tests/shader_runner: Avoid creating devices for backends that won't execute.

My main motivation to this is avoiding generating a lot of useless
log lines from other executors when I'm interested in just one of
them, but I can imagine this also somewhat improving efficiency.
This commit is contained in:
Giovanni Mascellani
2025-03-13 22:07:10 +01:00
committed by Henri Verbeet
parent 0b273ea88c
commit fc4316f664
Notes: Henri Verbeet 2025-03-17 15:28:49 +01:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1416
8 changed files with 90 additions and 36 deletions

View File

@@ -288,6 +288,8 @@ ID3D10Blob *compile_hlsl(const struct shader_runner *runner, enum shader_type ty
struct sampler *shader_runner_get_sampler(struct shader_runner *runner, unsigned int slot);
struct resource *shader_runner_get_resource(struct shader_runner *runner, enum resource_type type, unsigned int slot);
bool test_skipping_execution(const char *executor, const char *compiler,
enum shader_model minimum_shader_model, enum shader_model maximum_shader_model);
void run_shader_tests(struct shader_runner *runner, const struct shader_runner_caps *caps,
const struct shader_runner_ops *ops, void *dxc_compiler);