[PATCH vkd3d v2 2/7] tests: Move the drawing and readback implementation to the d3d12 shader runner.
Zebediah Figura
zfigura at codeweavers.com
Fri Jan 14 17:33:03 CST 2022
Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
---
Makefile.am | 3 +-
tests/d3d12_test_utils.h | 5 +-
tests/shader_runner.c | 276 +++++-------------------------------
tests/shader_runner.h | 59 +++++++-
tests/shader_runner_d3d12.c | 193 ++++++++++++++++++++++++-
tests/utils.h | 58 ++++++++
6 files changed, 343 insertions(+), 251 deletions(-)
create mode 100644 tests/utils.h
diff --git a/Makefile.am b/Makefile.am
index 84aba0ee7..e6d20e700 100644
--- a/Makefile.am
+++ b/Makefile.am
@@ -111,7 +111,8 @@ vkd3d_shader_tests = \
vkd3d_test_headers = \
tests/d3d12_crosstest.h \
tests/d3d12_test_utils.h \
- tests/shader_runner.h
+ tests/shader_runner.h \
+ tests/utils.h
vkd3d_demos = \
demos/vkd3d-gears \
diff --git a/tests/d3d12_test_utils.h b/tests/d3d12_test_utils.h
index 46dcd8761..cf045feec 100644
--- a/tests/d3d12_test_utils.h
+++ b/tests/d3d12_test_utils.h
@@ -19,10 +19,7 @@
#ifndef __VKD3D_D3D12_TEST_UTILS_H
#define __VKD3D_D3D12_TEST_UTILS_H
-struct vec4
-{
- float x, y, z, w;
-};
+#include "utils.h"
#define wait_queue_idle(a, b) wait_queue_idle_(__LINE__, a, b)
static void wait_queue_idle_(unsigned int line, ID3D12Device *device, ID3D12CommandQueue *queue);
diff --git a/tests/shader_runner.c b/tests/shader_runner.c
index df4344881..76823e165 100644
--- a/tests/shader_runner.c
+++ b/tests/shader_runner.c
@@ -42,9 +42,19 @@
* DEALINGS IN THE SOFTWARE.
*/
-#include "d3d12_crosstest.h"
-#include "shader_runner.h"
+#define COBJMACROS
+#define CONST_VTABLE
+#include "config.h"
+#include <ctype.h>
#include <errno.h>
+#include <stdbool.h>
+#include <stdio.h>
+#include "vkd3d_windows.h"
+#include "vkd3d_d3dcommon.h"
+#include "vkd3d_d3dcompiler.h"
+#include "vkd3d_common.h"
+#include "vkd3d_test.h"
+#include "shader_runner.h"
static void VKD3D_NORETURN VKD3D_PRINTF_FUNC(1, 2) fatal_error(const char *format, ...)
