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tests: Skip probe directives if the last render failed.
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com> Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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e3f78706ec
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26b89cc338
@ -382,7 +382,7 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
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if (!runner->vs_source)
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runner->vs_source = strdup(vs_source);
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runner->ops->draw(runner, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3);
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runner->last_render_failed = !runner->ops->draw(runner, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3);
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}
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else if (match_string(line, "draw", &line))
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{
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@ -401,7 +401,7 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
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if (line == rest)
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fatal_error("Malformed vertex count '%s'.\n", line);
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runner->ops->draw(runner, topology, vertex_count);
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runner->last_render_failed = !runner->ops->draw(runner, topology, vertex_count);
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}
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else if (match_string(line, "probe all rgba", &line))
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{
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@ -410,6 +410,9 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
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struct vec4 v;
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int ret;
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if (runner->last_render_failed)
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return;
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ret = sscanf(line, "( %f , %f , %f , %f ) %u", &v.x, &v.y, &v.z, &v.w, &ulps);
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if (ret < 4)
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fatal_error("Malformed probe arguments '%s'.\n", line);
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@ -425,6 +428,9 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
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RECT rect;
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int ret;
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if (runner->last_render_failed)
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return;
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ret = sscanf(line, "( %d , %d , %d , %d ) ( %f , %f , %f , %f ) %u",
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&left, &top, &right, &bottom, &v.x, &v.y, &v.z, &v.w, &ulps);
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if (ret < 8)
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@ -445,6 +451,9 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
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RECT rect;
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int ret;
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if (runner->last_render_failed)
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return;
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ret = sscanf(line, "( %u , %u ) ( %f , %f , %f , %f ) %u", &x, &y, &v.x, &v.y, &v.z, &v.w, &ulps);
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if (ret < 6)
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fatal_error("Malformed probe arguments '%s'.\n", line);
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@ -98,6 +98,8 @@ struct shader_runner
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char *ps_source;
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enum shader_model minimum_shader_model;
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bool last_render_failed;
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uint32_t *uniforms;
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size_t uniform_count, uniform_capacity;
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@ -118,7 +120,7 @@ struct shader_runner_ops
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bool (*check_requirements)(struct shader_runner *runner);
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struct resource *(*create_resource)(struct shader_runner *runner, const struct resource_params *params);
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void (*destroy_resource)(struct shader_runner *runner, struct resource *resource);
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void (*draw)(struct shader_runner *runner, D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count);
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bool (*draw)(struct shader_runner *runner, D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count);
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void (*probe_vec4)(struct shader_runner *runner, const RECT *rect, const struct vec4 *v, unsigned int ulps);
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};
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@ -423,7 +423,7 @@ static void d3d11_runner_destroy_resource(struct shader_runner *r, struct resour
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free(resource);
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}
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static void d3d11_runner_draw(struct shader_runner *r,
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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)
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{
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struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
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@ -437,12 +437,12 @@ static void d3d11_runner_draw(struct shader_runner *r,
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HRESULT hr;
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if (!(vs_code = compile_shader(runner->r.vs_source, "vs", runner->r.minimum_shader_model)))
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return;
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return false;
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if (!(ps_code = compile_shader(runner->r.ps_source, "ps", runner->r.minimum_shader_model)))
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{
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ID3D10Blob_Release(vs_code);
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return;
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return false;
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}
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hr = ID3D11Device_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_code),
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@ -536,6 +536,8 @@ static void d3d11_runner_draw(struct shader_runner *r,
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ID3D11VertexShader_Release(vs);
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if (cb)
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ID3D11Buffer_Release(cb);
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return true;
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}
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struct resource_readback
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@ -132,7 +132,7 @@ static void d3d12_runner_destroy_resource(struct shader_runner *r, struct resour
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free(resource);
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}
