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tests: Rename struct d3d11_shader_context to struct d3d11_shader_runner.
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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39459d6c3e
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e5be178fe2
@ -51,9 +51,9 @@ static struct d3d11_texture *d3d11_texture(struct texture *t)
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return CONTAINING_RECORD(t, struct d3d11_texture, t);
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}
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struct d3d11_shader_context
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struct d3d11_shader_runner
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{
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struct shader_runner c;
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struct shader_runner r;
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ID3D11Device *device;
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HWND window;
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@ -65,9 +65,9 @@ struct d3d11_shader_context
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ID3D11VertexShader *vs;
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};
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static struct d3d11_shader_context *d3d11_shader_context(struct shader_runner *r)
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static struct d3d11_shader_runner *d3d11_shader_runner(struct shader_runner *r)
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{
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return CONTAINING_RECORD(r, struct d3d11_shader_context, c);
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return CONTAINING_RECORD(r, struct d3d11_shader_runner, r);
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}
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static bool enable_debug_layer;
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@ -264,7 +264,7 @@ static IDXGISwapChain *create_swapchain(ID3D11Device *device, HWND window)
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return swapchain;
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}
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static BOOL init_test_context(struct d3d11_shader_context *context)
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static BOOL init_test_context(struct d3d11_shader_runner *runner)
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{
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const D3D11_TEXTURE2D_DESC texture_desc =
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{
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@ -282,9 +282,9 @@ static BOOL init_test_context(struct d3d11_shader_context *context)
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HRESULT hr;
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RECT rect;
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memset(context, 0, sizeof(*context));
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memset(runner, 0, sizeof(*runner));
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if (!(context->device = create_device()))
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if (!(runner->device = create_device()))
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{
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skip("Failed to create device.\n");
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return FALSE;
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@ -294,19 +294,19 @@ static BOOL init_test_context(struct d3d11_shader_context *context)
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rt_height = 480;
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SetRect(&rect, 0, 0, rt_width, rt_height);
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AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
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context->window = CreateWindowA("static", "d3dcompiler_test", WS_OVERLAPPEDWINDOW,
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runner->window = CreateWindowA("static", "d3dcompiler_test", WS_OVERLAPPEDWINDOW,
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0, 0, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, NULL, NULL);
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context->swapchain = create_swapchain(context->device, context->window);
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runner->swapchain = create_swapchain(runner->device, runner->window);
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hr = ID3D11Device_CreateTexture2D(context->device, &texture_desc, NULL, &context->rt);
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hr = ID3D11Device_CreateTexture2D(runner->device, &texture_desc, NULL, &runner->rt);
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ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(context->device, (ID3D11Resource *)context->rt, NULL, &context->rtv);
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hr = ID3D11Device_CreateRenderTargetView(runner->device, (ID3D11Resource *)runner->rt, NULL, &runner->rtv);
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ok(hr == S_OK, "Failed to create rendertarget view, hr %#lx.\n", hr);
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ID3D11Device_GetImmediateContext(context->device, &context->immediate_context);
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ID3D11Device_GetImmediateContext(runner->device, &runner->immediate_context);
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ID3D11DeviceContext_OMSetRenderTargets(context->immediate_context, 1, &context->rtv, NULL);
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ID3D11DeviceContext_OMSetRenderTargets(runner->immediate_context, 1, &runner->rtv, NULL);
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vp.TopLeftX = 0.0f;
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vp.TopLeftY = 0.0f;
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@ -314,25 +314,25 @@ static BOOL init_test_context(struct d3d11_shader_context *context)
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vp.Height = rt_height;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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ID3D11DeviceContext_RSSetViewports(context->immediate_context, 1, &vp);
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ID3D11DeviceContext_RSSetViewports(runner->immediate_context, 1, &vp);
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return TRUE;
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}
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static void destroy_test_context(struct d3d11_shader_context *context)
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static void destroy_test_context(struct d3d11_shader_runner *runner)
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{
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ULONG ref;
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if (context->vs)
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ID3D11VertexShader_Release(context->vs);
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if (runner->vs)
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ID3D11VertexShader_Release(runner->vs);
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ID3D11DeviceContext_Release(context->immediate_context);
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ID3D11RenderTargetView_Release(context->rtv);
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ID3D11Texture2D_Release(context->rt);
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IDXGISwapChain_Release(context->swapchain);
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DestroyWindow(context->window);
