[PATCH vkd3d 3/5] tests: Rename struct d3d11_shader_context to struct d3d11_shader_runner.
Zebediah Figura
zfigura at codeweavers.com
Sat Mar 19 12:35:33 CDT 2022
Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
---
tests/shader_runner_d3d11.c | 114 ++++++++++++++++++------------------
1 file changed, 57 insertions(+), 57 deletions(-)
diff --git a/tests/shader_runner_d3d11.c b/tests/shader_runner_d3d11.c
index f84a3be83..0a8e0efe7 100644
--- a/tests/shader_runner_d3d11.c
+++ b/tests/shader_runner_d3d11.c
@@ -51,9 +51,9 @@ static struct d3d11_texture *d3d11_texture(struct texture *t)
return CONTAINING_RECORD(t, struct d3d11_texture, t);
}
-struct d3d11_shader_context
+struct d3d11_shader_runner
{
- struct shader_runner c;
+ struct shader_runner r;
ID3D11Device *device;
HWND window;
@@ -65,9 +65,9 @@ struct d3d11_shader_context
ID3D11VertexShader *vs;
};
-static struct d3d11_shader_context *d3d11_shader_context(struct shader_runner *r)
+static struct d3d11_shader_runner *d3d11_shader_runner(struct shader_runner *r)
{
- return CONTAINING_RECORD(r, struct d3d11_shader_context, c);
+ return CONTAINING_RECORD(r, struct d3d11_shader_runner, r);
}
static bool enable_debug_layer;
@@ -264,7 +264,7 @@ static IDXGISwapChain *create_swapchain(ID3D11Device *device, HWND window)
return swapchain;
}
-static BOOL init_test_context(struct d3d11_shader_context *context)
+static BOOL init_test_context(struct d3d11_shader_runner *runner)
{
const D3D11_TEXTURE2D_DESC texture_desc =
{
@@ -282,9 +282,9 @@ static BOOL init_test_context(struct d3d11_shader_context *context)
HRESULT hr;
RECT rect;
- memset(context, 0, sizeof(*context));
+ memset(runner, 0, sizeof(*runner));
- if (!(context->device = create_device()))
+ if (!(runner->device = create_device()))
{
skip("Failed to create device.\n");
return FALSE;
@@ -294,19 +294,19 @@ static BOOL init_test_context(struct d3d11_shader_context *context)
rt_height = 480;
SetRect(&rect, 0, 0, rt_width, rt_height);
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
- context->window = CreateWindowA("static", "d3dcompiler_test", WS_OVERLAPPEDWINDOW,
+ runner->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);
+ runner->swapchain = create_swapchain(runner->device, runner->window);
- hr = ID3D11Device_CreateTexture2D(context->device, &texture_desc, NULL, &context->rt);
+ hr = ID3D11Device_CreateTexture2D(runner->device, &texture_desc, NULL, &runner->rt);
ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
- hr = ID3D11Device_CreateRenderTargetView(context->device, (ID3D11Resource *)context->rt, NULL, &context->rtv);
+ hr = ID3D11Device_CreateRenderTargetView(runner->device, (ID3D11Resource *)runner->rt, NULL, &runner->rtv);
ok(hr == S_OK, "Failed to create rendertarget view, hr %#lx.\n", hr);
- ID3D11Device_GetImmediateContext(context->device, &context->immediate_context);
+ ID3D11Device_GetImmediateContext(runner->device, &runner->immediate_context);
- ID3D11DeviceContext_OMSetRenderTargets(context->immediate_context, 1, &context->rtv, NULL);
+ ID3D11DeviceContext_OMSetRenderTargets(runner->immediate_context, 1, &runner->rtv, NULL);
vp.TopLeftX = 0.0f;
vp.TopLeftY = 0.0f;
@@ -314,25 +314,25 @@ static BOOL init_test_context(struct d3d11_shader_context *context)
vp.Height = rt_height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
- ID3D11DeviceContext_RSSetViewports(context->immediate_context, 1, &vp);
+ ID3D11DeviceContext_RSSetViewports(runner->immediate_context, 1, &vp);
return TRUE;
}
