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

@@ -65,8 +65,9 @@ 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, const char *source, enum shader_type type)
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;
@@ -396,7 +397,7 @@ static bool d3d12_runner_dispatch(struct shader_runner *r, unsigned int x, unsig
HRESULT hr;
size_t i;
cs_code = compile_shader(runner, runner->r.cs_source, SHADER_TYPE_CS);
cs_code = compile_shader(runner, 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;
@@ -790,23 +791,23 @@ static bool d3d12_runner_draw(struct shader_runner *r,
HRESULT hr;
size_t i;
ps_code = compile_shader(runner, runner->r.ps_source, SHADER_TYPE_PS);
vs_code = compile_shader(runner, runner->r.vs_source, SHADER_TYPE_VS);
ps_code = compile_shader(runner, SHADER_TYPE_PS);
vs_code = compile_shader(runner, SHADER_TYPE_VS);
succeeded = ps_code && vs_code;
if (runner->r.hs_source)
if (runner->r.shader_source[SHADER_TYPE_HS])
{
hs_code = compile_shader(runner, runner->r.hs_source, SHADER_TYPE_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, SHADER_TYPE_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, SHADER_TYPE_GS);
gs_code = compile_shader(runner, SHADER_TYPE_GS);
succeeded = succeeded && gs_code;
}