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tests: Compile HLSL shaders at runtime in test_draw_depth_only().
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Alexandre Julliard
2023-09-22 22:47:27 +02:00
Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/344
@ -6702,27 +6702,18 @@ static void test_draw_depth_only(void)
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struct test_context_desc desc;
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struct test_context context;
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ID3D12CommandQueue *queue;
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D3D12_SHADER_BYTECODE ps;
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ID3D10Blob *ps_bytecode;
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unsigned int i, j;
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HRESULT hr;
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static const DWORD ps_code[] =
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{
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#if 0
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float depth;
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float main() : SV_Depth
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{
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return depth;
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}
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#endif
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0x43425844, 0x91af6cd0, 0x7e884502, 0xcede4f54, 0x6f2c9326, 0x00000001, 0x000000b0, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0xffffffff,
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0x00000e01, 0x445f5653, 0x68747065, 0xababab00, 0x52444853, 0x00000038, 0x00000040, 0x0000000e,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x02000065, 0x0000c001, 0x05000036, 0x0000c001,
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0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
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static const char ps_code[] =
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"float depth;\n"
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"\n"
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"float main() : SV_Depth\n"
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"{\n"
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" return depth;\n"
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"}\n";
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static const struct
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{
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float clear_depth;
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@ -6742,10 +6733,16 @@ static void test_draw_depth_only(void)
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{1.0f, 0.5f, 0.5f},
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};
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ps_bytecode = compile_shader(ps_code, sizeof(ps_code) - 1, "ps_4_0");
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ps = shader_bytecode_from_blob(ps_bytecode);
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memset(&desc, 0, sizeof(desc));
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desc.no_render_target = true;
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if (!init_test_context(&context, &desc))
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{
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ID3D10Blob_Release(ps_bytecode);
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return;
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}
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command_list = context.list;
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queue = context.queue;
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@ -6833,6 +6830,8 @@ static void test_draw_depth_only(void)
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destroy_depth_stencil(&ds);
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destroy_test_context(&context);
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ID3D10Blob_Release(ps_bytecode);
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}
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static void test_draw_uav_only(void)
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