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:
Zebediah Figura
2022-03-19 12:35:31 -05:00
committed by Alexandre Julliard
parent ead5cc3113
commit 5841e79102
4 changed files with 71 additions and 71 deletions

View File

@@ -40,16 +40,16 @@ static struct d3d12_texture *d3d12_texture(struct texture *t)
struct d3d12_shader_context
{
struct shader_context c;
struct shader_runner c;
struct test_context test_context;
ID3D12DescriptorHeap *heap;
};
static struct d3d12_shader_context *d3d12_shader_context(struct shader_context *c)
static struct d3d12_shader_context *d3d12_shader_context(struct shader_runner *r)
{
return CONTAINING_RECORD(c, struct d3d12_shader_context, c);
return CONTAINING_RECORD(r, struct d3d12_shader_context, c);
}
static ID3D10Blob *compile_shader(const char *source, enum shader_model shader_model)
@@ -80,9 +80,9 @@ static ID3D10Blob *compile_shader(const char *source, enum shader_model shader_m
#define MAX_RESOURCE_DESCRIPTORS 256
static struct texture *d3d12_runner_create_texture(struct shader_context *c, const struct texture_params *params)
static struct texture *d3d12_runner_create_texture(struct shader_runner *r, const struct texture_params *params)
{
struct d3d12_shader_context *context = d3d12_shader_context(c);
struct d3d12_shader_context *context = d3d12_shader_context(r);
struct test_context *test_context = &context->test_context;
ID3D12Device *device = test_context->device;
D3D12_SUBRESOURCE_DATA resource_data;
@@ -113,7 +113,7 @@ static struct texture *d3d12_runner_create_texture(struct shader_context *c, con
return &texture->t;
}
static void d3d12_runner_destroy_texture(struct shader_context *c, struct texture *t)
static void d3d12_runner_destroy_texture(struct shader_runner *r, struct texture *t)
{
struct d3d12_texture *texture = d3d12_texture(t);
@@ -121,9 +121,9 @@ static void d3d12_runner_destroy_texture(struct shader_context *c, struct textur
free(texture);
}
static void d3d12_runner_draw_quad(struct shader_context *c)
static void d3d12_runner_draw_quad(struct shader_runner *r)
{
struct d3d12_shader_context *context = d3d12_shader_context(c);
struct d3d12_shader_context *context = d3d12_shader_context(r);
struct test_context *test_context = &context->test_context;
ID3D12GraphicsCommandList *command_list = test_context->list;
@@ -243,10 +243,10 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
reset_command_list(command_list, test_context->allocator);
}
static void d3d12_runner_probe_vec4(struct shader_context *c,
static void d3d12_runner_probe_vec4(struct shader_runner *r,
const RECT *rect, const struct vec4 *v, unsigned int ulps)
{
struct d3d12_shader_context *context = d3d12_shader_context(c);
struct d3d12_shader_context *context = d3d12_shader_context(r);
struct test_context *test_context = &context->test_context;
struct resource_readback rb;