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wine
wine-winehq
Commits
3add5584
Commit
3add5584
authored
Jan 08, 2011
by
Travis Athougies
Committed by
Alexandre Julliard
Jan 10, 2011
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d3dcompiler_43/tests: Fixed nonconformant C string literals in HLSL test suite.
parent
89991e1f
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1 changed file
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55 additions
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55 deletions
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-55
hlsl.c
dlls/d3dcompiler_43/tests/hlsl.c
+55
-55
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dlls/d3dcompiler_43/tests/hlsl.c
View file @
3add5584
...
...
@@ -70,10 +70,10 @@ static IDirect3DDevice9 *init_d3d9(IDirect3DVertexDeclaration9 **vdeclaration,
};
static
const
char
*
vshader_passthru_hlsl
=
"float4 vshader(float4 pos: POSITION, inout float2 texcoord: TEXCOORD0): POSITION
\
{ \
return pos; \
}"
;
"float4 vshader(float4 pos: POSITION, inout float2 texcoord: TEXCOORD0): POSITION
\n
"
"{
\n
"
" return pos;
\n
"
"
}"
;
IDirect3D9
*
d3d9_ptr
;
IDirect3DDevice9
*
device_ptr
=
NULL
;
...
...
@@ -301,14 +301,14 @@ static void test_swizzle(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_
};
static
const
char
*
swizzle_test_shader
=
"uniform float4 color;
\
float4 test(): COLOR \
{ \
float4 ret = color; \
ret.gb = ret.ra; \
ret.ra = float2(0.0101, 0.0404); \
return ret; \
}"
;
"uniform float4 color;
\n
"
"float4 test(): COLOR
\n
"
"{
\n
"
" float4 ret = color;
\n
"
" ret.gb = ret.ra;
\n
"
" ret.ra = float2(0.0101, 0.0404);
\n
"
" return ret;
\n
"
"
}"
;
ID3DXConstantTable
*
constants
;
IDirect3DPixelShader9
*
pshader
;
...
...
@@ -339,14 +339,14 @@ static void test_math(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geo
};
static
const
char
*
order_of_operations_shader
=
"float4 test(uniform float u, uniform float v, uniform float w, uniform float x,
\
uniform float y, uniform float z): COLOR \
{ \
return float4(x * y - z / w + --u / -v, \
z * x / y + w / -v, \
u + v - w, \
x / y / w); \
}"
;
"float4 test(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
"
" z * x / y + w / -v,
\n
"
" u + v - w,
\n
"
" x / y / w);
\n
"
"
}"
;
ID3DXConstantTable
*
constants
;
IDirect3DPixelShader9
*
pshader
;
...
...
@@ -383,13 +383,13 @@ static void test_conditionals(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *
};
static
const
char
*
if_greater_shader
=
"float4 test(float2 pos: TEXCOORD0): COLOR
\
{ \
if((pos.x * 32.0) > 20.0) \
return float4(0.1, 0.2, 0.3, 0.4); \
else \
return float4(0.9, 0.8, 0.7, 0.6); \
}"
;
"float4 test(float2 pos: TEXCOORD0): COLOR
\n
"
"{
\n
"
" if((pos.x * 32.0) > 20.0)
\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
[]
=
{
...
...
@@ -404,10 +404,10 @@ static void test_conditionals(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *
};
static
const
char
*
ternary_operator_shader
=
"float4 test(float2 pos: TEXCOORD0): COLOR
\
{ \
return (pos.x < 0.5?float4(0.5, 0.25, 0.5, 0.75):float4(0.6, 0.8, 0.1, 0.2)); \
}"
;
"float4 test(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
;
...
...
@@ -442,15 +442,15 @@ static void test_float_vectors(IDirect3DDevice9 *device, IDirect3DVertexBuffer9
};
static
const
char
*
vec4_indexing_test1_shader
=
"float4 test(): COLOR
\
{ \
float4 color; \
color[0] = 0.020; \
color[1] = 0.245; \
color[2] = 0.351; \
color[3] = 1.0; \
return color; \
}"
;
"float4 test(): COLOR
\n
"
"{
\n
"
" float4 color;
\n
"
" color[0] = 0.020;
\n
"
" color[1] = 0.245;
\n
"
" color[2] = 0.351;
\n
"
" color[3] = 1.0;
\n
"
" return color;
\n
"
"
}"
;
static
const
struct
hlsl_probe_info
vec4_indexing_test2_probes
[]
=
{
...
...
@@ -459,14 +459,14 @@ static void test_float_vectors(IDirect3DDevice9 *device, IDirect3DVertexBuffer9
/* We have this uniform i here so the compiler can't optimize */
static
const
char
*
vec4_indexing_test2_shader
=
"uniform int i;
\
float4 test(): COLOR \
{ \
float4 color = float4(0.5, 0.4, 0.3, 0.2); \
color.g = color[i]; \
color.b = 0.8; \
return color; \
}"
;
"uniform int i;
\n
"
"float4 test(): COLOR
\n
"
"{
\n
"
" float4 color = float4(0.5, 0.4, 0.3, 0.2);
\n
"
" color.g = color[i];
\n
"
" color.b = 0.8;
\n
"
" return color;
\n
"
"
}"
;
ID3DXConstantTable
*
constants
;
IDirect3DPixelShader9
*
pshader
;
...
...
@@ -534,13 +534,13 @@ static void test_trig(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geo
};
static
const
char
*
sincos_shader
=
"float4 test(float x: TEXCOORD0): COLOR
\
{ \
const float pi2 = 6.2831853; \
float calcd_sin = (sin(x * pi2) + 1)/2; \
float calcd_cos = (cos(x * pi2) + 1)/2; \
return float4(calcd_sin, calcd_cos, 0, 0); \
}"
;
"float4 test(float x: TEXCOORD0): COLOR
\n
"
"{
\n
"
" const float pi2 = 6.2831853;
\n
"
" float calcd_sin = (sin(x * pi2) + 1)/2;
\n
"
" float calcd_cos = (cos(x * pi2) + 1)/2;
\n
"
" return float4(calcd_sin, calcd_cos, 0, 0);
\n
"
"
}"
;
ID3DXConstantTable
*
constants
;
IDirect3DPixelShader9
*
pshader
;
...
...
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