vkd3d/tests/shader_runner_d3d11.c

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/*
* Copyright 2008 Henri Verbeet for CodeWeavers
* Copyright 2015 Józef Kucia for CodeWeavers
* Copyright 2021 Zebediah Figura for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#define COBJMACROS
#define CONST_VTABLE
#define VKD3D_TEST_NO_DEFS
#include <d3d11_4.h>
#define __vkd3d_d3dcommon_h__
#define __vkd3d_dxgibase_h__
#define __vkd3d_dxgiformat_h__
#include "vkd3d_d3dcompiler.h"
#include "shader_runner.h"
#include "vkd3d_test.h"
const GUID IID_IDXGIDevice = {0x54ec77fa, 0x1377, 0x44e6, {0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c}};
static HRESULT (WINAPI *pCreateDXGIFactory1)(REFIID iid, void **factory);
static HRESULT (WINAPI *pD3D11CreateDevice)(IDXGIAdapter *adapter, D3D_DRIVER_TYPE driver_type,
HMODULE swrast, UINT flags, const D3D_FEATURE_LEVEL *feature_levels, UINT levels,
UINT sdk_version, ID3D11Device **device_out, D3D_FEATURE_LEVEL *obtained_feature_level,
ID3D11DeviceContext **immediate_context);
struct d3d11_resource
{
struct resource r;
ID3D11Resource *resource;
ID3D11ShaderResourceView *srv;
};
static struct d3d11_resource *d3d11_resource(struct resource *r)
{
return CONTAINING_RECORD(r, struct d3d11_resource, r);
}
struct d3d11_shader_runner
{
struct shader_runner r;
ID3D11Device *device;
HWND window;
IDXGISwapChain *swapchain;
ID3D11Texture2D *rt;
ID3D11RenderTargetView *rtv;
ID3D11DeviceContext *immediate_context;
};
static struct d3d11_shader_runner *d3d11_shader_runner(struct shader_runner *r)
{
return CONTAINING_RECORD(r, struct d3d11_shader_runner, r);
}
static bool enable_debug_layer;
static bool use_warp_adapter;
static unsigned int use_adapter_idx;
static ID3D10Blob *compile_shader(const char *source, const char *type, enum shader_model shader_model)
{
ID3D10Blob *blob = NULL, *errors = NULL;
char profile[7];
HRESULT hr;
static const char *const shader_models[] =
{
[SHADER_MODEL_2_0] = "4_0",
[SHADER_MODEL_4_0] = "4_0",
[SHADER_MODEL_4_1] = "4_1",
[SHADER_MODEL_5_0] = "5_0",
[SHADER_MODEL_5_1] = "5_1",
};
sprintf(profile, "%s_%s", type, shader_models[shader_model]);
hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", profile, 0, 0, &blob, &errors);
ok(hr == S_OK, "Failed to compile shader, hr %#lx.\n", hr);
if (errors)
{
if (vkd3d_test_state.debug_level)
trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
ID3D10Blob_Release(errors);
}
return blob;
}
static void parse_args(int argc, char **argv)
{
unsigned int i;
for (i = 1; i < argc; ++i)
{
if (!strcmp(argv[i], "--warp"))
use_warp_adapter = true;
else if (!strcmp(argv[i], "--adapter") && i + 1 < argc)
use_adapter_idx = atoi(argv[++i]);
}
}
static void enable_d3d11_debug_layer(int argc, char **argv)
{
unsigned int i;
for (i = 1; i < argc; ++i)
{
if (!strcmp(argv[i], "--validate"))
enable_debug_layer = true;
}
}
static IDXGIAdapter *create_adapter(void)
{
IDXGIFactory4 *factory4;
IDXGIFactory *factory;
IDXGIAdapter *adapter;
HRESULT hr;
if (!pCreateDXGIFactory1)
{
trace("CreateDXGIFactory1() is not available.\n");
return NULL;
}
if (FAILED(hr = pCreateDXGIFactory1(&IID_IDXGIFactory, (void **)&factory)))
{
trace("Failed to create IDXGIFactory, hr %#lx.\n", hr);
return NULL;
}
adapter = NULL;
if (use_warp_adapter)
{
if (SUCCEEDED(hr = IDXGIFactory_QueryInterface(factory, &IID_IDXGIFactory4, (void **)&factory4)))
{
hr = IDXGIFactory4_EnumWarpAdapter(factory4, &IID_IDXGIAdapter, (void **)&adapter);
IDXGIFactory4_Release(factory4);
}
else
{
trace("Failed to get IDXGIFactory4, hr %#lx.\n", hr);
}
}
else
{
hr = IDXGIFactory_EnumAdapters(factory, use_adapter_idx, &adapter);
}
IDXGIFactory_Release(factory);
if (FAILED(hr))
trace("Failed to get adapter, hr %#lx.\n", hr);
