Signed-off-by: Zebediah Figura zfigura@codeweavers.com --- tests/shader_runner_d3d12.c | 62 ++++++++++++++++++------------------- 1 file changed, 31 insertions(+), 31 deletions(-)
diff --git a/tests/shader_runner_d3d12.c b/tests/shader_runner_d3d12.c index eec9582c7..a6db29ff6 100644 --- a/tests/shader_runner_d3d12.c +++ b/tests/shader_runner_d3d12.c @@ -38,18 +38,18 @@ static struct d3d12_texture *d3d12_texture(struct texture *t) return CONTAINING_RECORD(t, struct d3d12_texture, t); }
-struct d3d12_shader_context +struct d3d12_shader_runner { - struct shader_runner c; + struct shader_runner r;
struct test_context test_context;
ID3D12DescriptorHeap *heap; };
-static struct d3d12_shader_context *d3d12_shader_context(struct shader_runner *r) +static struct d3d12_shader_runner *d3d12_shader_runner(struct shader_runner *r) { - return CONTAINING_RECORD(r, struct d3d12_shader_context, c); + return CONTAINING_RECORD(r, struct d3d12_shader_runner, r); }
static ID3D10Blob *compile_shader(const char *source, enum shader_model shader_model) @@ -82,14 +82,14 @@ static ID3D10Blob *compile_shader(const char *source, enum shader_model shader_m
static struct texture *d3d12_runner_create_texture(struct shader_runner *r, const struct texture_params *params) { - struct d3d12_shader_context *context = d3d12_shader_context(r); - struct test_context *test_context = &context->test_context; + struct d3d12_shader_runner *runner = d3d12_shader_runner(r); + struct test_context *test_context = &runner->test_context; ID3D12Device *device = test_context->device; D3D12_SUBRESOURCE_DATA resource_data; struct d3d12_texture *texture;
- if (!context->heap) - context->heap = create_gpu_descriptor_heap(device, + if (!runner->heap) + runner->heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
if (params->slot >= MAX_RESOURCE_DESCRIPTORS) @@ -108,7 +108,7 @@ static struct texture *d3d12_runner_create_texture(struct shader_runner *r, cons transition_resource_state(test_context->list, texture->resource, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); ID3D12Device_CreateShaderResourceView(device, texture->resource, - NULL, get_cpu_descriptor_handle(test_context, context->heap, params->slot)); + NULL, get_cpu_descriptor_handle(test_context, runner->heap, params->slot));
return &texture->t; } @@ -123,8 +123,8 @@ static void d3d12_runner_destroy_texture(struct shader_runner *r, struct texture
static void d3d12_runner_draw_quad(struct shader_runner *r) { - struct d3d12_shader_context *context = d3d12_shader_context(r); - struct test_context *test_context = &context->test_context; + struct d3d12_shader_runner *runner = d3d12_shader_runner(r); + struct test_context *test_context = &runner->test_context;
ID3D12GraphicsCommandList *command_list = test_context->list; D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0}; @@ -140,7 +140,7 @@ static void d3d12_runner_draw_quad(struct shader_runner *r) HRESULT hr; size_t i;
- if (!(ps_code = compile_shader(context->c.ps_source, context->c.minimum_shader_model))) + if (!(ps_code = compile_shader(runner->r.ps_source, runner->r.minimum_shader_model))) return;
root_signature_desc.NumParameters = 0; @@ -148,20 +148,20 @@ static void d3d12_runner_draw_quad(struct shader_runner *r) root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = static_samplers;
- if (context->c.uniform_count) + if (runner->r.uniform_count) { uniform_index = root_signature_desc.NumParameters++; root_param = &root_params[uniform_index]; root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; root_param->Constants.ShaderRegister = 0; root_param->Constants.RegisterSpace = 0; - root_param->Constants.Num32BitValues = context->c.uniform_count; + root_param->Constants.Num32BitValues = runner->r.uniform_count; root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; }
- for (i = 0; i < context->c.texture_count; ++i) + for (i = 0; i < runner->r.texture_count; ++i) { - struct d3d12_texture *texture = d3d12_texture(context->c.textures[i]); + struct d3d12_texture *texture = d3d12_texture(runner->r.textures[i]); D3D12_DESCRIPTOR_RANGE *range;
range = &texture->descriptor_range; @@ -182,10 +182,10 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
assert(root_signature_desc.NumParameters <= ARRAY_SIZE(root_params));
- for (i = 0; i < context->c.sampler_count; ++i) + for (i = 0; i < runner->r.sampler_count; ++i) { D3D12_STATIC_SAMPLER_DESC *sampler_desc = &static_samplers[root_signature_desc.NumStaticSamplers++]; - const struct sampler *sampler = &context->c.samplers[i]; + const struct sampler *sampler = &runner->r.samplers[i];
memset(sampler_desc, 0, sizeof(*sampler_desc)); sampler_desc->Filter = sampler->filter; @@ -214,15 +214,15 @@ static void d3d12_runner_draw_quad(struct shader_runner *r) test_context->pso[test_context->pso_count++] = pso;
ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, test_context->root_signature); - if (context->c.uniform_count) + if (runner->r.uniform_count) ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, uniform_index, - context->c.uniform_count, context->c.uniforms, 0); - for (i = 0; i < context->c.texture_count; ++i) + runner->r.uniform_count, runner->r.uniforms, 0); + for (i = 0; i < runner->r.texture_count; ++i) { - struct d3d12_texture *texture = d3d12_texture(context->c.textures[i]); + struct d3d12_texture *texture = d3d12_texture(runner->r.textures[i]);
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, texture->root_index, - get_gpu_descriptor_handle(test_context, context->heap, texture->t.slot)); + get_gpu_descriptor_handle(test_context, runner->heap, texture->t.slot)); }
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &test_context->rtv, false, NULL); @@ -246,8 +246,8 @@ static void d3d12_runner_draw_quad(struct shader_runner *r) static void d3d12_runner_probe_vec4(struct shader_runner *r, const RECT *rect, const struct vec4 *v, unsigned int ulps) { - struct d3d12_shader_context *context = d3d12_shader_context(r); - struct test_context *test_context = &context->test_context; + struct d3d12_shader_runner *runner = d3d12_shader_runner(r); + struct test_context *test_context = &runner->test_context; struct resource_readback rb;
get_texture_readback_with_command_list(test_context->render_target, 0, &rb, @@ -274,16 +274,16 @@ void run_shader_tests_d3d12(int argc, char **argv) .no_root_signature = true, .rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT, }; - struct d3d12_shader_context context = {0}; + struct d3d12_shader_runner runner = {0};
parse_args(argc, argv); enable_d3d12_debug_layer(argc, argv); init_adapter_info(); - init_test_context(&context.test_context, &desc); + init_test_context(&runner.test_context, &desc);
- run_shader_tests(&context.c, argc, argv, &d3d12_runner_ops); + run_shader_tests(&runner.r, argc, argv, &d3d12_runner_ops);
- if (context.heap) - ID3D12DescriptorHeap_Release(context.heap); - destroy_test_context(&context.test_context); + if (runner.heap) + ID3D12DescriptorHeap_Release(runner.heap); + destroy_test_context(&runner.test_context); }