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shader.c

/*
 * Copyright 2008 Luis Busquets
 *
 * 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"
#include "d3dx9.h"

static const DWORD simple_vs[] = {
    0xfffe0101,                                                             /* vs_1_1                       */
    0x0000001f, 0x80000000, 0x900f0000,                                     /* dcl_position0 v0             */
    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};                                                            /* END                          */

static const 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                          */


static void test_get_shader_size(void)
{
    UINT shader_size, expected;

    shader_size = D3DXGetShaderSize(simple_vs);
    expected = sizeof(simple_vs);
    ok(shader_size == expected, "Got shader size %u, expected %u\n", shader_size, expected);

    shader_size = D3DXGetShaderSize(simple_ps);
    expected = sizeof(simple_ps);
    ok(shader_size == expected, "Got shader size %u, expected %u\n", shader_size, expected);

    shader_size = D3DXGetShaderSize(NULL);
    ok(shader_size == 0, "Got shader size %u, expected 0\n", shader_size);
}

static void test_get_shader_version(void)
{
    DWORD shader_version;

    shader_version = D3DXGetShaderVersion(simple_vs);
    ok(shader_version == D3DVS_VERSION(1, 1), "Got shader version 0x%08x, expected 0x%08x\n",
            shader_version, D3DVS_VERSION(1, 1));

    shader_version = D3DXGetShaderVersion(simple_ps);
    ok(shader_version == D3DPS_VERSION(1, 1), "Got shader version 0x%08x, expected 0x%08x\n",
            shader_version, D3DPS_VERSION(1, 1));

    shader_version = D3DXGetShaderVersion(NULL);
    ok(shader_version == 0, "Got shader version 0x%08x, expected 0\n", shader_version);
}

START_TEST(shader)
{
    test_get_shader_size();
    test_get_shader_version();
}

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