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tests/hlsl: Add a geometry shader test.
This commit is contained in:
committed by
Alexandre Julliard
parent
e6c802e713
commit
00b0b8d65c
Notes:
Alexandre Julliard
2024-05-08 22:50:56 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/805
@@ -636,9 +636,9 @@ static void d3d11_runner_clear(struct shader_runner *r, struct resource *res, co
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static bool d3d11_runner_draw(struct shader_runner *r,
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D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count, unsigned int instance_count)
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{
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ID3D10Blob *vs_code, *ps_code, *hs_code = NULL, *ds_code = NULL, *gs_code = NULL;
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ID3D11UnorderedAccessView *uavs[D3D11_PS_CS_UAV_REGISTER_COUNT] = {0};
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ID3D11RenderTargetView *rtvs[D3D11_PS_CS_UAV_REGISTER_COUNT] = {0};
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ID3D10Blob *vs_code, *ps_code, *hs_code = NULL, *ds_code = NULL;
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struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
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ID3D11DeviceContext *context = runner->immediate_context;
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unsigned int min_uav_slot = ARRAY_SIZE(uavs);
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@@ -647,6 +647,7 @@ static bool d3d11_runner_draw(struct shader_runner *r,
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ID3D11Device *device = runner->device;
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ID3D11DepthStencilView *dsv = NULL;
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unsigned int rtv_count = 0;
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ID3D11GeometryShader *gs;
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ID3D11Buffer *cb = NULL;
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ID3D11VertexShader *vs;
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ID3D11DomainShader *ds;
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@@ -670,6 +671,11 @@ static bool d3d11_runner_draw(struct shader_runner *r,
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ds_code = compile_shader(runner, runner->r.ds_source, "ds");
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succeeded = succeeded && ds_code;
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}
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if (runner->r.gs_source)
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{
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gs_code = compile_shader(runner, runner->r.gs_source, "gs");
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succeeded = succeeded && gs_code;
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}
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if (!succeeded)
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{
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@@ -681,6 +687,8 @@ static bool d3d11_runner_draw(struct shader_runner *r,
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ID3D10Blob_Release(hs_code);
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if (ds_code)
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ID3D10Blob_Release(ds_code);
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if (gs_code)
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ID3D10Blob_Release(gs_code);
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return false;
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}
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@@ -704,12 +712,20 @@ static bool d3d11_runner_draw(struct shader_runner *r,
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ID3D10Blob_GetBufferSize(ds_code), NULL, &ds);
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ok(hr == S_OK, "Failed to create domain shader, hr %#lx.\n", hr);
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}
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if (gs_code)
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{
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hr = ID3D11Device_CreateGeometryShader(device, ID3D10Blob_GetBufferPointer(gs_code),
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ID3D10Blob_GetBufferSize(gs_code), NULL, &gs);
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ok(hr == S_OK, "Failed to create geometry shader, hr %#lx.\n", hr);
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}
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ID3D10Blob_Release(ps_code);
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if (hs_code)
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ID3D10Blob_Release(hs_code);
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if (ds_code)
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ID3D10Blob_Release(ds_code);
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if (gs_code)
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ID3D10Blob_Release(gs_code);
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if (runner->r.uniform_count)
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{
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@@ -721,6 +737,8 @@ static bool d3d11_runner_draw(struct shader_runner *r,
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ID3D11DeviceContext_HSSetConstantBuffers(context, 0, 1, &cb);
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if (ds_code)
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ID3D11DeviceContext_DSSetConstantBuffers(context, 0, 1, &cb);
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if (gs_code)
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ID3D11DeviceContext_GSSetConstantBuffers(context, 0, 1, &cb);
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}
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for (i = 0; i < runner->r.resource_count; ++i)
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@@ -812,6 +830,8 @@ static bool d3d11_runner_draw(struct shader_runner *r,
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ID3D11DeviceContext_HSSetShader(context, hs, NULL, 0);
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if (ds_code)
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ID3D11DeviceContext_DSSetShader(context, ds, NULL, 0);
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if (gs_code)
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ID3D11DeviceContext_GSSetShader(context, gs, NULL, 0);
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ID3D11DeviceContext_RSSetState(context, runner->rasterizer_state);
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ID3D11DeviceContext_DrawInstanced(context, vertex_count, instance_count, 0, 0);
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@@ -822,6 +842,8 @@ static bool d3d11_runner_draw(struct shader_runner *r,
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ID3D11HullShader_Release(hs);
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if (ds_code)
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ID3D11DomainShader_Release(ds);
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if (gs_code)
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ID3D11GeometryShader_Release(gs);
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if (cb)
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ID3D11Buffer_Release(cb);
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if (ds_state)
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