{
@@ -56,88 +66,8 @@ static void VKD3D_NORETURN VKD3D_PRINTF_FUNC(1, 2) fatal_error(const char *forma
exit(1);
}
-static bool vkd3d_array_reserve(void **elements, size_t *capacity, size_t element_count, size_t element_size)
-{
- size_t new_capacity, max_capacity;
- void *new_elements;
-
- if (element_count <= *capacity)
- return true;
-
- max_capacity = ~(size_t)0 / element_size;
- if (max_capacity < element_count)
- return false;
-
- new_capacity = max(*capacity, 4);
- while (new_capacity < element_count && new_capacity <= max_capacity / 2)
- new_capacity *= 2;
-
- if (new_capacity < element_count)
- new_capacity = element_count;
-
- if (!(new_elements = realloc(*elements, new_capacity * element_size)))
- return false;
-
- *elements = new_elements;
- *capacity = new_capacity;
-
- return true;
-}
-
-enum texture_data_type
-{
- TEXTURE_DATA_FLOAT,
- TEXTURE_DATA_SINT,
- TEXTURE_DATA_UINT,
-};
-
-struct sampler
-{
- unsigned int slot;
-
- D3D12_FILTER filter;
- D3D12_TEXTURE_ADDRESS_MODE u_address, v_address, w_address;
-};
-
-struct texture
-{
- unsigned int slot;
-
- DXGI_FORMAT format;
- enum texture_data_type data_type;
- unsigned int texel_size;
- unsigned int width, height;
- uint8_t *data;
- size_t data_size, data_capacity;
-
- D3D12_DESCRIPTOR_RANGE descriptor_range;
- ID3D12DescriptorHeap *heap;
- ID3D12Resource *resource;
- unsigned int root_index;
-};
-
-struct shader_context
-{
- const struct shader_runner_ops *ops;
-
- struct test_context c;
-
- ID3D10Blob *ps_code;
-
- uint32_t *uniforms;
- size_t uniform_count;
-
- struct texture *textures;
- size_t texture_count;
-
- struct sampler *samplers;
- size_t sampler_count;
-};
-
static void free_texture(struct texture *texture)
{
- ID3D12DescriptorHeap_Release(texture->heap);
- ID3D12Resource_Release(texture->resource);
free(texture->data);
memset(texture, 0, sizeof(*texture));
}
@@ -320,119 +250,11 @@ static void parse_test_directive(struct shader_context *context, const char *lin
{
if (match_string(line, "draw quad", &line))
{
- D3D12_SHADER_BYTECODE ps
- = {ID3D10Blob_GetBufferPointer(context->ps_code), ID3D10Blob_GetBufferSize(context->ps_code)};
- ID3D12GraphicsCommandList *command_list = context->c.list;
- D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0};
- D3D12_ROOT_PARAMETER root_params[3], *root_param;
- D3D12_STATIC_SAMPLER_DESC static_samplers[1];
- static const float clear_color[4];
- unsigned int uniform_index;
- ID3D12PipelineState *pso;
- HRESULT hr;
- size_t i;
-
- root_signature_desc.NumParameters = 0;
- root_signature_desc.pParameters = root_params;
- root_signature_desc.NumStaticSamplers = 0;
- root_signature_desc.pStaticSamplers = static_samplers;
-
- if (context->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->uniform_count;
- root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
- }
-
- for (i = 0; i < context->texture_count; ++i)
- {
- struct texture *texture = &context->textures[i];
- D3D12_DESCRIPTOR_RANGE *range = &texture->descriptor_range;
- D3D12_SUBRESOURCE_DATA resource_data;
-
- texture->root_index = root_signature_desc.NumParameters++;
- root_param = &root_params[texture->root_index];
- root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- root_param->DescriptorTable.NumDescriptorRanges = 1;
- root_param->DescriptorTable.pDescriptorRanges = range;
- root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
-
- range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
- range->NumDescriptors = 1;
- range->BaseShaderRegister = texture->slot;
- range->RegisterSpace = 0;
- range->OffsetInDescriptorsFromTableStart = 0;
-
- if (!texture->resource)
- {
- texture->heap = create_gpu_descriptor_heap(context->c.device,
- D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
- texture->resource = create_default_texture(context->c.device, texture->width, texture->height,
