vkd3d/tests/shader_runner_d3d11.c
Zebediah Figura 22e6581ffc tests: Add a D3D11 shader runner backend.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-01-27 18:00:49 +01:00

640 lines
21 KiB
C

/*
* Copyright 2008 Henri Verbeet for CodeWeavers
* Copyright 2015 Józef Kucia for CodeWeavers
* Copyright 2021 Zebediah Figura for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#define COBJMACROS
#define CONST_VTABLE
#define VKD3D_TEST_NO_DEFS
#include <d3d11_4.h>
#define __vkd3d_d3dcommon_h__
#define __vkd3d_dxgibase_h__
#define __vkd3d_dxgiformat_h__
#include "vkd3d_d3dcompiler.h"
#include "shader_runner.h"
#include "vkd3d_test.h"
const GUID IID_IDXGIDevice = {0x54ec77fa, 0x1377, 0x44e6, {0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c}};
static HRESULT (WINAPI *pCreateDXGIFactory1)(REFIID iid, void **factory);
static HRESULT (WINAPI *pD3D11CreateDevice)(IDXGIAdapter *adapter, D3D_DRIVER_TYPE driver_type,
HMODULE swrast, UINT flags, const D3D_FEATURE_LEVEL *feature_levels, UINT levels,
UINT sdk_version, ID3D11Device **device_out, D3D_FEATURE_LEVEL *obtained_feature_level,
ID3D11DeviceContext **immediate_context);
struct d3d11_texture
{
struct texture t;
ID3D11Texture2D *texture;
ID3D11ShaderResourceView *srv;
};
static struct d3d11_texture *d3d11_texture(struct texture *t)
{
return CONTAINING_RECORD(t, struct d3d11_texture, t);
}
struct d3d11_shader_context
{
struct shader_context c;
ID3D11Device *device;
HWND window;
IDXGISwapChain *swapchain;
ID3D11Texture2D *rt;
ID3D11RenderTargetView *rtv;
ID3D11DeviceContext *immediate_context;
ID3D11InputLayout *input_layout;
ID3D11VertexShader *vs;
ID3D11Buffer *vb;
};
static struct d3d11_shader_context *d3d11_shader_context(struct shader_context *c)
{
return CONTAINING_RECORD(c, struct d3d11_shader_context, c);
}
static bool enable_debug_layer;
static bool use_warp_adapter;
static unsigned int use_adapter_idx;
static ID3D10Blob *compile_shader(const char *source, const char *profile)
{
ID3D10Blob *blob = NULL, *errors = NULL;
HRESULT hr;
hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", profile, 0, 0, &blob, &errors);
ok(hr == S_OK, "Failed to compile shader, hr %#lx.\n", hr);
if (errors)
{
if (vkd3d_test_state.debug_level)
trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
ID3D10Blob_Release(errors);
}
return blob;
}
static void parse_args(int argc, char **argv)
{
unsigned int i;
for (i = 1; i < argc; ++i)
{
if (!strcmp(argv[i], "--warp"))
use_warp_adapter = true;
else if (!strcmp(argv[i], "--adapter") && i + 1 < argc)
use_adapter_idx = atoi(argv[++i]);
}
}
static void enable_d3d11_debug_layer(int argc, char **argv)
{
unsigned int i;
for (i = 1; i < argc; ++i)
{
if (!strcmp(argv[i], "--validate"))
enable_debug_layer = true;
}
}
static IDXGIAdapter *create_adapter(void)
{
IDXGIFactory4 *factory4;
IDXGIFactory *factory;
IDXGIAdapter *adapter;
HRESULT hr;
if (!pCreateDXGIFactory1)
{
trace("CreateDXGIFactory1() is not available.\n");
return NULL;
}
if (FAILED(hr = pCreateDXGIFactory1(&IID_IDXGIFactory, (void **)&factory)))
{
trace("Failed to create IDXGIFactory, hr %#lx.\n", hr);
return NULL;
}
adapter = NULL;
if (use_warp_adapter)
{
if (SUCCEEDED(hr = IDXGIFactory_QueryInterface(factory, &IID_IDXGIFactory4, (void **)&factory4)))
{
hr = IDXGIFactory4_EnumWarpAdapter(factory4, &IID_IDXGIAdapter, (void **)&adapter);
IDXGIFactory4_Release(factory4);
}
else
{
trace("Failed to get IDXGIFactory4, hr %#lx.\n", hr);