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static void d3d12_runner_draw(struct shader_runner *r,
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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)
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{
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struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
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@ -155,12 +155,12 @@ static void d3d12_runner_draw(struct shader_runner *r,
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size_t i;
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if (!(ps_code = compile_shader(runner->r.ps_source, "ps", runner->r.minimum_shader_model)))
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return;
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return false;
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if (!(vs_code = compile_shader(runner->r.vs_source, "vs", runner->r.minimum_shader_model)))
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{
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ID3D10Blob_Release(ps_code);
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return;
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return false;
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}
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root_signature_desc.NumParameters = 0;
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@ -257,8 +257,6 @@ static void d3d12_runner_draw(struct shader_runner *r,
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ID3D10Blob_Release(vs_code);
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ID3D10Blob_Release(ps_code);
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free(input_element_descs);
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if (!pso)
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return;
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vkd3d_array_reserve((void **)&test_context->pso, &test_context->pso_capacity,
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test_context->pso_count + 1, sizeof(*test_context->pso));
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test_context->pso[test_context->pso_count++] = pso;
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@ -303,6 +301,8 @@ static void d3d12_runner_draw(struct shader_runner *r,
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exec_command_list(queue, command_list);
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wait_queue_idle(device, queue);
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reset_command_list(command_list, test_context->allocator);
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return true;
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}
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static void d3d12_runner_probe_vec4(struct shader_runner *r,
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@ -308,7 +308,7 @@ static D3DDECLUSAGE vertex_decl_usage_from_name(const char *name)
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fatal_error("Cannot translate usage \"%s\" to a d3d9 usage.\n", name);
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}
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static void d3d9_runner_draw(struct shader_runner *r,
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static bool d3d9_runner_draw(struct shader_runner *r,
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D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
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{
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static const D3DVERTEXELEMENT9 decl_element_end = D3DDECL_END();
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@ -323,12 +323,12 @@ static void d3d9_runner_draw(struct shader_runner *r,
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HRESULT hr;
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if (!(vs_code = compile_shader(runner->r.vs_source, "vs_2_0")))
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return;
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return false;
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if (!(ps_code = compile_shader(runner->r.ps_source, "ps_2_0")))
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{
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ID3D10Blob_Release(vs_code);
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return;
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return false;
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}
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if (runner->r.uniform_count)
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@ -445,6 +445,8 @@ static void d3d9_runner_draw(struct shader_runner *r,
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IDirect3DVertexDeclaration9_Release(vertex_declaration);
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IDirect3DVertexShader9_Release(vs);
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IDirect3DPixelShader9_Release(ps);
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return true;
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}
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struct resource_readback
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@ -754,7 +754,7 @@ static void bind_resources(struct vulkan_shader_runner *runner, VkPipelineBindPo
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/* The descriptor set will be freed by resetting the descriptor pool. */
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}
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static void vulkan_runner_draw(struct shader_runner *r,
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static bool vulkan_runner_draw(struct shader_runner *r,
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D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
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{
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struct vulkan_shader_runner *runner = vulkan_shader_runner(r);
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@ -768,6 +768,7 @@ static void vulkan_runner_draw(struct shader_runner *r,
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VkDevice device = runner->device;
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VkClearRect clear_rect;
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VkPipeline pipeline;
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bool ret = true;
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unsigned int i;
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/* Create this before compiling shaders, it will assign resource bindings. */
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@ -775,7 +776,10 @@ static void vulkan_runner_draw(struct shader_runner *r,
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pipeline_layout = create_pipeline_layout(runner, set_layout);
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if (!(pipeline = create_pipeline(runner, pipeline_layout, primitive_topology)))
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{
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ret = false;
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goto out;
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}
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begin_command_buffer(runner);
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@ -813,6 +817,8 @@ out:
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VK_CALL(vkDestroyPipelineLayout(device, pipeline_layout, NULL));
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VK_CALL(vkDestroyDescriptorSetLayout(device, set_layout, NULL));
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return ret;
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}
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static const struct vec4 *get_readback_vec4(const uint8_t *data, unsigned int row_pitch, unsigned int x, unsigned int y)
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