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tests: Compile HLSL shaders at runtime in test_draw_depth_no_ps().
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Notes:
Alexandre Julliard
2023-09-22 22:47:27 +02:00
Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/344
@ -6606,6 +6606,8 @@ static void test_draw_depth_no_ps(void)
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D3D12_VERTEX_BUFFER_VIEW vbv;
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D3D12_VERTEX_BUFFER_VIEW vbv;
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struct test_context context;
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struct test_context context;
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ID3D12CommandQueue *queue;
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ID3D12CommandQueue *queue;
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D3D12_SHADER_BYTECODE vs;
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ID3D10Blob *vs_bytecode;
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ID3D12Resource *vb;
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ID3D12Resource *vb;
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HRESULT hr;
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HRESULT hr;
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@ -6624,28 +6626,22 @@ static void test_draw_depth_no_ps(void)
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{{ 1.0f, -1.0f, 0.5f, 1.0f}},
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{{ 1.0f, -1.0f, 0.5f, 1.0f}},
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{{ 1.0f, 1.0f, 0.5f, 1.0f}},
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{{ 1.0f, 1.0f, 0.5f, 1.0f}},
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};
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};
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static const DWORD vs_code[] =
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static const char vs_code[] =
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{
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"void main(float4 in_position : POSITION, out float4 out_position : SV_POSITION)\n"
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#if 0
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"{\n"
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void main(float4 in_position : POSITION, out float4 out_position : SV_POSITION)
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" out_position = in_position;\n"
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{
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"}\n";
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out_position = in_position;
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}
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vs_bytecode = compile_shader(vs_code, sizeof(vs_code) - 1, "vs_4_0");
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#endif
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vs = shader_bytecode_from_blob(vs_bytecode);
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0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
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0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)};
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memset(&desc, 0, sizeof(desc));
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memset(&desc, 0, sizeof(desc));
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desc.no_render_target = true;
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desc.no_render_target = true;
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if (!init_test_context(&context, &desc))
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if (!init_test_context(&context, &desc))
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{
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ID3D10Blob_Release(vs_bytecode);
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return;
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return;
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}
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command_list = context.list;
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command_list = context.list;
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queue = context.queue;
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queue = context.queue;
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@ -6693,6 +6689,8 @@ static void test_draw_depth_no_ps(void)
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destroy_depth_stencil(&ds);
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destroy_depth_stencil(&ds);
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ID3D12Resource_Release(vb);
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ID3D12Resource_Release(vb);
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destroy_test_context(&context);
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destroy_test_context(&context);
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ID3D10Blob_Release(vs_bytecode);
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}
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}
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static void test_draw_depth_only(void)
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static void test_draw_depth_only(void)
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