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[WINESYNC] d3dx9_36/tests: Add additional tests for special cases.
wine-staging patch by Christian Costa <titan.costa@gmail.com>
This commit is contained in:
parent
5676fb5633
commit
ff68d200da
2 changed files with 351 additions and 0 deletions
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@ -6575,6 +6575,60 @@ static void test_shader_semantics(void)
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}
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}
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static const DWORD ps_tex[] = {
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0xffff0103, /* ps_1_3 */
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0x00000042, 0xb00f0000, /* tex t0 */
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0x00000000, /* nop */
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0x0000ffff};
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static const DWORD ps_texld_1_4[] = {
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0xffff0104, /* ps_1_4 */
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0x00000042, 0xb00f0000, 0xa0e40000, /* texld t0, c0 */
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0x00000000, /* nop */
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0x0000ffff};
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static const DWORD ps_texld_2_0[] = {
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0xffff0200, /* ps_2_0 */
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0x00000042, 0xb00f0000, 0xa0e40000, 0xa0e40001, /* texld t0, c0, c1 */
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0x00000000, /* nop */
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0x0000ffff};
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static const DWORD ps_texcoord[] = {
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0xffff0103, /* ps_1_4 */
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0x00000040, 0xb00f0000, /* texcoord t0 */
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0x00000000, /* nop */
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0x0000ffff};
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static const DWORD ps_texcrd[] = {
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0xffff0104, /* ps_2_0 */
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0x00000040, 0xb00f0000, 0xa0e40000, /* texcrd t0, c0 */
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0x00000000, /* nop */
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0x0000ffff};
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static const DWORD ps_sincos_2_0[] = {
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0xffff0200, /* ps_2_0 */
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0x00000025, 0xb00f0000, 0xa0e40000, 0xa0e40001, 0xa0e40002, /* sincos t0, c0, c1, c2 */
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0x00000000, /* nop */
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0x0000ffff};
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static const DWORD ps_sincos_3_0[] = {
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0xffff0300, /* ps_3_0 */
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0x00000025, 0xb00f0000, 0xa0e40000, /* sincos t0, c0 */
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0x00000000, /* nop */
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0x0000ffff};
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static const DWORD vs_sincos_2_0[] = {
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0xfffe0200, /* vs_2_0 */
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0x00000025, 0xb00f0000, 0xa0e40000, 0xa0e40001, 0xa0e40002, /* sincos a0, c0, c1, c2 */
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0x00000000, /* nop */
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0x0000ffff};
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static const DWORD vs_sincos_3_0[] = {
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0xfffe0300, /* vs_3_0 */
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0x00000025, 0xb00f0000, 0xa0e40000, /* sincos a0, c0 */
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0x00000000, /* nop */
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0x0000ffff};
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static void test_disassemble_shader(void)
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{
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static const char disasm_vs[] = " vs_1_1\n"
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@ -6589,6 +6643,33 @@ static void test_disassemble_shader(void)
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" dp3 r0, c1, c0\n"
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" mul r0, v0, r0\n"
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" mul r0, t0, r0\n";
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static const char disasm_ps_tex[] = " ps_1_3\n"
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" tex t0\n"
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" nop\n";
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static const char disasm_ps_texld_1_4[] = " ps_1_4\n"
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" texld t0, c0\n"
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" nop\n";
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static const char disasm_ps_texld_2_0[] = " ps_2_0\n"
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" texld t0, c0, c1\n"
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" nop\n";
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static const char disasm_ps_texcoord[] = " ps_1_3\n"
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" texcoord t0\n"
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" nop\n";
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static const char disasm_ps_texcrd[] = " ps_1_4\n"
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" texcrd t0, c0\n"
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" nop\n";
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static const char disasm_ps_sincos_2_0[] = " ps_2_0\n"
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" sincos t0, c0, c1, c2\n"
