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https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-09-13 09:16:14 -07:00
tests/hlsl: Add a geometry shader test.
This commit is contained in:
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
@ -117,6 +117,7 @@ vkd3d_shader_tests = \
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tests/hlsl/fxgroup-syntax.shader_test \
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tests/hlsl/gather-offset.shader_test \
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tests/hlsl/gather.shader_test \
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tests/hlsl/geometry.shader_test \
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tests/hlsl/get-sample-pos.shader_test \
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tests/hlsl/getdimensions.shader_test \
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tests/hlsl/half.shader_test \
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67
tests/hlsl/geometry.shader_test
Normal file
67
tests/hlsl/geometry.shader_test
Normal file
@ -0,0 +1,67 @@
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[require]
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shader model >= 4.0
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[input layout]
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0 r32g32b32a32 float SV_POSITION
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0 r32g32b32a32 float COLOR
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[vb 0]
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0.0 0.0 1.0 1.0 0.0 1.0 1.0 1.0
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[vertex shader]
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struct vs_data
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{
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float4 pos : SV_POSITION;
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float4 color : COLOR;
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};
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void main(in struct vs_data vs_input, out struct vs_data vs_output)
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{
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vs_output.pos = vs_input.pos;
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vs_output.color = vs_input.color;
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}
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[geometry shader todo]
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struct gs_data
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{
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float4 pos : SV_POSITION;
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float4 color : COLOR;
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};
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[maxvertexcount(4)]
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void main(point struct gs_data vin[1], inout TriangleStream<gs_data> vout)
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{
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float offset = 0.2 * vin[0].pos.w;
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gs_data v;
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v.color = vin[0].color;
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v.pos = float4(vin[0].pos.x - offset, vin[0].pos.y - offset, vin[0].pos.z, 1.0);
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vout.Append(v);
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v.pos = float4(vin[0].pos.x - offset, vin[0].pos.y + offset, vin[0].pos.z, 1.0);
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vout.Append(v);
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v.pos = float4(vin[0].pos.x + offset, vin[0].pos.y - offset, vin[0].pos.z, 1.0);
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vout.Append(v);
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v.pos = float4(vin[0].pos.x + offset, vin[0].pos.y + offset, vin[0].pos.z, 1.0);
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vout.Append(v);
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}
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[pixel shader]
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struct ps_data
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{
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float4 pos : SV_POSITION;
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float4 color : COLOR;
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};
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float4 main(struct ps_data ps_input) : SV_Target
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{
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return ps_input.color;
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}
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[test]
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todo draw point list 1
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probe rtv 0 (320, 190) rgba (0.0, 0.0, 0.0, 0.0)
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probe rtv 0 (255, 240) rgba (0.0, 0.0, 0.0, 0.0)
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probe rtv 0 (320, 240) rgba (0.0, 1.0, 1.0, 1.0)
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probe rtv 0 (385, 240) rgba (0.0, 0.0, 0.0, 0.0)
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probe rtv 0 (320, 290) rgba (0.0, 0.0, 0.0, 0.0)
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@ -113,6 +113,8 @@ enum parse_state
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STATE_SHADER_HULL_TODO,
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STATE_SHADER_DOMAIN,
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STATE_SHADER_DOMAIN_TODO,
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STATE_SHADER_GEOMETRY,
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STATE_SHADER_GEOMETRY_TODO,
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STATE_TEST,
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};
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@ -965,6 +967,8 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
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topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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else if (match_string(line, "triangle strip", &line))
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topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
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else if (match_string(line, "point list", &line))
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topology = D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
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else if (match_string(line, "1 control point patch list", &line))
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topology = D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST;
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else if (match_string(line, "2 control point patch list", &line))
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@ -1306,6 +1310,7 @@ const char *shader_type_string(enum shader_type type)
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[SHADER_TYPE_VS] = "vs",
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[SHADER_TYPE_HS] = "hs",
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[SHADER_TYPE_DS] = "ds",
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[SHADER_TYPE_GS] = "gs",
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[SHADER_TYPE_FX] = "fx",
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};
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assert(type < ARRAY_SIZE(shader_types));
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@ -1369,6 +1374,7 @@ HRESULT dxc_compiler_compile_shader(void *dxc_compiler, enum shader_type type, u
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[SHADER_TYPE_VS] = L"vs_6_0",
