Commit beb1bbb7 authored by Zebediah Figura's avatar Zebediah Figura Committed by Alexandre Julliard

d3dcompiler/tests: Add more tests for SM4 constant packing.

parent 9e973954
......@@ -564,6 +564,7 @@ static void test_reflection(void)
" float b;\n"
" float c;\n"
" } s;\n"
/* In direct contradiction to the documentation, this does not align. */
" bool g;\n"
" float h[2];\n"
" int i;\n"
......@@ -572,6 +573,10 @@ static void test_reflection(void)
" row_major float3x1 l;\n"
"#pragma pack_matrix(row_major)\n"
" float3x1 o;\n"
" float4 p;\n"
" float q;\n"
" struct r_name {float a;} r;\n"
" column_major float3x1 t;\n"
"};\n"
"\n"
"float m;\n"
......@@ -585,15 +590,21 @@ static void test_reflection(void)
{
D3D11_SHADER_VARIABLE_DESC var_desc;
D3D11_SHADER_TYPE_DESC type_desc;
const D3D11_SHADER_TYPE_DESC *field_types;
};
static const D3D11_SHADER_TYPE_DESC field_types[] =
static const D3D11_SHADER_TYPE_DESC s_field_types[] =
{
{D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"},
{D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 16, "float"},
{D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 20, "float"},
};
static const D3D11_SHADER_TYPE_DESC r_field_types[] =
{
{D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 0, "float"},
};
static const struct shader_variable globals_vars =
{{"m", 0, 4, D3D_SVF_USED}, {D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 0, "float"}};
static const struct shader_variable params_vars =
......@@ -604,7 +615,7 @@ static void test_reflection(void)
{{"b", 4, 8}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 2, 0, 0, 0, "float2"}},
{{"c", 16, 16}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"}},
{{"d", 32, 4}, {D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 0, "float"}},
{{"s", 48, 24}, {D3D_SVC_STRUCT, D3D_SVT_VOID, 1, 6, 0, 3, 0, "<unnamed>"}},
{{"s", 48, 24}, {D3D_SVC_STRUCT, D3D_SVT_VOID, 1, 6, 0, ARRAY_SIZE(s_field_types), 0, "<unnamed>"}, s_field_types},
{{"g", 72, 4}, {D3D_SVC_SCALAR, D3D_SVT_BOOL, 1, 1, 0, 0, 0, "bool"}},
{{"h", 80, 20}, {D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 2, 0, 0, "float"}},
{{"i", 100, 4}, {D3D_SVC_SCALAR, D3D_SVT_INT, 1, 1, 0, 0, 0, "int"}},
......@@ -612,6 +623,10 @@ static void test_reflection(void)
{{"k", 112, 12}, {D3D_SVC_MATRIX_COLUMNS, D3D_SVT_FLOAT, 3, 1, 0, 0, 0, "float3x1"}},
{{"l", 128, 36}, {D3D_SVC_MATRIX_ROWS, D3D_SVT_FLOAT, 3, 1, 0, 0, 0, "float3x1"}},
{{"o", 176, 36, D3D_SVF_USED}, {D3D_SVC_MATRIX_ROWS, D3D_SVT_FLOAT, 3, 1, 0, 0, 0, "float3x1"}},
{{"p", 224, 16}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"}},
{{"q", 240, 4}, {D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 0, "float"}},
{{"r", 256, 4}, {D3D_SVC_STRUCT, D3D_SVT_VOID, 1, 1, 0, ARRAY_SIZE(r_field_types), 0, "r_name"}, r_field_types},
{{"t", 260, 12}, {D3D_SVC_MATRIX_COLUMNS, D3D_SVT_FLOAT, 3, 1, 0, 0, 0, "float3x1"}},
};
static const struct
......@@ -623,7 +638,7 @@ static void test_reflection(void)
{
{{"$Globals", D3D_CT_CBUFFER, 1, 16}, &globals_vars},
{{"$Params", D3D_CT_CBUFFER, 1, 16}, &params_vars},
{{"b1", D3D_CT_CBUFFER, ARRAY_SIZE(buffer_vars), 224}, buffer_vars},
{{"b1", D3D_CT_CBUFFER, ARRAY_SIZE(buffer_vars), 272}, buffer_vars},
};
todo_wine vs_code = compile_shader(vs_source, "vs_5_0");
......@@ -669,16 +684,13 @@ static void test_reflection(void)
sprintf(prefix, "Test %u, %u", i, j);
check_type_desc(prefix, &type_desc, &expect->type_desc);
if (!strcmp(type_desc.Name, "<unnamed>"))
for (k = 0; k < type_desc.Members; ++k)
{
for (k = 0; k < ARRAY_SIZE(field_types); ++k)
{
field = type->lpVtbl->GetMemberTypeByIndex(type, k);
hr = field->lpVtbl->GetDesc(field, &type_desc);
ok(hr == S_OK, "Test %u, %u, %u: got hr %#x.\n", i, j, k, hr);
sprintf(prefix, "Test %u, %u, %u", i, j, k);
check_type_desc(prefix, &type_desc, &field_types[k]);
}
field = type->lpVtbl->GetMemberTypeByIndex(type, k);
hr = field->lpVtbl->GetDesc(field, &type_desc);
ok(hr == S_OK, "Test %u, %u, %u: got hr %#x.\n", i, j, k, hr);
sprintf(prefix, "Test %u, %u, %u", i, j, k);
check_type_desc(prefix, &type_desc, &vs_buffers[i].vars[j].field_types[k]);
}
}
}
......
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