2017-05-11 17:52 GMT+02:00 Paul Gofman gofmanp@gmail.com:
On 05/11/2017 06:42 PM, Matteo Bruni wrote:
2017-05-11 17:32 GMT+02:00 Matteo Bruni matteo.mystral@gmail.com:
2017-05-11 17:08 GMT+02:00 Paul Gofman gofmanp@gmail.com:
The problem is I met this opcode in the wild and thus added it in the first version of preshader implementation (and can "model" and test it by manually editing preshader code), but could not make native d3dx compiler to generate it so far. Whatever I tried in HLSL which would be a straightforward use of 'cmp' resulted in different opcode sequences. It was either generated by some earlier versions of compiler or I just could not find the conditions under which it will be used. As for adding some other 3-parameter opcode to effect blob, while scanning all the opcodes in the 3 hex digit opcode range I have found just one other 3 parameter opcode 'movc', but it seem to always return 0 and I cannot generate it in effect blob from source either. So by now I didn't find any other way to test this opcode rather than manually code it in the effect blob.
Maybe I would rather generate the code for all the other cases too?
It won't make this part less evident but it will be a uniform approach.
Well, yes, I mean creating by hand an effect blob with the specific instruction encodings you're currently testing in test_effect_preshader_ops(). You might make a separate preshader / state for each instruction or not (or anything in between), whatever is easier.
Not sure we're on the same page so let me try to say it differently: what I'd like to see is a hand-crafted effect blob which contains preshader(s) which use those "interesting" instructions. That would be used in a test replacing test_effect_preshader_ops().
Hand-crafting an effect file is probably going to be a bit tedious (e.g. the typedefs can get quite convoluted) so I suggest you to start by picking a few pieces of one of the existing effect blobs (e.g. test_effect_preshader_effect_blob[]) and fixing up the offsets and counts.
The only feasible way for me to do and support it is to compile a small "sample" effect blob, take my current code as a "compiler" which will "fix" instructions and generate a blob and put a ready blob into the test. Do you think it really worth it? Instead of the table with parameters where one can see which values are tested, and some code which makes the localized changes to it, we will get a binary blob in test which has no public tool to compile it from any source or to decompile it. What if anyone else will want to add another test case for some instruction with different parameters? Adding such a test will require a full understanding of effect binary structure and will be a sort of nightmare.
It is already the case though, you're changing the blob at runtime in the test and that implies knowing the encoding of the effect bytecode. The blob hacking as it is now is also pretty obscure and fragile (e.g. see the accidental overwriting of the CTAB you fixed recently).
If anything, an effect blob annotated with comments should be MORE readable and allows you to test exactly what you want. About maintaining it / adding more tests, it shouldn't be too terrible. The most annoying change I can think of is probably adding new effect parameters. You could put a few extra (unused) parameters right away to reduce that risk. Same for extra states / preshaders, maybe.
It might make sense to create a small tool to help with the effect blob construction. For example, something that fills the various offsets for you, like relocations. If so, it should come up quite naturally while preparing the blob.
Maybe I'm wrong and this is utterly insane, but it doesn't feel like it to me at the moment (but then again that's what fools think all the time, I guess...) Try to give it a shot though. If it's terrible and ugly and kills kittens, just drop everything and continue using the current test scheme.