Giovanni Mascellani (@giomasce) commented about tests/shader_runner.c:
vkd3d_test_pop_context(); }
}
+void run_shader_tests(struct shader_runner *runner, const struct shader_runner_ops *ops) +{
- run_shader_tests_range(runner, ops, SHADER_MODEL_2_0, SHADER_MODEL_6_0, false, NULL);
+}
+static void run_compilation_tests(enum shader_model minimum_shader_model, enum shader_model maximum_shader_model,
void *dxc_compiler)
+{
- struct shader_runner runner = {0};
- run_shader_tests_range(&runner, NULL, minimum_shader_model, maximum_shader_model, true, dxc_compiler);
+}
Instead of introducing a flag that must be checked throughout the runner, I'd rather introduce another runner ops that just compiles and does nothing else.
Also, it doesn't make sense to run pure compilation tests on crosstest and Windows builds, given that all the shader models are natively supported there anyway.