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@gmail.com:
Preshaders (and FXLC-type constants requiring preshaders) are TODOs (on the way).
Signed-off-by: Paul Gofman gofmanp@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