This brings the d3dcompiler tests more in line with existing d3d9 tests, and allows potentially running the tests in parallel.
Signed-off-by: Zebediah Figura zfigura@codeweavers.com --- dlls/d3dcompiler_43/tests/hlsl.c | 801 +++++++++++++++---------------- 1 file changed, 384 insertions(+), 417 deletions(-)
diff --git a/dlls/d3dcompiler_43/tests/hlsl.c b/dlls/d3dcompiler_43/tests/hlsl.c index 868693838cc..9114ec98e1d 100644 --- a/dlls/d3dcompiler_43/tests/hlsl.c +++ b/dlls/d3dcompiler_43/tests/hlsl.c @@ -1,5 +1,6 @@ /* * Copyright (C) 2010 Travis Athougies + * Copyright (C) 2020 Zebediah Figura * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public @@ -25,290 +26,265 @@ static pD3DCompile ppD3DCompile;
static HRESULT (WINAPI *pD3DXGetShaderConstantTable)(const DWORD *byte_code, ID3DXConstantTable **constant_table); -static D3DMATRIX *(WINAPI *pD3DXMatrixOrthoLH)(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
-struct vertex +struct vec2 { - float x, y, z; - float tx, ty; + float x, y; };
-/* Tells compute_shader_probe* which pixels should be what colors */ -struct hlsl_probe_info +struct vec4 { - unsigned int x, y; - /* The expected values in this region */ - D3DXCOLOR c; - /* The max error for any value */ - float epsilon; - /* An error message to print if this test fails */ - const char *message; + float x, y, z, w; };
-static HWND create_window(void) +#define compile_shader(a, b) compile_shader_(__LINE__, a, b) +static ID3D10Blob *compile_shader_(unsigned int line, const char *source, const char *target) { - WNDCLASSA wc = {0}; - wc.lpfnWndProc = DefWindowProcA; - wc.lpszClassName = "d3d9_test_wc"; - RegisterClassA(&wc); + ID3D10Blob *blob = NULL, *errors = NULL; + HRESULT hr;
- return CreateWindowA("d3d9_test_wc", "d3d9_test", 0, 0, 0, 0, 0, 0, 0, 0, 0); + hr = ppD3DCompile(source, strlen(source), NULL, NULL, NULL, "main", target, 0, 0, &blob, &errors); + ok_(__FILE__, line)(hr == D3D_OK, "Failed to compile shader, hr %#x.\n", hr); + if (errors) + { + if (winetest_debug > 1) + trace_(__FILE__, line)("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors)); + ID3D10Blob_Release(errors); + } + return blob; }
-static IDirect3DDevice9 *init_d3d9(IDirect3DVertexDeclaration9 **vdeclaration, - IDirect3DVertexBuffer9 **quad_geometry, IDirect3DVertexShader9 **vshader_passthru) +static IDirect3DDevice9 *create_d3d9_device(HWND window) { - static const struct vertex quad_vertices[4] = + D3DPRESENT_PARAMETERS present_parameters = { - {-1.0f, -1.0f, 0.0f, 0.0f, 1.0f}, - {-1.0f, 1.0f, 0.0f, 0.0f, 0.0f}, - { 1.0f, -1.0f, 0.0f, 1.0f, 1.0f}, - { 1.0f, 1.0f, 0.0f, 1.0f, 0.0f} + .Windowed = TRUE, + .hDeviceWindow = window, + .SwapEffect = D3DSWAPEFFECT_DISCARD, + .BackBufferWidth = 640, + .BackBufferHeight = 480, + .BackBufferFormat = D3DFMT_A8R8G8B8, }; - - static const D3DVERTEXELEMENT9 vdeclelements[] = - { - {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, - {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, - D3DDECL_END() - }; - - static const char *vshader_passthru_hlsl = - "float4 vshader(float4 pos: POSITION, inout float2 texcoord: TEXCOORD0): POSITION\n" - "{\n" - " return pos;\n" - "}"; - - IDirect3D9 *d3d9_ptr; - IDirect3DDevice9 *device_ptr = NULL; - D3DPRESENT_PARAMETERS present_parameters; - - void *temp_geometry_vertices; - - ID3D10Blob *compiled = NULL; - ID3D10Blob *errors = NULL; - + IDirect3DDevice9 *device; + IDirect3DSurface9 *rt; + IDirect3D9 *d3d; + D3DCAPS9 caps; HRESULT hr;
- d3d9_ptr = Direct3DCreate9(D3D_SDK_VERSION); - if (!d3d9_ptr) + d3d = Direct3DCreate9(D3D_SDK_VERSION); + ok(!!d3d, "Failed to create a D3D object.\n"); + + hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window, + D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device); + IDirect3D9_Release(d3d); + if (FAILED(hr)) { - skip("could not create D3D9\n"); + skip("Failed to create a 3D device, hr %#x.\n", hr); return NULL; }
- hr = IDirect3D9_CheckDeviceFormat(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, - 0, D3DRTYPE_SURFACE, D3DFMT_A32B32G32R32F); - if (FAILED(hr)) + hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); + ok(hr == D3D_OK, "Failed to get device caps, hr %#x.\n", hr); + if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0) || caps.VertexShaderVersion < D3DVS_VERSION(2, 0)) { - skip("A32B32G32R32F format not available on this device\n"); - IDirect3D9_Release(d3d9_ptr); + skip("No shader model 2 support.\n"); + IDirect3DDevice9_Release(device); return NULL; }
