Skip to content
Snippets Groups Projects

tests: Test sm1 inter-stage interface matching.

Merged Elizabeth Figura requested to merge zfigura/vkd3d:mr3 into master

Merge request reports

Merge request pipeline #33907 skipped

Merge request pipeline skipped for 212333bf

Approval is optional

Merged by Henri VerbeetHenri Verbeet 5 months ago (Oct 28, 2024 5:11pm UTC)

Merge details

  • Changes merged into with 212333bf.
  • Did not delete the source branch.

Activity

Filter activity
  • Approvals
  • Assignees & reviewers
  • Comments (from bots)
  • Comments (from users)
  • Commits & branches
  • Edits
  • Labels
  • Lock status
  • Mentions
  • Merge request status
  • Tracking
  • added 3 commits

    • 92abfed6 - tests/shader_runner: Compile HLSL for all stages before compiling SPIRV.
    • cfd19189 - tests/shader_runner: Build a varying map in the Vulkan runner.
    • 0b210e97 - tests: Add a test for sm1 inter-stage interface matching.

    Compare with previous version

  • added 1 commit

    • e649ead8 - tests: Add a test for sm1 inter-stage interface matching.

    Compare with previous version

  • @@ -308,14 +300,9 @@ static bool compile_shader(struct vulkan_shader_runner *runner, const char *sour
         info.options = options;
         info.option_count = 0;
     
    -    option = &options[info.option_count++];
    -    option->name = VKD3D_SHADER_COMPILE_OPTION_API_VERSION;
    -    option->value = VKD3D_SHADER_API_VERSION_1_13;
    -

    That doesn't seem right. More broadly though, is there any reason the Vulkan runner should avoid using D3DCompile()? That's what all the other runners use for HLSL compilation, and ultimately I think we should just use the output from compile_shader() in shader_runner.c.

  • added 7 commits

    • e32ad50a - tests/shader_runner: Store the dxc_compiler in the shader_runner.
    • f13527b7 - tests/shader_runner: Centralize the compile_hlsl() helper in shader_runner.c.
    • b85a5910 - tests/shader_runner: Split HLSL and SPIRV compilation in the Vulkan shader runner.
    • 6f580640 - tests/shader_runner: Store DXBC and signatures for all shaders in the vulkan_shader_runner.
    • 6a0972a3 - tests/shader_runner: Compile HLSL for all stages before compiling SPIRV.
    • 8cd365e1 - tests/shader_runner: Build a varying map in the Vulkan runner.
    • b95138ed - tests: Add a test for sm1 inter-stage interface matching.

    Compare with previous version

  • More broadly though, is there any reason the Vulkan runner should avoid using D3DCompile()? That's what all the other runners use for HLSL compilation, and ultimately I think we should just use the output from compile_shader() in shader_runner.c.

    I don't think there's any reason, no. I've pushed a new version that just uses D3DCompile() here, and deduplicates the compile_hlsl() helper while we're at it.

  • Henri Verbeet approved this merge request

    approved this merge request

  • Henri Verbeet added 34 commits

    added 34 commits

    • b95138ed...390a330b - 25 commits from branch wine:master
    • d39e840c - tests/shader_runner: Store shader caps using an array.
    • ccdac489 - tests/shader_runner: Get rid of the "dxbc_ptr" parameter to create_shader_stage().
    • b492ebc3 - tests/shader_runner: Store shader sources as an array.
    • 591ae5e1 - tests/shader_runner: Store the dxc_compiler in the shader_runner.
    • b3eee0a3 - tests/shader_runner: Centralize the compile_hlsl() helper in shader_runner.c.
    • d287e0d8 - tests/shader_runner: Split HLSL and SPIRV compilation in the Vulkan shader runner.
    • d12a9738 - tests/shader_runner: Compile HLSL for all stages before compiling SPIRV.
    • e452519d - tests/shader_runner: Build a varying map in the Vulkan runner.
    • 212333bf - tests: Add a test for sm1 inter-stage interface matching.

    Compare with previous version

Please register or sign in to reply
Loading