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tests/shader_runner: Use is_todo instead of separate shader states.
This commit is contained in:
parent
dd0ed989a1
commit
edb36c078f
Notes:
Henri Verbeet
2024-12-12 17:49:10 +01:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1315
@ -105,19 +105,12 @@ enum parse_state
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STATE_RESOURCE,
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STATE_SAMPLER,
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STATE_SHADER_COMPUTE,
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STATE_SHADER_COMPUTE_TODO,
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STATE_SHADER_PIXEL,
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STATE_SHADER_PIXEL_TODO,
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STATE_SHADER_VERTEX,
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STATE_SHADER_VERTEX_TODO,
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STATE_SHADER_EFFECT,
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STATE_SHADER_EFFECT_TODO,
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STATE_SHADER_HULL,
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STATE_SHADER_HULL_TODO,
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STATE_SHADER_DOMAIN,
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STATE_SHADER_DOMAIN_TODO,
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STATE_SHADER_GEOMETRY,
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STATE_SHADER_GEOMETRY_TODO,
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STATE_TEST,
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};
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@ -1685,7 +1678,8 @@ static void compile_shader(struct shader_runner *runner, const char *source, siz
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hr = D3DCompile(source, len, NULL, NULL, NULL, "main", profile, runner->compile_options, 0, &blob, &errors);
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}
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hr = map_special_hrs(hr);
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ok(hr == expect, "Got unexpected hr %#x.\n", hr);
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todo_if (runner->is_todo)
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ok(hr == expect, "Got unexpected hr %#x.\n", hr);
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if (hr == S_OK)
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{
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ID3D10Blob_Release(blob);
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@ -1704,27 +1698,11 @@ static void compile_shader(struct shader_runner *runner, const char *source, siz
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}
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}
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static enum parse_state get_parse_state_todo(enum parse_state state)
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static void read_shader_directive(struct shader_runner *runner,
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const char *line, const char *src, HRESULT *expect_hr)
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{
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if (state == STATE_SHADER_COMPUTE)
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return STATE_SHADER_COMPUTE_TODO;
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else if (state == STATE_SHADER_PIXEL)
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return STATE_SHADER_PIXEL_TODO;
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else if (state == STATE_SHADER_VERTEX)
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return STATE_SHADER_VERTEX_TODO;
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else if (state == STATE_SHADER_HULL)
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return STATE_SHADER_HULL_TODO;
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else if (state == STATE_SHADER_DOMAIN)
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return STATE_SHADER_DOMAIN_TODO;
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else if (state == STATE_SHADER_GEOMETRY)
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return STATE_SHADER_GEOMETRY_TODO;
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else
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return STATE_SHADER_EFFECT_TODO;
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}
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runner->is_todo = false;
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static enum parse_state read_shader_directive(struct shader_runner *runner, enum parse_state state, const char *line,
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const char *src, HRESULT *expect_hr)
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{
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while (*src && *src != ']')
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{
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const char *src_start = src;
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@ -1734,7 +1712,7 @@ static enum parse_state read_shader_directive(struct shader_runner *runner, enum
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/* 'todo' is not meaningful when dxcompiler is in use. */
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if (runner->minimum_shader_model >= SHADER_MODEL_6_0)
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continue;
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state = get_parse_state_todo(state);
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runner->is_todo = true;
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}
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else if (match_directive_substring_with_args(runner, src, "fail", &src))
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{
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@ -1753,8 +1731,6 @@ static enum parse_state read_shader_directive(struct shader_runner *runner, enum
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if (strcmp(src, "]\n"))
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fatal_error("Malformed line '%s'.\n", line);
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return state;
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}
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static bool check_capabilities(const struct shader_runner *runner, const struct shader_runner_caps *caps)
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@ -1997,12 +1973,8 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
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break;
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case STATE_SHADER_COMPUTE:
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case STATE_SHADER_COMPUTE_TODO:
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if (test_action != TEST_ACTION_SKIP_COMPILATION)
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{
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todo_if (state == STATE_SHADER_COMPUTE_TODO)
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compile_shader(runner, shader_source, shader_source_len, SHADER_TYPE_CS, expect_hr);
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}
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free(runner->shader_source[SHADER_TYPE_CS]);
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runner->shader_source[SHADER_TYPE_CS] = shader_source;
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shader_source = NULL;
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@ -2011,12 +1983,8 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
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break;
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case STATE_SHADER_PIXEL:
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case STATE_SHADER_PIXEL_TODO:
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if (test_action != TEST_ACTION_SKIP_COMPILATION)
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{
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todo_if (state == STATE_SHADER_PIXEL_TODO)
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compile_shader(runner, shader_source, shader_source_len, SHADER_TYPE_PS, expect_hr);
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}
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free(runner->shader_source[SHADER_TYPE_PS]);
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runner->shader_source[SHADER_TYPE_PS] = shader_source;
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shader_source = NULL;
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@ -2025,12 +1993,8 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
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break;
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case STATE_SHADER_VERTEX:
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case STATE_SHADER_VERTEX_TODO:
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if (test_action != TEST_ACTION_SKIP_COMPILATION)
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{
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todo_if (state == STATE_SHADER_VERTEX_TODO)
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compile_shader(runner, shader_source, shader_source_len, SHADER_TYPE_VS, expect_hr);
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}
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free(runner->shader_source[SHADER_TYPE_VS]);
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runner->shader_source[SHADER_TYPE_VS] = shader_source;
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shader_source = NULL;
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@ -2039,12 +2003,8 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
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break;
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case STATE_SHADER_EFFECT:
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case STATE_SHADER_EFFECT_TODO:
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if (test_action != TEST_ACTION_SKIP_COMPILATION)
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{
