tests: Test I/O index ranges not intersecting a signature element for a given register.

Since this test depend on the specific code generated by the
native d3dcompiler we add the possibility to specify a "raw"
shader using a hex format. When the shader assembler is finally
available they should be replaced with assembly code.
This commit is contained in:
Giovanni Mascellani
2025-01-13 22:34:23 +01:00
committed by Henri Verbeet
parent 84a59fe4c0
commit 8887501042
Notes: Henri Verbeet 2025-02-19 18:01:43 +01:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Francisco Casas (@fcasas)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1332
5 changed files with 297 additions and 16 deletions

View File

@@ -329,9 +329,8 @@ static bool compile_hlsl_and_scan(struct vulkan_shader_runner *runner, enum shad
runner->signatures[type].type = VKD3D_SHADER_STRUCTURE_TYPE_SCAN_SIGNATURE_INFO;
runner->signatures[type].next = NULL;
ret = vkd3d_shader_scan(&info, NULL);
ok(!ret, "Failed to scan, error %d.\n", ret);
return true;
return ret >= 0;
}
static bool compile_d3d_code(struct vulkan_shader_runner *runner,