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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>
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@ -62,9 +62,7 @@ struct d3d11_shader_context
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ID3D11RenderTargetView *rtv;
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ID3D11RenderTargetView *rtv;
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ID3D11DeviceContext *immediate_context;
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ID3D11DeviceContext *immediate_context;
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ID3D11InputLayout *input_layout;
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ID3D11VertexShader *vs;
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ID3D11VertexShader *vs;
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ID3D11Buffer *vb;
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};
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};
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static struct d3d11_shader_context *d3d11_shader_context(struct shader_context *c)
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static struct d3d11_shader_context *d3d11_shader_context(struct shader_context *c)
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@ -325,12 +323,8 @@ static void destroy_test_context(struct d3d11_shader_context *context)
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{
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{
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ULONG ref;
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ULONG ref;
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if (context->input_layout)
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ID3D11InputLayout_Release(context->input_layout);
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if (context->vs)
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if (context->vs)
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ID3D11VertexShader_Release(context->vs);
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ID3D11VertexShader_Release(context->vs);
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if (context->vb)
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ID3D11Buffer_Release(context->vb);
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ID3D11DeviceContext_Release(context->immediate_context);
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ID3D11DeviceContext_Release(context->immediate_context);
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ID3D11RenderTargetView_Release(context->rtv);
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ID3D11RenderTargetView_Release(context->rtv);
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@ -411,28 +405,15 @@ static void d3d11_runner_destroy_texture(struct shader_context *c, struct textur
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static void d3d11_runner_draw_quad(struct shader_context *c)
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static void d3d11_runner_draw_quad(struct shader_context *c)
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{
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{
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static const D3D11_INPUT_ELEMENT_DESC default_layout_desc[] =
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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static const char vs_source[] =
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static const char vs_source[] =
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"float4 main(float4 position : POSITION) : sv_position\n"
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"void main(uint id : SV_VertexID, out float4 position : SV_Position)\n"
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"{\n"
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"{\n"
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" return position;\n"
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" float2 coords = float2((id << 1) & 2, id & 2);\n"
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" position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);\n"
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"}";
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"}";
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static const struct vec2 quad[] =
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{
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{-1.0f, -1.0f},
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{-1.0f, 1.0f},
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{ 1.0f, -1.0f},
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{ 1.0f, 1.0f},
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};
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struct d3d11_shader_context *context = d3d11_shader_context(c);
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struct d3d11_shader_context *context = d3d11_shader_context(c);
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ID3D11Device *device = context->device;
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ID3D11Device *device = context->device;
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unsigned int stride, offset;
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ID3D11Buffer *cb = NULL;
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ID3D11Buffer *cb = NULL;
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ID3D11PixelShader *ps;
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ID3D11PixelShader *ps;
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ID3D10Blob *ps_code;
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ID3D10Blob *ps_code;
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@ -451,30 +432,16 @@ static void d3d11_runner_draw_quad(struct shader_context *c)
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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(context->c.ps_source, ps_profiles[context->c.minimum_shader_model])))
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return;
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return;
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if (!context->input_layout || !context->vs)
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if (!context->vs)
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{
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{
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ID3D10Blob *vs_code = compile_shader(vs_source, "vs_4_0");
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ID3D10Blob *vs_code = compile_shader(vs_source, "vs_4_0");
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if (!context->input_layout)
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hr = ID3D11Device_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_code),
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{
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ID3D10Blob_GetBufferSize(vs_code), NULL, &context->vs);
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hr = ID3D11Device_CreateInputLayout(device, default_layout_desc, ARRAY_SIZE(default_layout_desc),
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ok(hr == S_OK, "Failed to create vertex shader, hr %#lx.\n", hr);
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ID3D10Blob_GetBufferPointer(vs_code), ID3D10Blob_GetBufferSize(vs_code), &context->input_layout);
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ok(hr == S_OK, "Failed to create input layout, hr %#lx.\n", hr);
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}
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if (!context->vs)
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{
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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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ok(hr == S_OK, "Failed to create vertex shader, hr %#lx.\n", hr);
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}
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ID3D10Blob_Release(vs_code);
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ID3D10Blob_Release(vs_code);
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}
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}
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if (!context->vb)
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context->vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(quad), quad);
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hr = ID3D11Device_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(ps_code),
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hr = ID3D11Device_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(ps_code),
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ID3D10Blob_GetBufferSize(ps_code), NULL, &ps);
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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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ok(hr == S_OK, "Failed to create pixel shader, hr %#lx.\n", hr);
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@ -514,15 +481,11 @@ static void d3d11_runner_draw_quad(struct shader_context *c)
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ID3D11SamplerState_Release(d3d11_sampler);
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ID3D11SamplerState_Release(d3d11_sampler);
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}
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}
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ID3D11DeviceContext_IASetInputLayout(context->immediate_context, context->input_layout);
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ID3D11DeviceContext_IASetPrimitiveTopology(context->immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D11DeviceContext_IASetPrimitiveTopology(context->immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stride = sizeof(*quad);
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offset = 0;
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ID3D11DeviceContext_IASetVertexBuffers(context->immediate_context, 0, 1, &context->vb, &stride, &offset);
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ID3D11DeviceContext_VSSetShader(context->immediate_context, context->vs, NULL, 0);
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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_PSSetShader(context->immediate_context, ps, NULL, 0);
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ID3D11DeviceContext_Draw(context->immediate_context, 4, 0);
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ID3D11DeviceContext_Draw(context->immediate_context, 3, 0);
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ID3D11PixelShader_Release(ps);
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ID3D11PixelShader_Release(ps);
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if (cb)
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if (cb)
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