}
}
else
{
hr = IDXGIFactory_EnumAdapters(factory, use_adapter_idx, &adapter);
}
IDXGIFactory_Release(factory);
if (FAILED(hr))
trace("Failed to get adapter, hr %#lx.\n", hr);
return adapter;
}
static void init_adapter_info(void)
{
char name[MEMBER_SIZE(DXGI_ADAPTER_DESC, Description)];
IDXGIAdapter *adapter;
DXGI_ADAPTER_DESC desc;
unsigned int i;
HRESULT hr;
if (!(adapter = create_adapter()))
return;
hr = IDXGIAdapter_GetDesc(adapter, &desc);
ok(hr == S_OK, "Failed to get adapter desc, hr %#lx.\n", hr);
/* FIXME: Use debugstr_w(). */
for (i = 0; i < ARRAY_SIZE(desc.Description) && isprint(desc.Description[i]); ++i)
name[i] = desc.Description[i];
name[min(i, ARRAY_SIZE(name) - 1)] = '\0';
trace("Adapter: %s, %04x:%04x.\n", name, desc.VendorId, desc.DeviceId);
if (desc.VendorId == 0x1414 && desc.DeviceId == 0x008c)
{
trace("Using WARP device.\n");
use_warp_adapter = true;
}
IDXGIAdapter_Release(adapter);
}
static ID3D11Device *create_device(void)
{
static const D3D_FEATURE_LEVEL feature_level[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
IDXGIAdapter *adapter;
ID3D11Device *device;
UINT flags = 0;
HRESULT hr;
if (enable_debug_layer)
flags |= D3D11_CREATE_DEVICE_DEBUG;
if ((adapter = create_adapter()))
{
hr = pD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, flags,
feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL);
IDXGIAdapter_Release(adapter);
return SUCCEEDED(hr) ? device : NULL;
}
if (SUCCEEDED(pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flags,
feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL)))
return device;
if (SUCCEEDED(pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_WARP, NULL, flags,
feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL)))
return device;
if (SUCCEEDED(pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_REFERENCE, NULL, flags,
feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL)))
return device;
return NULL;
}
static IDXGISwapChain *create_swapchain(ID3D11Device *device, HWND window)
{
DXGI_SWAP_CHAIN_DESC dxgi_desc;
IDXGISwapChain *swapchain;
IDXGIDevice *dxgi_device;
IDXGIAdapter *adapter;
IDXGIFactory *factory;
HRESULT hr;
hr = ID3D11Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device);
ok(hr == S_OK, "Failed to get DXGI device, hr %#lx.\n", hr);
hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter);
ok(hr == S_OK, "Failed to get adapter, hr %#lx.\n", hr);
IDXGIDevice_Release(dxgi_device);
hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory);
ok(hr == S_OK, "Failed to get factory, hr %#lx.\n", hr);
IDXGIAdapter_Release(adapter);
dxgi_desc.BufferDesc.Width = 640;
dxgi_desc.BufferDesc.Height = 480;
dxgi_desc.BufferDesc.RefreshRate.Numerator = 60;
dxgi_desc.BufferDesc.RefreshRate.Denominator = 1;
dxgi_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
dxgi_desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
dxgi_desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
dxgi_desc.SampleDesc.Count = 1;
dxgi_desc.SampleDesc.Quality = 0;
dxgi_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
dxgi_desc.BufferCount = 1;
dxgi_desc.OutputWindow = window;
dxgi_desc.Windowed = TRUE;
dxgi_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
dxgi_desc.Flags = 0;
hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &dxgi_desc, &swapchain);
ok(hr == S_OK, "Failed to create swapchain, hr %#lx.\n", hr);
IDXGIFactory_Release(factory);
return swapchain;
}
