message: Broken Shader Test: added shader macros
diff: @@ -60,7 +60,7 @@ struct VSOut
  float4 pos [[position]];
  };
  -vertex VSOut vs_main()
  +vertex VSOut VSMain()
  {
  VSOut out = {};
  out.pos = float3(0.0, 0.0, 0.0);
  @@ -75,23 +75,26 @@ void TestBrokenShader(const char* Source, const char* Name, SHADER_SOURCE_LANGUA
  TestingEnvironment::ScopedReset EnvironmentAutoReset;
  - ShaderCreateInfo Attrs;
  - Attrs.Source = Source;
  - Attrs.EntryPoint = "VSMain";
  - Attrs.Desc.ShaderType = SHADER_TYPE_VERTEX;
  - Attrs.Desc.Name = Name;
  - Attrs.SourceLanguage = SourceLanguage;
  - Attrs.ShaderCompiler = pEnv->GetDefaultCompiler(Attrs.SourceLanguage);
  - Attrs.UseCombinedTextureSamplers = true;
  + ShaderCreateInfo ShaderCI;
  + ShaderCI.Source = Source;
  + ShaderCI.EntryPoint = "VSMain";
  + ShaderCI.Desc.ShaderType = SHADER_TYPE_VERTEX;
  + ShaderCI.Desc.Name = Name;
  + ShaderCI.SourceLanguage = SourceLanguage;
  + ShaderCI.ShaderCompiler = pEnv->GetDefaultCompiler(ShaderCI.SourceLanguage);
  + ShaderCI.UseCombinedTextureSamplers = true;
  +
  + ShaderMacro Macros[] = {{"TEST", "MACRO"}, {}};
  + ShaderCI.Macros = Macros;
  IDataBlob* pErrors = nullptr;
  - Attrs.ppCompilerOutput = &pErrors;
  + ShaderCI.ppCompilerOutput = &pErrors;
  pEnv->SetErrorAllowance(ErrorAllowance, "\n\nNo worries, testing broken shader...\n\n");
  RefCntAutoPtr<IShader> pBrokenShader;
  - pDevice->CreateShader(Attrs, &pBrokenShader);
  + pDevice->CreateShader(ShaderCI, &pBrokenShader);
  EXPECT_FALSE(pBrokenShader);
  - EXPECT_TRUE(pErrors);
  + ASSERT_NE(pErrors, nullptr);
  const char* Msg = reinterpret_cast<const char*>(pErrors->GetDataPtr());
  LOG_INFO_MESSAGE("Compiler output:\n", Msg);
  pErrors->Release();
  