Commit dd93e1fb authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Floating point shader constant setting.

Test how shader constant limits are checked in Set*ShaderConstantF. The vertex shader tests it based on the limits reported in the caps, the pixel shader tests tries to find the limit manually because I could not find a cap structure member specifying the pixel shader constant limit. Set*ShaderConstantF returns an error as soon as start or start + count are bigger than the constant limit.
parent 76b7cac7
...@@ -109,6 +109,33 @@ static void test_get_set_vertex_shader(IDirect3DDevice9 *device_ptr) ...@@ -109,6 +109,33 @@ static void test_get_set_vertex_shader(IDirect3DDevice9 *device_ptr)
"Expected hret 0x%x, current_shader_ptr %p, refcount %d.\n", hret, current_shader_ptr, shader_refcount, D3D_OK, shader_ptr, i); "Expected hret 0x%x, current_shader_ptr %p, refcount %d.\n", hret, current_shader_ptr, shader_refcount, D3D_OK, shader_ptr, i);
} }
static void test_vertex_shader_constant(IDirect3DDevice9 *device_ptr, DWORD consts)
{
float c[4] = { 0.0, 0.0, 0.0, 0.0 };
float d[16] = { 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, 0.0, 0.0 };
HRESULT hr;
/* A simple check that the stuff works at all */
hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, 0, c, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
/* Test corner cases: Write to const MAX - 1, MAX, MAX + 1, and writing 4 consts from
* MAX - 1
*/
hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts - 1, c, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts + 0, c, 1);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts + 1, c, 1);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, consts - 1, d, 4);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
/* Constant -1 */
hr = IDirect3DDevice9_SetVertexShaderConstantF(device_ptr, -1, c, 1);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
}
static void test_get_set_pixel_shader(IDirect3DDevice9 *device_ptr) static void test_get_set_pixel_shader(IDirect3DDevice9 *device_ptr)
{ {
static DWORD simple_ps[] = {0xFFFF0101, /* ps_1_1 */ static DWORD simple_ps[] = {0xFFFF0101, /* ps_1_1 */
...@@ -146,6 +173,33 @@ static void test_get_set_pixel_shader(IDirect3DDevice9 *device_ptr) ...@@ -146,6 +173,33 @@ static void test_get_set_pixel_shader(IDirect3DDevice9 *device_ptr)
"Expected hret 0x%x, current_shader_ptr %p, refcount %d.\n", hret, current_shader_ptr, shader_refcount, D3D_OK, shader_ptr, i); "Expected hret 0x%x, current_shader_ptr %p, refcount %d.\n", hret, current_shader_ptr, shader_refcount, D3D_OK, shader_ptr, i);
} }
static void test_pixel_shader_constant(IDirect3DDevice9 *device_ptr)
{
float c[4] = { 0.0, 0.0, 0.0, 0.0 };
float d[16] = { 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, 0.0, 0.0 };
HRESULT hr;
DWORD consts = 0;
/* A simple check that the stuff works at all */
hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, 0, c, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned 0x%08x\n", hr);
/* Is there really no max pixel shader constant value??? Test how far I can go */
while(SUCCEEDED(IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, consts++, c, 1)));
consts = consts - 1;
trace("SetPixelShaderConstantF was able to set %d shader constants\n", consts);
/* Test corner cases: writing 4 consts from MAX - 1, everything else is pointless
* given the way the constant limit was found out
*/
hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, consts - 1, d, 4);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetPixelShaderConstantF returned 0x%08x\n", hr);
/* Constant -1 */
hr = IDirect3DDevice9_SetPixelShaderConstantF(device_ptr, -1, c, 1);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetPixelShaderConstantF returned 0x%08x\n", hr);
}
START_TEST(shader) START_TEST(shader)
{ {
D3DCAPS9 caps; D3DCAPS9 caps;
...@@ -166,12 +220,15 @@ START_TEST(shader) ...@@ -166,12 +220,15 @@ START_TEST(shader)
if (caps.VertexShaderVersion & 0xffff) if (caps.VertexShaderVersion & 0xffff)
{ {
test_get_set_vertex_shader(device_ptr); test_get_set_vertex_shader(device_ptr);
test_vertex_shader_constant(device_ptr, caps.MaxVertexShaderConst);
} }
else skip("No vertex shader support\n"); else skip("No vertex shader support\n");
if (caps.PixelShaderVersion & 0xffff) if (caps.PixelShaderVersion & 0xffff)
{ {
test_get_set_pixel_shader(device_ptr); test_get_set_pixel_shader(device_ptr);
/* No max pixel shader constant value??? */
test_pixel_shader_constant(device_ptr);
} }
else skip("No pixel shader support\n"); else skip("No pixel shader support\n");
} }
...@@ -3012,20 +3012,23 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF( ...@@ -3012,20 +3012,23 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
UINT count) { UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
int i, cnt = min(count, GL_LIMITS(vshader_constantsF) - start); int i;
TRACE("(iface %p, srcData %p, start %d, count %d)\n", TRACE("(iface %p, srcData %p, start %d, count %d)\n",
iface, srcData, start, count); iface, srcData, start, count);
if (srcData == NULL || ((signed int) GL_LIMITS(vshader_constantsF) - (signed int) start) <= (signed int) 0) /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
if (srcData == NULL || start + count > GL_LIMITS(vshader_constantsF) || start > GL_LIMITS(vshader_constantsF))
return WINED3DERR_INVALIDCALL; return WINED3DERR_INVALIDCALL;
memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4); memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
for (i = 0; i < cnt; i++) if(TRACE_ON(d3d)) {
for (i = 0; i < count; i++)
TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i, TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]); srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
}
for (i = start; i < cnt + start; ++i) { for (i = start; i < count + start; ++i) {
if (!This->updateStateBlock->set.vertexShaderConstantsF[i]) { if (!This->updateStateBlock->set.vertexShaderConstantsF[i]) {
constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry)); constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
ptr->idx = i; ptr->idx = i;
...@@ -3289,20 +3292,23 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF( ...@@ -3289,20 +3292,23 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
UINT count) { UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
int i, cnt = min(count, GL_LIMITS(pshader_constantsF) - start); int i;
TRACE("(iface %p, srcData %p, start %d, count %d)\n", TRACE("(iface %p, srcData %p, start %d, count %d)\n",
iface, srcData, start, count); iface, srcData, start, count);
if (srcData == NULL || cnt < 0) /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
if (srcData == NULL || start + count > GL_LIMITS(pshader_constantsF) || start > GL_LIMITS(pshader_constantsF))
return WINED3DERR_INVALIDCALL; return WINED3DERR_INVALIDCALL;
memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4); memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
for (i = 0; i < cnt; i++) if(TRACE_ON(d3d)) {
for (i = 0; i < count; i++)
TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i, TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]); srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
}
for (i = start; i < cnt + start; ++i) { for (i = start; i < count + start; ++i) {
if (!This->updateStateBlock->set.pixelShaderConstantsF[i]) { if (!This->updateStateBlock->set.pixelShaderConstantsF[i]) {
constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry)); constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
ptr->idx = i; ptr->idx = i;
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment