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

@ -63,45 +63,6 @@ static struct d3d12_shader_runner *d3d12_shader_runner(struct shader_runner *r)
return CONTAINING_RECORD(r, struct d3d12_shader_runner, r);
}
static ID3D10Blob *compile_shader(const struct d3d12_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",
[SHADER_MODEL_6_0] = "6_0",
};
if (runner->r.minimum_shader_model >= SHADER_MODEL_6_0)
{
assert(runner->r.dxc_compiler);
hr = dxc_compiler_compile_shader(runner->r.dxc_compiler, type, runner->r.compile_options, source, &blob);
}
else
{
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(FAILED(hr) == !blob, "Got unexpected hr %#x, blob %p.\n", hr, blob);
if (errors)
{
if (vkd3d_test_state.debug_level)
trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
ID3D10Blob_Release(errors);
}
return blob;
}
#define MAX_RESOURCE_DESCRIPTORS (MAX_RESOURCES * 2)
static struct resource *d3d12_runner_create_resource(struct shader_runner *r, const struct resource_params *params)
@ -395,7 +356,7 @@ static bool d3d12_runner_dispatch(struct shader_runner *r, unsigned int x, unsig
HRESULT hr;
size_t i;
cs_code = compile_shader(runner, SHADER_TYPE_CS);
cs_code = compile_hlsl(&runner->r, SHADER_TYPE_CS);
todo_if(runner->r.is_todo && runner->r.minimum_shader_model < SHADER_MODEL_6_0) ok(cs_code, "Failed to compile shader.\n");
if (!cs_code)
return false;
@ -789,23 +750,23 @@ static bool d3d12_runner_draw(struct shader_runner *r,
HRESULT hr;
size_t i;
ps_code = compile_shader(runner, SHADER_TYPE_PS);
vs_code = compile_shader(runner, SHADER_TYPE_VS);
ps_code = compile_hlsl(&runner->r, SHADER_TYPE_PS);
vs_code = compile_hlsl(&runner->r, SHADER_TYPE_VS);
succeeded = ps_code && vs_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;
}