tests: Specify the vertex count from the shader runner frontend.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2022-03-21 20:42:19 -05:00 committed by Alexandre Julliard
parent 84c73f82f7
commit 492cd135e3
4 changed files with 8 additions and 8 deletions

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@ -334,7 +334,7 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
if (!runner->vs_source) if (!runner->vs_source)
runner->vs_source = strdup(vs_source); runner->vs_source = strdup(vs_source);
runner->ops->draw_quad(runner); runner->ops->draw(runner, 3);
} }
else if (match_string(line, "probe all rgba", &line)) else if (match_string(line, "probe all rgba", &line))
{ {

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@ -112,7 +112,7 @@ struct shader_runner_ops
{ {
struct resource *(*create_resource)(struct shader_runner *runner, const struct resource_params *params); struct resource *(*create_resource)(struct shader_runner *runner, const struct resource_params *params);
void (*destroy_resource)(struct shader_runner *runner, struct resource *resource); void (*destroy_resource)(struct shader_runner *runner, struct resource *resource);
void (*draw_quad)(struct shader_runner *runner); void (*draw)(struct shader_runner *runner, unsigned int vertex_count);
void (*probe_vec4)(struct shader_runner *runner, const RECT *rect, const struct vec4 *v, unsigned int ulps); void (*probe_vec4)(struct shader_runner *runner, const RECT *rect, const struct vec4 *v, unsigned int ulps);
}; };

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@ -423,7 +423,7 @@ static void d3d11_runner_destroy_resource(struct shader_runner *r, struct resour
free(resource); free(resource);
} }
static void d3d11_runner_draw_quad(struct shader_runner *r) static void d3d11_runner_draw(struct shader_runner *r, unsigned int vertex_count)
{ {
struct d3d11_shader_runner *runner = d3d11_shader_runner(r); struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
ID3D11DeviceContext *context = runner->immediate_context; ID3D11DeviceContext *context = runner->immediate_context;
@ -529,7 +529,7 @@ static void d3d11_runner_draw_quad(struct shader_runner *r)
ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0); ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
ID3D11DeviceContext_Draw(context, 3, 0); ID3D11DeviceContext_Draw(context, vertex_count, 0);
ID3D11PixelShader_Release(ps); ID3D11PixelShader_Release(ps);
ID3D11VertexShader_Release(vs); ID3D11VertexShader_Release(vs);
@ -611,7 +611,7 @@ static const struct shader_runner_ops d3d11_runner_ops =
{ {
.create_resource = d3d11_runner_create_resource, .create_resource = d3d11_runner_create_resource,
.destroy_resource = d3d11_runner_destroy_resource, .destroy_resource = d3d11_runner_destroy_resource,
.draw_quad = d3d11_runner_draw_quad, .draw = d3d11_runner_draw,
.probe_vec4 = d3d11_runner_probe_vec4, .probe_vec4 = d3d11_runner_probe_vec4,
}; };

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@ -132,7 +132,7 @@ static void d3d12_runner_destroy_resource(struct shader_runner *r, struct resour
free(resource); free(resource);
} }
static void d3d12_runner_draw_quad(struct shader_runner *r) static void d3d12_runner_draw(struct shader_runner *r, unsigned int vertex_count)
{ {
struct d3d12_shader_runner *runner = d3d12_shader_runner(r); struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
struct test_context *test_context = &runner->test_context; struct test_context *test_context = &runner->test_context;
@ -294,7 +294,7 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, test_context->rtv, clear_color, 0, NULL); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, test_context->rtv, clear_color, 0, NULL);
ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); ID3D12GraphicsCommandList_DrawInstanced(command_list, vertex_count, 1, 0, 0);
transition_resource_state(command_list, test_context->render_target, transition_resource_state(command_list, test_context->render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
@ -324,7 +324,7 @@ static const struct shader_runner_ops d3d12_runner_ops =
{ {
.create_resource = d3d12_runner_create_resource, .create_resource = d3d12_runner_create_resource,
.destroy_resource = d3d12_runner_destroy_resource, .destroy_resource = d3d12_runner_destroy_resource,
.draw_quad = d3d12_runner_draw_quad, .draw = d3d12_runner_draw,
.probe_vec4 = d3d12_runner_probe_vec4, .probe_vec4 = d3d12_runner_probe_vec4,
}; };