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tests: Specify the primitive type from the shader runner frontend.
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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492cd135e3
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c7623262cc
@ -334,7 +334,7 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
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if (!runner->vs_source)
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if (!runner->vs_source)
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runner->vs_source = strdup(vs_source);
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runner->vs_source = strdup(vs_source);
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runner->ops->draw(runner, 3);
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runner->ops->draw(runner, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3);
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}
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}
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else if (match_string(line, "probe all rgba", &line))
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else if (match_string(line, "probe all rgba", &line))
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{
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{
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@ -112,7 +112,7 @@ struct shader_runner_ops
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{
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{
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struct resource *(*create_resource)(struct shader_runner *runner, const struct resource_params *params);
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struct resource *(*create_resource)(struct shader_runner *runner, const struct resource_params *params);
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void (*destroy_resource)(struct shader_runner *runner, struct resource *resource);
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void (*destroy_resource)(struct shader_runner *runner, struct resource *resource);
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void (*draw)(struct shader_runner *runner, unsigned int vertex_count);
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void (*draw)(struct shader_runner *runner, D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count);
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void (*probe_vec4)(struct shader_runner *runner, const RECT *rect, const struct vec4 *v, unsigned int ulps);
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void (*probe_vec4)(struct shader_runner *runner, const RECT *rect, const struct vec4 *v, unsigned int ulps);
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};
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};
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@ -423,7 +423,8 @@ static void d3d11_runner_destroy_resource(struct shader_runner *r, struct resour
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free(resource);
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free(resource);
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}
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}
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static void d3d11_runner_draw(struct shader_runner *r, unsigned int vertex_count)
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static void d3d11_runner_draw(struct shader_runner *r,
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D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
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{
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{
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struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
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struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
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ID3D11DeviceContext *context = runner->immediate_context;
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ID3D11DeviceContext *context = runner->immediate_context;
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@ -525,7 +526,7 @@ static void d3d11_runner_draw(struct shader_runner *r, unsigned int vertex_count
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ID3D11InputLayout_Release(input_layout);
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ID3D11InputLayout_Release(input_layout);
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}
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}
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ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D11DeviceContext_IASetPrimitiveTopology(context, primitive_topology);
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ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
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ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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@ -132,7 +132,8 @@ static void d3d12_runner_destroy_resource(struct shader_runner *r, struct resour
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free(resource);
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free(resource);
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}
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}
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static void d3d12_runner_draw(struct shader_runner *r, unsigned int vertex_count)
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static void d3d12_runner_draw(struct shader_runner *r,
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D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
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{
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{
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struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
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struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
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struct test_context *test_context = &runner->test_context;
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struct test_context *test_context = &runner->test_context;
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@ -291,7 +292,7 @@ static void d3d12_runner_draw(struct shader_runner *r, unsigned int vertex_count
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &test_context->rtv, false, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &test_context->rtv, false, NULL);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &test_context->scissor_rect);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &test_context->scissor_rect);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &test_context->viewport);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &test_context->viewport);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, primitive_topology);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, test_context->rtv, clear_color, 0, NULL);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, test_context->rtv, clear_color, 0, NULL);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, vertex_count, 1, 0, 0);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, vertex_count, 1, 0, 0);
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