Commit 58774533 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

d3d10core/tests: Add test for SM4 breakc instruction.

parent a4b7e3ac
...@@ -6822,6 +6822,97 @@ static void test_sm4_if_instruction(void) ...@@ -6822,6 +6822,97 @@ static void test_sm4_if_instruction(void)
release_test_context(&test_context); release_test_context(&test_context);
} }
static void test_sm4_breakc_instruction(void)
{
struct d3d10core_test_context test_context;
ID3D10PixelShader *ps;
ID3D10Device *device;
HRESULT hr;
static const DWORD ps_breakc_nz_code[] =
{
#if 0
float4 main() : SV_TARGET
{
uint counter = 0;
for (uint i = 0; i < 255; ++i)
++counter;
if (counter == 255)
return float4(0.0f, 1.0f, 0.0f, 1.0f);
else
return float4(1.0f, 0.0f, 0.0f, 1.0f);
}
#endif
0x43425844, 0x065ac80a, 0x24369e7e, 0x218d5dc1, 0x3532868c, 0x00000001, 0x00000188, 0x00000003,
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000110, 0x00000040, 0x00000044,
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x08000036, 0x00100032, 0x00000000,
0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x01000030, 0x07000050, 0x00100042,
0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x000000ff, 0x03040003, 0x0010002a, 0x00000000,
0x0a00001e, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x00000001, 0x00000001,
0x00000000, 0x00000000, 0x01000016, 0x07000020, 0x00100012, 0x00000000, 0x0010000a, 0x00000000,
0x00004001, 0x000000ff, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000,
0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000012, 0x08000036,
0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e,
0x01000015, 0x0100003e,
};
static const DWORD ps_breakc_z_code[] =
{
#if 0
float4 main() : SV_TARGET
{
uint counter = 0;
for (int i = 0, j = 254; i < 255 && j >= 0; ++i, --j)
++counter;
if (counter == 255)
return float4(0.0f, 1.0f, 0.0f, 1.0f);
else
return float4(1.0f, 0.0f, 0.0f, 1.0f);
}
#endif
0x43425844, 0x687406ef, 0x7bdeb7d1, 0xb3282292, 0x934a9101, 0x00000001, 0x000001c0, 0x00000003,
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000148, 0x00000040, 0x00000052,
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x08000036, 0x00100072, 0x00000000,
0x00004002, 0x00000000, 0x00000000, 0x000000fe, 0x00000000, 0x01000030, 0x07000022, 0x00100082,
0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x000000ff, 0x07000021, 0x00100012, 0x00000001,
0x0010002a, 0x00000000, 0x00004001, 0x00000000, 0x07000001, 0x00100082, 0x00000000, 0x0010003a,
0x00000000, 0x0010000a, 0x00000001, 0x03000003, 0x0010003a, 0x00000000, 0x0a00001e, 0x00100072,
0x00000000, 0x00100246, 0x00000000, 0x00004002, 0x00000001, 0x00000001, 0xffffffff, 0x00000000,
0x01000016, 0x07000020, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x000000ff,
0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000,
0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000012, 0x08000036, 0x001020f2, 0x00000000,
0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000015, 0x0100003e,
};
if (!init_test_context(&test_context))
return;
device = test_context.device;
hr = ID3D10Device_CreatePixelShader(device, ps_breakc_nz_code, sizeof(ps_breakc_nz_code), &ps);
ok(SUCCEEDED(hr), "Failed to create breakc_nz pixel shader, hr %#x.\n", hr);
ID3D10Device_PSSetShader(device, ps);
draw_quad(&test_context);
check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
ID3D10PixelShader_Release(ps);
hr = ID3D10Device_CreatePixelShader(device, ps_breakc_z_code, sizeof(ps_breakc_z_code), &ps);
ok(SUCCEEDED(hr), "Failed to create breakc_z pixel shader, hr %#x.\n", hr);
ID3D10Device_PSSetShader(device, ps);
draw_quad(&test_context);
check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
ID3D10PixelShader_Release(ps);
release_test_context(&test_context);
}
START_TEST(device) START_TEST(device)
{ {
test_feature_level(); test_feature_level();
...@@ -6861,4 +6952,5 @@ START_TEST(device) ...@@ -6861,4 +6952,5 @@ START_TEST(device)
test_draw_depth_only(); test_draw_depth_only();
test_shader_stage_input_output_matching(); test_shader_stage_input_output_matching();
test_sm4_if_instruction(); test_sm4_if_instruction();
test_sm4_breakc_instruction();
} }
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