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tests: Store samplers in a fixed-size array.
We will need to allocate some structures in the Vulkan backend; this is easier if we don't need to worry about allocating them dynamically. 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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@ -725,17 +725,14 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
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{
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state = STATE_SAMPLER;
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if ((current_sampler = get_sampler(runner, index)))
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if (!(current_sampler = get_sampler(runner, index)))
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{
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memset(current_sampler, 0, sizeof(*current_sampler));
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}
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else
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{
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runner->samplers = realloc(runner->samplers,
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++runner->sampler_count * sizeof(*runner->samplers));
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current_sampler = &runner->samplers[runner->sampler_count - 1];
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memset(current_sampler, 0, sizeof(*current_sampler));
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if (runner->sampler_count == MAX_SAMPLERS)
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fatal_error("Too many samplers declared.\n");
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current_sampler = &runner->samplers[runner->sampler_count++];
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}
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memset(current_sampler, 0, sizeof(*current_sampler));
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current_sampler->slot = index;
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current_sampler->filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
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current_sampler->u_address = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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@ -88,6 +88,7 @@ struct input_element
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};
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#define MAX_RESOURCES 32
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#define MAX_SAMPLERS 32
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struct shader_runner
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{
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@ -103,7 +104,7 @@ struct shader_runner
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struct resource *resources[MAX_RESOURCES];
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size_t resource_count;
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struct sampler *samplers;
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struct sampler samplers[MAX_SAMPLERS];
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size_t sampler_count;
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struct input_element *input_elements;
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