From ead5cc31139190d4b46d8164d7851624a305d385 Mon Sep 17 00:00:00 2001 From: Zebediah Figura Date: Tue, 8 Mar 2022 17:58:18 -0600 Subject: [PATCH] tests: Use SV_VertexID to draw a triangle in d3d11_runner_draw_quad(). Signed-off-by: Zebediah Figura Signed-off-by: Matteo Bruni Signed-off-by: Giovanni Mascellani Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- tests/shader_runner_d3d11.c | 55 ++++++------------------------------- 1 file changed, 9 insertions(+), 46 deletions(-) diff --git a/tests/shader_runner_d3d11.c b/tests/shader_runner_d3d11.c index 79f98640..6290ac29 100644 --- a/tests/shader_runner_d3d11.c +++ b/tests/shader_runner_d3d11.c @@ -62,9 +62,7 @@ struct d3d11_shader_context ID3D11RenderTargetView *rtv; ID3D11DeviceContext *immediate_context; - ID3D11InputLayout *input_layout; ID3D11VertexShader *vs; - ID3D11Buffer *vb; }; static struct d3d11_shader_context *d3d11_shader_context(struct shader_context *c) @@ -325,12 +323,8 @@ static void destroy_test_context(struct d3d11_shader_context *context) { ULONG ref; - if (context->input_layout) - ID3D11InputLayout_Release(context->input_layout); if (context->vs) ID3D11VertexShader_Release(context->vs); - if (context->vb) - ID3D11Buffer_Release(context->vb); ID3D11DeviceContext_Release(context->immediate_context); ID3D11RenderTargetView_Release(context->rtv); @@ -411,28 +405,15 @@ static void d3d11_runner_destroy_texture(struct shader_context *c, struct textur static void d3d11_runner_draw_quad(struct shader_context *c) { - static const D3D11_INPUT_ELEMENT_DESC default_layout_desc[] = - { - {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, - }; - static const char vs_source[] = - "float4 main(float4 position : POSITION) : sv_position\n" + "void main(uint id : SV_VertexID, out float4 position : SV_Position)\n" "{\n" - " return position;\n" + " float2 coords = float2((id << 1) & 2, id & 2);\n" + " position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);\n" "}"; - static const struct vec2 quad[] = - { - {-1.0f, -1.0f}, - {-1.0f, 1.0f}, - { 1.0f, -1.0f}, - { 1.0f, 1.0f}, - }; - struct d3d11_shader_context *context = d3d11_shader_context(c); ID3D11Device *device = context->device; - unsigned int stride, offset; ID3D11Buffer *cb = NULL; ID3D11PixelShader *ps; ID3D10Blob *ps_code; @@ -451,30 +432,16 @@ static void d3d11_runner_draw_quad(struct shader_context *c) if (!(ps_code = compile_shader(context->c.ps_source, ps_profiles[context->c.minimum_shader_model]))) return; - if (!context->input_layout || !context->vs) + if (!context->vs) { ID3D10Blob *vs_code = compile_shader(vs_source, "vs_4_0"); - if (!context->input_layout) - { - hr = ID3D11Device_CreateInputLayout(device, default_layout_desc, ARRAY_SIZE(default_layout_desc), - ID3D10Blob_GetBufferPointer(vs_code), ID3D10Blob_GetBufferSize(vs_code), &context->input_layout); - ok(hr == S_OK, "Failed to create input layout, hr %#lx.\n", hr); - } - - if (!context->vs) - { - hr = ID3D11Device_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_code), - ID3D10Blob_GetBufferSize(vs_code), NULL, &context->vs); - ok(hr == S_OK, "Failed to create vertex shader, hr %#lx.\n", hr); - } - + hr = ID3D11Device_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_code), + ID3D10Blob_GetBufferSize(vs_code), NULL, &context->vs); + ok(hr == S_OK, "Failed to create vertex shader, hr %#lx.\n", hr); ID3D10Blob_Release(vs_code); } - if (!context->vb) - context->vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(quad), quad); - hr = ID3D11Device_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(ps_code), ID3D10Blob_GetBufferSize(ps_code), NULL, &ps); ok(hr == S_OK, "Failed to create pixel shader, hr %#lx.\n", hr); @@ -514,15 +481,11 @@ static void d3d11_runner_draw_quad(struct shader_context *c) ID3D11SamplerState_Release(d3d11_sampler); } - ID3D11DeviceContext_IASetInputLayout(context->immediate_context, context->input_layout); - ID3D11DeviceContext_IASetPrimitiveTopology(context->immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); - stride = sizeof(*quad); - offset = 0; - ID3D11DeviceContext_IASetVertexBuffers(context->immediate_context, 0, 1, &context->vb, &stride, &offset); + ID3D11DeviceContext_IASetPrimitiveTopology(context->immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D11DeviceContext_VSSetShader(context->immediate_context, context->vs, NULL, 0); ID3D11DeviceContext_PSSetShader(context->immediate_context, ps, NULL, 0); - ID3D11DeviceContext_Draw(context->immediate_context, 4, 0); + ID3D11DeviceContext_Draw(context->immediate_context, 3, 0); ID3D11PixelShader_Release(ps); if (cb)