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[SHADER_TYPE_HS] = L"hs_6_0",
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[SHADER_TYPE_DS] = L"ds_6_0",
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[SHADER_TYPE_GS] = L"gs_6_0",
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};
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const WCHAR *args[] =
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{
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@ -1500,6 +1506,8 @@ static enum parse_state get_parse_state_todo(enum parse_state state)
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return STATE_SHADER_HULL_TODO;
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else if (state == STATE_SHADER_DOMAIN)
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return STATE_SHADER_DOMAIN_TODO;
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else if (state == STATE_SHADER_GEOMETRY)
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return STATE_SHADER_GEOMETRY_TODO;
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else
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return STATE_SHADER_EFFECT_TODO;
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}
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@ -1760,6 +1768,21 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
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shader_source_size = 0;
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break;
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case STATE_SHADER_GEOMETRY:
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case STATE_SHADER_GEOMETRY_TODO:
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if (!skip_tests)
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{
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todo_if (state == STATE_SHADER_GEOMETRY_TODO)
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compile_shader(runner, dxc_compiler, shader_source, shader_source_len, SHADER_TYPE_GS,
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expect_hr);
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}
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free(runner->gs_source);
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runner->gs_source = shader_source;
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shader_source = NULL;
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shader_source_len = 0;
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shader_source_size = 0;
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break;
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case STATE_PREPROC_INVALID:
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{
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ID3D10Blob *blob = NULL, *errors = NULL;
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@ -1972,6 +1995,12 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
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expect_hr = S_OK;
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state = read_shader_directive(runner, state, line_buffer, line, &expect_hr);
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}
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else if (match_directive_substring(line, "[geometry shader", &line))
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{
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state = STATE_SHADER_GEOMETRY;
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expect_hr = S_OK;
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state = read_shader_directive(runner, state, line_buffer, line, &expect_hr);
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}
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else if (!strcmp(line, "[input layout]\n"))
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{
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state = STATE_INPUT_LAYOUT;
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@ -2009,6 +2038,8 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
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case STATE_SHADER_HULL_TODO:
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case STATE_SHADER_DOMAIN:
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case STATE_SHADER_DOMAIN_TODO:
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case STATE_SHADER_GEOMETRY:
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case STATE_SHADER_GEOMETRY_TODO:
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{
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size_t len = strlen(line);
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@ -2051,6 +2082,7 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
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free(runner->cs_source);
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free(runner->hs_source);
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free(runner->ds_source);
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free(runner->gs_source);
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free(runner->fx_source);
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free(runner->uniforms);
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for (i = 0; i < runner->resource_count; ++i)
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@ -47,6 +47,7 @@ enum shader_type
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SHADER_TYPE_VS,
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SHADER_TYPE_HS,
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SHADER_TYPE_DS,
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SHADER_TYPE_GS,
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SHADER_TYPE_FX,
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};
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@ -165,6 +166,7 @@ struct shader_runner
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char *fx_source;
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char *hs_source;
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char *ds_source;
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char *gs_source;
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enum shader_model minimum_shader_model;
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enum shader_model maximum_shader_model;
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bool require_float64;
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@ -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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@ -493,14 +493,39 @@ static void d3d12_runner_clear(struct shader_runner *r, struct resource *resourc
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reset_command_list(command_list, test_context->allocator);
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}
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static D3D12_PRIMITIVE_TOPOLOGY_TYPE d3d12_primitive_topology_type_from_primitive_topology(
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D3D_PRIMITIVE_TOPOLOGY primitive_topology)
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{
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switch (primitive_topology)
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{
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case D3D_PRIMITIVE_TOPOLOGY_POINTLIST:
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return D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
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case D3D_PRIMITIVE_TOPOLOGY_LINELIST:
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case D3D_PRIMITIVE_TOPOLOGY_LINESTRIP:
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case D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ:
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case D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ:
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return D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
