[PATCH vkd3d 3/5] tests: Use angle brackets instead of square brackets to separate shader test sections.

Henri Verbeet hverbeet at gmail.com
Mon Mar 7 12:15:36 CST 2022


On Mon, 7 Mar 2022 at 17:47, Zebediah Figura <zfigura at codeweavers.com> wrote:
> On 3/7/22 05:40, Henri Verbeet wrote:
> > On Mon, 7 Mar 2022 at 03:05, Zebediah Figura <zfigura at codeweavers.com> wrote:
> > The traditional way to do this kind of thing is a
> > here-document/here-string construction. Is that something we've
> > considered?
>
> Not per se, although I'm not sure it's an improvement. Here-strings are
> kind of more inconvenient to type, and get away with it in the general
> case because they're kind of rare, but we'll have at least one per file.
>
Would we? HLSL attributes aren't uncommon, but we certainly already
have a fair number of existing .shader_test files without them. We
should be able to keep those as-is.

> Perhaps more saliently, I'd like to be able to easily visually parse
> sections (especially since we won't have anything like syntax
> highlighting to help us), which implies at least that the test header
> should be dissimilar to HLSL attributes.

I suppose we could also just indent the shaders by one level, and then
strip that indentation before compilation. E.g.:

    [pixel shader]
        uniform float4 colour;

        float4 main() : sv_target
        {
            return colour;
        }

    [vertex shader]
        ...

The other option is defining an escape character, of course, but it it
tends to be less convenient than either of the options mentioned
above.



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