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tests/shader_runner: Store shader sources as an array.
This commit is contained in:
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
@@ -75,8 +75,9 @@ 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, const char *source, const char *type)
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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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@@ -91,7 +92,7 @@ static ID3D10Blob *compile_shader(const struct d3d11_shader_runner *runner, cons
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[SHADER_MODEL_5_1] = "5_1",
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};
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sprintf(profile, "%s_%s", type, shader_models[runner->r.minimum_shader_model]);
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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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@@ -613,7 +614,7 @@ 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, runner->r.cs_source, "cs")))
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if (!(cs_code = compile_shader(runner, 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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@@ -714,23 +715,23 @@ 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, runner->r.vs_source, "vs");
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ps_code = compile_shader(runner, runner->r.ps_source, "ps");
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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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succeeded = vs_code && ps_code;
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if (runner->r.hs_source)
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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, runner->r.hs_source, "hs");
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hs_code = compile_shader(runner, SHADER_TYPE_HS);
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succeeded = succeeded && hs_code;
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}
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if (runner->r.ds_source)
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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, runner->r.ds_source, "ds");
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ds_code = compile_shader(runner, SHADER_TYPE_DS);
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succeeded = succeeded && ds_code;
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}
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if (runner->r.gs_source)
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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, runner->r.gs_source, "gs");
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gs_code = compile_shader(runner, SHADER_TYPE_GS);
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succeeded = succeeded && gs_code;
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}
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