tests: Always compile HLSL shaders.

Do not rely on a draw or dispatch command to do this.

This allows more efficiently testing syntax, in cases where testing the actual
shader functionality is not interesting.
This commit is contained in:
Zebediah Figura
2022-10-30 17:21:12 -05:00
committed by Alexandre Julliard
parent 520c7457a9
commit 4d17758657
Notes: Alexandre Julliard 2022-11-08 23:05:16 +01:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Francisco Casas (@fcasas)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/43
21 changed files with 96 additions and 62 deletions

View File

@@ -1,6 +1,6 @@
% Test implicit and explicit casts on function output parameters.
[pixel shader]
[pixel shader todo]
uniform float4 f;
@@ -23,7 +23,7 @@ probe all rgba (-1.0, -1.0, 2.0, 4.0)
% As above, but cast "x" to float4 first.
[pixel shader]
[pixel shader todo]
uniform float4 f;
@@ -46,7 +46,7 @@ probe all rgba (-1.0, -1.0, 2.0, 4.0)
% As above, but declare "x" as float4 and cast it to int4.
[pixel shader]
[pixel shader todo]
uniform float4 f;
@@ -70,7 +70,7 @@ probe all rgba (-1.0, -1.0, 2.0, 4.0)
[require]
shader model >= 4.0
[pixel shader]
[pixel shader todo]
void func(inout float4 a)
{