tests/hlsl: Add a tessellation test.

This commit is contained in:
Conor McCarthy 2024-04-08 14:37:32 +10:00 committed by Alexandre Julliard
parent 7d6f0f2592
commit 2379bda36f
Notes: Alexandre Julliard 2024-04-16 23:25:27 +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/767
8 changed files with 327 additions and 20 deletions

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@ -202,6 +202,7 @@ vkd3d_shader_tests = \
tests/hlsl/swizzle-matrix.shader_test \
tests/hlsl/swizzles.shader_test \
tests/hlsl/ternary.shader_test \
tests/hlsl/tessellation.shader_test \
tests/hlsl/texture-load-offset.shader_test \
tests/hlsl/texture-load-typed.shader_test \
tests/hlsl/texture-load.shader_test \

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@ -0,0 +1,98 @@
[require]
shader model >= 5.0
[vertex shader]
struct data
{
float4 position : SV_Position;
float r : RED;
float g : GREEN;
float b : BLUE;
};
void main(uint id : SV_VertexID, out data output)
{
float2 coords = float2((id << 1) & 2, id & 2);
output.position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
output.r = 0.0;
output.g = 1.0;
output.b = 0.0;
}
[hull shader todo]
struct data
{
float4 position : SV_Position;
float r : RED;
float g : GREEN;
float b : BLUE;
};
struct patch_constant_data
{
float edges[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
void patch_constant(InputPatch<data, 3> input, out patch_constant_data output)
{
output.edges[0] = output.edges[1] = output.edges[2] = 1.0f;
output.inside = 1.0f;
}
[domain("tri")]
[outputcontrolpoints(3)]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[patchconstantfunc("patch_constant")]
data main(InputPatch<data, 3> input, uint i : SV_OutputControlPointID)
{
return input[i];
}
[domain shader todo]
struct data
{
float4 position : SV_Position;
float r : RED;
float g : GREEN;
float b : BLUE;
};
struct patch_constant_data
{
float edges[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
[domain("tri")]
void main(patch_constant_data input,
float3 tess_coord : SV_DomainLocation,
const OutputPatch<data, 3> patch,
out data output)
{
output.position = tess_coord.x * patch[0].position
+ tess_coord.y * patch[1].position
+ tess_coord.z * patch[2].position;
output.r = tess_coord.x * patch[0].r + tess_coord.y * patch[1].r + tess_coord.z * patch[2].r;
output.g = tess_coord.x * patch[0].g + tess_coord.y * patch[1].g + tess_coord.z * patch[2].g;
output.b = tess_coord.x * patch[0].b + tess_coord.y * patch[1].b + tess_coord.z * patch[2].b;
}
[pixel shader]
struct data
{
float4 position : SV_Position;
float r : RED;
float g : GREEN;
float b : BLUE;
};
float4 main(data input) : sv_target
{
return float4(input.r, input.g, input.b, 1.0);
}
[test]
todo draw 3 control point patch list 3
probe all rgba (0.0, 1.0, 0.0, 1.0)