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ID3D11DeviceContext_Release(runner->immediate_context);
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ID3D11RenderTargetView_Release(runner->rtv);
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ID3D11Texture2D_Release(runner->rt);
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IDXGISwapChain_Release(runner->swapchain);
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DestroyWindow(runner->window);
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ref = ID3D11Device_Release(context->device);
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ref = ID3D11Device_Release(runner->device);
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ok(!ref, "Device has %lu references left.\n", ref);
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}
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@ -361,8 +361,8 @@ static ID3D11Buffer *create_buffer(ID3D11Device *device, unsigned int bind_flags
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static struct texture *d3d11_runner_create_texture(struct shader_runner *r, const struct texture_params *params)
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{
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struct d3d11_shader_context *context = d3d11_shader_context(r);
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ID3D11Device *device = context->device;
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struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
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ID3D11Device *device = runner->device;
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D3D11_SUBRESOURCE_DATA resource_data;
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D3D11_TEXTURE2D_DESC desc = {0};
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struct d3d11_texture *texture;
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@ -412,8 +412,8 @@ static void d3d11_runner_draw_quad(struct shader_runner *r)
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" position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);\n"
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"}";
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struct d3d11_shader_context *context = d3d11_shader_context(r);
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ID3D11Device *device = context->device;
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struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
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ID3D11Device *device = runner->device;
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ID3D11Buffer *cb = NULL;
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ID3D11PixelShader *ps;
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ID3D10Blob *ps_code;
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@ -429,15 +429,15 @@ static void d3d11_runner_draw_quad(struct shader_runner *r)
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[SHADER_MODEL_5_1] = "ps_5_1",
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};
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if (!(ps_code = compile_shader(context->c.ps_source, ps_profiles[context->c.minimum_shader_model])))
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if (!(ps_code = compile_shader(runner->r.ps_source, ps_profiles[runner->r.minimum_shader_model])))
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return;
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if (!context->vs)
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if (!runner->vs)
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{
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ID3D10Blob *vs_code = compile_shader(vs_source, "vs_4_0");
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hr = ID3D11Device_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_code),
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ID3D10Blob_GetBufferSize(vs_code), NULL, &context->vs);
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ID3D10Blob_GetBufferSize(vs_code), NULL, &runner->vs);
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ok(hr == S_OK, "Failed to create vertex shader, hr %#lx.\n", hr);
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ID3D10Blob_Release(vs_code);
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}
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@ -446,23 +446,23 @@ static void d3d11_runner_draw_quad(struct shader_runner *r)
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ID3D10Blob_GetBufferSize(ps_code), NULL, &ps);
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ok(hr == S_OK, "Failed to create pixel shader, hr %#lx.\n", hr);
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if (context->c.uniform_count)
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if (runner->r.uniform_count)
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{
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cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER,
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context->c.uniform_count * sizeof(*context->c.uniforms), context->c.uniforms);
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ID3D11DeviceContext_PSSetConstantBuffers(context->immediate_context, 0, 1, &cb);
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runner->r.uniform_count * sizeof(*runner->r.uniforms), runner->r.uniforms);
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ID3D11DeviceContext_PSSetConstantBuffers(runner->immediate_context, 0, 1, &cb);
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}
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for (i = 0; i < context->c.texture_count; ++i)
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for (i = 0; i < runner->r.texture_count; ++i)
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{
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struct d3d11_texture *texture = d3d11_texture(context->c.textures[i]);
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struct d3d11_texture *texture = d3d11_texture(runner->r.textures[i]);
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ID3D11DeviceContext_PSSetShaderResources(context->immediate_context, texture->t.slot, 1, &texture->srv);
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ID3D11DeviceContext_PSSetShaderResources(runner->immediate_context, texture->t.slot, 1, &texture->srv);
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}
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for (i = 0; i < context->c.sampler_count; ++i)
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for (i = 0; i < runner->r.sampler_count; ++i)
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{
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struct sampler *sampler = &context->c.samplers[i];
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struct sampler *sampler = &runner->r.samplers[i];
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ID3D11SamplerState *d3d11_sampler;
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D3D11_SAMPLER_DESC desc = {0};
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@ -477,15 +477,15 @@ static void d3d11_runner_draw_quad(struct shader_runner *r)
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hr = ID3D11Device_CreateSamplerState(device, &desc, &d3d11_sampler);
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ok(hr == S_OK, "Failed to create sampler state, hr %#lx.\n", hr);
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ID3D11DeviceContext_PSSetSamplers(context->immediate_context, sampler->slot, 1, &d3d11_sampler);
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ID3D11DeviceContext_PSSetSamplers(runner->immediate_context, sampler->slot, 1, &d3d11_sampler);
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ID3D11SamplerState_Release(d3d11_sampler);
