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tests: Rename struct shader_context to struct shader_runner.
This is a bit clearer, and avoids colliding with other things named "context", e.g. struct test_context, or d3d11 device contexts. 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:
committed by
Alexandre Julliard
parent
ead5cc3113
commit
5841e79102
@@ -53,7 +53,7 @@ static struct d3d11_texture *d3d11_texture(struct texture *t)
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struct d3d11_shader_context
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{
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struct shader_context c;
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struct shader_runner c;
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ID3D11Device *device;
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HWND window;
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@@ -65,9 +65,9 @@ struct d3d11_shader_context
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ID3D11VertexShader *vs;
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};
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static struct d3d11_shader_context *d3d11_shader_context(struct shader_context *c)
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static struct d3d11_shader_context *d3d11_shader_context(struct shader_runner *r)
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{
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return CONTAINING_RECORD(c, struct d3d11_shader_context, c);
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return CONTAINING_RECORD(r, struct d3d11_shader_context, c);
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}
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static bool enable_debug_layer;
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@@ -359,9 +359,9 @@ static ID3D11Buffer *create_buffer(ID3D11Device *device, unsigned int bind_flags
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return buffer;
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}
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static struct texture *d3d11_runner_create_texture(struct shader_context *c, const struct texture_params *params)
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static struct texture *d3d11_runner_create_texture(struct shader_runner *r, const struct texture_params *params)
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{
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struct d3d11_shader_context *context = d3d11_shader_context(c);
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struct d3d11_shader_context *context = d3d11_shader_context(r);
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ID3D11Device *device = context->device;
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D3D11_SUBRESOURCE_DATA resource_data;
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D3D11_TEXTURE2D_DESC desc = {0};
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@@ -394,7 +394,7 @@ static struct texture *d3d11_runner_create_texture(struct shader_context *c, con
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return &texture->t;
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}
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static void d3d11_runner_destroy_texture(struct shader_context *c, struct texture *t)
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static void d3d11_runner_destroy_texture(struct shader_runner *r, struct texture *t)
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{
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struct d3d11_texture *texture = d3d11_texture(t);
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@@ -403,7 +403,7 @@ static void d3d11_runner_destroy_texture(struct shader_context *c, struct textur
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free(texture);
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}
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static void d3d11_runner_draw_quad(struct shader_context *c)
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static void d3d11_runner_draw_quad(struct shader_runner *r)
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{
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static const char vs_source[] =
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"void main(uint id : SV_VertexID, out float4 position : SV_Position)\n"
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@@ -412,7 +412,7 @@ static void d3d11_runner_draw_quad(struct shader_context *c)
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" position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);\n"
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"}";
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struct d3d11_shader_context *context = d3d11_shader_context(c);
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struct d3d11_shader_context *context = d3d11_shader_context(r);
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ID3D11Device *device = context->device;
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ID3D11Buffer *cb = NULL;
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ID3D11PixelShader *ps;
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@@ -561,9 +561,9 @@ static void check_readback_data_vec4(struct resource_readback *rb,
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got.x, got.y, got.z, got.w, expected->x, expected->y, expected->z, expected->w, x, y);
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}
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static void d3d11_runner_probe_vec4(struct shader_context *c, const RECT *rect, const struct vec4 *v, unsigned int ulps)
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static void d3d11_runner_probe_vec4(struct shader_runner *r, const RECT *rect, const struct vec4 *v, unsigned int ulps)
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{
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struct d3d11_shader_context *context = d3d11_shader_context(c);
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struct d3d11_shader_context *context = d3d11_shader_context(r);
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struct resource_readback rb;
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init_readback(context, &rb);
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