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tests/shader-runner: Support SRV buffers.
This commit is contained in:
committed by
Alexandre Julliard
parent
22a0f14a2f
commit
4d855611b7
Notes:
Alexandre Julliard
2024-02-19 22:59:16 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/569
@@ -376,9 +376,6 @@ static struct resource *gl_runner_create_resource(struct shader_runner *r, const
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{
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case RESOURCE_TYPE_RENDER_TARGET:
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case RESOURCE_TYPE_TEXTURE:
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init_resource_2d(resource, params);
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break;
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case RESOURCE_TYPE_UAV:
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if (params->dimension == RESOURCE_DIMENSION_BUFFER)
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init_resource_buffer(resource, params);
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@@ -404,9 +401,6 @@ static void gl_runner_destroy_resource(struct shader_runner *r, struct resource
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{
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case RESOURCE_TYPE_RENDER_TARGET:
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case RESOURCE_TYPE_TEXTURE:
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glDeleteTextures(1, &resource->id);
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break;
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case RESOURCE_TYPE_UAV:
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if (res->dimension == RESOURCE_DIMENSION_BUFFER)
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{
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@@ -505,7 +499,10 @@ static bool compile_shader(struct gl_runner *runner, ID3DBlob *blob, struct vkd3
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sampler->sampler_space = s->sampler_space;
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sampler->sampler_index = s->sampler_index;
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sampler->shader_visibility = VKD3D_SHADER_VISIBILITY_ALL;
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sampler->flags = VKD3D_SHADER_BINDING_FLAG_IMAGE;
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/* We don't know if this combined sampler was created from a SRV buffer or a SRV image, so
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* we pass both flags, otherwise the combined sampler won't be recognized when emitting the
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* SPIR-V, which will result in a failing assertion. */
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sampler->flags = VKD3D_SHADER_BINDING_FLAG_IMAGE | VKD3D_SHADER_BINDING_FLAG_BUFFER;
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sampler->binding.set = 0;
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sampler->binding.binding = runner->combined_sampler_count++;
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sampler->binding.count = 1;
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@@ -872,8 +869,17 @@ static bool gl_runner_draw(struct shader_runner *r,
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if (!(resource = shader_runner_get_resource(r, RESOURCE_TYPE_TEXTURE, s->resource_index)))
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fatal_error("Resource not found.\n");
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glActiveTexture(GL_TEXTURE0 + s->binding.binding);
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glBindTexture(GL_TEXTURE_2D, gl_resource(resource)->id);
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if (resource->dimension == RESOURCE_DIMENSION_BUFFER)
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{
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glActiveTexture(GL_TEXTURE0 + s->binding.binding);
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glBindTexture(GL_TEXTURE_BUFFER, gl_resource(resource)->tbo_id);
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}
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else
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{
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glActiveTexture(GL_TEXTURE0 + s->binding.binding);
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glBindTexture(GL_TEXTURE_2D, gl_resource(resource)->id);
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}
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if (s->sampler_index == VKD3D_SHADER_DUMMY_SAMPLER_INDEX)
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continue;
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