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tests: Make texture allocation and destruction into separate shader_runner ops.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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committed by
Alexandre Julliard
parent
09e3018b6d
commit
c417d3f830
@@ -45,7 +45,7 @@ struct sampler
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D3D12_TEXTURE_ADDRESS_MODE u_address, v_address, w_address;
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};
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struct texture
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struct texture_params
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{
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unsigned int slot;
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@@ -55,6 +55,11 @@ struct texture
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unsigned int width, height;
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uint8_t *data;
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size_t data_size, data_capacity;
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};
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struct texture
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{
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unsigned int slot;
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D3D12_DESCRIPTOR_RANGE descriptor_range;
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ID3D12DescriptorHeap *heap;
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@@ -72,7 +77,7 @@ struct shader_context
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uint32_t *uniforms;
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size_t uniform_count;
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struct texture *textures;
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struct texture **textures;
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size_t texture_count;
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struct sampler *samplers;
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@@ -82,6 +87,8 @@ struct shader_context
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struct shader_runner_ops
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{
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ID3D10Blob *(*compile_shader)(struct shader_context *context, const char *source, enum shader_model minimum_shader_model);
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struct texture *(*create_texture)(struct shader_context *context, const struct texture_params *params);
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void (*destroy_texture)(struct shader_context *context, struct texture *texture);
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void (*draw_quad)(struct shader_context *context);
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void (*probe_vec4)(struct shader_context *context, const RECT *rect, const struct vec4 *v, unsigned int ulps);
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};
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