View File

@ -107,6 +107,10 @@ enum parse_state
STATE_SHADER_VERTEX_TODO,
STATE_SHADER_EFFECT,
STATE_SHADER_EFFECT_TODO,
STATE_SHADER_HULL,
STATE_SHADER_HULL_TODO,
STATE_SHADER_DOMAIN,
STATE_SHADER_DOMAIN_TODO,
STATE_TEST,
};
@ -818,6 +822,9 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
" return pos;\n"
"}";
if (!runner->hs_source != !runner->ds_source)
fatal_error("Have a domain or hull shader but not both.\n");
if (!shader_runner_get_resource(runner, RESOURCE_TYPE_RENDER_TARGET, 0))
{
memset(&params, 0, sizeof(params));
@ -868,6 +875,9 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
struct resource_params params;
unsigned int vertex_count;
if (!runner->hs_source != !runner->ds_source)
fatal_error("Have a domain or hull shader but not both.\n");
if (!shader_runner_get_resource(runner, RESOURCE_TYPE_RENDER_TARGET, 0))
{
memset(&params, 0, sizeof(params));
@ -888,6 +898,14 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
else if (match_string(line, "triangle strip", &line))
topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
else if (match_string(line, "1 control point patch list", &line))
topology = D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST;
else if (match_string(line, "2 control point patch list", &line))
topology = D3D_PRIMITIVE_TOPOLOGY_2_CONTROL_POINT_PATCHLIST;
else if (match_string(line, "3 control point patch list", &line))
topology = D3D_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST;
else if (match_string(line, "4 control point patch list", &line))
topology = D3D_PRIMITIVE_TOPOLOGY_4_CONTROL_POINT_PATCHLIST;
else
fatal_error("Unknown primitive topology '%s'.\n", line);
@ -1205,6 +1223,8 @@ const char *shader_type_string(enum shader_type type)
[SHADER_TYPE_CS] = "cs",
[SHADER_TYPE_PS] = "ps",
[SHADER_TYPE_VS] = "vs",
[SHADER_TYPE_HS] = "hs",
[SHADER_TYPE_DS] = "ds",
[SHADER_TYPE_FX] = "fx",
};
assert(type < ARRAY_SIZE(shader_types));
@ -1266,6 +1286,8 @@ HRESULT dxc_compiler_compile_shader(void *dxc_compiler, enum shader_type type, u
[SHADER_TYPE_CS] = L"cs_6_0",
[SHADER_TYPE_PS] = L"ps_6_0",
[SHADER_TYPE_VS] = L"vs_6_0",
[SHADER_TYPE_HS] = L"hs_6_0",
[SHADER_TYPE_DS] = L"ds_6_0",
};
const WCHAR *args[] =
{
@ -1393,6 +1415,10 @@ static enum parse_state get_parse_state_todo(enum parse_state state)
return STATE_SHADER_PIXEL_TODO;
else if (state == STATE_SHADER_VERTEX)
return STATE_SHADER_VERTEX_TODO;
else if (state == STATE_SHADER_HULL)
return STATE_SHADER_HULL_TODO;
else if (state == STATE_SHADER_DOMAIN)
return STATE_SHADER_DOMAIN_TODO;
else
return STATE_SHADER_EFFECT_TODO;
}
@ -1613,6 +1639,36 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
shader_source_size = 0;
break;
case STATE_SHADER_HULL:
case STATE_SHADER_HULL_TODO:
if (!skip_tests)
{
todo_if (state == STATE_SHADER_HULL_TODO)
compile_shader(runner, dxc_compiler, shader_source, shader_source_len, SHADER_TYPE_HS,
expect_hr);
}
free(runner->hs_source);
runner->hs_source = shader_source;
shader_source = NULL;
shader_source_len = 0;
shader_source_size = 0;
break;
case STATE_SHADER_DOMAIN:
case STATE_SHADER_DOMAIN_TODO:
if (!skip_tests)
{
todo_if (state == STATE_SHADER_DOMAIN_TODO)
compile_shader(runner, dxc_compiler, shader_source, shader_source_len, SHADER_TYPE_DS,
expect_hr);
}
free(runner->ds_source);
runner->ds_source = shader_source;
shader_source = NULL;
shader_source_len = 0;
shader_source_size = 0;
break;
case STATE_PREPROC_INVALID:
{
ID3D10Blob *blob = NULL, *errors = NULL;
@ -1795,6 +1851,18 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
expect_hr = S_OK;
state = read_shader_directive(runner, state, line_buffer, line, &expect_hr);
}
else if (match_directive_substring(line, "[hull shader", &line))
{
state = STATE_SHADER_HULL;
expect_hr = S_OK;
state = read_shader_directive(runner, state, line_buffer, line, &expect_hr);
}
else if (match_directive_substring(line, "[domain shader", &line))
{
state = STATE_SHADER_DOMAIN;
expect_hr = S_OK;
state = read_shader_directive(runner, state, line_buffer, line, &expect_hr);
}
else if (!strcmp(line, "[input layout]\n"))
{
state = STATE_INPUT_LAYOUT;
@ -1826,6 +1894,10 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
case STATE_SHADER_VERTEX_TODO:
case STATE_SHADER_EFFECT:
case STATE_SHADER_EFFECT_TODO:
case STATE_SHADER_HULL:
case STATE_SHADER_HULL_TODO:
case STATE_SHADER_DOMAIN:
case STATE_SHADER_DOMAIN_TODO:
{
size_t len = strlen(line);

View File

@ -45,6 +45,8 @@ enum shader_type
SHADER_TYPE_CS,
SHADER_TYPE_PS,
SHADER_TYPE_VS,
SHADER_TYPE_HS,
SHADER_TYPE_DS,
SHADER_TYPE_FX,
};
@ -157,6 +159,8 @@ struct shader_runner
char *ps_source;
char *cs_source;
char *fx_source;
char *hs_source;
char *ds_source;
enum shader_model minimum_shader_model;
enum shader_model maximum_shader_model;
bool require_float64;

