tests: Compile HLSL shaders at runtime in test_unknown_rtv_format().

This commit is contained in:
Giovanni Mascellani 2023-09-09 22:56:46 +02:00 committed by Alexandre Julliard
parent b1cae0dd1e
commit 264ff9e2da
Notes: Alexandre Julliard 2023-09-13 23:18:26 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/337

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@ -5598,35 +5598,30 @@ static void test_unknown_rtv_format(void)
struct test_context_desc desc; struct test_context_desc desc;
struct test_context context; struct test_context context;
ID3D12CommandQueue *queue; ID3D12CommandQueue *queue;
D3D12_SHADER_BYTECODE ps;
ID3D10Blob *bytecode;
unsigned int i; unsigned int i;
HRESULT hr; HRESULT hr;
static const DWORD ps_code[] = static const char ps_code[] =
{ "void main(out float4 target1 : SV_Target1, out float4 target2 : SV_Target2)\n"
#if 0 "{\n"
void main(out float4 target1 : SV_Target1, out float4 target2 : SV_Target2) " target1 = float4(2.0f, 0.0f, 0.0f, 1.0f);\n"
{ " target2 = float4(3.0f, 0.0f, 0.0f, 1.0f);\n"
target1 = float4(2.0f, 0.0f, 0.0f, 1.0f); "}\n";
target2 = float4(3.0f, 0.0f, 0.0f, 1.0f);
} bytecode = compile_shader(ps_code, sizeof(ps_code) - 1, "ps_4_0");
#endif ps = shader_bytecode_from_blob(bytecode);
0x43425844, 0x980554be, 0xb8743fb0, 0xf5bb8deb, 0x639feaf8, 0x00000001, 0x000000f4, 0x00000003,
0x0000002c, 0x0000003c, 0x00000088, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
0x00000044, 0x00000002, 0x00000008, 0x00000038, 0x00000001, 0x00000000, 0x00000003, 0x00000001,
0x0000000f, 0x00000038, 0x00000002, 0x00000000, 0x00000003, 0x00000002, 0x0000000f, 0x545f5653,
0x65677261, 0xabab0074, 0x52444853, 0x00000064, 0x00000040, 0x00000019, 0x03000065, 0x001020f2,
0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x08000036, 0x001020f2, 0x00000001, 0x00004002,
0x40000000, 0x00000000, 0x00000000, 0x3f800000, 0x08000036, 0x001020f2, 0x00000002, 0x00004002,
0x40400000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
memset(&desc, 0, sizeof(desc)); memset(&desc, 0, sizeof(desc));
desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT; desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
desc.rt_descriptor_count = 16; desc.rt_descriptor_count = 16;
desc.no_pipeline = true; desc.no_pipeline = true;
if (!init_test_context(&context, &desc)) if (!init_test_context(&context, &desc))
{
ID3D10Blob_Release(bytecode);
return; return;
}
command_list = context.list; command_list = context.list;
queue = context.queue; queue = context.queue;
@ -5696,6 +5691,8 @@ static void test_unknown_rtv_format(void)
ID3D12Resource_Release(render_targets[i]); ID3D12Resource_Release(render_targets[i]);
destroy_depth_stencil(&ds); destroy_depth_stencil(&ds);
destroy_test_context(&context); destroy_test_context(&context);
ID3D10Blob_Release(bytecode);
} }
static void test_unknown_dsv_format(void) static void test_unknown_dsv_format(void)