- ZeroMemory(&present_parameters, sizeof(present_parameters)); - present_parameters.Windowed = TRUE; - present_parameters.hDeviceWindow = create_window(); - present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; - - hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL, - D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device_ptr); - IDirect3D9_Release(d3d9_ptr); - if (FAILED(hr)) + if (FAILED(hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A32B32G32R32F, + D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL))) { - skip("could not create Direct3D9 device\n"); + skip("Failed to create an A32B32G32R32F surface, hr %#x.\n", hr); + IDirect3DDevice9_Release(device); return NULL; } + ok(hr == D3D_OK, "Failed to create render target, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); + ok(hr == D3D_OK, "Failed to set render target, hr %#x.\n", hr); + IDirect3DSurface9_Release(rt);
- /* Create the quad geometry */ - hr = IDirect3DDevice9_CreateVertexBuffer(device_ptr, 4 * sizeof(struct vertex), - D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, quad_geometry, NULL); - ok(SUCCEEDED(hr), - "Could not create vertex buffer, IDirect3DDevice9_CreateVertexBuffer returned: %08x\n", hr); - - hr = IDirect3DVertexBuffer9_Lock(*quad_geometry, 0, sizeof(quad_vertices), &temp_geometry_vertices, 0); - ok(SUCCEEDED(hr), "IDirect3DVertexBuffer9_Lock returned: %08x\n", hr); - memcpy(temp_geometry_vertices, quad_vertices, sizeof(quad_vertices)); - IDirect3DVertexBuffer9_Unlock(*quad_geometry); + return device; +}
- hr = IDirect3DDevice9_CreateVertexDeclaration(device_ptr, vdeclelements, vdeclaration); - ok(SUCCEEDED(hr), "Could not create vertex declaration: " - "IDirect3DDevice9_CreateVertexDeclaration returned: %08x\n", hr); +#define draw_quad(device, ps_code) draw_quad_(__LINE__, device, ps_code) +static void draw_quad_(unsigned int line, IDirect3DDevice9 *device, ID3D10Blob *ps_code) +{ + IDirect3DVertexDeclaration9 *vertex_declaration; + IDirect3DVertexShader9 *vs; + IDirect3DPixelShader9 *ps; + ID3D10Blob *vs_code; + HRESULT hr;
- hr = IDirect3DDevice9_SetVertexDeclaration(device_ptr, *vdeclaration); - ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned: %08x\n", hr); + static const D3DVERTEXELEMENT9 decl_elements[] = + { + {0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, + {0, 8, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, + D3DDECL_END() + };
- /* Create a simple vertex shader to just pass through the values */ - hr = ppD3DCompile(vshader_passthru_hlsl, strlen(vshader_passthru_hlsl), NULL, - NULL, NULL, "vshader", "vs_1_1", 0, 0, &compiled, &errors); - if (FAILED(hr)) + static const struct { - skip("not compiling vertex shader due to lacking wine HLSL support!\n"); - if (errors) - ID3D10Blob_Release(errors); - return NULL; + struct vec2 position; + struct vec2 t0; } + quad[] = + { + {{-1.0f, -1.0f}, {0.0f, 1.0f}}, + {{-1.0f, 1.0f}, {0.0f, 0.0f}}, + {{ 1.0f, -1.0f}, {1.0f, 1.0f}}, + {{ 1.0f, 1.0f}, {1.0f, 0.0f}}, + };
- hr = IDirect3DDevice9_CreateVertexShader(device_ptr, ID3D10Blob_GetBufferPointer(compiled), - vshader_passthru); - ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader returned: %08x\n", hr); - ID3D10Blob_Release(compiled); + static const char vs_source[] = + "float4 main(float4 pos : POSITION, inout float2 texcoord : TEXCOORD0) : POSITION\n" + "{\n" + " return pos;\n" + "}";
- return device_ptr; -} + hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); + ok_(__FILE__, line)(hr == D3D_OK, "Failed to create vertex declaration, hr %#x.\n", hr);
-/* Convenience functions */ -static void set_float4_d3d9(IDirect3DDevice9 *device, ID3DXConstantTable *constants, const char *name, - float x, float y, float z, float w) -{ - D3DXVECTOR4 vector; - vector.x = x; - vector.y = y; - vector.z = z; - vector.w = w; - ID3DXConstantTable_SetVector(constants, device, name, &vector); -} + hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); + ok_(__FILE__, line)(hr == D3D_OK, "Failed to set vertex declaration, hr %#x.\n", hr);
-/* Compile our pixel shader and get back the compiled version and a constant table */ -static IDirect3DPixelShader9 *compile_pixel_shader9(IDirect3DDevice9 *device, const char *shader, - const char *profile, ID3DXConstantTable **constants) -{ - ID3D10Blob *compiled = NULL; - ID3D10Blob *errors = NULL; - IDirect3DPixelShader9 *pshader; - HRESULT hr; + vs_code = compile_shader(vs_source, "vs_2_0"); + + hr = IDirect3DDevice9_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_code), &vs); + ok_(__FILE__, line)(hr == D3D_OK, "Failed to create vertex shader, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetVertexShader(device, vs); + ok_(__FILE__, line)(hr == D3D_OK, "Failed to set vertex shader, hr %#x.\n", hr); + + hr = IDirect3DDevice9_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(ps_code), &ps); + ok_(__FILE__, line)(hr == D3D_OK, "Failed to create pixel shader, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetPixelShader(device, ps); + ok_(__FILE__, line)(hr == D3D_OK, "Failed to set pixel shader, hr %#x.\n", hr); + + hr = IDirect3DDevice9_BeginScene(device); + ok_(__FILE__, line)(hr == D3D_OK, "Failed to draw, hr %#x.\n", hr);
