tests/shader_runner: Centralize the compile_hlsl() helper in shader_runner.c.

This commit is contained in:
Elizabeth Figura
2024-10-24 15:58:32 -05:00
committed by Henri Verbeet
parent 591ae5e18e
commit b3eee0a323
Notes: Henri Verbeet 2024-10-28 18:11:45 +01:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1216
6 changed files with 59 additions and 136 deletions

View File

@@ -75,35 +75,6 @@ static struct d3d11_shader_runner *d3d11_shader_runner(struct shader_runner *r)
return CONTAINING_RECORD(r, struct d3d11_shader_runner, r);
}
static ID3D10Blob *compile_shader(const struct d3d11_shader_runner *runner, enum shader_type type)
{
const char *source = runner->r.shader_source[type];
ID3D10Blob *blob = NULL, *errors = NULL;
char profile[7];
HRESULT hr;
static const char *const shader_models[] =
{
[SHADER_MODEL_2_0] = "4_0",
[SHADER_MODEL_3_0] = "4_0",
[SHADER_MODEL_4_0] = "4_0",
[SHADER_MODEL_4_1] = "4_1",
[SHADER_MODEL_5_0] = "5_0",
[SHADER_MODEL_5_1] = "5_1",
};
sprintf(profile, "%s_%s", shader_type_string(type), shader_models[runner->r.minimum_shader_model]);
hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", profile, runner->r.compile_options, 0, &blob, &errors);
ok(hr == S_OK, "Failed to compile shader, hr %#lx.\n", hr);
if (errors)
{
if (vkd3d_test_state.debug_level)
trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
ID3D10Blob_Release(errors);
}
return blob;
}
static IDXGIAdapter *create_adapter(void)
{
IDXGIFactory4 *factory4;
@@ -614,7 +585,7 @@ static bool d3d11_runner_dispatch(struct shader_runner *r, unsigned int x, unsig
HRESULT hr;
size_t i;
if (!(cs_code = compile_shader(runner, SHADER_TYPE_CS)))
if (!(cs_code = compile_hlsl(&runner->r, SHADER_TYPE_CS)))
return false;
hr = ID3D11Device_CreateComputeShader(device, ID3D10Blob_GetBufferPointer(cs_code),
@@ -715,23 +686,23 @@ static bool d3d11_runner_draw(struct shader_runner *r,
unsigned int i;
HRESULT hr;
vs_code = compile_shader(runner, SHADER_TYPE_VS);
ps_code = compile_shader(runner, SHADER_TYPE_PS);
vs_code = compile_hlsl(&runner->r, SHADER_TYPE_VS);
ps_code = compile_hlsl(&runner->r, SHADER_TYPE_PS);
succeeded = vs_code && ps_code;
if (runner->r.shader_source[SHADER_TYPE_HS])
{
hs_code = compile_shader(runner, SHADER_TYPE_HS);
hs_code = compile_hlsl(&runner->r, SHADER_TYPE_HS);
succeeded = succeeded && hs_code;
}
if (runner->r.shader_source[SHADER_TYPE_DS])
{
ds_code = compile_shader(runner, SHADER_TYPE_DS);
ds_code = compile_hlsl(&runner->r, SHADER_TYPE_DS);
succeeded = succeeded && ds_code;
}
if (runner->r.shader_source[SHADER_TYPE_GS])
{
gs_code = compile_shader(runner, SHADER_TYPE_GS);
gs_code = compile_hlsl(&runner->r, SHADER_TYPE_GS);
succeeded = succeeded && gs_code;
}