tests: Use test utils to create the pipeline state in test_ps_layer().

This commit is contained in:
Giovanni Mascellani 2024-01-22 15:35:44 +01:00 committed by Alexandre Julliard
parent 245cce02bd
commit bd84b96e9f
Notes: Alexandre Julliard 2024-01-22 22:53:41 +01:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/546
2 changed files with 4 additions and 13 deletions

View File

@ -28145,16 +28145,13 @@ static void test_layered_rendering(void)
static void test_ps_layer(void)
{
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
ID3D12GraphicsCommandList *command_list;
ID3D10Blob *vs_bytecode, *ps_bytecode;
struct test_context_desc desc;
D3D12_SHADER_BYTECODE vs, ps;
struct test_context context;
ID3D12CommandQueue *queue;
ID3D12Device *device;
unsigned int i;
HRESULT hr;
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
static const char vs_code[] =
@ -28197,7 +28194,8 @@ static void test_ps_layer(void)
memset(&desc, 0, sizeof(desc));
desc.rt_array_size = 6;
desc.no_pipeline = true;
desc.vs = &vs;
desc.ps = &ps;
if (!init_test_context(&context, &desc))
{
ID3D10Blob_Release(vs_bytecode);
@ -28212,17 +28210,9 @@ static void test_ps_layer(void)
return;
}
device = context.device;
command_list = context.list;
queue = context.queue;
init_pipeline_state_desc(&pso_desc, context.root_signature,
context.render_target_desc.Format, &vs, &ps, NULL);
pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc,
&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL);

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@ -994,6 +994,7 @@ struct test_context_desc
bool no_render_target;
bool no_root_signature;
bool no_pipeline;
const D3D12_SHADER_BYTECODE *vs;
const D3D12_SHADER_BYTECODE *ps;
};
@ -1153,7 +1154,7 @@ static inline bool init_test_context_(unsigned int line, struct test_context *co
context->pipeline_state = create_pipeline_state_(line, device,
context->root_signature, context->render_target_desc.Format,
NULL, desc ? desc->ps : NULL, NULL);
desc ? desc->vs : NULL, desc ? desc->ps : NULL, NULL);
return true;
}