- hr = ppD3DCompile(shader, strlen(shader), NULL, NULL, - NULL, "test", profile, /* test is the name of the entry point of our shader */ - 0, 0, &compiled, &errors); - ok(hr == D3D_OK, "Pixel shader %s compilation failed: %s\n", shader, - errors ? (char *)ID3D10Blob_GetBufferPointer(errors) : ""); - if (FAILED(hr)) return NULL; + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok_(__FILE__, line)(hr == D3D_OK, "Failed to draw, hr %#x.\n", hr);
- hr = pD3DXGetShaderConstantTable(ID3D10Blob_GetBufferPointer(compiled), constants); - ok(hr == D3D_OK, "Could not get constant table from compiled pixel shader\n"); + hr = IDirect3DDevice9_EndScene(device); + ok_(__FILE__, line)(hr == D3D_OK, "Failed to draw, hr %#x.\n", hr);
- hr = IDirect3DDevice9_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(compiled), &pshader); - ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader returned: %08x\n", hr); - ID3D10Blob_Release(compiled); - return pshader; + IDirect3DVertexShader9_Release(vs); + IDirect3DPixelShader9_Release(ps); + ID3D10Blob_Release(vs_code); }
-/* Draw a full screen quad */ -static void draw_quad_with_shader9(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry) +static struct vec4 get_readback_vec4_d3d9(IDirect3DDevice9 *device, unsigned int x, unsigned int y) { + IDirect3DSurface9 *surface = NULL, *target = NULL; + RECT rect = {x, y, x + 1, y + 1}; + D3DLOCKED_RECT locked_rect; + D3DSURFACE_DESC desc; + struct vec4 ret; HRESULT hr; - D3DXMATRIX projection_matrix;
- pD3DXMatrixOrthoLH(&projection_matrix, 2.0f, 2.0f, 0.0f, 1.0f); - IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &projection_matrix); + hr = IDirect3DDevice9Ex_GetRenderTarget(device, 0, &target); + ok(hr == D3D_OK, "Failed to get render target, hr %#x.\n", hr);
- hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); - ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned: %08x\n", hr); + hr = IDirect3DSurface9_GetDesc(target, &desc); + ok(hr == D3D_OK, "Failed to get surface desc, hr %#x.\n", hr); + hr = IDirect3DDevice9Ex_CreateOffscreenPlainSurface(device, desc.Width, desc.Height, + desc.Format, D3DPOOL_SYSTEMMEM, &surface, NULL); + ok(hr == D3D_OK, "Failed to create surface, hr %#x.\n", hr);
- hr = IDirect3DDevice9_BeginScene(device); - ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned: %08x\n", hr); + hr = IDirect3DDevice9Ex_GetRenderTargetData(device, target, surface); + ok(hr == D3D_OK, "Failed to get render target data, hr %#x.\n", hr);
- hr = IDirect3DDevice9_SetStreamSource(device, 0, quad_geometry, 0, sizeof(struct vertex)); - ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource returned: %08x\n", hr); - hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); - ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive returned: %08x\n", hr); + hr = IDirect3DSurface9_LockRect(surface, &locked_rect, &rect, D3DLOCK_READONLY); + ok(hr == D3D_OK, "Failed to lock surface, hr %#x.\n", hr);
- hr = IDirect3DDevice9_EndScene(device); - ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned: %08x\n", hr); + ret = ((struct vec4 *)locked_rect.pBits)[0]; + + IDirect3DSurface9_UnlockRect(surface); + + IDirect3DSurface9_Release(target); + IDirect3DSurface9_Release(surface); + return ret; }
-static void setup_device9(IDirect3DDevice9 *device, IDirect3DSurface9 **render_target, - IDirect3DSurface9 **readback, D3DFORMAT format, unsigned int width, unsigned int height, - IDirect3DVertexShader9 *vshader, IDirect3DPixelShader9 *pshader) +#define set_float_d3d9(a, b, c, d) set_float_d3d9_(__LINE__, a, b, c, d) +static void set_float_d3d9_(unsigned int line, IDirect3DDevice9 *device, ID3D10Blob *blob, const char *name, float f) { + ID3DXConstantTable *constants; HRESULT hr; - hr = IDirect3DDevice9_CreateRenderTarget(device, width, height, format, - D3DMULTISAMPLE_NONE, 0, FALSE, render_target, NULL); - ok(hr == D3D_OK, "IDirect3DDevice9_CreateRenderTarget returned: %08x\n", hr); - - /* The Direct3D 9 docs state that we cannot lock a render target surface, - instead we must copy the render target onto this surface to lock it */ - hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, width, height, format, - D3DPOOL_SYSTEMMEM, readback, NULL); - ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface returned: %08x\n", hr); - - hr = IDirect3DDevice9_SetRenderTarget(device, 0, *render_target); - ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget returned: %08x\n", hr); - - hr = IDirect3DDevice9_SetVertexShader(device, vshader); - ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned: %08x\n", hr); - hr = IDirect3DDevice9_SetPixelShader(device, pshader); - ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned: %08x\n", hr); + + hr = pD3DXGetShaderConstantTable(ID3D10Blob_GetBufferPointer(blob), &constants); + ok_(__FILE__, line)(hr == D3D_OK, "Failed to get constant table, hr %#x.\n", hr); + + hr = ID3DXConstantTable_SetFloat(constants, device, name, f); + ok_(__FILE__, line)(hr == D3D_OK, "Failed to set constant, hr %#x.\n", hr); + + ID3DXConstantTable_Release(constants); }
