[PATCH vkd3d v2 3/7] tests: Make texture allocation and destruction into separate shader_runner ops.
Zebediah Figura
zfigura at codeweavers.com
Fri Jan 14 17:33:04 CST 2022
Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
---
tests/shader_runner.c | 60 ++++++++++++++++------------------
tests/shader_runner.h | 11 +++++--
tests/shader_runner_d3d12.c | 65 ++++++++++++++++++++++---------------
3 files changed, 75 insertions(+), 61 deletions(-)
diff --git a/tests/shader_runner.c b/tests/shader_runner.c
index 76823e165..c1684b8fb 100644
--- a/tests/shader_runner.c
+++ b/tests/shader_runner.c
@@ -66,12 +66,6 @@ static void VKD3D_NORETURN VKD3D_PRINTF_FUNC(1, 2) fatal_error(const char *forma
exit(1);
}
-static void free_texture(struct texture *texture)
-{
- free(texture->data);
- memset(texture, 0, sizeof(*texture));
-}
-
enum parse_state
{
STATE_NONE,
@@ -99,7 +93,7 @@ static bool match_string(const char *line, const char *token, const char **const
return true;
}
-static void parse_texture_format(struct texture *texture, const char *line)
+static void parse_texture_format(struct texture_params *texture, const char *line)
{
static const struct
{
@@ -192,7 +186,7 @@ static void parse_sampler_directive(struct sampler *sampler, const char *line)
}
}
-static void parse_texture_directive(struct texture *texture, const char *line)
+static void parse_texture_directive(struct texture_params *texture, const char *line)
{
int ret;
@@ -389,26 +383,29 @@ static struct sampler *get_sampler(struct shader_context *context, unsigned int
return NULL;
}
-static struct texture *get_texture(struct shader_context *context, unsigned int slot)
+static void set_texture(struct shader_context *context, struct texture *texture)
{
- struct texture *texture;
size_t i;
for (i = 0; i < context->texture_count; ++i)
{
- texture = &context->textures[i];
- if (texture->slot == slot)
- return texture;
+ if (context->textures[i]->slot == texture->slot)
+ {
+ context->ops->destroy_texture(context, context->textures[i]);
+ context->textures[i] = texture;
+ return;
+ }
}
- return NULL;
+ context->textures = realloc(context->textures, (context->texture_count + 1) * sizeof(*context->textures));
+ context->textures[context->texture_count++] = texture;
}
void run_shader_tests(struct shader_context *context, int argc, char **argv, const struct shader_runner_ops *ops)
{
size_t shader_source_size = 0, shader_source_len = 0;
struct sampler *current_sampler = NULL;
- struct texture *current_texture = NULL;
+ struct texture_params current_texture;
enum parse_state state = STATE_NONE;
unsigned int i, line_number = 0;
const char *filename = NULL;
@@ -453,7 +450,11 @@ void run_shader_tests(struct shader_context *context, int argc, char **argv, con
case STATE_NONE:
case STATE_SAMPLER:
case STATE_TEST:
+ break;
+
case STATE_TEXTURE:
+ set_texture(context, context->ops->create_texture(context, ¤t_texture));
+ free(current_texture.data);
break;
case STATE_SHADER_PIXEL:
@@ -581,21 +582,12 @@ void run_shader_tests(struct shader_context *context, int argc, char **argv, con
{
state = STATE_TEXTURE;
- 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];
- memset(current_texture, 0, sizeof(*current_texture));
- }
- current_texture->slot = index;
- current_texture->format = DXGI_FORMAT_R32G32B32A32_FLOAT;
- current_texture->data_type = TEXTURE_DATA_FLOAT;
- current_texture->texel_size = 16;
+ memset(¤t_texture, 0, sizeof(current_texture));
+
+ current_texture.slot = index;
+ current_texture.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
+ current_texture.data_type = TEXTURE_DATA_FLOAT;
+ current_texture.texel_size = 16;
}
else if (!strcmp(line, "[test]\n"))
{
@@ -638,7 +630,7 @@ void run_shader_tests(struct shader_context *context, int argc, char **argv, con
break;
case STATE_TEXTURE:
- parse_texture_directive(current_texture, line);
+ parse_texture_directive(¤t_texture, line);
break;
case STATE_TEST:
@@ -651,7 +643,11 @@ void run_shader_tests(struct shader_context *context, int argc, char **argv, con
if (context->ps_code)
ID3D10Blob_Release(context->ps_code);
for (i = 0; i < context->texture_count; ++i)
- free_texture(&context->textures[i]);
+ {
+ if (context->textures[i])
+ context->ops->destroy_texture(context, context->textures[i]);
+ }
+ free(context->textures);
fclose(f);
}
diff --git a/tests/shader_runner.h b/tests/shader_runner.h
index 4d5242ea1..3bc67feee 100644
--- a/tests/shader_runner.h
