tests: Do not assign specific shader registers in test_texture().

It is not needed since we have a basic mapping for D3D12 shader
registers.
This commit is contained in:
Józef Kucia 2017-07-26 14:50:39 +02:00
parent a2e38b5672
commit 2ba76ceb02

View File

@ -829,7 +829,7 @@ static ID3D12RootSignature *create_texture_root_signature_(unsigned int line,
sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampler_desc.ShaderRegister = 1;
sampler_desc.ShaderRegister = 0;
sampler_desc.RegisterSpace = 0;
sampler_desc.ShaderVisibility = shader_visibility;
@ -6653,8 +6653,8 @@ static void test_texture(void)
static const DWORD ps_code[] =
{
#if 0
Texture2D t : register(t0);
SamplerState s : register(s1);
Texture2D t;
SamplerState s;
float4 main(float4 position : SV_POSITION) : SV_Target
{
@ -6665,16 +6665,16 @@ static void test_texture(void)
return t.Sample(s, p);
}
#endif
0x43425844, 0xc5df85e3, 0x32854510, 0xedd54782, 0x20bf84ff, 0x00000001, 0x00000140, 0x00000003,
0x43425844, 0x7a0c3929, 0x75ff3ca4, 0xccb318b2, 0xe6965b4c, 0x00000001, 0x00000140, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000a4, 0x00000050,
0x00000029, 0x0100086a, 0x0300005a, 0x00106000, 0x00000001, 0x04001858, 0x00107000, 0x00000000,
0x00000029, 0x0100086a, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000,
0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002,
0x3d000000, 0x3d000000, 0x00000000, 0x00000000, 0x8b000045, 0x800000c2, 0x00155543, 0x001020f2,
0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000001, 0x0100003e,
0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};