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@ -589,24 +589,46 @@ static bool d3d11_runner_draw(struct shader_runner *r,
{
ID3D11UnorderedAccessView *uavs[D3D11_PS_CS_UAV_REGISTER_COUNT] = {0};
ID3D11RenderTargetView *rtvs[D3D11_PS_CS_UAV_REGISTER_COUNT] = {0};
ID3D10Blob *vs_code, *ps_code, *hs_code = NULL, *ds_code = NULL;
struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
ID3D11DeviceContext *context = runner->immediate_context;
unsigned int min_uav_slot = ARRAY_SIZE(uavs);
ID3D11Device *device = runner->device;
ID3D10Blob *vs_code, *ps_code;
unsigned int rtv_count = 0;
ID3D11Buffer *cb = NULL;
ID3D11VertexShader *vs;
ID3D11DomainShader *ds;
ID3D11PixelShader *ps;
ID3D11HullShader *hs;
bool succeeded;
unsigned int i;
HRESULT hr;
if (!(vs_code = compile_shader(runner, runner->r.vs_source, "vs")))
return false;
vs_code = compile_shader(runner, runner->r.vs_source, "vs");
ps_code = compile_shader(runner, runner->r.ps_source, "ps");
succeeded = vs_code && ps_code;
if (!(ps_code = compile_shader(runner, runner->r.ps_source, "ps")))
if (runner->r.hs_source)
{
ID3D10Blob_Release(vs_code);
hs_code = compile_shader(runner, runner->r.hs_source, "hs");
succeeded = succeeded && hs_code;
}
if (runner->r.ds_source)
{
ds_code = compile_shader(runner, runner->r.ds_source, "ds");
succeeded = succeeded && ds_code;
}
if (!succeeded)
{
if (ps_code)
ID3D10Blob_Release(ps_code);
if (vs_code)
ID3D10Blob_Release(vs_code);
if (hs_code)
ID3D10Blob_Release(hs_code);
if (ds_code)
ID3D10Blob_Release(ds_code);
return false;
}
@ -618,12 +640,35 @@ static bool d3d11_runner_draw(struct shader_runner *r,
ID3D10Blob_GetBufferSize(ps_code), NULL, &ps);
ok(hr == S_OK, "Failed to create pixel shader, hr %#lx.\n", hr);
if (hs_code)
{
hr = ID3D11Device_CreateHullShader(device, ID3D10Blob_GetBufferPointer(hs_code),
ID3D10Blob_GetBufferSize(hs_code), NULL, &hs);
ok(hr == S_OK, "Failed to create hull shader, hr %#lx.\n", hr);
}
if (ds_code)
{
hr = ID3D11Device_CreateDomainShader(device, ID3D10Blob_GetBufferPointer(ds_code),
ID3D10Blob_GetBufferSize(ds_code), NULL, &ds);
ok(hr == S_OK, "Failed to create domain shader, hr %#lx.\n", hr);
}
ID3D10Blob_Release(ps_code);
if (hs_code)
ID3D10Blob_Release(hs_code);
if (ds_code)
ID3D10Blob_Release(ds_code);
if (runner->r.uniform_count)
{
cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER,
runner->r.uniform_count * sizeof(*runner->r.uniforms), 0, runner->r.uniforms);
ID3D11DeviceContext_VSSetConstantBuffers(context, 0, 1, &cb);
ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
if (hs_code)
ID3D11DeviceContext_HSSetConstantBuffers(context, 0, 1, &cb);
if (ds_code)
ID3D11DeviceContext_DSSetConstantBuffers(context, 0, 1, &cb);
}
for (i = 0; i < runner->r.resource_count; ++i)
@ -694,15 +739,25 @@ static bool d3d11_runner_draw(struct shader_runner *r,
ID3D11InputLayout_Release(input_layout);
}
ID3D10Blob_Release(vs_code);
ID3D11DeviceContext_IASetPrimitiveTopology(context, primitive_topology);
ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
if (hs_code)
ID3D11DeviceContext_HSSetShader(context, hs, NULL, 0);
if (ds_code)
ID3D11DeviceContext_DSSetShader(context, ds, NULL, 0);
ID3D11DeviceContext_RSSetState(context, runner->rasterizer_state);
ID3D11DeviceContext_Draw(context, vertex_count, 0);
ID3D11PixelShader_Release(ps);
ID3D11VertexShader_Release(vs);
if (hs_code)
ID3D11HullShader_Release(hs);
if (ds_code)
ID3D11DomainShader_Release(ds);
if (cb)
ID3D11Buffer_Release(cb);