- texture->format, 0, D3D12_RESOURCE_STATE_COPY_DEST);
- resource_data.pData = texture->data;
- resource_data.SlicePitch = resource_data.RowPitch = texture->width * texture->texel_size;
- upload_texture_data(texture->resource, &resource_data, 1, context->c.queue, command_list);
- reset_command_list(command_list, context->c.allocator);
- transition_resource_state(command_list, texture->resource, D3D12_RESOURCE_STATE_COPY_DEST,
- D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
- ID3D12Device_CreateShaderResourceView(context->c.device, texture->resource,
- NULL, get_cpu_descriptor_handle(&context->c, texture->heap, 0));
- }
- }
-
- assert(root_signature_desc.NumParameters <= ARRAY_SIZE(root_params));
-
- for (i = 0; i < context->sampler_count; ++i)
- {
- D3D12_STATIC_SAMPLER_DESC *sampler_desc = &static_samplers[root_signature_desc.NumStaticSamplers++];
- const struct sampler *sampler = &context->samplers[i];
-
- memset(sampler_desc, 0, sizeof(*sampler_desc));
- sampler_desc->Filter = sampler->filter;
- sampler_desc->AddressU = sampler->u_address;
- sampler_desc->AddressV = sampler->v_address;
- sampler_desc->AddressW = sampler->w_address;
- sampler_desc->ShaderRegister = sampler->slot;
- sampler_desc->RegisterSpace = 0;
- sampler_desc->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
- }
-
- if (context->c.root_signature)
- ID3D12RootSignature_Release(context->c.root_signature);
- hr = create_root_signature(context->c.device, &root_signature_desc, &context->c.root_signature);
- ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
-
- pso = create_pipeline_state(context->c.device, context->c.root_signature, context->c.render_target_desc.Format,
- NULL, &ps, NULL);
- if (!pso)
- return;
- vkd3d_array_reserve((void **)&context->c.pso, &context->c.pso_capacity, context->c.pso_count + 1, sizeof(*context->c.pso));
- context->c.pso[context->c.pso_count++] = pso;
-
- ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context->c.root_signature);
- if (context->uniform_count)
- ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, uniform_index,
- context->uniform_count, context->uniforms, 0);
- for (i = 0; i < context->texture_count; ++i)
- ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, context->textures[i].root_index,
- get_gpu_descriptor_handle(&context->c, context->textures[i].heap, 0));
-
- ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context->c.rtv, false, NULL);
- ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context->c.scissor_rect);
- ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context->c.viewport);
- ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context->c.rtv, clear_color, 0, NULL);
- ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
- ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
- transition_resource_state(command_list, context->c.render_target,
- D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
+ context->ops->draw_quad(context);
}
else if (match_string(line, "probe all rgba", &line))
{
+ static const RECT rect = {0, 0, 640, 480};
unsigned int ulps;
struct vec4 v;
int ret;
@@ -442,13 +264,12 @@ static void parse_test_directive(struct shader_context *context, const char *lin
fatal_error("Malformed probe arguments '%s'.\n", line);
if (ret < 5)
ulps = 0;
- check_sub_resource_vec4(context->c.render_target, 0, context->c.queue, context->c.list, &v, ulps);
- reset_command_list(context->c.list, context->c.allocator);
+
+ context->ops->probe_vec4(context, &rect, &v, ulps);
}
else if (match_string(line, "probe rect rgba", &line))
{
unsigned int x, y, w, h, ulps;
- struct resource_readback rb;
struct vec4 v;
RECT rect;
int ret;
@@ -460,18 +281,14 @@ static void parse_test_directive(struct shader_context *context, const char *lin
if (ret < 9)
ulps = 0;
- get_texture_readback_with_command_list(context->c.render_target, 0, &rb, context->c.queue, context->c.list);
