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tests: Allow specifying a custom vertex buffer.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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committed by
Alexandre Julliard
parent
f11f7032cd
commit
84c73f82f7
@ -42,7 +42,7 @@ struct d3d11_resource
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{
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struct resource r;
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ID3D11Texture2D *texture;
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ID3D11Resource *resource;
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ID3D11ShaderResourceView *srv;
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};
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@ -397,12 +397,17 @@ static struct resource *d3d11_runner_create_resource(struct shader_runner *r, co
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resource_data.SysMemPitch = params->width * params->texel_size;
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resource_data.SysMemSlicePitch = params->height * resource_data.SysMemPitch;
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hr = ID3D11Device_CreateTexture2D(device, &desc, &resource_data, &resource->texture);
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hr = ID3D11Device_CreateTexture2D(device, &desc, &resource_data, (ID3D11Texture2D **)&resource->resource);
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ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
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hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)resource->texture, NULL, &resource->srv);
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hr = ID3D11Device_CreateShaderResourceView(device, resource->resource, NULL, &resource->srv);
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ok(hr == S_OK, "Failed to create shader resource view, hr %#lx.\n", hr);
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break;
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}
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case RESOURCE_TYPE_VERTEX_BUFFER:
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resource->resource = (ID3D11Resource *)create_buffer(device,
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D3D11_BIND_VERTEX_BUFFER, params->data_size, params->data);
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break;
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}
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return &resource->r;
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@ -412,8 +417,9 @@ static void d3d11_runner_destroy_resource(struct shader_runner *r, struct resour
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{
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struct d3d11_resource *resource = d3d11_resource(res);
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ID3D11Texture2D_Release(resource->texture);
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ID3D11ShaderResourceView_Release(resource->srv);
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ID3D11Resource_Release(resource->resource);
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if (resource->srv)
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ID3D11ShaderResourceView_Release(resource->srv);
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free(resource);
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}
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@ -456,12 +462,19 @@ static void d3d11_runner_draw_quad(struct shader_runner *r)
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for (i = 0; i < runner->r.resource_count; ++i)
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{
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struct d3d11_resource *resource = d3d11_resource(runner->r.resources[i]);
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unsigned int stride = get_vb_stride(&runner->r, resource->r.slot);
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unsigned int offset = 0;
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switch (resource->r.type)
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{
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case RESOURCE_TYPE_TEXTURE:
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ID3D11DeviceContext_PSSetShaderResources(context, resource->r.slot, 1, &resource->srv);
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break;
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case RESOURCE_TYPE_VERTEX_BUFFER:
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ID3D11DeviceContext_IASetVertexBuffers(context, resource->r.slot, 1,
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(ID3D11Buffer **)&resource->resource, &stride, &offset);
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break;
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}
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}
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