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@ -434,29 +434,47 @@ static bool d3d12_runner_draw(struct shader_runner *r,
struct test_context *test_context = &runner->test_context;
D3D12_CPU_DESCRIPTOR_HANDLE rtvs[D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT] = {0};
ID3D10Blob *vs_code, *ps_code, *hs_code = NULL, *ds_code = NULL;
ID3D12GraphicsCommandList *command_list = test_context->list;
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = {0};
ID3D12CommandQueue *queue = test_context->queue;
D3D12_INPUT_ELEMENT_DESC *input_element_descs;
ID3D12Device *device = test_context->device;
ID3D10Blob *vs_code, *ps_code;
unsigned int uniform_index;
unsigned int rtv_count = 0;
ID3D12PipelineState *pso;
bool succeeded;
HRESULT hr;
size_t i;
ps_code = compile_shader(runner, runner->r.ps_source, SHADER_TYPE_PS);
vs_code = compile_shader(runner, runner->r.vs_source, SHADER_TYPE_VS);
todo_if(runner->r.is_todo && runner->r.minimum_shader_model < SHADER_MODEL_6_0)
ok(ps_code && vs_code, "Failed to compile shaders.\n");
succeeded = ps_code && vs_code;
if (!ps_code || !vs_code)
if (runner->r.hs_source)
{
hs_code = compile_shader(runner, runner->r.hs_source, SHADER_TYPE_HS);
succeeded = succeeded && hs_code;
}
if (runner->r.ds_source)
{
ds_code = compile_shader(runner, runner->r.ds_source, SHADER_TYPE_DS);
succeeded = succeeded && ds_code;
}
todo_if(runner->r.is_todo && runner->r.minimum_shader_model < SHADER_MODEL_6_0)
ok(succeeded, "Failed to compile shaders.\n");
if (!succeeded)
{
if (ps_code)
ID3D10Blob_Release(ps_code);
if (vs_code)
ID3D10Blob_Release(vs_code);
if (hs_code)
ID3D10Blob_Release(hs_code);
if (ds_code)
ID3D10Blob_Release(ds_code);
return false;
}
@ -481,9 +499,20 @@ static bool d3d12_runner_draw(struct shader_runner *r,
pso_desc.VS.BytecodeLength = ID3D10Blob_GetBufferSize(vs_code);
pso_desc.PS.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps_code);
pso_desc.PS.BytecodeLength = ID3D10Blob_GetBufferSize(ps_code);
if (hs_code)
{
pso_desc.HS.pShaderBytecode = ID3D10Blob_GetBufferPointer(hs_code);
pso_desc.HS.BytecodeLength = ID3D10Blob_GetBufferSize(hs_code);
pso_desc.DS.pShaderBytecode = ID3D10Blob_GetBufferPointer(ds_code);
pso_desc.DS.BytecodeLength = ID3D10Blob_GetBufferSize(ds_code);
pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH;
}
else
{
pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
}
pso_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pso_desc.SampleDesc.Count = 1;
pso_desc.SampleMask = ~(UINT)0;
pso_desc.pRootSignature = test_context->root_signature;
@ -510,6 +539,10 @@ static bool d3d12_runner_draw(struct shader_runner *r,
todo_if(runner->r.is_todo) ok(hr == S_OK, "Failed to create state, hr %#x.\n", hr);
ID3D10Blob_Release(vs_code);
ID3D10Blob_Release(ps_code);
if (hs_code)
ID3D10Blob_Release(hs_code);
if (ds_code)
ID3D10Blob_Release(ds_code);
free(input_element_descs);
if (FAILED(hr))