return adapter;
}
static void init_adapter_info(void)
{
char name[MEMBER_SIZE(DXGI_ADAPTER_DESC, Description)];
IDXGIAdapter *adapter;
DXGI_ADAPTER_DESC desc;
unsigned int i;
HRESULT hr;
if (!(adapter = create_adapter()))
return;
hr = IDXGIAdapter_GetDesc(adapter, &desc);
ok(hr == S_OK, "Failed to get adapter desc, hr %#lx.\n", hr);
/* FIXME: Use debugstr_w(). */
for (i = 0; i < ARRAY_SIZE(desc.Description) && isprint(desc.Description[i]); ++i)
name[i] = desc.Description[i];
name[min(i, ARRAY_SIZE(name) - 1)] = '\0';
trace("Adapter: %s, %04x:%04x.\n", name, desc.VendorId, desc.DeviceId);
if (desc.VendorId == 0x1414 && desc.DeviceId == 0x008c)
{
trace("Using WARP device.\n");
use_warp_adapter = true;
}
IDXGIAdapter_Release(adapter);
}
static ID3D11Device *create_device(void)
{
static const D3D_FEATURE_LEVEL feature_level[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
IDXGIAdapter *adapter;
ID3D11Device *device;
UINT flags = 0;
HRESULT hr;
if (enable_debug_layer)
flags |= D3D11_CREATE_DEVICE_DEBUG;
if ((adapter = create_adapter()))
{
hr = pD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, flags,
feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL);
IDXGIAdapter_Release(adapter);
return SUCCEEDED(hr) ? device : NULL;
}
if (SUCCEEDED(pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flags,
feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL)))
return device;
if (SUCCEEDED(pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_WARP, NULL, flags,
feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL)))
return device;
if (SUCCEEDED(pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_REFERENCE, NULL, flags,
feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL)))
return device;
return NULL;
}
static IDXGISwapChain *create_swapchain(ID3D11Device *device, HWND window)
{
DXGI_SWAP_CHAIN_DESC dxgi_desc;
IDXGISwapChain *swapchain;
IDXGIDevice *dxgi_device;
IDXGIAdapter *adapter;
IDXGIFactory *factory;
HRESULT hr;
hr = ID3D11Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device);
ok(hr == S_OK, "Failed to get DXGI device, hr %#lx.\n", hr);
hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter);
ok(hr == S_OK, "Failed to get adapter, hr %#lx.\n", hr);
IDXGIDevice_Release(dxgi_device);
hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory);
ok(hr == S_OK, "Failed to get factory, hr %#lx.\n", hr);
IDXGIAdapter_Release(adapter);
dxgi_desc.BufferDesc.Width = RENDER_TARGET_WIDTH;
dxgi_desc.BufferDesc.Height = RENDER_TARGET_HEIGHT;
dxgi_desc.BufferDesc.RefreshRate.Numerator = 60;
dxgi_desc.BufferDesc.RefreshRate.Denominator = 1;
dxgi_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
dxgi_desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
dxgi_desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
dxgi_desc.SampleDesc.Count = 1;
dxgi_desc.SampleDesc.Quality = 0;
dxgi_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
dxgi_desc.BufferCount = 1;
dxgi_desc.OutputWindow = window;
dxgi_desc.Windowed = TRUE;
dxgi_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
dxgi_desc.Flags = 0;
hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &dxgi_desc, &swapchain);
ok(hr == S_OK, "Failed to create swapchain, hr %#lx.\n", hr);
IDXGIFactory_Release(factory);
return swapchain;
}
static BOOL init_test_context(struct d3d11_shader_runner *runner)
{
const D3D11_TEXTURE2D_DESC texture_desc =
{
.Width = RENDER_TARGET_WIDTH,
.Height = RENDER_TARGET_HEIGHT,
.MipLevels = 1,
.ArraySize = 1,
.Format = DXGI_FORMAT_R32G32B32A32_FLOAT,
.SampleDesc.Count = 1,
.Usage = D3D11_USAGE_DEFAULT,
.BindFlags = D3D11_BIND_RENDER_TARGET,
};
unsigned int rt_width, rt_height;
D3D11_VIEWPORT vp;
HRESULT hr;
RECT rect;