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" nop\n";
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static const char disasm_ps_sincos_3_0[] = " ps_3_0\n"
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" sincos t0, c0\n"
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" nop\n";
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static const char disasm_vs_sincos_2_0[] = " vs_2_0\n"
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" sincos a0, c0, c1, c2\n"
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" nop\n";
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static const char disasm_vs_sincos_3_0[] = " vs_3_0\n"
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" sincos a0, c0\n"
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" nop\n";
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ID3DXBuffer *disassembly;
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HRESULT ret;
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char *ptr;
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@ -6618,6 +6699,88 @@ static void test_disassemble_shader(void)
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ok(!memcmp(ptr, disasm_ps, sizeof(disasm_ps) - 1), /* compare beginning */
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"Returned '%s', expected '%s'\n", ptr, disasm_ps);
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ID3DXBuffer_Release(disassembly);
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/* Test tex instruction with pixel shader 1.3 */
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disassembly = (void *)0xdeadbeef;
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ret = D3DXDisassembleShader(ps_tex, FALSE, NULL, &disassembly);
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ok(ret == D3D_OK, "Failed with %#x\n", ret);
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ptr = ID3DXBuffer_GetBufferPointer(disassembly);
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ok(!memcmp(ptr, disasm_ps_tex, sizeof(disasm_ps_tex) - 1), /* compare beginning */
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"Returned '%s', expected '%s'\n", ptr, disasm_ps_tex);
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ID3DXBuffer_Release(disassembly);
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/* Test texld instruction with pixel shader 1.4 */
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disassembly = (void *)0xdeadbeef;
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ret = D3DXDisassembleShader(ps_texld_1_4, FALSE, NULL, &disassembly);
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ok(ret == D3D_OK, "Failed with %#x\n", ret);
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ptr = ID3DXBuffer_GetBufferPointer(disassembly);
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ok(!memcmp(ptr, disasm_ps_texld_1_4, sizeof(disasm_ps_texld_1_4) - 1), /* compare beginning */
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"Returned '%s', expected '%s'\n", ptr, disasm_ps_texld_1_4);
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ID3DXBuffer_Release(disassembly);
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/* Test texld instruction with pixel shader 2.0 */
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disassembly = (void *)0xdeadbeef;
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ret = D3DXDisassembleShader(ps_texld_2_0, FALSE, NULL, &disassembly);
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ok(ret == D3D_OK, "Failed with %#x\n", ret);
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ptr = ID3DXBuffer_GetBufferPointer(disassembly);
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ok(!memcmp(ptr, disasm_ps_texld_2_0, sizeof(disasm_ps_texld_2_0) - 1), /* compare beginning */
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"Returned '%s', expected '%s'\n", ptr, disasm_ps_texld_2_0);
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ID3DXBuffer_Release(disassembly);
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/* Test texcoord instruction with pixel shader 1.3 */
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disassembly = (void *)0xdeadbeef;
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ret = D3DXDisassembleShader(ps_texcoord, FALSE, NULL, &disassembly);
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ok(ret == D3D_OK, "Failed with %#x\n", ret);
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ptr = ID3DXBuffer_GetBufferPointer(disassembly);
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ok(!memcmp(ptr, disasm_ps_texcoord, sizeof(disasm_ps_texcoord) - 1), /* compare beginning */
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"Returned '%s', expected '%s'\n", ptr, disasm_ps_texcoord);
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ID3DXBuffer_Release(disassembly);
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/* Test texcrd instruction with pixel shader 1.4 */
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disassembly = (void *)0xdeadbeef;
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ret = D3DXDisassembleShader(ps_texcrd, FALSE, NULL, &disassembly);
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ok(ret == D3D_OK, "Failed with %#x\n", ret);
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ptr = ID3DXBuffer_GetBufferPointer(disassembly);
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ok(!memcmp(ptr, disasm_ps_texcrd, sizeof(disasm_ps_texcrd) - 1), /* compare beginning */
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"Returned '%s', expected '%s'\n", ptr, disasm_ps_texcrd);
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ID3DXBuffer_Release(disassembly);
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/* Test sincos instruction pixel shader 2.0 */
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disassembly = (void *)0xdeadbeef;
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ret = D3DXDisassembleShader(ps_sincos_2_0, FALSE, NULL, &disassembly);
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ok(ret == D3D_OK, "Failed with %#x\n", ret);
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ptr = ID3DXBuffer_GetBufferPointer(disassembly);
