tests: Use SV_VertexID to draw a triangle in d3d11_runner_draw_quad().

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2022-03-08 17:58:18 -06:00 committed by Alexandre Julliard
parent 41d75fde22
commit ead5cc3113

View File

@ -62,9 +62,7 @@ struct d3d11_shader_context
ID3D11RenderTargetView *rtv; ID3D11RenderTargetView *rtv;
ID3D11DeviceContext *immediate_context; ID3D11DeviceContext *immediate_context;
ID3D11InputLayout *input_layout;
ID3D11VertexShader *vs; ID3D11VertexShader *vs;
ID3D11Buffer *vb;
}; };
static struct d3d11_shader_context *d3d11_shader_context(struct shader_context *c) 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; ULONG ref;
if (context->input_layout)
ID3D11InputLayout_Release(context->input_layout);
if (context->vs) if (context->vs)
ID3D11VertexShader_Release(context->vs); ID3D11VertexShader_Release(context->vs);
if (context->vb)
ID3D11Buffer_Release(context->vb);
ID3D11DeviceContext_Release(context->immediate_context); ID3D11DeviceContext_Release(context->immediate_context);
ID3D11RenderTargetView_Release(context->rtv); 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 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[] = 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" "{\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); struct d3d11_shader_context *context = d3d11_shader_context(c);
ID3D11Device *device = context->device; ID3D11Device *device = context->device;
unsigned int stride, offset;
ID3D11Buffer *cb = NULL; ID3D11Buffer *cb = NULL;
ID3D11PixelShader *ps; ID3D11PixelShader *ps;
ID3D10Blob *ps_code; 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]))) if (!(ps_code = compile_shader(context->c.ps_source, ps_profiles[context->c.minimum_shader_model])))
return; return;
if (!context->input_layout || !context->vs) if (!context->vs)
{ {
ID3D10Blob *vs_code = compile_shader(vs_source, "vs_4_0"); 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), hr = ID3D11Device_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_code),
ID3D10Blob_GetBufferSize(vs_code), NULL, &context->vs); ID3D10Blob_GetBufferSize(vs_code), NULL, &context->vs);
ok(hr == S_OK, "Failed to create vertex shader, hr %#lx.\n", hr); ok(hr == S_OK, "Failed to create vertex shader, hr %#lx.\n", hr);
}
ID3D10Blob_Release(vs_code); 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), hr = ID3D11Device_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(ps_code),
ID3D10Blob_GetBufferSize(ps_code), NULL, &ps); ID3D10Blob_GetBufferSize(ps_code), NULL, &ps);
ok(hr == S_OK, "Failed to create pixel shader, hr %#lx.\n", hr); 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); ID3D11SamplerState_Release(d3d11_sampler);
} }
ID3D11DeviceContext_IASetInputLayout(context->immediate_context, context->input_layout); ID3D11DeviceContext_IASetPrimitiveTopology(context->immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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_VSSetShader(context->immediate_context, context->vs, NULL, 0); ID3D11DeviceContext_VSSetShader(context->immediate_context, context->vs, NULL, 0);
ID3D11DeviceContext_PSSetShader(context->immediate_context, ps, 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); ID3D11PixelShader_Release(ps);
if (cb) if (cb)