memset(runner, 0, sizeof(*runner));
if (!(runner->device = create_device()))
{
skip("Failed to create device.\n");
return FALSE;
}
rt_width = RENDER_TARGET_WIDTH;
rt_height = RENDER_TARGET_HEIGHT;
SetRect(&rect, 0, 0, rt_width, rt_height);
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
runner->window = CreateWindowA("static", "d3dcompiler_test", WS_OVERLAPPEDWINDOW,
0, 0, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, NULL, NULL);
runner->swapchain = create_swapchain(runner->device, runner->window);
hr = ID3D11Device_CreateTexture2D(runner->device, &texture_desc, NULL, &runner->rt);
ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
hr = ID3D11Device_CreateRenderTargetView(runner->device, (ID3D11Resource *)runner->rt, NULL, &runner->rtv);
ok(hr == S_OK, "Failed to create rendertarget view, hr %#lx.\n", hr);
ID3D11Device_GetImmediateContext(runner->device, &runner->immediate_context);
ID3D11DeviceContext_OMSetRenderTargets(runner->immediate_context, 1, &runner->rtv, NULL);
vp.TopLeftX = 0.0f;
vp.TopLeftY = 0.0f;
vp.Width = rt_width;
vp.Height = rt_height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
ID3D11DeviceContext_RSSetViewports(runner->immediate_context, 1, &vp);
return TRUE;
}
static void destroy_test_context(struct d3d11_shader_runner *runner)
{
ULONG ref;
ID3D11DeviceContext_Release(runner->immediate_context);
ID3D11RenderTargetView_Release(runner->rtv);
ID3D11Texture2D_Release(runner->rt);
IDXGISwapChain_Release(runner->swapchain);
DestroyWindow(runner->window);
ref = ID3D11Device_Release(runner->device);
ok(!ref, "Device has %lu references left.\n", ref);
}
static ID3D11Buffer *create_buffer(ID3D11Device *device, unsigned int bind_flags, unsigned int size, const void *data)
{
D3D11_SUBRESOURCE_DATA resource_data;
D3D11_BUFFER_DESC buffer_desc;
ID3D11Buffer *buffer;
HRESULT hr;
buffer_desc.ByteWidth = size;
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
buffer_desc.BindFlags = bind_flags;
buffer_desc.CPUAccessFlags = 0;
buffer_desc.MiscFlags = 0;
buffer_desc.StructureByteStride = 0;
resource_data.pSysMem = data;
resource_data.SysMemPitch = 0;
resource_data.SysMemSlicePitch = 0;
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, data ? &resource_data : NULL, &buffer);
ok(hr == S_OK, "Failed to create buffer, hr %#lx.\n", hr);
return buffer;
}
static struct resource *d3d11_runner_create_resource(struct shader_runner *r, const struct resource_params *params)
{
struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
ID3D11Device *device = runner->device;
D3D11_SUBRESOURCE_DATA resource_data;
struct d3d11_resource *resource;
HRESULT hr;
resource = calloc(1, sizeof(*resource));
resource->r.slot = params->slot;
resource->r.type = params->type;
switch (params->type)
{
case RESOURCE_TYPE_TEXTURE:
{
D3D11_TEXTURE2D_DESC desc = {0};
desc.Width = params->width;
desc.Height = params->height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = params->format;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
resource_data.pSysMem = params->data;
resource_data.SysMemPitch = params->width * params->texel_size;
resource_data.SysMemSlicePitch = params->height * resource_data.SysMemPitch;
hr = ID3D11Device_CreateTexture2D(device, &desc, &resource_data, (ID3D11Texture2D **)&resource->resource);
ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
hr = ID3D11Device_CreateShaderResourceView(device, resource->resource, NULL, &resource->srv);
ok(hr == S_OK, "Failed to create shader resource view, hr %#lx.\n", hr);
break;
}
case RESOURCE_TYPE_VERTEX_BUFFER:
resource->resource = (ID3D11Resource *)create_buffer(device,
D3D11_BIND_VERTEX_BUFFER, params->data_size, params->data);
break;
}
return &resource->r;
}
