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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
@@ -65,8 +65,9 @@ static struct d3d12_shader_runner *d3d12_shader_runner(struct shader_runner *r)
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return CONTAINING_RECORD(r, struct d3d12_shader_runner, r);
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}
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static ID3D10Blob *compile_shader(const struct d3d12_shader_runner *runner, const char *source, enum shader_type type)
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static ID3D10Blob *compile_shader(const struct d3d12_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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@@ -396,7 +397,7 @@ static bool d3d12_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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cs_code = compile_shader(runner, runner->r.cs_source, SHADER_TYPE_CS);
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cs_code = compile_shader(runner, SHADER_TYPE_CS);
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todo_if(runner->r.is_todo && runner->r.minimum_shader_model < SHADER_MODEL_6_0) ok(cs_code, "Failed to compile shader.\n");
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if (!cs_code)
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return false;
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@@ -790,23 +791,23 @@ static bool d3d12_runner_draw(struct shader_runner *r,
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HRESULT hr;
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size_t i;
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ps_code = compile_shader(runner, runner->r.ps_source, SHADER_TYPE_PS);
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vs_code = compile_shader(runner, runner->r.vs_source, SHADER_TYPE_VS);
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ps_code = compile_shader(runner, SHADER_TYPE_PS);
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vs_code = compile_shader(runner, SHADER_TYPE_VS);
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succeeded = ps_code && vs_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, SHADER_TYPE_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, SHADER_TYPE_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, SHADER_TYPE_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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