static BOOL init_test_context(struct d3d11_shader_context *context)
{
const D3D11_TEXTURE2D_DESC texture_desc =
{
.Width = 640,
.Height = 480,
.MipLevels = 1,
.ArraySize = 1,
.Format = DXGI_FORMAT_R32G32B32A32_FLOAT,
.SampleDesc.Count = 1,
.Usage = D3D11_USAGE_DEFAULT,
.BindFlags = D3D11_BIND_RENDER_TARGET,
};
unsigned int rt_width, rt_height;
D3D11_VIEWPORT vp;
HRESULT hr;
RECT rect;
memset(context, 0, sizeof(*context));
if (!(context->device = create_device()))
{
skip("Failed to create device.\n");
return FALSE;
}
rt_width = 640;
rt_height = 480;
SetRect(&rect, 0, 0, rt_width, rt_height);
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
context->window = CreateWindowA("static", "d3dcompiler_test", WS_OVERLAPPEDWINDOW,
0, 0, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, NULL, NULL);
context->swapchain = create_swapchain(context->device, context->window);
hr = ID3D11Device_CreateTexture2D(context->device, &texture_desc, NULL, &context->rt);
ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
hr = ID3D11Device_CreateRenderTargetView(context->device, (ID3D11Resource *)context->rt, NULL, &context->rtv);
ok(hr == S_OK, "Failed to create rendertarget view, hr %#lx.\n", hr);
ID3D11Device_GetImmediateContext(context->device, &context->immediate_context);
ID3D11DeviceContext_OMSetRenderTargets(context->immediate_context, 1, &context->rtv, NULL);
vp.TopLeftX = 0.0f;
vp.TopLeftY = 0.0f;
vp.Width = rt_width;
vp.Height = rt_height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
ID3D11DeviceContext_RSSetViewports(context->immediate_context, 1, &vp);
return TRUE;
}
static void destroy_test_context(struct d3d11_shader_context *context)
{
ULONG ref;
if (context->input_layout)
ID3D11InputLayout_Release(context->input_layout);
if (context->vs)
ID3D11VertexShader_Release(context->vs);
if (context->vb)
ID3D11Buffer_Release(context->vb);
ID3D11DeviceContext_Release(context->immediate_context);
ID3D11RenderTargetView_Release(context->rtv);
ID3D11Texture2D_Release(context->rt);
IDXGISwapChain_Release(context->swapchain);
DestroyWindow(context->window);
ref = ID3D11Device_Release(context->device);
ok(!ref, "Device has %lu references left.\n", ref);
}
static ID3D11Buffer *create_buffer(ID3D11Device *device, unsigned int bind_flags, unsigned int size, const void *data)
{
D3D11_SUBRESOURCE_DATA resource_data;
D3D11_BUFFER_DESC buffer_desc;
ID3D11Buffer *buffer;
HRESULT hr;
buffer_desc.ByteWidth = size;
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
buffer_desc.BindFlags = bind_flags;
buffer_desc.CPUAccessFlags = 0;
buffer_desc.MiscFlags = 0;
buffer_desc.StructureByteStride = 0;
resource_data.pSysMem = data;
resource_data.SysMemPitch = 0;
resource_data.SysMemSlicePitch = 0;
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, data ? &resource_data : NULL, &buffer);
ok(hr == S_OK, "Failed to create buffer, hr %#lx.\n", hr);
return buffer;
}
static struct texture *d3d11_runner_create_texture(struct shader_context *c, const struct texture_params *params)
{
struct d3d11_shader_context *context = d3d11_shader_context(c);
ID3D11Device *device = context->device;
D3D11_SUBRESOURCE_DATA resource_data;
D3D11_TEXTURE2D_DESC desc = {0};
struct d3d11_texture *texture;
HRESULT hr;
texture = calloc(1, sizeof(*texture));
texture->t.slot = params->slot;
desc.Width = params->width;
desc.Height = params->height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = params->format;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