-static BOOL colors_match(D3DXCOLOR a, D3DXCOLOR b, float epsilon) +#define set_float4_d3d9(a, b, c, d, e, f, g) set_float4_d3d9_(__LINE__, a, b, c, d, e, f, g) +static void set_float4_d3d9_(unsigned int line, IDirect3DDevice9 *device, ID3D10Blob *blob, + const char *name, float x, float y, float z, float w) { - return (fabs(a.r - b.r) < epsilon && fabs(a.g - b.g) < epsilon && fabs(a.b - b.b) < epsilon && - fabs(a.a - b.a) < epsilon); + ID3DXConstantTable *constants; + D3DXVECTOR4 v = {x, y, z, w}; + HRESULT hr; + + hr = pD3DXGetShaderConstantTable(ID3D10Blob_GetBufferPointer(blob), &constants); + ok_(__FILE__, line)(hr == D3D_OK, "Failed to get constant table, hr %#x.\n", hr); + + hr = ID3DXConstantTable_SetVector(constants, device, name, &v); + ok_(__FILE__, line)(hr == D3D_OK, "Failed to set constant, hr %#x.\n", hr); + + ID3DXConstantTable_Release(constants); }
-/* Compute a shader on a width by height buffer and probes certain locations - to see if they are as expected. */ -static void compute_shader_probe9(IDirect3DDevice9 *device, IDirect3DVertexShader9 *vshader, - IDirect3DPixelShader9 *pshader, IDirect3DVertexBuffer9 *quad_geometry, - const struct hlsl_probe_info *probes, unsigned int count, - unsigned int width, unsigned int height, unsigned int line_number) +static BOOL compare_float(float f, float g, unsigned int ulps) { - IDirect3DSurface9 *render_target; - IDirect3DSurface9 *readback; + int x = *(int *)&f; + int y = *(int *)&g;
- HRESULT hr; - D3DLOCKED_RECT lr; - D3DXCOLOR *pbits_data; - unsigned int i; + if (x < 0) + x = INT_MIN - x; + if (y < 0) + y = INT_MIN - y;
- setup_device9(device, &render_target, &readback, D3DFMT_A32B32G32R32F, - width, height, vshader, pshader); - - /* Draw the quad with the shader and read back the data */ - draw_quad_with_shader9(device, quad_geometry); - IDirect3DDevice9_GetRenderTargetData(device, render_target, readback); - hr = IDirect3DSurface9_LockRect(readback, &lr, NULL, D3DLOCK_READONLY); - ok(hr == D3D_OK, "IDirect3DSurface9_LockRect returned: %08x\n", hr); - pbits_data = lr.pBits; - - /* Now go through the probes and check each one */ - for (i = 0; i < count; i++, probes++) { - int index = probes->x + (probes->y * lr.Pitch / sizeof(D3DXCOLOR)); - ok(colors_match(probes->c, pbits_data[index], probes->epsilon), - "Line %d: At (%d, %d): %s: Expected (%.04f,%.04f,%.04f, %.04f), got " - "(%.04f,%.04f,%.04f,%.04f)\n", line_number, probes->x, probes->y, probes->message, - probes->c.r, probes->c.g, probes->c.b, probes->c.a, pbits_data[index].r, - pbits_data[index].g, pbits_data[index].b, pbits_data[index].a); - } + if (abs(x - y) > ulps) + return FALSE;
- hr = IDirect3DSurface9_UnlockRect(readback); - ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect returned: %08x\n", hr); + return TRUE; +} + +static BOOL compare_vec4(const struct vec4 *vec, float x, float y, float z, float w, unsigned int ulps) +{ + return compare_float(vec->x, x, ulps) + && compare_float(vec->y, y, ulps) + && compare_float(vec->z, z, ulps) + && compare_float(vec->w, w, ulps); +}
- /* We now present the scene. This is mostly for debugging purposes, since GetRenderTargetData - also waits for drawing commands to complete. The reason this call is here and not in a - draw function is because the contents of the render target surface are invalidated after - this call. */ - hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "IDirect3DDevice9_Present returned: %08x\n", hr); +static HWND create_window(void) +{ + WNDCLASSA wc = {0}; + wc.lpfnWndProc = DefWindowProcA; + wc.lpszClassName = "d3d9_test_wc"; + RegisterClassA(&wc);
- IDirect3DSurface9_Release(render_target); - IDirect3DSurface9_Release(readback); + return CreateWindowA("d3d9_test_wc", "d3d9_test", 0, 0, 0, 0, 0, 0, 0, 0, 0); }
-/* Now the actual test functions */ -static void test_swizzle(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry, - IDirect3DVertexShader9 *vshader_passthru) +static void test_swizzle(void) { - static const struct hlsl_probe_info probes[] = - { - {0, 0, {0.0101f, 0.0303f, 0.0202f, 0.0404f}, 0.0001f, "swizzle_test"} - }; + IDirect3DDevice9 *device; + ID3D10Blob *ps_code; + struct vec4 v; + HWND window;
