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

@@ -9,7 +9,7 @@ float4 main() : sv_target
% It's legal to call an undefined function in unused code, though.
[pixel shader]
[pixel shader todo]
float4 func();
@@ -118,7 +118,7 @@ void func()
{
}
[pixel shader]
[pixel shader todo]
float func(in float a, out float b, inout float c)
{
@@ -142,7 +142,7 @@ float4 main() : sv_target
todo draw quad
probe all rgba (0.5, 0.6, 0.7, 0)
[pixel shader]
[pixel shader todo]
void func(in float a, inout float2 b)
{