rect.left = x;
rect.right = x + w;
rect.top = y;
rect.bottom = y + h;
- check_readback_data_vec4(&rb, &rect, &v, ulps);
- release_resource_readback(&rb);
- reset_command_list(context->c.list, context->c.allocator);
+ context->ops->probe_vec4(context, &rect, &v, ulps);
}
else if (match_string(line, "probe rgba", &line))
{
- struct resource_readback rb;
unsigned int x, y, ulps;
struct vec4 v;
RECT rect;
@@ -483,14 +300,11 @@ static void parse_test_directive(struct shader_context *context, const char *lin
if (ret < 7)
ulps = 0;
- get_texture_readback_with_command_list(context->c.render_target, 0, &rb, context->c.queue, context->c.list);
rect.left = x;
rect.right = x + 1;
rect.top = y;
rect.bottom = y + 1;
- check_readback_data_vec4(&rb, &rect, &v, ulps);
- release_resource_readback(&rb);
- reset_command_list(context->c.list, context->c.allocator);
+ context->ops->probe_vec4(context, &rect, &v, ulps);
}
else if (match_string(line, "uniform", &line))
{
@@ -590,30 +404,18 @@ static struct texture *get_texture(struct shader_context *context, unsigned int
return NULL;
}
-void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops)
+void run_shader_tests(struct shader_context *context, int argc, char **argv, const struct shader_runner_ops *ops)
{
- static const struct test_context_desc desc =
- {
- .rt_width = 640,
- .rt_height = 480,
- .no_root_signature = true,
- .rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT,
- };
size_t shader_source_size = 0, shader_source_len = 0;
struct sampler *current_sampler = NULL;
struct texture *current_texture = NULL;
enum parse_state state = STATE_NONE;
unsigned int i, line_number = 0;
- struct shader_context context;
const char *filename = NULL;
char *shader_source = NULL;
char line[256];
FILE *f;
- parse_args(argc, argv);
- enable_d3d12_debug_layer(argc, argv);
- init_adapter_info();
-
for (i = 1; i < argc; ++i)
{
if (argv[i][0] != '-')
@@ -635,9 +437,8 @@ void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops
return;
}
- memset(&context, 0, sizeof(context));
- context.ops = ops;
- init_test_context(&context.c, &desc);
+ memset(context, 0, sizeof(*context));
+ context->ops = ops;
for (;;)
{
@@ -656,7 +457,7 @@ void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops
break;
case STATE_SHADER_PIXEL:
- if (!(context.ps_code = context.ops->compile_shader(shader_source)))
+ if (!(context->ps_code = context->ops->compile_shader(context, shader_source)))
return;
shader_source_len = 0;
break;
@@ -747,9 +548,9 @@ void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops
{
state = STATE_SHADER_PIXEL;
- if (context.ps_code)
- ID3D10Blob_Release(context.ps_code);
- context.ps_code = NULL;
+ if (context->ps_code)
+ ID3D10Blob_Release(context->ps_code);
+ context->ps_code = NULL;
}
else if (!strcmp(line, "[pixel shader fail]\n"))
{
@@ -759,15 +560,15 @@ void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops
{
state = STATE_SAMPLER;
- if ((current_sampler = get_sampler(&context, index)))
+ if ((current_sampler = get_sampler(context, index)))
{
memset(current_sampler, 0, sizeof(*current_sampler));
}
else
{
- context.samplers = realloc(context.samplers,
- ++context.sampler_count * sizeof(*context.samplers));
- current_sampler = &context.samplers[context.sampler_count - 1];
+ context->samplers = realloc(context->samplers,
+ ++context->sampler_count * sizeof(*context->samplers));
+ current_sampler = &context->samplers[context->sampler_count - 1];
memset(current_sampler, 0, sizeof(*current_sampler));
}
current_sampler->slot = index;
@@ -780,15 +581,15 @@ void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops
{
state = STATE_TEXTURE;
- if ((current_texture = get_texture(&context, index)))
+ if ((current_texture = get_texture(context, index)))
{
free_texture(current_texture);
}
else
{
- context.textures = realloc(context.textures,