- static const char *swizzle_test_shader = + static const char ps_source[] = "uniform float4 color;\n" - "float4 test(): COLOR\n" + "float4 main() : COLOR\n" "{\n" " float4 ret = color;\n" " ret.gb = ret.ra;\n" @@ -316,36 +292,40 @@ static void test_swizzle(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_ " return ret;\n" "}";
- ID3DXConstantTable *constants; - IDirect3DPixelShader9 *pshader; + window = create_window(); + ok(!!window, "Failed to create a window.\n");
- pshader = compile_pixel_shader9(device, swizzle_test_shader, "ps_2_0", &constants); - if (pshader != NULL) + if (!(device = create_d3d9_device(window))) { - set_float4_d3d9(device, constants, "color", 0.0303f, 0.0f, 0.0f, 0.0202f); + DestroyWindow(window); + return; + } + + todo_wine ps_code = compile_shader(ps_source, "ps_2_0"); + if (ps_code) + { + set_float4_d3d9(device, ps_code, "color", 0.0303f, 0.0f, 0.0f, 0.0202f); + draw_quad(device, ps_code);
- compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, - probes, ARRAY_SIZE(probes), 1, 1, __LINE__); + v = get_readback_vec4_d3d9(device, 0, 0); + ok(compare_vec4(&v, 0.0101f, 0.0303f, 0.0202f, 0.0404f, 0), + "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w);
- ID3DXConstantTable_Release(constants); - IDirect3DPixelShader9_Release(pshader); + ID3D10Blob_Release(ps_code); } + IDirect3DDevice9_Release(device); + DestroyWindow(window); }
-static void test_math(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry, - IDirect3DVertexShader9 *vshader_passthru) +static void test_math(void) { - /* Tests order of operations */ - static const float u = 2.5f, v = 0.3f, w = 0.2f, x = 0.7f, y = 0.1f, z = 1.5f; - - static const struct hlsl_probe_info probes[] = - { - {0, 0, {-12.4300f, 9.8333f, 1.6000f, 34.9999f}, 0.0001f, - "order of operations test"} - }; + IDirect3DDevice9 *device; + ID3D10Blob *ps_code; + struct vec4 v; + HWND window;
- static const char *order_of_operations_shader = - "float4 test(uniform float u, uniform float v, uniform float w, uniform float x,\n" + static const char ps_source[] = + "float4 main(uniform float u, uniform float v, uniform float w, uniform float x,\n" " uniform float y, uniform float z): COLOR\n" "{\n" " return float4(x * y - z / w + --u / -v,\n" @@ -354,101 +334,127 @@ static void test_math(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geo " x / y / w);\n" "}";
- ID3DXConstantTable *constants; - IDirect3DPixelShader9 *pshader; + window = create_window(); + ok(!!window, "Failed to create a window.\n");
- pshader = compile_pixel_shader9(device, order_of_operations_shader, "ps_2_0", &constants); - if (pshader != NULL) + if (!(device = create_d3d9_device(window))) { - ID3DXConstantTable_SetFloat(constants, device, "$u", u); - ID3DXConstantTable_SetFloat(constants, device, "$v", v); - ID3DXConstantTable_SetFloat(constants, device, "$w", w); - ID3DXConstantTable_SetFloat(constants, device, "$x", x); - ID3DXConstantTable_SetFloat(constants, device, "$y", y); - ID3DXConstantTable_SetFloat(constants, device, "$z", z); - - compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, - probes, ARRAY_SIZE(probes), 1, 1, __LINE__); + DestroyWindow(window); + return; + }
- ID3DXConstantTable_Release(constants); - IDirect3DPixelShader9_Release(pshader); + todo_wine ps_code = compile_shader(ps_source, "ps_2_0"); + if (ps_code) + { + set_float_d3d9(device, ps_code, "$u", 2.5f); + set_float_d3d9(device, ps_code, "$v", 0.3f); + set_float_d3d9(device, ps_code, "$w", 0.2f); + set_float_d3d9(device, ps_code, "$x", 0.7f); + set_float_d3d9(device, ps_code, "$y", 0.1f); + set_float_d3d9(device, ps_code, "$z", 1.5f); + draw_quad(device, ps_code); + + v = get_readback_vec4_d3d9(device, 0, 0); + ok(compare_vec4(&v, -12.43f, 9.833333f, 1.6f, 35.0f, 1), + "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w); + + ID3D10Blob_Release(ps_code); } + IDirect3DDevice9_Release(device); + DestroyWindow(window); }
-static void test_conditionals(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry, - IDirect3DVertexShader9 *vshader_passthru) +static void test_conditionals(void) { - static const struct hlsl_probe_info if_greater_probes[] = - { - { 0, 0, {0.9f, 0.8f, 0.7f, 0.6f}, 0.0001f, "if greater test"}, - { 5, 0, {0.9f, 0.8f, 0.7f, 0.6f}, 0.0001f, "if greater test"}, - {10, 0, {0.9f, 0.8f, 0.7f, 0.6f}, 0.0001f, "if greater test"}, - {15, 0, {0.9f, 0.8f, 0.7f, 0.6f}, 0.0001f, "if greater test"}, - {25, 0, {0.1f, 0.2f, 0.3f, 0.4f}, 0.0001f, "if greater test"}, - {30, 0, {0.1f, 0.2f, 0.3f, 0.4f}, 0.0001f, "if greater test"} - }; + IDirect3DDevice9 *device; + ID3D10Blob *ps_code; + unsigned int i; + struct vec4 v; + HWND window;
