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tests: Compile HLSL shaders at runtime in test_multiple_render_targets().
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Notes:
Alexandre Julliard
2023-09-13 23:18:26 +02:00
Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/337
@ -5474,39 +5474,32 @@ static void test_multiple_render_targets(void)
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struct test_context_desc desc;
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struct test_context_desc desc;
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struct test_context context;
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struct test_context context;
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ID3D12CommandQueue *queue;
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ID3D12CommandQueue *queue;
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D3D12_SHADER_BYTECODE ps;
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ID3D10Blob *bytecode;
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unsigned int i;
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unsigned int i;
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HRESULT hr;
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HRESULT hr;
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static const DWORD ps_code[] =
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static const char ps_code[] =
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{
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"void main(out float4 target0 : SV_Target0, out float4 target1 : SV_Target1,\n"
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#if 0
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" out float4 target2 : SV_Target2)\n"
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void main(out float4 target0 : SV_Target0, out float4 target1 : SV_Target1,
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"{\n"
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out float4 target2 : SV_Target2)
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" target0 = float4(1.0f, 0.0f, 0.0f, 1.0f);\n"
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{
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" target1 = float4(2.0f, 0.0f, 0.0f, 1.0f);\n"
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target0 = float4(1.0f, 0.0f, 0.0f, 1.0f);
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" target2 = float4(3.0f, 0.0f, 0.0f, 1.0f);\n"
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target1 = float4(2.0f, 0.0f, 0.0f, 1.0f);
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"}\n";
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target2 = float4(3.0f, 0.0f, 0.0f, 1.0f);
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}
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bytecode = compile_shader(ps_code, sizeof(ps_code) - 1, "ps_4_0");
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#endif
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ps = shader_bytecode_from_blob(bytecode);
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0x43425844, 0xc4325131, 0x8ba4a693, 0x08d15431, 0xcb990885, 0x00000001, 0x0000013c, 0x00000003,
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0x0000002c, 0x0000003c, 0x000000a0, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000005c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x00000050, 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x00000050,
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0x00000002, 0x00000000, 0x00000003, 0x00000002, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074,
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0x58454853, 0x00000094, 0x00000050, 0x00000025, 0x0100086a, 0x03000065, 0x001020f2, 0x00000000,
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0x03000065, 0x001020f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x08000036, 0x001020f2,
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0x00000000, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x08000036, 0x001020f2,
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0x00000001, 0x00004002, 0x40000000, 0x00000000, 0x00000000, 0x3f800000, 0x08000036, 0x001020f2,
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0x00000002, 0x00004002, 0x40400000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
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memset(&desc, 0, sizeof(desc));
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memset(&desc, 0, sizeof(desc));
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desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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desc.rt_descriptor_count = ARRAY_SIZE(rtvs);
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desc.rt_descriptor_count = ARRAY_SIZE(rtvs);
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desc.no_pipeline = true;
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desc.no_pipeline = true;
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if (!init_test_context(&context, &desc))
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if (!init_test_context(&context, &desc))
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{
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ID3D10Blob_Release(bytecode);
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return;
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return;
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}
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command_list = context.list;
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command_list = context.list;
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queue = context.queue;
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queue = context.queue;
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@ -5588,6 +5581,8 @@ static void test_multiple_render_targets(void)
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for (i = 0; i < ARRAY_SIZE(render_targets); ++i)
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for (i = 0; i < ARRAY_SIZE(render_targets); ++i)
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ID3D12Resource_Release(render_targets[i]);
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ID3D12Resource_Release(render_targets[i]);
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destroy_test_context(&context);
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destroy_test_context(&context);
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ID3D10Blob_Release(bytecode);
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}
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}
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static void test_unknown_rtv_format(void)
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static void test_unknown_rtv_format(void)
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