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d3d8_main.c

/*
 * Copyright (C) 2006 Louis Lenders
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2.1 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
 */

#include "wine/test.h"

static HRESULT (WINAPI *ValidateVertexShader)(DWORD*,DWORD*,DWORD*,int,DWORD*);
static HRESULT (WINAPI *ValidatePixelShader)(DWORD*,DWORD*,int,DWORD*);

static void test_ValidateVertexShader(void)
{
    HRESULT ret;
    static DWORD simple_vs[] = {0xFFFE0101,             /* vs_1_1               */
        0x00000009, 0xC0010000, 0x90E40000, 0xA0E40000, /* dp4 oPos.x, v0, c0   */
        0x00000009, 0xC0020000, 0x90E40000, 0xA0E40001, /* dp4 oPos.y, v0, c1   */
        0x00000009, 0xC0040000, 0x90E40000, 0xA0E40002, /* dp4 oPos.z, v0, c2   */
        0x00000009, 0xC0080000, 0x90E40000, 0xA0E40003, /* dp4 oPos.w, v0, c3   */
        0x0000FFFF};

    ret=ValidateVertexShader(0,0,0,0,0);
    ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);

    ret=ValidateVertexShader(0,0,0,1,0);
    ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);

    ret=ValidateVertexShader(simple_vs,0,0,0,0);
    ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);

    ret=ValidateVertexShader(simple_vs,0,0,1,0);
    ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
    /* seems to do some version checking */
    *simple_vs=0xFFFE0100;             /* vs_1_0               */
    ret=ValidateVertexShader(simple_vs,0,0,0,0);
    ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);

    *simple_vs=0xFFFE0102;            /* bogus version         */
    ret=ValidateVertexShader(simple_vs,0,0,1,0);
    ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);
    /* I've seen that applications pass 2nd and 3rd parameter always as 0;simple test with non-zero parameters */
    *simple_vs=0xFFFE0101;             /* vs_1_1               */
    ret=ValidateVertexShader(simple_vs,simple_vs,0,1,0);
    ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);

    ret=ValidateVertexShader(simple_vs,0,simple_vs,1,0);
    ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);
    /* I've seen 4th parameter is always passed as either 0 or 1, but passing other values doesn't seem to hurt*/
    ret=ValidateVertexShader(simple_vs,0,0,12345,0);
    ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
    /* What is 5th parameter ???? Following works ok */
    ret=ValidateVertexShader(simple_vs,0,0,1,simple_vs);
    ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
}

static void test_ValidatePixelShader(void)
{ 
    HRESULT ret;
    static DWORD simple_ps[] = {0xFFFF0101,                                     /* ps_1_1                       */
        0x00000051, 0xA00F0001, 0x3F800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0  */
        0x00000042, 0xB00F0000,                                                 /* tex t0                       */
        0x00000008, 0x800F0000, 0xA0E40001, 0xA0E40000,                         /* dp3 r0, c1, c0               */
        0x00000005, 0x800F0000, 0x90E40000, 0x80E40000,                         /* mul r0, v0, r0               */
        0x00000005, 0x800F0000, 0xB0E40000, 0x80E40000,                         /* mul r0, t0, r0               */
        0x0000FFFF};                                                            /* END                          */

    ret=ValidatePixelShader(0,0,0,0);
    ok(ret==E_FAIL,"ValidatePixelShader returned %x but expected E_FAIL\n",ret);

    ret=ValidatePixelShader(0,0,1,0);
    ok(ret==E_FAIL,"ValidatePixelShader returned %x but expected E_FAIL\n",ret);

    ret=ValidatePixelShader(simple_ps,0,0,0);
    ok(ret==S_OK,"ValidatePixelShader returned %x but expected S_OK\n",ret);

    ret=ValidatePixelShader(simple_ps,0,1,0);
    ok(ret==S_OK,"ValidatePixelShader returned %x but expected S_OK\n",ret);
    /* seems to do some version checking */
    *simple_ps=0xFFFF0105;             /* bogus version  */
    ret=ValidatePixelShader(simple_ps,0,1,0);
    ok(ret==E_FAIL,"ValidatePixelShader returned %x but expected E_FAIL\n",ret);
    /* I've seen that applications pass 2nd parameter always as 0;simple test with non-zero parameter */
    *simple_ps=0xFFFF0101;             /* ps_1_1         */
    ret=ValidatePixelShader(simple_ps,simple_ps,1,0);
    ok(ret==E_FAIL,"ValidatePixelShader returned %x but expected E_FAIL\n",ret);
    /* I've seen 3rd parameter is always passed as either 0 or 1, but passing other values doesn't seem to hurt*/
    ret=ValidatePixelShader(simple_ps,0,12345,0);
    ok(ret==S_OK,"ValidatePixelShader returned %x but expected S_OK\n",ret);
    /* What is 4th parameter ???? Following works ok */
    ret=ValidatePixelShader(simple_ps,0,1,simple_ps);
    ok(ret==S_OK,"ValidatePixelShader returned %x but expected S_OK\n",ret);
}

START_TEST(d3d8_main)
{
    HMODULE d3d8_handle = LoadLibraryA( "d3d8.dll" );
    if (!d3d8_handle)
    {
        skip("Could not load d3d8.dll\n");
        return;
    }

    ValidateVertexShader = (void*)GetProcAddress (d3d8_handle, "ValidateVertexShader" );
    ValidatePixelShader = (void*)GetProcAddress (d3d8_handle, "ValidatePixelShader" );
    test_ValidateVertexShader();
    test_ValidatePixelShader();
}

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