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