resource_data.pSysMem = params->data;
resource_data.SysMemPitch = params->width * params->texel_size;
resource_data.SysMemSlicePitch = params->height * resource_data.SysMemPitch;
hr = ID3D11Device_CreateTexture2D(device, &desc, &resource_data, &texture->texture);
ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
hr = ID3D11Device_CreateShaderResourceView(device,
(ID3D11Resource *)texture->texture, NULL, &texture->srv);
ok(hr == S_OK, "Failed to create shader resource view, hr %#lx.\n", hr);
return &texture->t;
}
static void d3d11_runner_destroy_texture(struct shader_context *c, struct texture *t)
{
struct d3d11_texture *texture = d3d11_texture(t);
ID3D11Texture2D_Release(texture->texture);
ID3D11ShaderResourceView_Release(texture->srv);
free(texture);
}
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[] =
"float4 main(float4 position : POSITION) : sv_position\n"
"{\n"
" return position;\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);
ID3D11Device *device = context->device;
unsigned int stride, offset;
ID3D11Buffer *cb = NULL;
ID3D11PixelShader *ps;
ID3D10Blob *ps_code;
unsigned int i;
HRESULT hr;
static const char *const ps_profiles[] =
{
[SHADER_MODEL_4_0] = "ps_4_0",
[SHADER_MODEL_4_1] = "ps_4_1",
[SHADER_MODEL_5_0] = "ps_5_0",
[SHADER_MODEL_5_1] = "ps_5_1",
};
if (!(ps_code = compile_shader(context->c.ps_source, ps_profiles[context->c.minimum_shader_model])))
return;
if (!context->input_layout || !context->vs)
{
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),
ID3D10Blob_GetBufferSize(vs_code), NULL, &context->vs);
ok(hr == S_OK, "Failed to create vertex shader, hr %#lx.\n", hr);
}
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),
ID3D10Blob_GetBufferSize(ps_code), NULL, &ps);
ok(hr == S_OK, "Failed to create pixel shader, hr %#lx.\n", hr);
if (context->c.uniform_count)
{
cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER,
context->c.uniform_count * sizeof(*context->c.uniforms), context->c.uniforms);
ID3D11DeviceContext_PSSetConstantBuffers(context->immediate_context, 0, 1, &cb);
}
for (i = 0; i < context->c.texture_count; ++i)
{
struct d3d11_texture *texture = d3d11_texture(context->c.textures[i]);
ID3D11DeviceContext_PSSetShaderResources(context->immediate_context, texture->t.slot, 1, &texture->srv);
}
for (i = 0; i < context->c.sampler_count; ++i)
{
struct sampler *sampler = &context->c.samplers[i];
ID3D11SamplerState *d3d11_sampler;
D3D11_SAMPLER_DESC desc = {0};
/* Members of D3D11_FILTER are compatible with D3D12_FILTER. */
desc.Filter = (D3D11_FILTER)sampler->filter;
/* Members of D3D11_TEXTURE_ADDRESS_MODE are compatible with D3D12_TEXTURE_ADDRESS_MODE. */
desc.AddressU = (D3D11_TEXTURE_ADDRESS_MODE)sampler->u_address;
desc.AddressV = (D3D11_TEXTURE_ADDRESS_MODE)sampler->v_address;
desc.AddressW = (D3D11_TEXTURE_ADDRESS_MODE)sampler->w_address;
desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
desc.MaxLOD = D3D11_FLOAT32_MAX;
hr = ID3D11Device_CreateSamplerState(device, &desc, &d3d11_sampler);
ok(hr == S_OK, "Failed to create sampler state, hr %#lx.\n", hr);
ID3D11DeviceContext_PSSetSamplers(context->immediate_context, sampler->slot, 1, &d3d11_sampler);
ID3D11SamplerState_Release(d3d11_sampler);
}
ID3D11DeviceContext_IASetInputLayout(context->immediate_context, context->input_layout);
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_PSSetShader(context->immediate_context, ps, NULL, 0);