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case D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST:
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case D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP:
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case D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ:
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case D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ:
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return D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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default:
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if (primitive_topology >= D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST
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&& primitive_topology <= D3D_PRIMITIVE_TOPOLOGY_32_CONTROL_POINT_PATCHLIST)
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return D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH;
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fatal_error("Unhandled primitive topology %u.\n", primitive_topology);
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}
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}
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static bool d3d12_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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struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
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struct test_context *test_context = &runner->test_context;
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ID3D10Blob *vs_code, *ps_code, *hs_code = NULL, *ds_code = NULL, *gs_code = NULL;
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D3D12_CPU_DESCRIPTOR_HANDLE rtvs[D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT] = {0};
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ID3D10Blob *vs_code, *ps_code, *hs_code = NULL, *ds_code = NULL;
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ID3D12GraphicsCommandList *command_list = test_context->list;
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unsigned int uniform_index, sample_count, rtv_count = 0;
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = {0};
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@ -527,6 +552,11 @@ static bool d3d12_runner_draw(struct shader_runner *r,
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ds_code = compile_shader(runner, runner->r.ds_source, SHADER_TYPE_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, SHADER_TYPE_GS);
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succeeded = succeeded && gs_code;
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}
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todo_if(runner->r.is_todo && runner->r.minimum_shader_model < SHADER_MODEL_6_0)
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ok(succeeded, "Failed to compile shaders.\n");
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@ -541,6 +571,8 @@ static bool d3d12_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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@ -581,12 +613,13 @@ static bool d3d12_runner_draw(struct shader_runner *r,
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pso_desc.HS.BytecodeLength = ID3D10Blob_GetBufferSize(hs_code);
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pso_desc.DS.pShaderBytecode = ID3D10Blob_GetBufferPointer(ds_code);
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pso_desc.DS.BytecodeLength = ID3D10Blob_GetBufferSize(ds_code);
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pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH;
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}
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else
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if (gs_code)
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{
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pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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pso_desc.GS.pShaderBytecode = ID3D10Blob_GetBufferPointer(gs_code);
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pso_desc.GS.BytecodeLength = ID3D10Blob_GetBufferSize(gs_code);
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}
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pso_desc.PrimitiveTopologyType = d3d12_primitive_topology_type_from_primitive_topology(primitive_topology);
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pso_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
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pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
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pso_desc.SampleDesc.Count = sample_count;
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@ -619,6 +652,8 @@ static bool d3d12_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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free(input_element_descs);
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if (FAILED(hr))
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@ -827,7 +827,7 @@ static GLenum get_compare_op_gl(D3D12_COMPARISON_FUNC op)
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static GLuint compile_graphics_shader_program(struct gl_runner *runner, ID3D10Blob **vs_blob)
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{
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ID3D10Blob *fs_blob, *hs_blob = NULL, *ds_blob = NULL;
|
||||
ID3D10Blob *fs_blob, *hs_blob = NULL, *ds_blob = NULL, *gs_blob = NULL;
|
||||
struct vkd3d_shader_code vs_code, fs_code;
|
||||
GLuint program_id, vs_id, fs_id;
|
||||
const GLchar *source;
|
||||
@ -850,6 +850,11 @@ static GLuint compile_graphics_shader_program(struct gl_runner *runner, ID3D10Bl
|
||||
ds_blob = compile_hlsl(&runner->r, runner->r.ds_source, "ds");
|
||||
succeeded = succeeded && ds_blob;
|
||||
}
|
||||
if (runner->r.gs_source)
|
||||
{
|
||||
gs_blob = compile_hlsl(&runner->r, runner->r.gs_source, "gs");
|
||||
succeeded = succeeded && gs_blob;
|
||||
}
|
||||
|
||||
if (!succeeded)
|
||||
{
|
||||
@ -861,6 +866,8 @@ static GLuint compile_graphics_shader_program(struct gl_runner *runner, ID3D10Bl
|
||||
ID3D10Blob_Release(hs_blob);
|
||||
if (ds_blob)
|
||||
ID3D10Blob_Release(ds_blob);
|
||||
if (gs_blob)
|
||||
ID3D10Blob_Release(gs_blob);
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -880,7 +887,7 @@ static GLuint compile_graphics_shader_program(struct gl_runner *runner, ID3D10Bl
|
||||
}
|
||||
ID3D10Blob_Release(fs_blob);
|
||||
|
||||
/* TODO: compile and use the hs and ds blobs too, but currently this
|
||||
/* TODO: compile and use the hs, ds and/or gs blobs too, but currently this
|
||||
* point is not reached because compile_hlsl() fails on these. */
|
||||
if (hs_blob)
|
||||
ID3D10Blob_Release(hs_blob);
|
||||
|
@ -728,7 +728,7 @@ static VkPipeline create_graphics_pipeline(struct vulkan_shader_runner *runner,
|
||||
VkVertexInputAttributeDescription input_attributes[32];
|
||||
VkPipelineDepthStencilStateCreateInfo ds_desc = {0};
|
||||
VkVertexInputBindingDescription input_bindings[32];
|
||||
VkPipelineShaderStageCreateInfo stage_desc[4];
|
||||
VkPipelineShaderStageCreateInfo stage_desc[5];
|
||||
struct vkd3d_shader_code vs_dxbc;
|
||||
VkDevice device = runner->device;
|
||||
unsigned int stage_count = 0;
|
||||
@ -750,6 +750,11 @@ static VkPipeline create_graphics_pipeline(struct vulkan_shader_runner *runner,
|
||||
ret &= create_shader_stage(runner, &stage_desc[stage_count++], "ds",
|
||||
VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT, runner->r.ds_source, NULL);
|
||||
}
|
||||
|
||||
if (runner->r.gs_source)
|
||||
ret &= create_shader_stage(runner, &stage_desc[stage_count++], "gs",
|
||||
VK_SHADER_STAGE_GEOMETRY_BIT, runner->r.gs_source, NULL);
|
||||
|
||||
todo_if (runner->r.is_todo) ok(ret, "Failed to compile shaders.\n");
|
||||
if (!ret)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user