[PATCH vkd3d 6/6] tests: Use SV_VertexID to draw a triangle in d3d11_runner_draw_quad().
Zebediah Figura
zfigura at codeweavers.com
Tue Mar 8 17:58:18 CST 2022
Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
---
tests/shader_runner_d3d11.c | 55 ++++++-------------------------------
1 file changed, 9 insertions(+), 46 deletions(-)
diff --git a/tests/shader_runner_d3d11.c b/tests/shader_runner_d3d11.c
index 79f98640e..6290ac290 100644
--- a/tests/shader_runner_d3d11.c
+++ b/tests/shader_runner_d3d11.c
@@ -62,9 +62,7 @@ struct d3d11_shader_context
ID3D11RenderTargetView *rtv;
ID3D11DeviceContext *immediate_context;
- ID3D11InputLayout *input_layout;
ID3D11VertexShader *vs;
- ID3D11Buffer *vb;
};
static struct d3d11_shader_context *d3d11_shader_context(struct shader_context *c)
@@ -325,12 +323,8 @@ 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);
@@ -411,28 +405,15 @@ static void d3d11_runner_destroy_texture(struct shader_context *c, struct textur
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"
+ "void main(uint id : SV_VertexID, out float4 position : SV_Position)\n"
"{\n"
- " return position;\n"
+ " float2 coords = float2((id << 1) & 2, id & 2);\n"
+ " position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);\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;
@@ -451,30 +432,16 @@ static void d3d11_runner_draw_quad(struct shader_context *c)
if (!(ps_code = compile_shader(context->c.ps_source, ps_profiles[context->c.minimum_shader_model])))
return;
- if (!context->input_layout || !context->vs)
+ if (!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);
- }
-
+ 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);
@@ -514,15 +481,11 @@ static void d3d11_runner_draw_quad(struct shader_context *c)
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_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_Draw(context->immediate_context, 4, 0);
+ ID3D11DeviceContext_Draw(context->immediate_context, 3, 0);
ID3D11PixelShader_Release(ps);
if (cb)
--
2.35.1
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