- static const char *if_greater_shader = - "float4 test(float2 pos: TEXCOORD0): COLOR\n" + static const char ps_if_source[] = + "float4 main(float2 pos : TEXCOORD0) : COLOR\n" "{\n" - " if((pos.x * 32.0) > 20.0)\n" + " if((pos.x * 640.0) > 200.0)\n" " return float4(0.1, 0.2, 0.3, 0.4);\n" " else\n" " return float4(0.9, 0.8, 0.7, 0.6);\n" "}";
- static const struct hlsl_probe_info ternary_operator_probes[] = - { - {0, 0, {0.50f, 0.25f, 0.50f, 0.75f}, 0.00001f, "ternary operator test"}, - {1, 0, {0.50f, 0.25f, 0.50f, 0.75f}, 0.00001f, "ternary operator test"}, - {2, 0, {0.50f, 0.25f, 0.50f, 0.75f}, 0.00001f, "ternary operator test"}, - {3, 0, {0.50f, 0.25f, 0.50f, 0.75f}, 0.00001f, "ternary operator test"}, - {4, 0, {0.60f, 0.80f, 0.10f, 0.20f}, 0.00001f, "ternary operator test"}, - {5, 0, {0.60f, 0.80f, 0.10f, 0.20f}, 0.00001f, "ternary operator test"}, - {6, 0, {0.60f, 0.80f, 0.10f, 0.20f}, 0.00001f, "ternary operator test"}, - {7, 0, {0.60f, 0.80f, 0.10f, 0.20f}, 0.00001f, "ternary operator test"} - }; - - static const char *ternary_operator_shader = - "float4 test(float2 pos: TEXCOORD0): COLOR\n" + static const char ps_ternary_source[] = + "float4 main(float2 pos : TEXCOORD0) : COLOR\n" "{\n" " return (pos.x < 0.5?float4(0.5, 0.25, 0.5, 0.75):float4(0.6, 0.8, 0.1, 0.2));\n" "}";
- ID3DXConstantTable *constants; - IDirect3DPixelShader9 *pshader; + window = create_window(); + ok(!!window, "Failed to create a window.\n"); + + if (!(device = create_d3d9_device(window))) + { + DestroyWindow(window); + return; + }
- pshader = compile_pixel_shader9(device, if_greater_shader, "ps_2_0", &constants); - if (pshader != NULL) + todo_wine ps_code = compile_shader(ps_if_source, "ps_2_0"); + if (ps_code) { - compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, if_greater_probes, - ARRAY_SIZE(if_greater_probes), 32, 1, __LINE__); + draw_quad(device, ps_code);
- ID3DXConstantTable_Release(constants); - IDirect3DPixelShader9_Release(pshader); + for (i = 0; i < 200; i += 40) + { + v = get_readback_vec4_d3d9(device, i, 0); + ok(compare_vec4(&v, 0.9f, 0.8f, 0.7f, 0.6f, 0), + "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w); + } + + for (i = 240; i < 640; i += 40) + { + v = get_readback_vec4_d3d9(device, i, 0); + ok(compare_vec4(&v, 0.1f, 0.2f, 0.3f, 0.4f, 0), + "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w); + } + + ID3D10Blob_Release(ps_code); }
- pshader = compile_pixel_shader9(device, ternary_operator_shader, "ps_2_0", &constants); - if (pshader != NULL) + todo_wine ps_code = compile_shader(ps_ternary_source, "ps_2_0"); + if (ps_code) { - compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, ternary_operator_probes, - ARRAY_SIZE(ternary_operator_probes), 8, 1, __LINE__); + draw_quad(device, ps_code);
- ID3DXConstantTable_Release(constants); - IDirect3DPixelShader9_Release(pshader); + for (i = 0; i < 320; i += 40) + { + v = get_readback_vec4_d3d9(device, i, 0); + ok(compare_vec4(&v, 0.5f, 0.25f, 0.5f, 0.75f, 0), + "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w); + } + + for (i = 360; i < 640; i += 40) + { + v = get_readback_vec4_d3d9(device, i, 0); + ok(compare_vec4(&v, 0.6f, 0.8f, 0.1f, 0.2f, 0), + "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w); + } + + ID3D10Blob_Release(ps_code); } + + IDirect3DDevice9_Release(device); + DestroyWindow(window); }
-static void test_float_vectors(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry, - IDirect3DVertexShader9 *vshader_passthru) +static void test_float_vectors(void) { - static const struct hlsl_probe_info vec4_indexing_test1_probes[] = - { - {0, 0, {0.020f, 0.245f, 0.351f, 1.000f}, 0.0001f, "vec4 indexing test 1"} - }; + ID3DXConstantTable *constants; + IDirect3DDevice9 *device; + ID3D10Blob *ps_code; + struct vec4 v; + HWND window; + HRESULT hr;
- static const char *vec4_indexing_test1_shader = - "float4 test(): COLOR\n" + static const char ps_indexing_source[] = + "float4 main() : COLOR\n" "{\n" " float4 color;\n" " color[0] = 0.020;\n" @@ -458,15 +464,10 @@ static void test_float_vectors(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 " return color;\n" "}";
- static const struct hlsl_probe_info vec4_indexing_test2_probes[] = - { - {0, 0, {0.5f, 0.3f, 0.8f, 0.2f}, 0.0001f, "vec4 indexing test 2"} - }; - - /* We have this uniform i here so the compiler can't optimize */ - static const char *vec4_indexing_test2_shader = + /* A uniform index is used so that the compiler can't optimize. */ + static const char ps_uniform_indexing_source[] = "uniform int i;\n" - "float4 test(): COLOR\n" + "float4 main() : COLOR\n" "{\n" " float4 color = float4(0.5, 0.4, 0.3, 0.2);\n" " color.g = color[i];\n" @@ -474,73 +475,58 @@ static void test_float_vectors(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 " return color;\n" "}";