-static void destroy_test_context(struct d3d11_shader_context *context)
+static void destroy_test_context(struct d3d11_shader_runner *runner)
{
ULONG ref;
- if (context->vs)
- ID3D11VertexShader_Release(context->vs);
+ if (runner->vs)
+ ID3D11VertexShader_Release(runner->vs);
- ID3D11DeviceContext_Release(context->immediate_context);
- ID3D11RenderTargetView_Release(context->rtv);
- ID3D11Texture2D_Release(context->rt);
- IDXGISwapChain_Release(context->swapchain);
- DestroyWindow(context->window);
+ ID3D11DeviceContext_Release(runner->immediate_context);
+ ID3D11RenderTargetView_Release(runner->rtv);
+ ID3D11Texture2D_Release(runner->rt);
+ IDXGISwapChain_Release(runner->swapchain);
+ DestroyWindow(runner->window);
- ref = ID3D11Device_Release(context->device);
+ ref = ID3D11Device_Release(runner->device);
ok(!ref, "Device has %lu references left.\n", ref);
}
@@ -361,8 +361,8 @@ static ID3D11Buffer *create_buffer(ID3D11Device *device, unsigned int bind_flags
static struct texture *d3d11_runner_create_texture(struct shader_runner *r, const struct texture_params *params)
{
- struct d3d11_shader_context *context = d3d11_shader_context(r);
- ID3D11Device *device = context->device;
+ struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
+ ID3D11Device *device = runner->device;
D3D11_SUBRESOURCE_DATA resource_data;
D3D11_TEXTURE2D_DESC desc = {0};
struct d3d11_texture *texture;
@@ -412,8 +412,8 @@ static void d3d11_runner_draw_quad(struct shader_runner *r)
" position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);\n"
"}";
- struct d3d11_shader_context *context = d3d11_shader_context(r);
- ID3D11Device *device = context->device;
+ struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
+ ID3D11Device *device = runner->device;
ID3D11Buffer *cb = NULL;
ID3D11PixelShader *ps;
ID3D10Blob *ps_code;
@@ -429,15 +429,15 @@ static void d3d11_runner_draw_quad(struct shader_runner *r)
[SHADER_MODEL_5_1] = "ps_5_1",
};
- if (!(ps_code = compile_shader(context->c.ps_source, ps_profiles[context->c.minimum_shader_model])))
+ if (!(ps_code = compile_shader(runner->r.ps_source, ps_profiles[runner->r.minimum_shader_model])))
return;
- if (!context->vs)
+ if (!runner->vs)
{
ID3D10Blob *vs_code = compile_shader(vs_source, "vs_4_0");
hr = ID3D11Device_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_code),
- ID3D10Blob_GetBufferSize(vs_code), NULL, &context->vs);
+ ID3D10Blob_GetBufferSize(vs_code), NULL, &runner->vs);
ok(hr == S_OK, "Failed to create vertex shader, hr %#lx.\n", hr);
ID3D10Blob_Release(vs_code);
}
@@ -446,23 +446,23 @@ static void d3d11_runner_draw_quad(struct shader_runner *r)
ID3D10Blob_GetBufferSize(ps_code), NULL, &ps);
ok(hr == S_OK, "Failed to create pixel shader, hr %#lx.\n", hr);
- if (context->c.uniform_count)
+ if (runner->r.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);
+ runner->r.uniform_count * sizeof(*runner->r.uniforms), runner->r.uniforms);
+ ID3D11DeviceContext_PSSetConstantBuffers(runner->immediate_context, 0, 1, &cb);
}
- for (i = 0; i < context->c.texture_count; ++i)
+ for (i = 0; i < runner->r.texture_count; ++i)
{
- struct d3d11_texture *texture = d3d11_texture(context->c.textures[i]);
+ struct d3d11_texture *texture = d3d11_texture(runner->r.textures[i]);
- ID3D11DeviceContext_PSSetShaderResources(context->immediate_context, texture->t.slot, 1, &texture->srv);
+ ID3D11DeviceContext_PSSetShaderResources(runner->immediate_context, texture->t.slot, 1, &texture->srv);
}
- for (i = 0; i < context->c.sampler_count; ++i)
+ for (i = 0; i < runner->r.sampler_count; ++i)
