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

@@ -533,8 +533,9 @@ static void gl_runner_destroy_resource(struct shader_runner *r, struct resource
free(resource);
}
static ID3DBlob *compile_hlsl(const struct shader_runner *runner, const char *source, const char *type)
static ID3DBlob *compile_hlsl(const struct shader_runner *runner, enum shader_type type)
{
const char *source = runner->shader_source[type];
ID3DBlob *blob = NULL, *errors = NULL;
char profile[7];
@@ -546,7 +547,7 @@ static ID3DBlob *compile_hlsl(const struct shader_runner *runner, const char *so
[SHADER_MODEL_5_1] = "5_1",
};
sprintf(profile, "%s_%s", type, shader_models[runner->minimum_shader_model]);
sprintf(profile, "%s_%s", shader_type_string(type), shader_models[runner->minimum_shader_model]);
D3DCompile(source, strlen(source), NULL, NULL, NULL, "main",
profile, runner->compile_options, 0, &blob, &errors);
if (errors)
@@ -742,7 +743,7 @@ static GLuint compile_compute_shader_program(struct gl_runner *runner)
bool ret;
reset_combined_samplers(runner);
if (!(cs_blob = compile_hlsl(&runner->r, runner->r.cs_source, "cs")))
if (!(cs_blob = compile_hlsl(&runner->r, SHADER_TYPE_CS)))
return false;
ret = compile_shader(runner, cs_blob, &cs_code);
ID3D10Blob_Release(cs_blob);
@@ -916,23 +917,23 @@ static GLuint compile_graphics_shader_program(struct gl_runner *runner, ID3D10Bl
reset_combined_samplers(runner);
*vs_blob = compile_hlsl(&runner->r, runner->r.vs_source, "vs");
fs_blob = compile_hlsl(&runner->r, runner->r.ps_source, "ps");
*vs_blob = compile_hlsl(&runner->r, SHADER_TYPE_VS);
fs_blob = compile_hlsl(&runner->r, SHADER_TYPE_PS);
succeeded = *vs_blob && fs_blob;
if (runner->r.hs_source)
if (runner->r.shader_source[SHADER_TYPE_HS])
{
hs_blob = compile_hlsl(&runner->r, runner->r.hs_source, "hs");
hs_blob = compile_hlsl(&runner->r, SHADER_TYPE_HS);
succeeded = succeeded && hs_blob;
}
if (runner->r.ds_source)
if (runner->r.shader_source[SHADER_TYPE_DS])
{
ds_blob = compile_hlsl(&runner->r, runner->r.ds_source, "ds");
ds_blob = compile_hlsl(&runner->r, SHADER_TYPE_DS);
succeeded = succeeded && ds_blob;
}
if (runner->r.gs_source)
if (runner->r.shader_source[SHADER_TYPE_GS])
{
gs_blob = compile_hlsl(&runner->r, runner->r.gs_source, "gs");
gs_blob = compile_hlsl(&runner->r, SHADER_TYPE_GS);
succeeded = succeeded && gs_blob;
}