static void d3d11_runner_destroy_resource(struct shader_runner *r, struct resource *res)
{
struct d3d11_resource *resource = d3d11_resource(res);
ID3D11Resource_Release(resource->resource);
if (resource->srv)
ID3D11ShaderResourceView_Release(resource->srv);
free(resource);
}
static bool d3d11_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
{
struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
ID3D11DeviceContext *context = runner->immediate_context;
ID3D11Device *device = runner->device;
ID3D10Blob *vs_code, *ps_code;
ID3D11Buffer *cb = NULL;
ID3D11VertexShader *vs;
ID3D11PixelShader *ps;
unsigned int i;
HRESULT hr;
if (!(vs_code = compile_shader(runner->r.vs_source, "vs", runner->r.minimum_shader_model)))
return false;
if (!(ps_code = compile_shader(runner->r.ps_source, "ps", runner->r.minimum_shader_model)))
{
ID3D10Blob_Release(vs_code);
return false;
}
hr = ID3D11Device_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_code),
ID3D10Blob_GetBufferSize(vs_code), NULL, &vs);
ok(hr == S_OK, "Failed to create vertex shader, hr %#lx.\n", hr);
hr = ID3D11Device_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(ps_code),
ID3D10Blob_GetBufferSize(ps_code), NULL, &ps);
ok(hr == S_OK, "Failed to create pixel shader, hr %#lx.\n", hr);
if (runner->r.uniform_count)
{
cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER,
runner->r.uniform_count * sizeof(*runner->r.uniforms), runner->r.uniforms);
ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
}
for (i = 0; i < runner->r.resource_count; ++i)
{
struct d3d11_resource *resource = d3d11_resource(runner->r.resources[i]);
unsigned int stride = get_vb_stride(&runner->r, resource->r.slot);
unsigned int offset = 0;
switch (resource->r.type)
{
case RESOURCE_TYPE_TEXTURE:
ID3D11DeviceContext_PSSetShaderResources(context, resource->r.slot, 1, &resource->srv);
break;
case RESOURCE_TYPE_VERTEX_BUFFER:
ID3D11DeviceContext_IASetVertexBuffers(context, resource->r.slot, 1,
(ID3D11Buffer **)&resource->resource, &stride, &offset);
break;
}
}
for (i = 0; i < runner->r.sampler_count; ++i)
{
struct sampler *sampler = &runner->r.samplers[i];
ID3D11SamplerState *d3d11_sampler;
D3D11_SAMPLER_DESC desc = {0};
/* Members of D3D11_FILTER are compatible with D3D12_FILTER. */
desc.Filter = (D3D11_FILTER)sampler->filter;
/* Members of D3D11_TEXTURE_ADDRESS_MODE are compatible with D3D12_TEXTURE_ADDRESS_MODE. */
desc.AddressU = (D3D11_TEXTURE_ADDRESS_MODE)sampler->u_address;
desc.AddressV = (D3D11_TEXTURE_ADDRESS_MODE)sampler->v_address;
desc.AddressW = (D3D11_TEXTURE_ADDRESS_MODE)sampler->w_address;
desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
desc.MaxLOD = D3D11_FLOAT32_MAX;
hr = ID3D11Device_CreateSamplerState(device, &desc, &d3d11_sampler);
ok(hr == S_OK, "Failed to create sampler state, hr %#lx.\n", hr);
ID3D11DeviceContext_PSSetSamplers(context, sampler->slot, 1, &d3d11_sampler);
ID3D11SamplerState_Release(d3d11_sampler);
}
if (runner->r.input_element_count)
{
D3D11_INPUT_ELEMENT_DESC *descs;
ID3D11InputLayout *input_layout;
descs = calloc(runner->r.input_element_count, sizeof(*descs));
for (i = 0; i < runner->r.input_element_count; ++i)
{
const struct input_element *element = &runner->r.input_elements[i];
D3D11_INPUT_ELEMENT_DESC *desc = &descs[i];
desc->SemanticName = element->name;
desc->SemanticIndex = element->index;
desc->Format = element->format;
desc->InputSlot = element->slot;
desc->AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
desc->InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
}
hr = ID3D11Device_CreateInputLayout(device, descs, runner->r.input_element_count,
ID3D10Blob_GetBufferPointer(vs_code), ID3D10Blob_GetBufferSize(vs_code), &input_layout);
ok(hr == S_OK, "Failed to create input layout, hr %#lx.\n", hr);
