tests: Compile HLSL shaders at runtime in test_draw_depth_no_ps().

This commit is contained in:
Giovanni Mascellani 2023-09-14 11:31:39 +02:00 committed by Alexandre Julliard
parent b7c951ba78
commit 4557ad36b0
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

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@ -6606,6 +6606,8 @@ static void test_draw_depth_no_ps(void)
D3D12_VERTEX_BUFFER_VIEW vbv; D3D12_VERTEX_BUFFER_VIEW vbv;
struct test_context context; struct test_context context;
ID3D12CommandQueue *queue; ID3D12CommandQueue *queue;
D3D12_SHADER_BYTECODE vs;
ID3D10Blob *vs_bytecode;
ID3D12Resource *vb; ID3D12Resource *vb;
HRESULT hr; HRESULT hr;
@ -6624,28 +6626,22 @@ static void test_draw_depth_no_ps(void)
{{ 1.0f, -1.0f, 0.5f, 1.0f}}, {{ 1.0f, -1.0f, 0.5f, 1.0f}},
{{ 1.0f, 1.0f, 0.5f, 1.0f}}, {{ 1.0f, 1.0f, 0.5f, 1.0f}},
}; };
static const DWORD vs_code[] = static const char vs_code[] =
{ "void main(float4 in_position : POSITION, out float4 out_position : SV_POSITION)\n"
#if 0 "{\n"
void main(float4 in_position : POSITION, out float4 out_position : SV_POSITION) " out_position = in_position;\n"
{ "}\n";
out_position = in_position;
} vs_bytecode = compile_shader(vs_code, sizeof(vs_code) - 1, "vs_4_0");
#endif vs = shader_bytecode_from_blob(vs_bytecode);
0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)};
memset(&desc, 0, sizeof(desc)); memset(&desc, 0, sizeof(desc));
desc.no_render_target = true; desc.no_render_target = true;
if (!init_test_context(&context, &desc)) if (!init_test_context(&context, &desc))
{
ID3D10Blob_Release(vs_bytecode);
return; return;
}
command_list = context.list; command_list = context.list;
queue = context.queue; queue = context.queue;
@ -6693,6 +6689,8 @@ static void test_draw_depth_no_ps(void)
destroy_depth_stencil(&ds); destroy_depth_stencil(&ds);
ID3D12Resource_Release(vb); ID3D12Resource_Release(vb);
destroy_test_context(&context); destroy_test_context(&context);
ID3D10Blob_Release(vs_bytecode);
} }
static void test_draw_depth_only(void) static void test_draw_depth_only(void)