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>
This commit is contained in:
Zebediah Figura
2022-03-21 20:42:18 -05:00
committed by Alexandre Julliard
parent f11f7032cd
commit 84c73f82f7
4 changed files with 71 additions and 5 deletions

View File

@ -42,7 +42,7 @@ struct d3d11_resource
{
struct resource r;
ID3D11Texture2D *texture;
ID3D11Resource *resource;
ID3D11ShaderResourceView *srv;
};
@ -397,12 +397,17 @@ static struct resource *d3d11_runner_create_resource(struct shader_runner *r, co
resource_data.SysMemPitch = params->width * params->texel_size;
resource_data.SysMemSlicePitch = params->height * resource_data.SysMemPitch;
hr = ID3D11Device_CreateTexture2D(device, &desc, &resource_data, &resource->texture);
hr = ID3D11Device_CreateTexture2D(device, &desc, &resource_data, (ID3D11Texture2D **)&resource->resource);
ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)resource->texture, NULL, &resource->srv);
hr = ID3D11Device_CreateShaderResourceView(device, resource->resource, NULL, &resource->srv);
ok(hr == S_OK, "Failed to create shader resource view, hr %#lx.\n", hr);
break;
}
case RESOURCE_TYPE_VERTEX_BUFFER:
resource->resource = (ID3D11Resource *)create_buffer(device,
D3D11_BIND_VERTEX_BUFFER, params->data_size, params->data);
break;
}
return &resource->r;
@ -412,8 +417,9 @@ static void d3d11_runner_destroy_resource(struct shader_runner *r, struct resour
{
struct d3d11_resource *resource = d3d11_resource(res);
ID3D11Texture2D_Release(resource->texture);
ID3D11ShaderResourceView_Release(resource->srv);
ID3D11Resource_Release(resource->resource);
if (resource->srv)
ID3D11ShaderResourceView_Release(resource->srv);
free(resource);
}
@ -456,12 +462,19 @@ static void d3d11_runner_draw_quad(struct shader_runner *r)
for (i = 0; i < runner->r.resource_count; ++i)
{
struct d3d11_resource *resource = d3d11_resource(runner->r.resources[i]);
unsigned int stride = get_vb_stride(&runner->r, resource->r.slot);
unsigned int offset = 0;
switch (resource->r.type)
{
case RESOURCE_TYPE_TEXTURE:
ID3D11DeviceContext_PSSetShaderResources(context, resource->r.slot, 1, &resource->srv);
break;
case RESOURCE_TYPE_VERTEX_BUFFER:
ID3D11DeviceContext_IASetVertexBuffers(context, resource->r.slot, 1,
(ID3D11Buffer **)&resource->resource, &stride, &offset);
break;
}
}