tests/shader_runner: Store shader sources as an array.

This commit is contained in:
Elizabeth Figura
2023-10-27 11:11:57 -05:00
committed by Henri Verbeet
parent ccdac48923
commit b492ebc374
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
7 changed files with 77 additions and 85 deletions

View File

@@ -75,8 +75,9 @@ 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, const char *source, const char *type)
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;
@@ -91,7 +92,7 @@ static ID3D10Blob *compile_shader(const struct d3d11_shader_runner *runner, cons
[SHADER_MODEL_5_1] = "5_1",
};
sprintf(profile, "%s_%s", type, shader_models[runner->r.minimum_shader_model]);
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)
@@ -613,7 +614,7 @@ static bool d3d11_runner_dispatch(struct shader_runner *r, unsigned int x, unsig
HRESULT hr;
size_t i;
if (!(cs_code = compile_shader(runner, runner->r.cs_source, "cs")))
if (!(cs_code = compile_shader(runner, SHADER_TYPE_CS)))
return false;
hr = ID3D11Device_CreateComputeShader(device, ID3D10Blob_GetBufferPointer(cs_code),
@@ -714,23 +715,23 @@ static bool d3d11_runner_draw(struct shader_runner *r,
unsigned int i;
HRESULT hr;
vs_code = compile_shader(runner, runner->r.vs_source, "vs");
ps_code = compile_shader(runner, runner->r.ps_source, "ps");
vs_code = compile_shader(runner, SHADER_TYPE_VS);
ps_code = compile_shader(runner, SHADER_TYPE_PS);
succeeded = vs_code && ps_code;
if (runner->r.hs_source)
if (runner->r.shader_source[SHADER_TYPE_HS])
{
hs_code = compile_shader(runner, runner->r.hs_source, "hs");
hs_code = compile_shader(runner, SHADER_TYPE_HS);
succeeded = succeeded && hs_code;
}
if (runner->r.ds_source)
if (runner->r.shader_source[SHADER_TYPE_DS])
{
ds_code = compile_shader(runner, runner->r.ds_source, "ds");
ds_code = compile_shader(runner, SHADER_TYPE_DS);
succeeded = succeeded && ds_code;
}
if (runner->r.gs_source)
if (runner->r.shader_source[SHADER_TYPE_GS])
{
gs_code = compile_shader(runner, runner->r.gs_source, "gs");
gs_code = compile_shader(runner, SHADER_TYPE_GS);
succeeded = succeeded && gs_code;
}