{
- struct sampler *sampler = &context->c.samplers[i];
+ struct sampler *sampler = &runner->r.samplers[i];
ID3D11SamplerState *d3d11_sampler;
D3D11_SAMPLER_DESC desc = {0};
@@ -477,15 +477,15 @@ static void d3d11_runner_draw_quad(struct shader_runner *r)
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);
+ ID3D11DeviceContext_PSSetSamplers(runner->immediate_context, sampler->slot, 1, &d3d11_sampler);
ID3D11SamplerState_Release(d3d11_sampler);
}
- ID3D11DeviceContext_IASetPrimitiveTopology(context->immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- ID3D11DeviceContext_VSSetShader(context->immediate_context, context->vs, NULL, 0);
- ID3D11DeviceContext_PSSetShader(context->immediate_context, ps, NULL, 0);
+ ID3D11DeviceContext_IASetPrimitiveTopology(runner->immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ ID3D11DeviceContext_VSSetShader(runner->immediate_context, runner->vs, NULL, 0);
+ ID3D11DeviceContext_PSSetShader(runner->immediate_context, ps, NULL, 0);
- ID3D11DeviceContext_Draw(context->immediate_context, 3, 0);
+ ID3D11DeviceContext_Draw(runner->immediate_context, 3, 0);
ID3D11PixelShader_Release(ps);
if (cb)
@@ -500,30 +500,30 @@ struct resource_readback
D3D11_MAPPED_SUBRESOURCE map_desc;
};
-static void init_readback(struct d3d11_shader_context *context, struct resource_readback *rb)
+static void init_readback(struct d3d11_shader_runner *runner, struct resource_readback *rb)
{
D3D11_TEXTURE2D_DESC texture_desc;
HRESULT hr;
- ID3D11Texture2D_GetDesc(context->rt, &texture_desc);
+ ID3D11Texture2D_GetDesc(runner->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);
+ hr = ID3D11Device_CreateTexture2D(runner->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);
+ ID3D11DeviceContext_CopyResource(runner->immediate_context, rb->resource, (ID3D11Resource *)runner->rt);
+ hr = ID3D11DeviceContext_Map(runner->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)
+static void release_readback(struct d3d11_shader_runner *runner, struct resource_readback *rb)
{
- ID3D11DeviceContext_Unmap(context->immediate_context, rb->resource, 0);
+ ID3D11DeviceContext_Unmap(runner->immediate_context, rb->resource, 0);
ID3D11Resource_Release(rb->resource);
}
@@ -563,12 +563,12 @@ static void check_readback_data_vec4(struct resource_readback *rb,
static void d3d11_runner_probe_vec4(struct shader_runner *r, const RECT *rect, const struct vec4 *v, unsigned int ulps)
{
- struct d3d11_shader_context *context = d3d11_shader_context(r);
+ struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
struct resource_readback rb;
- init_readback(context, &rb);
+ init_readback(runner, &rb);
check_readback_data_vec4(&rb, rect, v, ulps);
- release_readback(context, &rb);
+ release_readback(runner, &rb);
}
static const struct shader_runner_ops d3d11_runner_ops =
@@ -581,8 +581,8 @@ static const struct shader_runner_ops d3d11_runner_ops =
void run_shader_tests_d3d11(int argc, char **argv)
{
+ struct d3d11_shader_runner runner;
HMODULE dxgi_module, d3d11_module;
- struct d3d11_shader_context context;
d3d11_module = LoadLibraryA("d3d11.dll");
dxgi_module = LoadLibraryA("dxgi.dll");
@@ -594,9 +594,9 @@ void run_shader_tests_d3d11(int argc, char **argv)
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);
+ init_test_context(&runner);
+ run_shader_tests(&runner.r, argc, argv, &d3d11_runner_ops);
+ destroy_test_context(&runner);
}
FreeLibrary(d3d11_module);
FreeLibrary(dxgi_module);
--
2.35.1
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