tests/shader-runner: Replace immediate shader type strings with an enum.

This commit is contained in:
Conor McCarthy 2023-09-21 14:32:25 +10:00 committed by Alexandre Julliard
parent 0ef0735999
commit d211160b89
Notes: Alexandre Julliard 2023-10-11 22:53:48 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Zebediah Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/346
3 changed files with 32 additions and 10 deletions

View File

@ -790,7 +790,20 @@ static HRESULT map_unidentified_hrs(HRESULT hr)
return hr; return hr;
} }
static void compile_shader(struct shader_runner *runner, const char *source, size_t len, const char *type, HRESULT expect) const char *shader_type_string(enum shader_type type)
{
static const char *const shader_types[] =
{
[SHADER_TYPE_CS] = "cs",
[SHADER_TYPE_PS] = "ps",
[SHADER_TYPE_VS] = "vs",
};
assert(type < ARRAY_SIZE(shader_types));
return shader_types[type];
}
static void compile_shader(struct shader_runner *runner, const char *source, size_t len, enum shader_type type,
HRESULT expect)
{ {
ID3D10Blob *blob = NULL, *errors = NULL; ID3D10Blob *blob = NULL, *errors = NULL;
char profile[7]; char profile[7];
@ -806,7 +819,7 @@ static void compile_shader(struct shader_runner *runner, const char *source, siz
[SHADER_MODEL_5_1] = "5_1", [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]);
hr = D3DCompile(source, len, NULL, NULL, NULL, "main", profile, runner->compile_options, 0, &blob, &errors); hr = D3DCompile(source, len, NULL, NULL, NULL, "main", profile, runner->compile_options, 0, &blob, &errors);
hr = map_unidentified_hrs(hr); hr = map_unidentified_hrs(hr);
ok(hr == expect, "Got unexpected hr %#x.\n", hr); ok(hr == expect, "Got unexpected hr %#x.\n", hr);
@ -918,7 +931,7 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_o
if (!skip_tests) if (!skip_tests)
{ {
todo_if (state == STATE_SHADER_COMPUTE_TODO) todo_if (state == STATE_SHADER_COMPUTE_TODO)
compile_shader(runner, shader_source, shader_source_len, "cs", expect_hr); compile_shader(runner, shader_source, shader_source_len, SHADER_TYPE_CS, expect_hr);
} }
free(runner->cs_source); free(runner->cs_source);
runner->cs_source = shader_source; runner->cs_source = shader_source;
@ -932,7 +945,7 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_o
if (!skip_tests) if (!skip_tests)
{ {
todo_if (state == STATE_SHADER_PIXEL_TODO) todo_if (state == STATE_SHADER_PIXEL_TODO)
compile_shader(runner, shader_source, shader_source_len, "ps", expect_hr); compile_shader(runner, shader_source, shader_source_len, SHADER_TYPE_PS, expect_hr);
} }
free(runner->ps_source); free(runner->ps_source);
runner->ps_source = shader_source; runner->ps_source = shader_source;
@ -946,7 +959,7 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_o
if (!skip_tests) if (!skip_tests)
{ {
todo_if (state == STATE_SHADER_VERTEX_TODO) todo_if (state == STATE_SHADER_VERTEX_TODO)
compile_shader(runner, shader_source, shader_source_len, "vs", expect_hr); compile_shader(runner, shader_source, shader_source_len, SHADER_TYPE_VS, expect_hr);
} }
free(runner->vs_source); free(runner->vs_source);
runner->vs_source = shader_source; runner->vs_source = shader_source;

View File

@ -38,6 +38,15 @@ enum shader_model
SHADER_MODEL_5_1, SHADER_MODEL_5_1,
}; };
enum shader_type
{
SHADER_TYPE_CS,
SHADER_TYPE_PS,
SHADER_TYPE_VS,
};
const char *shader_type_string(enum shader_type type);
enum texture_data_type enum texture_data_type
{ {
TEXTURE_DATA_FLOAT, TEXTURE_DATA_FLOAT,

View File

@ -56,7 +56,7 @@ static struct d3d12_shader_runner *d3d12_shader_runner(struct shader_runner *r)
return CONTAINING_RECORD(r, struct d3d12_shader_runner, r); return CONTAINING_RECORD(r, struct d3d12_shader_runner, r);
} }
static ID3D10Blob *compile_shader(const struct d3d12_shader_runner *runner, const char *source, const char *type) static ID3D10Blob *compile_shader(const struct d3d12_shader_runner *runner, const char *source, enum shader_type type)
{ {
ID3D10Blob *blob = NULL, *errors = NULL; ID3D10Blob *blob = NULL, *errors = NULL;
char profile[7]; char profile[7];
@ -72,7 +72,7 @@ static ID3D10Blob *compile_shader(const struct d3d12_shader_runner *runner, cons
[SHADER_MODEL_5_1] = "5_1", [SHADER_MODEL_5_1] = "5_1",
}; };
sprintf(profile, "%s_%s", type, shader_models[runner->r.minimum_shader_model]); sprintf(profile, "%s_%s", shader_type_string(type), shader_models[runner->r.minimum_shader_model]);
hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", profile, runner->r.compile_options, 0, &blob, &errors); hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", profile, runner->r.compile_options, 0, &blob, &errors);
ok(FAILED(hr) == !blob, "Got unexpected hr %#x, blob %p.\n", hr, blob); ok(FAILED(hr) == !blob, "Got unexpected hr %#x, blob %p.\n", hr, blob);
if (errors) if (errors)
@ -310,7 +310,7 @@ static bool d3d12_runner_dispatch(struct shader_runner *r, unsigned int x, unsig
HRESULT hr; HRESULT hr;
size_t i; size_t i;
cs_code = compile_shader(runner, runner->r.cs_source, "cs"); cs_code = compile_shader(runner, runner->r.cs_source, SHADER_TYPE_CS);
todo_if (runner->r.is_todo) ok(cs_code, "Failed to compile shader.\n"); todo_if (runner->r.is_todo) ok(cs_code, "Failed to compile shader.\n");
if (!cs_code) if (!cs_code)
return false; return false;
@ -385,8 +385,8 @@ static bool d3d12_runner_draw(struct shader_runner *r,
HRESULT hr; HRESULT hr;
size_t i; size_t i;
ps_code = compile_shader(runner, runner->r.ps_source, "ps"); ps_code = compile_shader(runner, runner->r.ps_source, SHADER_TYPE_PS);
vs_code = compile_shader(runner, runner->r.vs_source, "vs"); vs_code = compile_shader(runner, runner->r.vs_source, SHADER_TYPE_VS);
todo_if (runner->r.is_todo) ok(ps_code && vs_code, "Failed to compile shaders.\n"); todo_if (runner->r.is_todo) ok(ps_code && vs_code, "Failed to compile shaders.\n");
if (!ps_code || !vs_code) if (!ps_code || !vs_code)