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tests/shader-runner: Check for float64 support in the d3d11 runner.
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Notes:
Alexandre Julliard
2023-12-14 23:31:36 +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/524
@ -65,6 +65,8 @@ struct d3d11_shader_runner
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IDXGISwapChain *swapchain;
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ID3D11DeviceContext *immediate_context;
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ID3D11RasterizerState *rasterizer_state;
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bool supports_float64;
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};
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static struct d3d11_shader_runner *d3d11_shader_runner(struct shader_runner *r)
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@ -252,6 +254,7 @@ static IDXGISwapChain *create_swapchain(ID3D11Device *device, HWND window)
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static BOOL init_test_context(struct d3d11_shader_runner *runner)
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{
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D3D11_FEATURE_DATA_DOUBLES doubles = {0};
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unsigned int rt_width, rt_height;
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D3D11_RASTERIZER_DESC rs_desc;
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D3D11_VIEWPORT vp;
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@ -266,6 +269,12 @@ static BOOL init_test_context(struct d3d11_shader_runner *runner)
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return FALSE;
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}
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hr = ID3D11Device_CheckFeatureSupport(runner->device, D3D11_FEATURE_DOUBLES,
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&doubles, sizeof(doubles));
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ok(hr == S_OK, "Failed to check double precision feature support, hr %#lx.\n", hr);
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trace("DoublePrecisionFloatShaderOps: %u.\n", doubles.DoublePrecisionFloatShaderOps);
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runner->supports_float64 = doubles.DoublePrecisionFloatShaderOps;
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rt_width = RENDER_TARGET_WIDTH;
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rt_height = RENDER_TARGET_HEIGHT;
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SetRect(&rect, 0, 0, rt_width, rt_height);
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@ -313,6 +322,16 @@ static void destroy_test_context(struct d3d11_shader_runner *runner)
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ok(!ref, "Device has %lu references left.\n", ref);
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}
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static bool d3d11_runner_check_requirements(struct shader_runner *r)
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{
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struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
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if (runner->r.require_float64 && !runner->supports_float64)
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return false;
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return true;
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}
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static ID3D11Buffer *create_buffer(ID3D11Device *device, unsigned int bind_flags, unsigned int size, const void *data)
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{
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D3D11_SUBRESOURCE_DATA resource_data;
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@ -724,6 +743,7 @@ static void d3d11_runner_release_readback(struct shader_runner *r, struct resour
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static const struct shader_runner_ops d3d11_runner_ops =
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{
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.check_requirements = d3d11_runner_check_requirements,
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.create_resource = d3d11_runner_create_resource,
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.destroy_resource = d3d11_runner_destroy_resource,
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.dispatch = d3d11_runner_dispatch,
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