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}
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ID3D11DeviceContext_IASetPrimitiveTopology(context->immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D11DeviceContext_VSSetShader(context->immediate_context, context->vs, NULL, 0);
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ID3D11DeviceContext_PSSetShader(context->immediate_context, ps, NULL, 0);
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ID3D11DeviceContext_IASetPrimitiveTopology(runner->immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D11DeviceContext_VSSetShader(runner->immediate_context, runner->vs, NULL, 0);
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ID3D11DeviceContext_PSSetShader(runner->immediate_context, ps, NULL, 0);
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ID3D11DeviceContext_Draw(context->immediate_context, 3, 0);
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ID3D11DeviceContext_Draw(runner->immediate_context, 3, 0);
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ID3D11PixelShader_Release(ps);
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if (cb)
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@ -500,30 +500,30 @@ struct resource_readback
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D3D11_MAPPED_SUBRESOURCE map_desc;
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};
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static void init_readback(struct d3d11_shader_context *context, struct resource_readback *rb)
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static void init_readback(struct d3d11_shader_runner *runner, struct resource_readback *rb)
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{
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D3D11_TEXTURE2D_DESC texture_desc;
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HRESULT hr;
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ID3D11Texture2D_GetDesc(context->rt, &texture_desc);
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ID3D11Texture2D_GetDesc(runner->rt, &texture_desc);
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texture_desc.Usage = D3D11_USAGE_STAGING;
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texture_desc.BindFlags = 0;
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texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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texture_desc.MiscFlags = 0;
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hr = ID3D11Device_CreateTexture2D(context->device, &texture_desc, NULL, (ID3D11Texture2D **)&rb->resource);
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hr = ID3D11Device_CreateTexture2D(runner->device, &texture_desc, NULL, (ID3D11Texture2D **)&rb->resource);
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ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
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ID3D11DeviceContext_CopyResource(context->immediate_context, rb->resource, (ID3D11Resource *)context->rt);
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hr = ID3D11DeviceContext_Map(context->immediate_context, rb->resource, 0, D3D11_MAP_READ, 0, &rb->map_desc);
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ID3D11DeviceContext_CopyResource(runner->immediate_context, rb->resource, (ID3D11Resource *)runner->rt);
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hr = ID3D11DeviceContext_Map(runner->immediate_context, rb->resource, 0, D3D11_MAP_READ, 0, &rb->map_desc);
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ok(hr == S_OK, "Failed to map texture, hr %#lx.\n", hr);
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rb->width = texture_desc.Width;
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rb->height = texture_desc.Height;
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}
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static void release_readback(struct d3d11_shader_context *context, struct resource_readback *rb)
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static void release_readback(struct d3d11_shader_runner *runner, struct resource_readback *rb)
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{
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ID3D11DeviceContext_Unmap(context->immediate_context, rb->resource, 0);
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ID3D11DeviceContext_Unmap(runner->immediate_context, rb->resource, 0);
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ID3D11Resource_Release(rb->resource);
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}
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@ -563,12 +563,12 @@ static void check_readback_data_vec4(struct resource_readback *rb,
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static void d3d11_runner_probe_vec4(struct shader_runner *r, const RECT *rect, const struct vec4 *v, unsigned int ulps)
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{
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struct d3d11_shader_context *context = d3d11_shader_context(r);
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struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
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struct resource_readback rb;
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init_readback(context, &rb);
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init_readback(runner, &rb);
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check_readback_data_vec4(&rb, rect, v, ulps);
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release_readback(context, &rb);
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release_readback(runner, &rb);
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}
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static const struct shader_runner_ops d3d11_runner_ops =
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@ -581,8 +581,8 @@ static const struct shader_runner_ops d3d11_runner_ops =
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void run_shader_tests_d3d11(int argc, char **argv)
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{
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struct d3d11_shader_runner runner;
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HMODULE dxgi_module, d3d11_module;
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struct d3d11_shader_context context;
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d3d11_module = LoadLibraryA("d3d11.dll");
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dxgi_module = LoadLibraryA("dxgi.dll");
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@ -594,9 +594,9 @@ void run_shader_tests_d3d11(int argc, char **argv)
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parse_args(argc, argv);
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enable_d3d11_debug_layer(argc, argv);
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init_adapter_info();
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init_test_context(&context);
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run_shader_tests(&context.c, argc, argv, &d3d11_runner_ops);
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destroy_test_context(&context);
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init_test_context(&runner);
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run_shader_tests(&runner.r, argc, argv, &d3d11_runner_ops);
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destroy_test_context(&runner);
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}
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FreeLibrary(d3d11_module);
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FreeLibrary(dxgi_module);
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