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tests: Make the "texture" structure more generic.
Use it to hold any type of resource, regardless of type and binding. 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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committed by
Alexandre Julliard
parent
3ed4c6fe23
commit
f11f7032cd
@@ -51,9 +51,15 @@ struct sampler
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D3D12_TEXTURE_ADDRESS_MODE u_address, v_address, w_address;
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};
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struct texture_params
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enum resource_type
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{
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RESOURCE_TYPE_TEXTURE,
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};
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struct resource_params
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{
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unsigned int slot;
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enum resource_type type;
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DXGI_FORMAT format;
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enum texture_data_type data_type;
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@@ -63,9 +69,10 @@ struct texture_params
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size_t data_size, data_capacity;
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};
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struct texture
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struct resource
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{
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unsigned int slot;
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enum resource_type type;
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};
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struct input_element
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@@ -88,8 +95,8 @@ struct shader_runner
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uint32_t *uniforms;
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size_t uniform_count, uniform_capacity;
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struct texture **textures;
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size_t texture_count;
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struct resource **resources;
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size_t resource_count;
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struct sampler *samplers;
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size_t sampler_count;
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@@ -100,8 +107,8 @@ struct shader_runner
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struct shader_runner_ops
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{
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struct texture *(*create_texture)(struct shader_runner *runner, const struct texture_params *params);
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void (*destroy_texture)(struct shader_runner *runner, struct texture *texture);
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struct resource *(*create_resource)(struct shader_runner *runner, const struct resource_params *params);
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void (*destroy_resource)(struct shader_runner *runner, struct resource *resource);
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void (*draw_quad)(struct shader_runner *runner);
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void (*probe_vec4)(struct shader_runner *runner, const RECT *rect, const struct vec4 *v, unsigned int ulps);
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};
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