- ID3DXConstantTable *constants; - IDirect3DPixelShader9 *pshader; + window = create_window(); + ok(!!window, "Failed to create a window.\n");
- pshader = compile_pixel_shader9(device, vec4_indexing_test1_shader, "ps_2_0", &constants); - if (pshader != NULL) + if (!(device = create_d3d9_device(window))) { - compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, vec4_indexing_test1_probes, - ARRAY_SIZE(vec4_indexing_test1_probes), 1, 1, __LINE__); - - ID3DXConstantTable_Release(constants); - IDirect3DPixelShader9_Release(pshader); + DestroyWindow(window); + return; }
- pshader = compile_pixel_shader9(device, vec4_indexing_test2_shader, "ps_2_0", &constants); - if (pshader != NULL) + todo_wine ps_code = compile_shader(ps_indexing_source, "ps_2_0"); + if (ps_code) { - ID3DXConstantTable_SetInt(constants, device, "i", 2); + draw_quad(device, ps_code); + + v = get_readback_vec4_d3d9(device, 0, 0); + ok(compare_vec4(&v, 0.02f, 0.245f, 0.351f, 1.0f, 0), + "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w);
- compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, vec4_indexing_test2_probes, - ARRAY_SIZE(vec4_indexing_test2_probes), 32, 1, __LINE__); + ID3D10Blob_Release(ps_code); + }
+ todo_wine ps_code = compile_shader(ps_uniform_indexing_source, "ps_2_0"); + if (ps_code) + { + hr = pD3DXGetShaderConstantTable(ID3D10Blob_GetBufferPointer(ps_code), &constants); + ok(hr == D3D_OK, "Failed to get constants, hr %#x.\n", hr); + hr = ID3DXConstantTable_SetInt(constants, device, "i", 2); + ok(hr == D3D_OK, "Failed to set constant, hr %#x.\n", hr); ID3DXConstantTable_Release(constants); - IDirect3DPixelShader9_Release(pshader); + draw_quad(device, ps_code); + + v = get_readback_vec4_d3d9(device, 0, 0); + ok(compare_vec4(&v, 0.5f, 0.3f, 0.8f, 0.2f, 0), + "Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w); + + ID3D10Blob_Release(ps_code); } + + IDirect3DDevice9_Release(device); + DestroyWindow(window); }
-static void test_trig(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geometry, - IDirect3DVertexShader9 *vshader_passthru) +static void test_trig(void) { - static const struct hlsl_probe_info sincos_probes[] = - { - {0, 0, {0.5000f, 1.0000f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {1, 0, {0.5975f, 0.9904f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {2, 0, {0.6913f, 0.9620f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {3, 0, {0.7778f, 0.9160f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {4, 0, {0.8536f, 0.8536f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {5, 0, {0.9157f, 0.7778f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {6, 0, {0.9620f, 0.6913f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {7, 0, {0.9904f, 0.5975f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {8, 0, {1.0000f, 0.5000f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {9, 0, {0.9904f, 0.4025f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {10, 0, {0.9619f, 0.3087f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {11, 0, {0.9157f, 0.2222f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {12, 0, {0.8536f, 0.1464f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {13, 0, {0.7778f, 0.0843f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {14, 0, {0.6913f, 0.0381f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {15, 0, {0.5975f, 0.0096f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {16, 0, {0.5000f, 0.0000f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {17, 0, {0.4025f, 0.0096f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {18, 0, {0.3087f, 0.0381f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {19, 0, {0.2222f, 0.0843f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {20, 0, {0.1464f, 0.1464f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {21, 0, {0.0843f, 0.2222f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {22, 0, {0.0381f, 0.3087f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {23, 0, {0.0096f, 0.4025f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {24, 0, {0.0000f, 0.5000f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {25, 0, {0.0096f, 0.5975f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {26, 0, {0.0381f, 0.6913f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {27, 0, {0.0843f, 0.7778f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {28, 0, {0.1464f, 0.8536f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {29, 0, {0.2222f, 0.9157f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {30, 0, {0.3087f, 0.9619f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - {31, 0, {0.4025f, 0.9904f, 0.0f, 0.0f}, 0.001f, "sin/cos test"}, - }; + IDirect3DDevice9 *device; + ID3D10Blob *ps_code; + unsigned int i; + struct vec4 v; + HWND window;
