[PATCH vkd3d 6/6] tests: Use SV_VertexID to draw a triangle in d3d11_runner_draw_quad().

Giovanni Mascellani gmascellani at codeweavers.com
Tue Mar 15 07:52:19 CDT 2022


Signed-off-by: Giovanni Mascellani <gmascellani at codeweavers.com>

Il 09/03/22 00:58, Zebediah Figura ha scritto:
> 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)



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