- ++context.texture_count * sizeof(*context.textures));
- current_texture = &context.textures[context.texture_count - 1];
+ context->textures = realloc(context->textures,
+ ++context->texture_count * sizeof(*context->textures));
+ current_texture = &context->textures[context->texture_count - 1];
memset(current_texture, 0, sizeof(*current_texture));
}
current_texture->slot = index;
@@ -841,17 +642,16 @@ void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops
break;
case STATE_TEST:
- parse_test_directive(&context, line);
+ parse_test_directive(context, line);
break;
}
}
}
- if (context.ps_code)
- ID3D10Blob_Release(context.ps_code);
- for (i = 0; i < context.texture_count; ++i)
- free_texture(&context.textures[i]);
- destroy_test_context(&context.c);
+ if (context->ps_code)
+ ID3D10Blob_Release(context->ps_code);
+ for (i = 0; i < context->texture_count; ++i)
+ free_texture(&context->textures[i]);
fclose(f);
}
diff --git a/tests/shader_runner.h b/tests/shader_runner.h
index 5178c6544..4d5242ea1 100644
--- a/tests/shader_runner.h
+++ b/tests/shader_runner.h
@@ -18,12 +18,67 @@
#include "vkd3d_windows.h"
#include "vkd3d_d3dcommon.h"
+#include "vkd3d_d3d12.h"
+#include "vkd3d_dxgiformat.h"
+#include "utils.h"
+
+struct draw_params;
+
+enum texture_data_type
+{
+ TEXTURE_DATA_FLOAT,
+ TEXTURE_DATA_SINT,
+ TEXTURE_DATA_UINT,
+};
+
+struct sampler
+{
+ unsigned int slot;
+
+ D3D12_FILTER filter;
+ D3D12_TEXTURE_ADDRESS_MODE u_address, v_address, w_address;
+};
+
+struct texture
+{
+ unsigned int slot;
+
+ DXGI_FORMAT format;
+ enum texture_data_type data_type;
+ unsigned int texel_size;
+ unsigned int width, height;
+ uint8_t *data;
+ size_t data_size, data_capacity;
+
+ D3D12_DESCRIPTOR_RANGE descriptor_range;
+ ID3D12DescriptorHeap *heap;
+ ID3D12Resource *resource;
+ unsigned int root_index;
+};
+
+struct shader_context
+{
+ const struct shader_runner_ops *ops;
+
+ ID3D10Blob *ps_code;
+
+ uint32_t *uniforms;
+ size_t uniform_count;
+
+ struct texture *textures;
+ size_t texture_count;
+
+ struct sampler *samplers;
+ size_t sampler_count;
+};
struct shader_runner_ops
{
- ID3D10Blob *(*compile_shader)(const char *source);
+ ID3D10Blob *(*compile_shader)(struct shader_context *context, const char *source);
+ void (*draw_quad)(struct shader_context *context);
+ void (*probe_vec4)(struct shader_context *context, const RECT *rect, const struct vec4 *v, unsigned int ulps);
};
-void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops);
+void run_shader_tests(struct shader_context *context, int argc, char **argv, const struct shader_runner_ops *ops);
void run_shader_tests_d3d12(int argc, char **argv);
diff --git a/tests/shader_runner_d3d12.c b/tests/shader_runner_d3d12.c
index 6246c8701..e30e0f931 100644
--- a/tests/shader_runner_d3d12.c
+++ b/tests/shader_runner_d3d12.c
@@ -16,16 +16,26 @@
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
+#include <assert.h>
#define COBJMACROS
#define CONST_VTABLE
#define VKD3D_TEST_NO_DEFS
-#include "vkd3d_windows.h"
-#include "vkd3d_d3dcommon.h"
-#include "vkd3d_d3dcompiler.h"
-#include "vkd3d_test.h"
+#include "d3d12_crosstest.h"
#include "shader_runner.h"
-static ID3D10Blob *d3d12_runner_compile_shader(const char *source)
+struct d3d12_shader_context
+{
+ struct shader_context c;
+
+ struct test_context test_context;
+};
+
+static struct d3d12_shader_context *d3d12_shader_context(struct shader_context *c)
+{
+ return CONTAINING_RECORD(c, struct d3d12_shader_context, c);
+}
+
+static ID3D10Blob *d3d12_runner_compile_shader(struct shader_context *c, const char *source)
{
ID3D10Blob *blob = NULL, *errors = NULL;
HRESULT hr;
@@ -41,12 +51,183 @@ static ID3D10Blob *d3d12_runner_compile_shader(const char *source)
return blob;
}
+static void d3d12_runner_draw_quad(struct shader_context *c)
+{
+ struct d3d12_shader_context *context = d3d12_shader_context(c);
