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tests: Remove vertex shader SPIR-V code from init_draw_test_context_().
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@ -471,7 +471,7 @@ static bool init_draw_test_context_(unsigned int line, struct draw_test_context
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ID3D12Device *device;
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HRESULT hr;
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static const DWORD dxbc_vs_code[] =
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static const DWORD vs_code[] =
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{
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#if 0
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void main(uint id : SV_VertexID, out float4 position : SV_Position)
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@ -494,52 +494,6 @@ static bool init_draw_test_context_(unsigned int line, struct draw_test_context
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0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000,
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0x00000000, 0x3f800000, 0x0100003e,
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};
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static const DWORD spv_vs_code[] =
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{
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#if 0
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#version 450 core
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void main()
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{
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uint id = gl_VertexIndex;
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vec2 coords = vec2((id << 1) & 2, id & 2);
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gl_Position = vec4(coords * vec2(2, -2) + vec2(-1, 1), 0, 1);
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}
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#endif
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0x07230203, 0x00010000, 0x00080001, 0x00000032, 0x00000000, 0x00020011, 0x00000001, 0x0006000b,
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0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e, 0x00000000, 0x00000001,
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0x0007000f, 0x00000000, 0x00000004, 0x6e69616d, 0x00000000, 0x0000000b, 0x00000021, 0x00040047,
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0x0000000b, 0x0000000b, 0x0000002a, 0x00050048, 0x0000001f, 0x00000000, 0x0000000b, 0x00000000,
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0x00050048, 0x0000001f, 0x00000001, 0x0000000b, 0x00000001, 0x00050048, 0x0000001f, 0x00000002,
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0x0000000b, 0x00000003, 0x00050048, 0x0000001f, 0x00000003, 0x0000000b, 0x00000004, 0x00030047,
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0x0000001f, 0x00000002, 0x00020013, 0x00000002, 0x00030021, 0x00000003, 0x00000002, 0x00040015,
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0x00000006, 0x00000020, 0x00000000, 0x00040020, 0x00000007, 0x00000007, 0x00000006, 0x00040015,
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0x00000009, 0x00000020, 0x00000001, 0x00040020, 0x0000000a, 0x00000001, 0x00000009, 0x0004003b,
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0x0000000a, 0x0000000b, 0x00000001, 0x00030016, 0x0000000e, 0x00000020, 0x00040017, 0x0000000f,
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0x0000000e, 0x00000002, 0x00040020, 0x00000010, 0x00000007, 0x0000000f, 0x0004002b, 0x00000009,
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0x00000013, 0x00000001, 0x0004002b, 0x00000006, 0x00000015, 0x00000002, 0x00040017, 0x0000001c,
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0x0000000e, 0x00000004, 0x0004002b, 0x00000006, 0x0000001d, 0x00000001, 0x0004001c, 0x0000001e,
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0x0000000e, 0x0000001d, 0x0006001e, 0x0000001f, 0x0000001c, 0x0000000e, 0x0000001e, 0x0000001e,
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0x00040020, 0x00000020, 0x00000003, 0x0000001f, 0x0004003b, 0x00000020, 0x00000021, 0x00000003,
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0x0004002b, 0x00000009, 0x00000022, 0x00000000, 0x0004002b, 0x0000000e, 0x00000024, 0x40000000,
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0x0004002b, 0x0000000e, 0x00000025, 0xc0000000, 0x0005002c, 0x0000000f, 0x00000026, 0x00000024,
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0x00000025, 0x0004002b, 0x0000000e, 0x00000028, 0xbf800000, 0x0004002b, 0x0000000e, 0x00000029,
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0x3f800000, 0x0005002c, 0x0000000f, 0x0000002a, 0x00000028, 0x00000029, 0x0004002b, 0x0000000e,
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0x0000002c, 0x00000000, 0x00040020, 0x00000030, 0x00000003, 0x0000001c, 0x00050036, 0x00000002,
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0x00000004, 0x00000000, 0x00000003, 0x000200f8, 0x00000005, 0x0004003b, 0x00000007, 0x00000008,
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0x00000007, 0x0004003b, 0x00000010, 0x00000011, 0x00000007, 0x0004003d, 0x00000009, 0x0000000c,
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0x0000000b, 0x0004007c, 0x00000006, 0x0000000d, 0x0000000c, 0x0003003e, 0x00000008, 0x0000000d,
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0x0004003d, 0x00000006, 0x00000012, 0x00000008, 0x000500c4, 0x00000006, 0x00000014, 0x00000012,
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0x00000013, 0x000500c7, 0x00000006, 0x00000016, 0x00000014, 0x00000015, 0x00040070, 0x0000000e,
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0x00000017, 0x00000016, 0x0004003d, 0x00000006, 0x00000018, 0x00000008, 0x000500c7, 0x00000006,
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0x00000019, 0x00000018, 0x00000015, 0x00040070, 0x0000000e, 0x0000001a, 0x00000019, 0x00050050,
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0x0000000f, 0x0000001b, 0x00000017, 0x0000001a, 0x0003003e, 0x00000011, 0x0000001b, 0x0004003d,
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0x0000000f, 0x00000023, 0x00000011, 0x00050085, 0x0000000f, 0x00000027, 0x00000023, 0x00000026,
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0x00050081, 0x0000000f, 0x0000002b, 0x00000027, 0x0000002a, 0x00050051, 0x0000000e, 0x0000002d,
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0x0000002b, 0x00000000, 0x00050051, 0x0000000e, 0x0000002e, 0x0000002b, 0x00000001, 0x00070050,
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0x0000001c, 0x0000002f, 0x0000002d, 0x0000002e, 0x0000002c, 0x00000029, 0x00050041, 0x00000030,
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0x00000031, 0x00000021, 0x00000022, 0x0003003e, 0x00000031, 0x0000002f, 0x000100fd, 0x00010038,
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};
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static const DWORD ps_code[] =
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{
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#if 0
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@ -629,7 +583,7 @@ static bool init_draw_test_context_(unsigned int line, struct draw_test_context
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memset(&pipeline_state_desc, 0, sizeof(pipeline_state_desc));
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pipeline_state_desc.pRootSignature = context->root_signature;
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pipeline_state_desc.VS = SHADER_BYTECODE(dxbc_vs_code, spv_vs_code);
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pipeline_state_desc.VS = shader_bytecode(vs_code, sizeof(vs_code));
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pipeline_state_desc.PS = shader_bytecode(ps_code, sizeof(ps_code));
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pipeline_state_desc.StreamOutput.RasterizedStream = 0;
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pipeline_state_desc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
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