d2d1/tests: Get rid of test shader blobs.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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5a8bb41cad
commit
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2 changed files with 31 additions and 38 deletions
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@ -1,5 +1,5 @@
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TESTDLL = d2d1.dll
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IMPORTS = d2d1 d3d10_1 d3d11 dwrite dxguid uuid user32 advapi32 ole32 gdi32
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IMPORTS = d2d1 d3d10_1 d3d11 dwrite dxguid uuid user32 advapi32 ole32 gdi32 d3dcompiler
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SOURCES = \
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d2d1.c
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@ -20,6 +20,7 @@
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#include <limits.h>
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#include <math.h>
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#include <float.h>
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#include "d3dcompiler.h"
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#include "d2d1_3.h"
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#include "d2d1effectauthor.h"
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#include "d3d11.h"
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@ -247,38 +248,17 @@ L"<?xml version='1.0'?> \
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</Effect> \
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";
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static const DWORD test_vs[] =
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{
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#if 0
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void main(float4 pos : Position, out float4 output : SV_Position)
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{
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output = pos;
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}
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#endif
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0x43425844, 0xa84b398b, 0xc4047d32, 0xc19c67bb, 0x4644285e, 0x00000001, 0x000000d8, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x69736f50, 0x6e6f6974, 0xababab00,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x52444853, 0x0000003c, 0x00010040,
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0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
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};
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static const char test_vs_code[] =
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"void main(float4 pos : Position, out float4 output : SV_Position)\n"
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"{\n"
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" output = pos;\n"
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"}";
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static const DWORD test_ps[] =
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{
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#if 0
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float4 main() : SV_Target
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{
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return float4(0.1, 0.2, 0.3, 0.4);
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}
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#endif
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0x43425844, 0xf34300ae, 0x22fc6d56, 0x5cca66fa, 0x86ae3266, 0x00000001, 0x000000b0, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040, 0x0000000e,
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0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3dcccccd,
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0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x0100003e,
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};
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static const char test_ps_code[] =
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"float4 main() : SV_Target\n"
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"{\n"
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" return float4(0.1, 0.2, 0.3, 0.4);\n"
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"}";
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static HRESULT (WINAPI *pD2D1CreateDevice)(IDXGIDevice *dxgi_device,
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const D2D1_CREATION_PROPERTIES *properties, ID2D1Device **device);
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@ -11525,6 +11505,7 @@ static void test_effect_context(BOOL d3d11)
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struct d2d1_test_context ctx;
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ID2D1Factory1 *factory;
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ID2D1Device *device;
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ID3D10Blob *vs, *ps;
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ULONG refcount;
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BOOL loaded;
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HRESULT hr;
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@ -11540,6 +11521,14 @@ static void test_effect_context(BOOL d3d11)
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return;
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}
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hr = D3DCompile(test_vs_code, sizeof(test_vs_code) - 1, "test_vs", NULL, NULL,
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"main", "vs_4_0", 0, 0, &vs, NULL);
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ok(hr == S_OK, "Unexpected hr %#lx.\n", hr);
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hr = D3DCompile(test_ps_code, sizeof(test_ps_code) - 1, "test_ps", NULL, NULL,
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"main", "ps_4_0", 0, 0, &ps, NULL);
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ok(hr == S_OK, "Unexpected hr %#lx.\n", hr);
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binding.propertyName = L"Context";
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binding.setFunction = NULL;
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binding.getFunction = effect_impl_get_context;
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@ -11562,26 +11551,26 @@ static void test_effect_context(BOOL d3d11)
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ok(!loaded, "Unexpected shader loaded state.\n");
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hr = ID2D1EffectContext_LoadVertexShader(effect_context,
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&GUID_TestVertexShader, (const BYTE *)test_ps, sizeof(test_ps));
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&GUID_TestVertexShader, ID3D10Blob_GetBufferPointer(ps), ID3D10Blob_GetBufferSize(ps));
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ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr);
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hr = ID2D1EffectContext_LoadVertexShader(effect_context,
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&GUID_TestVertexShader, (const BYTE *)test_vs, sizeof(test_vs));
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&GUID_TestVertexShader, ID3D10Blob_GetBufferPointer(vs), ID3D10Blob_GetBufferSize(vs));
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ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
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loaded = ID2D1EffectContext_IsShaderLoaded(effect_context, &GUID_TestVertexShader);
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ok(loaded, "Unexpected shader loaded state.\n");
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hr = ID2D1EffectContext_LoadVertexShader(effect_context,
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&GUID_TestVertexShader, (const BYTE *)test_ps, sizeof(test_ps));
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&GUID_TestVertexShader, ID3D10Blob_GetBufferPointer(ps), ID3D10Blob_GetBufferSize(ps));
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ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
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hr = ID2D1EffectContext_LoadVertexShader(effect_context,
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&GUID_TestVertexShader, (const BYTE *)test_vs, sizeof(test_vs));
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&GUID_TestVertexShader, ID3D10Blob_GetBufferPointer(vs), ID3D10Blob_GetBufferSize(vs));
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ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
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hr = ID2D1EffectContext_LoadPixelShader(effect_context,
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&GUID_TestPixelShader, (const BYTE *)test_vs, sizeof(test_vs));
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&GUID_TestPixelShader, ID3D10Blob_GetBufferPointer(vs), ID3D10Blob_GetBufferSize(vs));
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ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr);
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hr = ID2D1EffectContext_LoadPixelShader(effect_context,
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&GUID_TestPixelShader, (const BYTE *)test_ps, sizeof(test_ps));
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&GUID_TestPixelShader, ID3D10Blob_GetBufferPointer(ps), ID3D10Blob_GetBufferSize(ps));
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ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
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loaded = ID2D1EffectContext_IsShaderLoaded(effect_context, &GUID_TestPixelShader);
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ok(loaded, "Unexpected shader loaded state.\n");
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@ -11642,6 +11631,10 @@ static void test_effect_context(BOOL d3d11)
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hr = ID2D1Factory1_UnregisterEffect(factory, &CLSID_TestEffect);
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ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
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ID3D10Blob_Release(vs);
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ID3D10Blob_Release(ps);
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release_test_context(&ctx);
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}
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