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@ -346,7 +346,7 @@ START_TEST(virgl_test_render_simple) |
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vs_handle = ctx_handle++; |
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virgl_encode_shader_state(&ctx, vs_handle, PIPE_SHADER_VERTEX, |
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&vs, text); |
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virgl_encode_bind_object(&ctx, vs_handle, VIRGL_OBJECT_SHADER); |
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virgl_encode_bind_shader(&ctx, vs_handle, PIPE_SHADER_VERTEX); |
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} |
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/* create fragment shader */ |
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@ -363,7 +363,7 @@ START_TEST(virgl_test_render_simple) |
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virgl_encode_shader_state(&ctx, fs_handle, PIPE_SHADER_FRAGMENT, |
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&fs, text); |
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virgl_encode_bind_object(&ctx, fs_handle, VIRGL_OBJECT_SHADER); |
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virgl_encode_bind_shader(&ctx, fs_handle, PIPE_SHADER_FRAGMENT); |
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} |
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/* set blend state */ |
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@ -571,7 +571,7 @@ START_TEST(virgl_test_render_geom_simple) |
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vs_handle = ctx_handle++; |
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virgl_encode_shader_state(&ctx, vs_handle, PIPE_SHADER_VERTEX, |
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&vs, text); |
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virgl_encode_bind_object(&ctx, vs_handle, VIRGL_OBJECT_SHADER); |
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virgl_encode_bind_shader(&ctx, vs_handle, PIPE_SHADER_VERTEX); |
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} |
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/* create geometry shader */ |
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@ -602,7 +602,7 @@ START_TEST(virgl_test_render_geom_simple) |
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gs_handle = ctx_handle++; |
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virgl_encode_shader_state(&ctx, gs_handle, PIPE_SHADER_GEOMETRY, |
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&gs, text); |
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virgl_encode_bind_object(&ctx, gs_handle, VIRGL_OBJECT_SHADER); |
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virgl_encode_bind_shader(&ctx, gs_handle, PIPE_SHADER_GEOMETRY); |
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} |
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/* create fragment shader */ |
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@ -619,7 +619,7 @@ START_TEST(virgl_test_render_geom_simple) |
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virgl_encode_shader_state(&ctx, fs_handle, PIPE_SHADER_FRAGMENT, |
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&fs, text); |
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virgl_encode_bind_object(&ctx, fs_handle, VIRGL_OBJECT_SHADER); |
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virgl_encode_bind_shader(&ctx, fs_handle, PIPE_SHADER_FRAGMENT); |
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} |
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/* set blend state */ |
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@ -847,7 +847,7 @@ START_TEST(virgl_test_render_xfb) |
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vs.stream_output.output[0].num_components = 4; |
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virgl_encode_shader_state(&ctx, vs_handle, PIPE_SHADER_VERTEX, |
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&vs, text); |
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virgl_encode_bind_object(&ctx, vs_handle, VIRGL_OBJECT_SHADER); |
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virgl_encode_bind_shader(&ctx, vs_handle, PIPE_SHADER_VERTEX); |
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} |
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/* create fragment shader */ |
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@ -863,8 +863,7 @@ START_TEST(virgl_test_render_xfb) |
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fs_handle = ctx_handle++; |
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virgl_encode_shader_state(&ctx, fs_handle, PIPE_SHADER_FRAGMENT, |
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&fs, text); |
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virgl_encode_bind_object(&ctx, fs_handle, VIRGL_OBJECT_SHADER); |
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virgl_encode_bind_shader(&ctx, fs_handle, PIPE_SHADER_FRAGMENT); |
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} |
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/* set blend state */ |
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@ -998,7 +997,7 @@ START_TEST(virgl_test_large_shader) |
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virgl_encode_shader_state(&ctx, fs_handle, PIPE_SHADER_FRAGMENT, |
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&fs, text); |
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virgl_encode_bind_object(&ctx, fs_handle, VIRGL_OBJECT_SHADER); |
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virgl_encode_bind_shader(&ctx, fs_handle, PIPE_SHADER_FRAGMENT); |
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} |
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testvirgl_fini_ctx_cmdbuf(&ctx); |
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