diff --git a/tests/shader_runner_vulkan.c b/tests/shader_runner_vulkan.c index d9f06980..68a71c01 100644 --- a/tests/shader_runner_vulkan.c +++ b/tests/shader_runner_vulkan.c @@ -731,19 +731,24 @@ static VkPipeline create_graphics_pipeline(struct vulkan_shader_runner *runner, VkPipelineShaderStageCreateInfo stage_desc[4]; struct vkd3d_shader_code vs_dxbc; VkDevice device = runner->device; + unsigned int stage_count = 0; VkPipeline pipeline; unsigned int i, j; VkResult vr; int ret; memset(stage_desc, 0, sizeof(stage_desc)); - ret = create_shader_stage(runner, &stage_desc[0], "vs", VK_SHADER_STAGE_VERTEX_BIT, runner->r.vs_source, &vs_dxbc) - && create_shader_stage(runner, &stage_desc[1], "ps", VK_SHADER_STAGE_FRAGMENT_BIT, runner->r.ps_source, NULL); + ret = create_shader_stage(runner, &stage_desc[stage_count++], "vs", + VK_SHADER_STAGE_VERTEX_BIT, runner->r.vs_source, &vs_dxbc); + ret &= create_shader_stage(runner, &stage_desc[stage_count++], "ps", + VK_SHADER_STAGE_FRAGMENT_BIT, runner->r.ps_source, NULL); if (runner->r.hs_source) { - ret &= create_shader_stage(runner, &stage_desc[1], "hs", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT, runner->r.hs_source, NULL); - ret &= create_shader_stage(runner, &stage_desc[2], "ds", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT, runner->r.ds_source, NULL); + ret &= create_shader_stage(runner, &stage_desc[stage_count++], "hs", + VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT, runner->r.hs_source, NULL); + ret &= create_shader_stage(runner, &stage_desc[stage_count++], "ds", + VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT, runner->r.ds_source, NULL); } todo_if (runner->r.is_todo) ok(ret, "Failed to compile shaders.\n"); if (!ret) @@ -842,7 +847,7 @@ static VkPipeline create_graphics_pipeline(struct vulkan_shader_runner *runner, ms_desc.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT; - pipeline_desc.stageCount = ARRAY_SIZE(stage_desc); + pipeline_desc.stageCount = stage_count; pipeline_desc.pStages = stage_desc; pipeline_desc.pVertexInputState = &input_desc; pipeline_desc.pInputAssemblyState = &ia_desc;