ID3D11DeviceContext_IASetInputLayout(context, input_layout);
ID3D11InputLayout_Release(input_layout);
}
ID3D11DeviceContext_IASetPrimitiveTopology(context, primitive_topology);
ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
ID3D11DeviceContext_Draw(context, vertex_count, 0);
ID3D11PixelShader_Release(ps);
ID3D11VertexShader_Release(vs);
if (cb)
ID3D11Buffer_Release(cb);
return true;
}
struct d3d11_resource_readback
{
struct resource_readback rb;
ID3D11Resource *resource;
};
static void init_readback(struct d3d11_shader_runner *runner, struct d3d11_resource_readback *rb)
{
D3D11_TEXTURE2D_DESC texture_desc;
D3D11_MAPPED_SUBRESOURCE map_desc;
HRESULT hr;
ID3D11Texture2D_GetDesc(runner->rt, &texture_desc);
texture_desc.Usage = D3D11_USAGE_STAGING;
texture_desc.BindFlags = 0;
texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
texture_desc.MiscFlags = 0;
hr = ID3D11Device_CreateTexture2D(runner->device, &texture_desc, NULL, (ID3D11Texture2D **)&rb->resource);
ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
ID3D11DeviceContext_CopyResource(runner->immediate_context, rb->resource, (ID3D11Resource *)runner->rt);
hr = ID3D11DeviceContext_Map(runner->immediate_context, rb->resource, 0, D3D11_MAP_READ, 0, &map_desc);
ok(hr == S_OK, "Failed to map texture, hr %#lx.\n", hr);
rb->rb.data = map_desc.pData;
rb->rb.row_pitch = map_desc.RowPitch;
rb->rb.width = texture_desc.Width;
rb->rb.height = texture_desc.Height;
rb->rb.depth = 1;
}
static void release_readback(struct d3d11_shader_runner *runner, struct d3d11_resource_readback *rb)
{
ID3D11DeviceContext_Unmap(runner->immediate_context, rb->resource, 0);
ID3D11Resource_Release(rb->resource);
}
static const struct vec4 *get_readback_vec4(struct resource_readback *rb, unsigned int x, unsigned int y)
{
return (struct vec4 *)((BYTE *)rb->data + y * rb->row_pitch) + x;
}
static void check_readback_data_vec4(struct resource_readback *rb,
const RECT *rect, const struct vec4 *expected, unsigned int max_diff)
{
unsigned int x = 0, y = 0;
struct vec4 got = {0};
bool all_match = true;
for (y = rect->top; y < rect->bottom; ++y)
{
for (x = rect->left; x < rect->right; ++x)
{
got = *get_readback_vec4(rb, x, y);
if (!compare_vec4(&got, expected, max_diff))
{
all_match = false;
break;
}
}
if (!all_match)
break;
}
ok(all_match, "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e} at (%u, %u).\n",
got.x, got.y, got.z, got.w, expected->x, expected->y, expected->z, expected->w, x, y);
}
static void d3d11_runner_probe_vec4(struct shader_runner *r, const RECT *rect, const struct vec4 *v, unsigned int ulps)
{
struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
struct d3d11_resource_readback rb;
init_readback(runner, &rb);
check_readback_data_vec4(&rb.rb, rect, v, ulps);
release_readback(runner, &rb);
}
static const struct shader_runner_ops d3d11_runner_ops =
{
.create_resource = d3d11_runner_create_resource,
.destroy_resource = d3d11_runner_destroy_resource,
.draw = d3d11_runner_draw,
.probe_vec4 = d3d11_runner_probe_vec4,
};
void run_shader_tests_d3d11(int argc, char **argv)
{
struct d3d11_shader_runner runner;
HMODULE dxgi_module, d3d11_module;
d3d11_module = LoadLibraryA("d3d11.dll");
dxgi_module = LoadLibraryA("dxgi.dll");
if (d3d11_module && dxgi_module)
{
pCreateDXGIFactory1 = (void *)GetProcAddress(dxgi_module, "CreateDXGIFactory1");
pD3D11CreateDevice = (void *)GetProcAddress(d3d11_module, "D3D11CreateDevice");
parse_args(argc, argv);
enable_d3d11_debug_layer(argc, argv);
init_adapter_info();
init_test_context(&runner);
run_shader_tests(&runner.r, argc, argv, &d3d11_runner_ops);
destroy_test_context(&runner);
}
FreeLibrary(d3d11_module);
FreeLibrary(dxgi_module);
}