ID3D11DeviceContext_Draw(context->immediate_context, 4, 0);
ID3D11PixelShader_Release(ps);
if (cb)
ID3D11Buffer_Release(cb);
}
struct resource_readback
{
uint64_t width;
unsigned int height;
ID3D11Resource *resource;
D3D11_MAPPED_SUBRESOURCE map_desc;
};
static void init_readback(struct d3d11_shader_context *context, struct resource_readback *rb)
{
D3D11_TEXTURE2D_DESC texture_desc;
HRESULT hr;
ID3D11Texture2D_GetDesc(context->rt, &texture_desc);
texture_desc.Usage = D3D11_USAGE_STAGING;
texture_desc.BindFlags = 0;
texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
texture_desc.MiscFlags = 0;
hr = ID3D11Device_CreateTexture2D(context->device, &texture_desc, NULL, (ID3D11Texture2D **)&rb->resource);
ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
ID3D11DeviceContext_CopyResource(context->immediate_context, rb->resource, (ID3D11Resource *)context->rt);
hr = ID3D11DeviceContext_Map(context->immediate_context, rb->resource, 0, D3D11_MAP_READ, 0, &rb->map_desc);
ok(hr == S_OK, "Failed to map texture, hr %#lx.\n", hr);
rb->width = texture_desc.Width;
rb->height = texture_desc.Height;
}
static void release_readback(struct d3d11_shader_context *context, struct resource_readback *rb)
{
ID3D11DeviceContext_Unmap(context->immediate_context, rb->resource, 0);
ID3D11Resource_Release(rb->resource);
}
static const struct vec4 *get_readback_vec4(struct resource_readback *rb, unsigned int x, unsigned int y)
{
return (struct vec4 *)((BYTE *)rb->map_desc.pData + y * rb->map_desc.RowPitch) + x;
}
static void check_readback_data_vec4(struct resource_readback *rb,
const RECT *rect, const struct vec4 *expected, unsigned int max_diff)
{
RECT r = {0, 0, rb->width, rb->height};
unsigned int x = 0, y = 0;
struct vec4 got = {0};
bool all_match = true;
if (rect)
r = *rect;
for (y = r.top; y < r.bottom; ++y)
{
for (x = r.left; x < r.right; ++x)
{
got = *get_readback_vec4(rb, x, y);
if (!compare_vec4(&got, expected, max_diff))
{
all_match = false;
break;
}
}
if (!all_match)
break;
}
ok(all_match, "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e} at (%u, %u).\n",
got.x, got.y, got.z, got.w, expected->x, expected->y, expected->z, expected->w, x, y);
}
static void d3d11_runner_probe_vec4(struct shader_context *c, const RECT *rect, const struct vec4 *v, unsigned int ulps)
{
struct d3d11_shader_context *context = d3d11_shader_context(c);
struct resource_readback rb;
init_readback(context, &rb);
check_readback_data_vec4(&rb, rect, v, ulps);
release_readback(context, &rb);
}
static const struct shader_runner_ops d3d11_runner_ops =
{
.create_texture = d3d11_runner_create_texture,
.destroy_texture = d3d11_runner_destroy_texture,
.draw_quad = d3d11_runner_draw_quad,
.probe_vec4 = d3d11_runner_probe_vec4,
};
void run_shader_tests_d3d11(int argc, char **argv)
{
HMODULE dxgi_module, d3d11_module;
struct d3d11_shader_context context;
d3d11_module = LoadLibraryA("d3d11.dll");
dxgi_module = LoadLibraryA("dxgi.dll");
if (d3d11_module && dxgi_module)
{
pCreateDXGIFactory1 = (void *)GetProcAddress(dxgi_module, "CreateDXGIFactory1");
pD3D11CreateDevice = (void *)GetProcAddress(d3d11_module, "D3D11CreateDevice");
parse_args(argc, argv);
enable_d3d11_debug_layer(argc, argv);
init_adapter_info();
init_test_context(&context);
run_shader_tests(&context.c, argc, argv, &d3d11_runner_ops);
destroy_test_context(&context);
}
FreeLibrary(d3d11_module);
FreeLibrary(dxgi_module);
}