+++ b/tests/shader_runner.h
@@ -39,7 +39,7 @@ struct sampler
D3D12_TEXTURE_ADDRESS_MODE u_address, v_address, w_address;
};
-struct texture
+struct texture_params
{
unsigned int slot;
@@ -49,6 +49,11 @@ struct texture
unsigned int width, height;
uint8_t *data;
size_t data_size, data_capacity;
+};
+
+struct texture
+{
+ unsigned int slot;
D3D12_DESCRIPTOR_RANGE descriptor_range;
ID3D12DescriptorHeap *heap;
@@ -65,7 +70,7 @@ struct shader_context
uint32_t *uniforms;
size_t uniform_count;
- struct texture *textures;
+ struct texture **textures;
size_t texture_count;
struct sampler *samplers;
@@ -75,6 +80,8 @@ struct shader_context
struct shader_runner_ops
{
ID3D10Blob *(*compile_shader)(struct shader_context *context, const char *source);
+ struct texture *(*create_texture)(struct shader_context *context, const struct texture_params *params);
+ void (*destroy_texture)(struct shader_context *context, struct texture *texture);
void (*draw_quad)(struct shader_context *context);
void (*probe_vec4)(struct shader_context *context, const RECT *rect, const struct vec4 *v, unsigned int ulps);
};
diff --git a/tests/shader_runner_d3d12.c b/tests/shader_runner_d3d12.c
index e30e0f931..4a793c26c 100644
--- a/tests/shader_runner_d3d12.c
+++ b/tests/shader_runner_d3d12.c
@@ -51,6 +51,40 @@ static ID3D10Blob *d3d12_runner_compile_shader(struct shader_context *c, const c
return blob;
}
+static struct texture *d3d12_runner_create_texture(struct shader_context *c, const struct texture_params *params)
+{
+ struct d3d12_shader_context *context = d3d12_shader_context(c);
+ struct test_context *test_context = &context->test_context;
+ ID3D12Device *device = test_context->device;
+ D3D12_SUBRESOURCE_DATA resource_data;
+ struct texture *texture;
+
+ texture = calloc(1, sizeof(*texture));
+
+ texture->slot = params->slot;
+
+ texture->heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
+ texture->resource = create_default_texture(device, params->width, params->height,
+ params->format, 0, D3D12_RESOURCE_STATE_COPY_DEST);
+ resource_data.pData = params->data;
+ resource_data.SlicePitch = resource_data.RowPitch = params->width * params->texel_size;
+ upload_texture_data(texture->resource, &resource_data, 1, test_context->queue, test_context->list);
+ reset_command_list(test_context->list, test_context->allocator);
+ transition_resource_state(test_context->list, texture->resource, D3D12_RESOURCE_STATE_COPY_DEST,
+ D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+ ID3D12Device_CreateShaderResourceView(device, texture->resource,
+ NULL, get_cpu_descriptor_handle(test_context, texture->heap, 0));
+
+ return texture;
+}
+
+static void d3d12_runner_destroy_texture(struct shader_context *c, struct texture *texture)
+{
+ ID3D12DescriptorHeap_Release(texture->heap);
+ ID3D12Resource_Release(texture->resource);
+ free(texture);
+}
+
static void d3d12_runner_draw_quad(struct shader_context *c)
{
struct d3d12_shader_context *context = d3d12_shader_context(c);
@@ -88,10 +122,8 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
for (i = 0; i < context->c.texture_count; ++i)
{
- struct texture *texture = &context->c.textures[i];
- D3D12_SUBRESOURCE_DATA resource_data;
+ struct texture *texture = context->c.textures[i];
D3D12_DESCRIPTOR_RANGE *range;
- ID3D12Resource *resource;
range = &texture->descriptor_range;
@@ -107,20 +139,6 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
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));
@@ -159,7 +177,7 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
context->c.uniform_count, context->c.uniforms, 0);
for (i = 0; i < context->c.texture_count; ++i)
{
- struct texture *texture = &context->c.textures[i];
+ struct texture *texture = context->c.textures[i];
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, texture->root_index,
get_gpu_descriptor_handle(test_context, texture->heap, 0));
@@ -181,15 +199,6 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
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,
@@ -209,6 +218,8 @@ static void d3d12_runner_probe_vec4(struct shader_context *c,
static const struct shader_runner_ops d3d12_runner_ops =
{
.compile_shader = d3d12_runner_compile_shader,
+ .create_texture = d3d12_runner_create_texture,
+ .destroy_texture = d3d12_runner_destroy_texture,
.draw_quad = d3d12_runner_draw_quad,
.probe_vec4 = d3d12_runner_probe_vec4,
};
--
2.34.1
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