+ struct test_context *test_context = &context->test_context;
+
+ D3D12_SHADER_BYTECODE ps
+ = {ID3D10Blob_GetBufferPointer(context->c.ps_code), ID3D10Blob_GetBufferSize(context->c.ps_code)};
+ ID3D12GraphicsCommandList *command_list = test_context->list;
+ D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0};
+ D3D12_ROOT_PARAMETER root_params[3], *root_param;
+ ID3D12CommandQueue *queue = test_context->queue;
+ D3D12_STATIC_SAMPLER_DESC static_samplers[1];
+ ID3D12Device *device = test_context->device;
+ static const float clear_color[4];
+ unsigned int uniform_index;
+ ID3D12PipelineState *pso;
+ HRESULT hr;
+ size_t i;
+
+ root_signature_desc.NumParameters = 0;
+ root_signature_desc.pParameters = root_params;
+ root_signature_desc.NumStaticSamplers = 0;
+ root_signature_desc.pStaticSamplers = static_samplers;
+
+ if (context->c.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->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
+ }
+
+ for (i = 0; i < context->c.texture_count; ++i)
+ {
+ struct texture *texture = &context->c.textures[i];
+ D3D12_SUBRESOURCE_DATA resource_data;
+ D3D12_DESCRIPTOR_RANGE *range;
+ ID3D12Resource *resource;
+
+ range = &texture->descriptor_range;
+
+ texture->root_index = root_signature_desc.NumParameters++;
+ root_param = &root_params[texture->root_index];
+ root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+ root_param->DescriptorTable.NumDescriptorRanges = 1;
+ root_param->DescriptorTable.pDescriptorRanges = range;
+ root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
+
+ range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
+ range->NumDescriptors = 1;
+ range->BaseShaderRegister = texture->slot;
+ range->RegisterSpace = 0;
+ range->OffsetInDescriptorsFromTableStart = 0;
+
+ texture->heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
+ resource = create_default_texture(device, texture->width, texture->height,
+ texture->format, 0, D3D12_RESOURCE_STATE_COPY_DEST);
+ resource_data.pData = texture->data;
+ resource_data.SlicePitch = resource_data.RowPitch = texture->width * texture->texel_size;
+ upload_texture_data(resource, &resource_data, 1, queue, command_list);
+ reset_command_list(command_list, test_context->allocator);
+ transition_resource_state(command_list, resource, D3D12_RESOURCE_STATE_COPY_DEST,
+ D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+ ID3D12Device_CreateShaderResourceView(device, resource,
+ NULL, get_cpu_descriptor_handle(test_context, texture->heap, 0));
+
+ texture->resource = resource;
+ }
+
+ assert(root_signature_desc.NumParameters <= ARRAY_SIZE(root_params));
+
+ for (i = 0; i < context->c.sampler_count; ++i)
+ {
+ D3D12_STATIC_SAMPLER_DESC *sampler_desc = &static_samplers[root_signature_desc.NumStaticSamplers++];
+ const struct sampler *sampler = &context->c.samplers[i];
+
+ memset(sampler_desc, 0, sizeof(*sampler_desc));
+ sampler_desc->Filter = sampler->filter;
+ sampler_desc->AddressU = sampler->u_address;
+ sampler_desc->AddressV = sampler->v_address;
+ sampler_desc->AddressW = sampler->w_address;
+ sampler_desc->ShaderRegister = sampler->slot;
+ sampler_desc->RegisterSpace = 0;
+ sampler_desc->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
+ }
+
+ if (test_context->root_signature)
+ ID3D12RootSignature_Release(test_context->root_signature);
+ hr = create_root_signature(device, &root_signature_desc, &test_context->root_signature);
+ ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
+
+ pso = create_pipeline_state(device, test_context->root_signature,
+ test_context->render_target_desc.Format, NULL, &ps, NULL);
+ if (!pso)
+ return;
+ vkd3d_array_reserve((void **)&test_context->pso, &test_context->pso_capacity,
+ test_context->pso_count + 1, sizeof(*test_context->pso));
+ test_context->pso[test_context->pso_count++] = pso;
+
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, test_context->root_signature);
