tests: Add support for running shader tests with a custom vertex shader.

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 20:42:14 -05:00
committed by Alexandre Julliard
parent 71db328d38
commit 52223250d7
4 changed files with 43 additions and 13 deletions

View File

@@ -52,22 +52,23 @@ static struct d3d12_shader_runner *d3d12_shader_runner(struct shader_runner *r)
return CONTAINING_RECORD(r, struct d3d12_shader_runner, r);
}
static ID3D10Blob *compile_shader(const char *source, enum shader_model shader_model)
static ID3D10Blob *compile_shader(const char *source, const char *type, enum shader_model shader_model)
{
ID3D10Blob *blob = NULL, *errors = NULL;
char profile[7];
HRESULT hr;
static const char *const shader_models[] =
{
[SHADER_MODEL_2_0] = "ps_4_0",
[SHADER_MODEL_4_0] = "ps_4_0",
[SHADER_MODEL_4_1] = "ps_4_1",
[SHADER_MODEL_5_0] = "ps_5_0",
[SHADER_MODEL_5_1] = "ps_5_1",
[SHADER_MODEL_2_0] = "4_0",
[SHADER_MODEL_4_0] = "4_0",
[SHADER_MODEL_4_1] = "4_1",
[SHADER_MODEL_5_0] = "5_0",
[SHADER_MODEL_5_1] = "5_1",
};
hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main",
shader_models[shader_model], 0, 0, &blob, &errors);
sprintf(profile, "%s_%s", type, shader_models[shader_model]);
hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", profile, 0, 0, &blob, &errors);
ok(hr == S_OK, "Failed to compile shader, hr %#x.\n", hr);
if (errors)
{
@@ -132,17 +133,23 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
ID3D12CommandQueue *queue = test_context->queue;
D3D12_STATIC_SAMPLER_DESC static_samplers[1];
ID3D12Device *device = test_context->device;
ID3D10Blob *vs_code = NULL, *ps_code;
static const float clear_color[4];
D3D12_SHADER_BYTECODE vs, ps;
unsigned int uniform_index;
D3D12_SHADER_BYTECODE ps;
ID3D12PipelineState *pso;
ID3D10Blob *ps_code;
HRESULT hr;
size_t i;
if (!(ps_code = compile_shader(runner->r.ps_source, runner->r.minimum_shader_model)))
if (!(ps_code = compile_shader(runner->r.ps_source, "ps", runner->r.minimum_shader_model)))
return;
if (runner->r.vs_source && !(vs_code = compile_shader(runner->r.vs_source, "vs", runner->r.minimum_shader_model)))
{
ID3D10Blob_Release(ps_code);
return;
}
root_signature_desc.NumParameters = 0;
root_signature_desc.pParameters = root_params;
root_signature_desc.NumStaticSamplers = 0;
@@ -202,10 +209,17 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
hr = create_root_signature(device, &root_signature_desc, &test_context->root_signature);
ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
if (vs_code)
{
vs.pShaderBytecode = ID3D10Blob_GetBufferPointer(vs_code);
vs.BytecodeLength = ID3D10Blob_GetBufferSize(vs_code);
}
ps.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps_code);
ps.BytecodeLength = ID3D10Blob_GetBufferSize(ps_code);
pso = create_pipeline_state(device, test_context->root_signature,
test_context->render_target_desc.Format, NULL, &ps, NULL);
test_context->render_target_desc.Format, vs_code ? &vs : NULL, &ps, NULL);
if (vs_code)
ID3D10Blob_Release(vs_code);
ID3D10Blob_Release(ps_code);
if (!pso)
return;