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tests: Pass HLSL source to the draw_quad() function.
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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@ -495,10 +495,11 @@ void run_shader_tests(struct shader_context *context, int argc, char **argv, con
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break;
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break;
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case STATE_SHADER_PIXEL:
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case STATE_SHADER_PIXEL:
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if (!(context->ps_code = context->ops->compile_shader(context,
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free(context->ps_source);
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shader_source, context->minimum_shader_model)))
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context->ps_source = shader_source;
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return;
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shader_source = NULL;
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shader_source_len = 0;
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shader_source_len = 0;
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shader_source_size = 0;
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break;
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break;
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case STATE_SHADER_INVALID_PIXEL:
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case STATE_SHADER_INVALID_PIXEL:
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@ -590,10 +591,6 @@ void run_shader_tests(struct shader_context *context, int argc, char **argv, con
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else if (!strcmp(line, "[pixel shader]\n"))
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else if (!strcmp(line, "[pixel shader]\n"))
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{
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{
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state = STATE_SHADER_PIXEL;
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state = STATE_SHADER_PIXEL;
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if (context->ps_code)
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ID3D10Blob_Release(context->ps_code);
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context->ps_code = NULL;
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}
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}
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else if (!strcmp(line, "[pixel shader fail]\n"))
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else if (!strcmp(line, "[pixel shader fail]\n"))
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{
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{
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@ -686,8 +683,7 @@ void run_shader_tests(struct shader_context *context, int argc, char **argv, con
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}
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}
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}
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}
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if (context->ps_code)
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free(context->ps_source);
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ID3D10Blob_Release(context->ps_code);
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for (i = 0; i < context->texture_count; ++i)
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for (i = 0; i < context->texture_count; ++i)
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{
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{
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if (context->textures[i])
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if (context->textures[i])
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@ -66,7 +66,7 @@ struct shader_context
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{
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{
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const struct shader_runner_ops *ops;
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const struct shader_runner_ops *ops;
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ID3D10Blob *ps_code;
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char *ps_source;
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enum shader_model minimum_shader_model;
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enum shader_model minimum_shader_model;
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uint32_t *uniforms;
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uint32_t *uniforms;
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@ -81,7 +81,6 @@ struct shader_context
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struct shader_runner_ops
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struct shader_runner_ops
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{
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{
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ID3D10Blob *(*compile_shader)(struct shader_context *context, const char *source, enum shader_model minimum_shader_model);
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struct texture *(*create_texture)(struct shader_context *context, const struct texture_params *params);
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struct texture *(*create_texture)(struct shader_context *context, const struct texture_params *params);
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void (*destroy_texture)(struct shader_context *context, struct texture *texture);
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void (*destroy_texture)(struct shader_context *context, struct texture *texture);
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void (*draw_quad)(struct shader_context *context);
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void (*draw_quad)(struct shader_context *context);
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@ -51,8 +51,7 @@ static struct d3d12_shader_context *d3d12_shader_context(struct shader_context *
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return CONTAINING_RECORD(c, struct d3d12_shader_context, c);
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return CONTAINING_RECORD(c, struct d3d12_shader_context, c);
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}
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}
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static ID3D10Blob *d3d12_runner_compile_shader(struct shader_context *c,
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static ID3D10Blob *compile_shader(const char *source, enum shader_model shader_model)
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const char *source, enum shader_model shader_model)
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{
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{
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ID3D10Blob *blob = NULL, *errors = NULL;
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ID3D10Blob *blob = NULL, *errors = NULL;
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HRESULT hr;
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HRESULT hr;
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@ -118,8 +117,6 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
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struct d3d12_shader_context *context = d3d12_shader_context(c);
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struct d3d12_shader_context *context = d3d12_shader_context(c);
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struct test_context *test_context = &context->test_context;
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struct test_context *test_context = &context->test_context;
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D3D12_SHADER_BYTECODE ps
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= {ID3D10Blob_GetBufferPointer(context->c.ps_code), ID3D10Blob_GetBufferSize(context->c.ps_code)};
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ID3D12GraphicsCommandList *command_list = test_context->list;
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ID3D12GraphicsCommandList *command_list = test_context->list;
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0};
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0};
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D3D12_ROOT_PARAMETER root_params[3], *root_param;
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D3D12_ROOT_PARAMETER root_params[3], *root_param;
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@ -128,10 +125,15 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
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ID3D12Device *device = test_context->device;
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ID3D12Device *device = test_context->device;
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static const float clear_color[4];
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static const float clear_color[4];
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unsigned int uniform_index;
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unsigned int uniform_index;
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D3D12_SHADER_BYTECODE ps;
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ID3D12PipelineState *pso;
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ID3D12PipelineState *pso;
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ID3D10Blob *ps_code;
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HRESULT hr;
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HRESULT hr;
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size_t i;
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size_t i;
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if (!(ps_code = compile_shader(context->c.ps_source, context->c.minimum_shader_model)))
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return;
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root_signature_desc.NumParameters = 0;
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root_signature_desc.NumParameters = 0;
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root_signature_desc.pParameters = root_params;
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root_signature_desc.pParameters = root_params;
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root_signature_desc.NumStaticSamplers = 0;
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root_signature_desc.NumStaticSamplers = 0;
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@ -191,8 +193,11 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
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hr = create_root_signature(device, &root_signature_desc, &test_context->root_signature);
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hr = create_root_signature(device, &root_signature_desc, &test_context->root_signature);
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ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
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ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
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ps.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps_code);
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ps.BytecodeLength = ID3D10Blob_GetBufferSize(ps_code);
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pso = create_pipeline_state(device, test_context->root_signature,
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pso = create_pipeline_state(device, test_context->root_signature,
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test_context->render_target_desc.Format, NULL, &ps, NULL);
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test_context->render_target_desc.Format, NULL, &ps, NULL);
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ID3D10Blob_Release(ps_code);
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if (!pso)
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if (!pso)
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return;
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return;
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vkd3d_array_reserve((void **)&test_context->pso, &test_context->pso_capacity,
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vkd3d_array_reserve((void **)&test_context->pso, &test_context->pso_capacity,
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@ -245,7 +250,6 @@ static void d3d12_runner_probe_vec4(struct shader_context *c,
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static const struct shader_runner_ops d3d12_runner_ops =
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static const struct shader_runner_ops d3d12_runner_ops =
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{
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{
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.compile_shader = d3d12_runner_compile_shader,
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.create_texture = d3d12_runner_create_texture,
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.create_texture = d3d12_runner_create_texture,
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.destroy_texture = d3d12_runner_destroy_texture,
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.destroy_texture = d3d12_runner_destroy_texture,
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.draw_quad = d3d12_runner_draw_quad,
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.draw_quad = d3d12_runner_draw_quad,
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