- static const char *sincos_shader = - "float4 test(float x: TEXCOORD0): COLOR\n" + static const char ps_source[] = + "float4 main(float x : TEXCOORD0) : COLOR\n" "{\n" " const float pi2 = 6.2831853;\n" " float calcd_sin = (sin(x * pi2) + 1)/2;\n" @@ -548,22 +534,37 @@ static void test_trig(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geo " return float4(calcd_sin, calcd_cos, 0, 0);\n" "}";
- ID3DXConstantTable *constants; - IDirect3DPixelShader9 *pshader; + window = create_window(); + ok(!!window, "Failed to create a window.\n"); + + if (!(device = create_d3d9_device(window))) + { + DestroyWindow(window); + return; + }
- pshader = compile_pixel_shader9(device, sincos_shader, "ps_2_0", &constants); - if (pshader != NULL) + todo_wine ps_code = compile_shader(ps_source, "ps_2_0"); + if (ps_code) { - compute_shader_probe9(device, vshader_passthru, pshader, quad_geometry, sincos_probes, - ARRAY_SIZE(sincos_probes), 32, 1, __LINE__); + draw_quad(device, ps_code);
- ID3DXConstantTable_Release(constants); - IDirect3DPixelShader9_Release(pshader); + for (i = 0; i < 32; ++i) + { + float expect_x = (sinf(i * 2 * M_PI / 32) + 1.0f) / 2.0f; + float expect_y = (cosf(i * 2 * M_PI / 32) + 1.0f) / 2.0f; + v = get_readback_vec4_d3d9(device, i * 640 / 32, 0); + ok(compare_vec4(&v, expect_x, expect_y, 0.0f, 0.0f, 4096), + "Test %u: Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", + i, v.x, v.y, v.z, v.w, expect_x, expect_y, 0.0f, 0.0f); + } + + ID3D10Blob_Release(ps_code); } + IDirect3DDevice9_Release(device); + DestroyWindow(window); }
-static void test_fail(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *qquad_geometry, - IDirect3DVertexShader9 *vshader_passthru) +static void test_fail(void) { static const char *tests[] = { @@ -619,10 +620,11 @@ static void test_fail(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *qquad_ge { compiled = errors = NULL; hr = ppD3DCompile(tests[i], strlen(tests[i]), NULL, NULL, NULL, "test", "ps_2_0", 0, 0, &compiled, &errors); - ok(hr == E_FAIL, "Test %u, got unexpected hr %#x.\n", i, hr); - ok(!!errors, "Test %u, expected non-NULL error blob.\n", i); + todo_wine ok(hr == E_FAIL, "Test %u, got unexpected hr %#x.\n", i, hr); + todo_wine_if (i == 1) ok(!!errors, "Test %u, expected non-NULL error blob.\n", i); ok(!compiled, "Test %u, expected no compiled shader blob.\n", i); - ID3D10Blob_Release(errors); + if (errors) + ID3D10Blob_Release(errors); } }
@@ -642,12 +644,6 @@ static BOOL load_d3dcompiler(void)
START_TEST(hlsl) { - D3DCAPS9 caps; - ULONG refcount; - IDirect3DDevice9 *device; - IDirect3DVertexDeclaration9 *vdeclaration; - IDirect3DVertexBuffer9 *quad_geometry; - IDirect3DVertexShader9 *vshader_passthru; HMODULE mod;
if (!load_d3dcompiler()) @@ -662,40 +658,11 @@ START_TEST(hlsl) return; } pD3DXGetShaderConstantTable = (void *)GetProcAddress(mod, "D3DXGetShaderConstantTable"); - pD3DXMatrixOrthoLH = (void *)GetProcAddress(mod, "D3DXMatrixOrthoLH"); - - device = init_d3d9(&vdeclaration, &quad_geometry, &vshader_passthru); - if (!device) return; - - /* Make sure we support pixel shaders, before trying to compile them! */ - /* Direct3D 9 (Shader model 1-3 tests) */ - IDirect3DDevice9_GetDeviceCaps(device, &caps); - if (caps.PixelShaderVersion >= D3DPS_VERSION(2, 0)) - { - todo_wine - { - test_swizzle(device, quad_geometry, vshader_passthru); - test_math(device, quad_geometry, vshader_passthru); - test_conditionals(device, quad_geometry, vshader_passthru); - test_float_vectors(device, quad_geometry, vshader_passthru); - test_trig(device, quad_geometry, vshader_passthru); - test_fail(device, quad_geometry, vshader_passthru); - } - } else skip("no pixel shader support\n"); - - /* Reference counting sanity checks */ - if (vshader_passthru) - { - refcount = IDirect3DVertexShader9_Release(vshader_passthru); - ok(!refcount, "Pass-through vertex shader has %u references left\n", refcount); - } - - refcount = IDirect3DVertexBuffer9_Release(quad_geometry); - ok(!refcount, "Vertex buffer has %u references left\n", refcount); - - refcount = IDirect3DVertexDeclaration9_Release(vdeclaration); - ok(!refcount, "Vertex declaration has %u references left\n", refcount);
- refcount = IDirect3DDevice9_Release(device); - ok(!refcount, "Device has %u references left\n", refcount); + test_swizzle(); + test_math(); + test_conditionals(); + test_float_vectors(); + test_trig(); + test_fail(); }