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todo_if (state == STATE_SHADER_EFFECT_TODO)
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compile_shader(runner, shader_source, shader_source_len, SHADER_TYPE_FX, expect_hr);
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}
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free(runner->shader_source[SHADER_TYPE_FX]);
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runner->shader_source[SHADER_TYPE_FX] = shader_source;
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shader_source = NULL;
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@ -2053,12 +2013,8 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
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break;
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case STATE_SHADER_HULL:
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case STATE_SHADER_HULL_TODO:
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if (test_action != TEST_ACTION_SKIP_COMPILATION)
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{
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todo_if (state == STATE_SHADER_HULL_TODO)
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compile_shader(runner, shader_source, shader_source_len, SHADER_TYPE_HS, expect_hr);
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}
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free(runner->shader_source[SHADER_TYPE_HS]);
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runner->shader_source[SHADER_TYPE_HS] = shader_source;
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shader_source = NULL;
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@ -2067,12 +2023,8 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
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break;
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case STATE_SHADER_DOMAIN:
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case STATE_SHADER_DOMAIN_TODO:
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if (test_action != TEST_ACTION_SKIP_COMPILATION)
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{
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todo_if (state == STATE_SHADER_DOMAIN_TODO)
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compile_shader(runner, shader_source, shader_source_len, SHADER_TYPE_DS, expect_hr);
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}
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free(runner->shader_source[SHADER_TYPE_DS]);
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runner->shader_source[SHADER_TYPE_DS] = shader_source;
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shader_source = NULL;
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@ -2081,12 +2033,8 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
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break;
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case STATE_SHADER_GEOMETRY:
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case STATE_SHADER_GEOMETRY_TODO:
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if (test_action != TEST_ACTION_SKIP_COMPILATION)
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{
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todo_if (state == STATE_SHADER_GEOMETRY_TODO)
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compile_shader(runner, shader_source, shader_source_len, SHADER_TYPE_GS, expect_hr);
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}
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free(runner->shader_source[SHADER_TYPE_GS]);
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runner->shader_source[SHADER_TYPE_GS] = shader_source;
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shader_source = NULL;
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@ -2168,7 +2116,7 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
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{
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state = STATE_SHADER_COMPUTE;
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expect_hr = S_OK;
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state = read_shader_directive(runner, state, line_buffer, line, &expect_hr);
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read_shader_directive(runner, line_buffer, line, &expect_hr);
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}
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else if (!strcmp(line, "[require]\n"))
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{
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@ -2184,7 +2132,7 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
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{
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state = STATE_SHADER_PIXEL;
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expect_hr = S_OK;
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state = read_shader_directive(runner, state, line_buffer, line, &expect_hr);
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read_shader_directive(runner, line_buffer, line, &expect_hr);
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}
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else if (sscanf(line, "[sampler %u]\n", &index))
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{
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@ -2284,31 +2232,31 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
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{
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state = STATE_SHADER_VERTEX;
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expect_hr = S_OK;
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state = read_shader_directive(runner, state, line_buffer, line, &expect_hr);
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read_shader_directive(runner, line_buffer, line, &expect_hr);
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}
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else if (match_directive_substring(line, "[effect", &line))
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{
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state = STATE_SHADER_EFFECT;
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expect_hr = S_OK;
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state = read_shader_directive(runner, state, line_buffer, line, &expect_hr);
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read_shader_directive(runner, line_buffer, line, &expect_hr);
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}
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else if (match_directive_substring(line, "[hull shader", &line))
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{
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state = STATE_SHADER_HULL;
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expect_hr = S_OK;
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state = read_shader_directive(runner, state, line_buffer, line, &expect_hr);
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read_shader_directive(runner, line_buffer, line, &expect_hr);
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}
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else if (match_directive_substring(line, "[domain shader", &line))
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{
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state = STATE_SHADER_DOMAIN;
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expect_hr = S_OK;
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state = read_shader_directive(runner, state, line_buffer, line, &expect_hr);
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read_shader_directive(runner, line_buffer, line, &expect_hr);
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}
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else if (match_directive_substring(line, "[geometry shader", &line))
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{
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state = STATE_SHADER_GEOMETRY;
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expect_hr = S_OK;
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state = read_shader_directive(runner, state, line_buffer, line, &expect_hr);
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read_shader_directive(runner, line_buffer, line, &expect_hr);
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}
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else if (!strcmp(line, "[input layout]\n"))
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{
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@ -2336,19 +2284,12 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
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case STATE_PREPROC:
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case STATE_PREPROC_INVALID:
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case STATE_SHADER_COMPUTE:
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case STATE_SHADER_COMPUTE_TODO:
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case STATE_SHADER_PIXEL:
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case STATE_SHADER_PIXEL_TODO:
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case STATE_SHADER_VERTEX:
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case STATE_SHADER_VERTEX_TODO:
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case STATE_SHADER_EFFECT:
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case STATE_SHADER_EFFECT_TODO:
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case STATE_SHADER_HULL:
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case STATE_SHADER_HULL_TODO:
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case STATE_SHADER_DOMAIN:
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case STATE_SHADER_DOMAIN_TODO:
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case STATE_SHADER_GEOMETRY:
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case STATE_SHADER_GEOMETRY_TODO:
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{
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size_t len = strlen(line);
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