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ok(!memcmp(ptr, disasm_ps_sincos_2_0, sizeof(disasm_ps_sincos_2_0) - 1), /* compare beginning */
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"Returned '%s', expected '%s'\n", ptr, disasm_ps_sincos_2_0);
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ID3DXBuffer_Release(disassembly);
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/* Test sincos instruction with pixel shader 3.0 */
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disassembly = (void *)0xdeadbeef;
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ret = D3DXDisassembleShader(ps_sincos_3_0, FALSE, NULL, &disassembly);
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ok(ret == D3D_OK, "Failed with %#x\n", ret);
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ptr = ID3DXBuffer_GetBufferPointer(disassembly);
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ok(!memcmp(ptr, disasm_ps_sincos_3_0, sizeof(disasm_ps_sincos_3_0) - 1), /* compare beginning */
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"Returned '%s', expected '%s'\n", ptr, disasm_ps_sincos_3_0);
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ID3DXBuffer_Release(disassembly);
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/* Test sincos instruction with pixel shader 2.0 */
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disassembly = (void *)0xdeadbeef;
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ret = D3DXDisassembleShader(vs_sincos_2_0, FALSE, NULL, &disassembly);
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ok(ret == D3D_OK, "Failed with %#x\n", ret);
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ptr = ID3DXBuffer_GetBufferPointer(disassembly);
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ok(!memcmp(ptr, disasm_vs_sincos_2_0, sizeof(disasm_vs_sincos_2_0) - 1), /* compare beginning */
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"Returned '%s', expected '%s'\n", ptr, disasm_vs_sincos_2_0);
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ID3DXBuffer_Release(disassembly);
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/* Test sincos instruction with pixel shader 3.0 */
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disassembly = (void *)0xdeadbeef;
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ret = D3DXDisassembleShader(vs_sincos_3_0, FALSE, NULL, &disassembly);
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ok(ret == D3D_OK, "Failed with %#x\n", ret);
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ptr = ID3DXBuffer_GetBufferPointer(disassembly);
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ok(!memcmp(ptr, disasm_vs_sincos_3_0, sizeof(disasm_vs_sincos_3_0) - 1), /* compare beginning */
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"Returned '%s', expected '%s'\n", ptr, disasm_vs_sincos_3_0);
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ID3DXBuffer_Release(disassembly);
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}
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START_TEST(shader)
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@ -0,0 +1,188 @@
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diff --git a/modules/rostests/winetests/d3dx9_36/shader.c b/modules/rostests/winetests/d3dx9_36/shader.c
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index 02675c6..0d7dcc3 100644
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--- a/modules/rostests/winetests/d3dx9_36/shader.c
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+++ b/modules/rostests/winetests/d3dx9_36/shader.c
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@@ -6575,6 +6575,60 @@ static void test_shader_semantics(void)
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}
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}
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+static const DWORD ps_tex[] = {
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+ 0xffff0103, /* ps_1_3 */
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+ 0x00000042, 0xb00f0000, /* tex t0 */
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+ 0x00000000, /* nop */
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+ 0x0000ffff};
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+
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+static const DWORD ps_texld_1_4[] = {
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+ 0xffff0104, /* ps_1_4 */
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+ 0x00000042, 0xb00f0000, 0xa0e40000, /* texld t0, c0 */
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+ 0x00000000, /* nop */
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+ 0x0000ffff};
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+
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+static const DWORD ps_texld_2_0[] = {
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+ 0xffff0200, /* ps_2_0 */
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+ 0x00000042, 0xb00f0000, 0xa0e40000, 0xa0e40001, /* texld t0, c0, c1 */
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+ 0x00000000, /* nop */
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+ 0x0000ffff};
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+
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+static const DWORD ps_texcoord[] = {
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+ 0xffff0103, /* ps_1_4 */
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+ 0x00000040, 0xb00f0000, /* texcoord t0 */
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+ 0x00000000, /* nop */
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+ 0x0000ffff};
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+
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+static const DWORD ps_texcrd[] = {
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+ 0xffff0104, /* ps_2_0 */
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+ 0x00000040, 0xb00f0000, 0xa0e40000, /* texcrd t0, c0 */
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+ 0x00000000, /* nop */
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+ 0x0000ffff};
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+
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+static const DWORD ps_sincos_2_0[] = {
