefix, "Test %u, input %u", i, j); + check_parameter_desc(prefix, &desc, &tests[i].inputs[j]); + } + + for (j = 0; j < shader_desc.OutputParameters; ++j) + { + hr = reflection->lpVtbl->GetOutputParameterDesc(reflection, j, &desc); + ok(hr == S_OK, "Test %u, %u: got hr %#x.\n", i, j, hr); + sprintf(prefix, "Test %u, output %u", i, j); + check_parameter_desc(prefix, &desc, &tests[i].outputs[j]); + } + + ID3D10Blob_Release(code); + refcount = reflection->lpVtbl->Release(reflection); + ok(!refcount, "Got unexpected refcount %u.\n", refcount); + } +} + static BOOL load_d3dcompiler(void) { HMODULE module; @@ -760,6 +993,7 @@ START_TEST(hlsl_d3d11) }
test_reflection(); + test_semantic_reflection();
if (!(mod = LoadLibraryA("d3d11.dll"))) {