View File

@ -804,20 +804,40 @@ static GLenum get_compare_op_gl(D3D12_COMPARISON_FUNC op)
static GLuint compile_graphics_shader_program(struct gl_runner *runner, ID3D10Blob **vs_blob)
{
ID3D10Blob *fs_blob, *hs_blob = NULL, *ds_blob = NULL;
struct vkd3d_shader_code vs_code, fs_code;
GLuint program_id, vs_id, fs_id;
const GLchar *source;
ID3D10Blob *fs_blob;
GLint status, size;
bool succeeded;
reset_combined_samplers(runner);
if (!(*vs_blob = compile_hlsl(&runner->r, runner->r.vs_source, "vs")))
return false;
*vs_blob = compile_hlsl(&runner->r, runner->r.vs_source, "vs");
fs_blob = compile_hlsl(&runner->r, runner->r.ps_source, "ps");
succeeded = *vs_blob && fs_blob;
if (!(fs_blob = compile_hlsl(&runner->r, runner->r.ps_source, "ps")))
if (runner->r.hs_source)
{
ID3D10Blob_Release(*vs_blob);
hs_blob = compile_hlsl(&runner->r, runner->r.hs_source, "hs");
succeeded = succeeded && hs_blob;
}
if (runner->r.ds_source)
{
ds_blob = compile_hlsl(&runner->r, runner->r.ds_source, "ds");
succeeded = succeeded && ds_blob;
}
if (!succeeded)
{
if (*vs_blob)
ID3D10Blob_Release(*vs_blob);
if (fs_blob)
ID3D10Blob_Release(fs_blob);
if (hs_blob)
ID3D10Blob_Release(hs_blob);
if (ds_blob)
ID3D10Blob_Release(ds_blob);
return false;
}
@ -837,6 +857,13 @@ 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
* point is not reached because compile_hlsl() fails on these. */
if (hs_blob)
ID3D10Blob_Release(hs_blob);
if (ds_blob)
ID3D10Blob_Release(ds_blob);
vs_id = glCreateShader(GL_VERTEX_SHADER);
if (runner->language == SPIR_V)
{

View File

@ -683,9 +683,10 @@ static VkPipeline create_graphics_pipeline(struct vulkan_shader_runner *runner,
static const VkRect2D rt_rect = {.extent.width = RENDER_TARGET_WIDTH, .extent.height = RENDER_TARGET_HEIGHT};
VkGraphicsPipelineCreateInfo pipeline_desc = {.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO};
VkPipelineColorBlendAttachmentState attachment_desc[MAX_RESOURCES] = {0};
VkPipelineTessellationStateCreateInfo tessellation_info;
VkVertexInputAttributeDescription input_attributes[32];
VkVertexInputBindingDescription input_bindings[32];
VkPipelineShaderStageCreateInfo stage_desc[2];
VkPipelineShaderStageCreateInfo stage_desc[4];
struct vkd3d_shader_code vs_dxbc;
VkDevice device = runner->device;
VkPipeline pipeline;
@ -696,11 +697,17 @@ static VkPipeline create_graphics_pipeline(struct vulkan_shader_runner *runner,
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);
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);
}
todo_if (runner->r.is_todo) ok(ret, "Failed to compile shaders.\n");
if (!ret)
{
VK_CALL(vkDestroyShaderModule(device, stage_desc[0].module, NULL));
VK_CALL(vkDestroyShaderModule(device, stage_desc[1].module, NULL));
for (i = 0; i < ARRAY_SIZE(stage_desc); ++i)
VK_CALL(vkDestroyShaderModule(device, stage_desc[i].module, NULL));
return VK_NULL_HANDLE;
}
@ -791,11 +798,21 @@ static VkPipeline create_graphics_pipeline(struct vulkan_shader_runner *runner,
pipeline_desc.renderPass = render_pass;
pipeline_desc.subpass = 0;
if (runner->r.hs_source)
{
tessellation_info.sType = VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_STATE_CREATE_INFO;
tessellation_info.pNext = NULL;
tessellation_info.flags = 0;
tessellation_info.patchControlPoints
= max(primitive_topology - D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + 1, 1);
pipeline_desc.pTessellationState = &tessellation_info;
}
vr = VK_CALL(vkCreateGraphicsPipelines(runner->device, VK_NULL_HANDLE, 1, &pipeline_desc, NULL, &pipeline));
ok(vr == VK_SUCCESS, "Failed to create graphics pipeline, vr %d.\n", vr);
VK_CALL(vkDestroyShaderModule(device, stage_desc[0].module, NULL));
VK_CALL(vkDestroyShaderModule(device, stage_desc[1].module, NULL));
for (i = 0; i < ARRAY_SIZE(stage_desc); ++i)
VK_CALL(vkDestroyShaderModule(device, stage_desc[i].module, NULL));
vkd3d_shader_free_scan_signature_info(&runner->vs_signatures);
vkd3d_shader_free_shader_code(&vs_dxbc);