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+ 0xffff0200, /* ps_2_0 */
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+ 0x00000025, 0xb00f0000, 0xa0e40000, 0xa0e40001, 0xa0e40002, /* sincos t0, c0, c1, c2 */
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+ 0x00000000, /* nop */
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+ 0x0000ffff};
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+
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+static const DWORD ps_sincos_3_0[] = {
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+ 0xffff0300, /* ps_3_0 */
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+ 0x00000025, 0xb00f0000, 0xa0e40000, /* sincos t0, c0 */
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+ 0x00000000, /* nop */
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+ 0x0000ffff};
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+
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+static const DWORD vs_sincos_2_0[] = {
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+ 0xfffe0200, /* vs_2_0 */
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+ 0x00000025, 0xb00f0000, 0xa0e40000, 0xa0e40001, 0xa0e40002, /* sincos a0, c0, c1, c2 */
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+ 0x00000000, /* nop */
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+ 0x0000ffff};
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+
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+static const DWORD vs_sincos_3_0[] = {
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+ 0xfffe0300, /* vs_3_0 */
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+ 0x00000025, 0xb00f0000, 0xa0e40000, /* sincos a0, c0 */
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+ 0x00000000, /* nop */
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+ 0x0000ffff};
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+
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static void test_disassemble_shader(void)
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{
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static const char disasm_vs[] = " vs_1_1\n"
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@@ -6589,6 +6643,33 @@ static void test_disassemble_shader(void)
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" dp3 r0, c1, c0\n"
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" mul r0, v0, r0\n"
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" mul r0, t0, r0\n";
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+ static const char disasm_ps_tex[] = " ps_1_3\n"
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+ " tex t0\n"
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+ " nop\n";
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+ static const char disasm_ps_texld_1_4[] = " ps_1_4\n"
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+ " texld t0, c0\n"
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+ " nop\n";
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+ static const char disasm_ps_texld_2_0[] = " ps_2_0\n"
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+ " texld t0, c0, c1\n"
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+ " nop\n";
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+ static const char disasm_ps_texcoord[] = " ps_1_3\n"
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+ " texcoord t0\n"
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+ " nop\n";
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+ static const char disasm_ps_texcrd[] = " ps_1_4\n"
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+ " texcrd t0, c0\n"
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+ " nop\n";
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+ static const char disasm_ps_sincos_2_0[] = " ps_2_0\n"
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+ " sincos t0, c0, c1, c2\n"
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+ " nop\n";
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+ static const char disasm_ps_sincos_3_0[] = " ps_3_0\n"
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+ " sincos t0, c0\n"
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+ " nop\n";
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+ static const char disasm_vs_sincos_2_0[] = " vs_2_0\n"
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+ " sincos a0, c0, c1, c2\n"
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+ " nop\n";
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+ static const char disasm_vs_sincos_3_0[] = " vs_3_0\n"
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+ " sincos a0, c0\n"
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+ " nop\n";
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ID3DXBuffer *disassembly;
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HRESULT ret;
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char *ptr;
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@@ -6618,6 +6699,88 @@ static void test_disassemble_shader(void)
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ok(!memcmp(ptr, disasm_ps, sizeof(disasm_ps) - 1), /* compare beginning */
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"Returned '%s', expected '%s'\n", ptr, disasm_ps);
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ID3DXBuffer_Release(disassembly);
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+
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+ /* Test tex instruction with pixel shader 1.3 */
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+ disassembly = (void *)0xdeadbeef;
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+ ret = D3DXDisassembleShader(ps_tex, FALSE, NULL, &disassembly);
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+ ok(ret == D3D_OK, "Failed with %#x\n", ret);
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+ ptr = ID3DXBuffer_GetBufferPointer(disassembly);
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+ ok(!memcmp(ptr, disasm_ps_tex, sizeof(disasm_ps_tex) - 1), /* compare beginning */
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+ "Returned '%s', expected '%s'\n", ptr, disasm_ps_tex);
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+ ID3DXBuffer_Release(disassembly);