+ if (context->c.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)
+ {
+ struct texture *texture = &context->c.textures[i];
+
+ ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, texture->root_index,
+ get_gpu_descriptor_handle(test_context, texture->heap, 0));
+ }
+
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &test_context->rtv, false, NULL);
+ ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &test_context->scissor_rect);
+ ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &test_context->viewport);
+ ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, test_context->rtv, clear_color, 0, NULL);
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
+ transition_resource_state(command_list, test_context->render_target,
+ D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
+
+ /* Finish the command list so that we can destroy objects. */
+ hr = ID3D12GraphicsCommandList_Close(command_list);
+ ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
+ exec_command_list(queue, command_list);
+ wait_queue_idle(device, queue);
+ reset_command_list(command_list, test_context->allocator);
+
+ for (i = 0; i < context->c.texture_count; ++i)
+ {
+ struct texture *texture = &context->c.textures[i];
+
+ ID3D12DescriptorHeap_Release(texture->heap);
+ ID3D12Resource_Release(texture->resource);
+ free(texture);
+ }
+}
+
+static void d3d12_runner_probe_vec4(struct shader_context *c,
+ const RECT *rect, const struct vec4 *v, unsigned int ulps)
+{
+ struct d3d12_shader_context *context = d3d12_shader_context(c);
+ struct test_context *test_context = &context->test_context;
+ struct resource_readback rb;
+
+ get_texture_readback_with_command_list(test_context->render_target, 0, &rb,
+ test_context->queue, test_context->list);
+ check_readback_data_vec4(&rb, rect, v, ulps);
+ release_resource_readback(&rb);
+ reset_command_list(test_context->list, test_context->allocator);
+}
+
static const struct shader_runner_ops d3d12_runner_ops =
{
.compile_shader = d3d12_runner_compile_shader,
+ .draw_quad = d3d12_runner_draw_quad,
+ .probe_vec4 = d3d12_runner_probe_vec4,
};
void run_shader_tests_d3d12(int argc, char **argv)
{
- run_shader_tests(argc, argv, &d3d12_runner_ops);
+ static const struct test_context_desc desc =
+ {
+ .rt_width = 640,
+ .rt_height = 480,
+ .no_root_signature = true,
+ .rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT,
+ };
+ struct d3d12_shader_context context;
+
+ parse_args(argc, argv);
+ enable_d3d12_debug_layer(argc, argv);
+ init_adapter_info();
+ init_test_context(&context.test_context, &desc);
+ run_shader_tests(&context.c, argc, argv, &d3d12_runner_ops);
+ destroy_test_context(&context.test_context);
}
diff --git a/tests/utils.h b/tests/utils.h
new file mode 100644
index 000000000..825520c27
--- /dev/null
+++ b/tests/utils.h
@@ -0,0 +1,58 @@
+/*
+ * Copyright 2016-2018 Józef Kucia for CodeWeavers
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
+ */
+
+#ifndef __VKD3D_TEST_UTILS_H
+#define __VKD3D_TEST_UTILS_H
+
+#include <stdbool.h>
+#include <stdlib.h>
+
+struct vec4
+{
+ float x, y, z, w;
+};
+
+static inline bool vkd3d_array_reserve(void **elements, size_t *capacity, size_t element_count, size_t element_size)
+{
+ size_t new_capacity, max_capacity;
+ void *new_elements;
+
+ if (element_count <= *capacity)
+ return true;
+
+ max_capacity = ~(size_t)0 / element_size;
+ if (max_capacity < element_count)
+ return false;
+
+ new_capacity = max(*capacity, 4);
+ while (new_capacity < element_count && new_capacity <= max_capacity / 2)
+ new_capacity *= 2;
+
+ if (new_capacity < element_count)
+ new_capacity = element_count;
+
+ if (!(new_elements = realloc(*elements, new_capacity * element_size)))
+ return false;
+
+ *elements = new_elements;
+ *capacity = new_capacity;
+
+ return true;
+}
+
+#endif
--
2.34.1
More information about the wine-devel
mailing list