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+
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+ /* Test texld instruction with pixel shader 1.4 */
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+ disassembly = (void *)0xdeadbeef;
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+ ret = D3DXDisassembleShader(ps_texld_1_4, FALSE, NULL, &disassembly);
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+ ok(ret == D3D_OK, "Failed with %#x\n", ret);
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+ ptr = ID3DXBuffer_GetBufferPointer(disassembly);
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+ ok(!memcmp(ptr, disasm_ps_texld_1_4, sizeof(disasm_ps_texld_1_4) - 1), /* compare beginning */
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+ "Returned '%s', expected '%s'\n", ptr, disasm_ps_texld_1_4);
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+ ID3DXBuffer_Release(disassembly);
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+
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+ /* Test texld instruction with pixel shader 2.0 */
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+ disassembly = (void *)0xdeadbeef;
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+ ret = D3DXDisassembleShader(ps_texld_2_0, FALSE, NULL, &disassembly);
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+ ok(ret == D3D_OK, "Failed with %#x\n", ret);
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+ ptr = ID3DXBuffer_GetBufferPointer(disassembly);
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+ ok(!memcmp(ptr, disasm_ps_texld_2_0, sizeof(disasm_ps_texld_2_0) - 1), /* compare beginning */
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+ "Returned '%s', expected '%s'\n", ptr, disasm_ps_texld_2_0);
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+ ID3DXBuffer_Release(disassembly);
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+
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+ /* Test texcoord instruction with pixel shader 1.3 */
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+ disassembly = (void *)0xdeadbeef;
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+ ret = D3DXDisassembleShader(ps_texcoord, FALSE, NULL, &disassembly);
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+ ok(ret == D3D_OK, "Failed with %#x\n", ret);
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+ ptr = ID3DXBuffer_GetBufferPointer(disassembly);
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+ ok(!memcmp(ptr, disasm_ps_texcoord, sizeof(disasm_ps_texcoord) - 1), /* compare beginning */
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+ "Returned '%s', expected '%s'\n", ptr, disasm_ps_texcoord);
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+ ID3DXBuffer_Release(disassembly);
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+
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+ /* Test texcrd instruction with pixel shader 1.4 */
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+ disassembly = (void *)0xdeadbeef;
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+ ret = D3DXDisassembleShader(ps_texcrd, FALSE, NULL, &disassembly);
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+ ok(ret == D3D_OK, "Failed with %#x\n", ret);
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+ ptr = ID3DXBuffer_GetBufferPointer(disassembly);
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+ ok(!memcmp(ptr, disasm_ps_texcrd, sizeof(disasm_ps_texcrd) - 1), /* compare beginning */
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+ "Returned '%s', expected '%s'\n", ptr, disasm_ps_texcrd);
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+ ID3DXBuffer_Release(disassembly);
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+
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+ /* Test sincos instruction pixel shader 2.0 */
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+ disassembly = (void *)0xdeadbeef;
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+ ret = D3DXDisassembleShader(ps_sincos_2_0, FALSE, NULL, &disassembly);
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+ ok(ret == D3D_OK, "Failed with %#x\n", ret);
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+ ptr = ID3DXBuffer_GetBufferPointer(disassembly);
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+ ok(!memcmp(ptr, disasm_ps_sincos_2_0, sizeof(disasm_ps_sincos_2_0) - 1), /* compare beginning */
|
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+ "Returned '%s', expected '%s'\n", ptr, disasm_ps_sincos_2_0);
|
||||
+ ID3DXBuffer_Release(disassembly);
|
||||
+
|
||||
+ /* Test sincos instruction with pixel shader 3.0 */
|
||||
+ disassembly = (void *)0xdeadbeef;
|
||||
+ ret = D3DXDisassembleShader(ps_sincos_3_0, FALSE, NULL, &disassembly);
|
||||
+ ok(ret == D3D_OK, "Failed with %#x\n", ret);
|
||||
+ ptr = ID3DXBuffer_GetBufferPointer(disassembly);
|
||||
+ ok(!memcmp(ptr, disasm_ps_sincos_3_0, sizeof(disasm_ps_sincos_3_0) - 1), /* compare beginning */
|
||||
+ "Returned '%s', expected '%s'\n", ptr, disasm_ps_sincos_3_0);
|
||||
+ ID3DXBuffer_Release(disassembly);
|
||||
+
|
||||
+ /* Test sincos instruction with pixel shader 2.0 */
|
||||
+ disassembly = (void *)0xdeadbeef;
|
||||
+ ret = D3DXDisassembleShader(vs_sincos_2_0, FALSE, NULL, &disassembly);
|
||||
+ ok(ret == D3D_OK, "Failed with %#x\n", ret);
|
||||
+ ptr = ID3DXBuffer_GetBufferPointer(disassembly);
|
||||
+ ok(!memcmp(ptr, disasm_vs_sincos_2_0, sizeof(disasm_vs_sincos_2_0) - 1), /* compare beginning */
|
||||
+ "Returned '%s', expected '%s'\n", ptr, disasm_vs_sincos_2_0);
|
||||
+ ID3DXBuffer_Release(disassembly);
|
||||
+
|
||||
+ /* Test sincos instruction with pixel shader 3.0 */
|
||||
+ disassembly = (void *)0xdeadbeef;
|
||||
+ ret = D3DXDisassembleShader(vs_sincos_3_0, FALSE, NULL, &disassembly);
|
||||
+ ok(ret == D3D_OK, "Failed with %#x\n", ret);
|
||||
+ ptr = ID3DXBuffer_GetBufferPointer(disassembly);
|
||||
+ ok(!memcmp(ptr, disasm_vs_sincos_3_0, sizeof(disasm_vs_sincos_3_0) - 1), /* compare beginning */
|
||||
+ "Returned '%s', expected '%s'\n", ptr, disasm_vs_sincos_3_0);
|
||||
+ ID3DXBuffer_Release(disassembly);
|
||||
+
|
||||
}
|
||||
|
||||
START_TEST(shader)
|
Loading…
Reference in a new issue