[PATCH vkd3d v3 8/8] tests: Add a D3D11 shader runner backend.
Zebediah Figura
zfigura at codeweavers.com
Wed Jan 26 19:40:33 CST 2022
Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
---
Makefile.am | 1 +
tests/d3d12.c | 5 -
tests/d3d12_test_utils.h | 33 --
tests/shader_runner.c | 7 +-
tests/shader_runner.h | 4 +
tests/shader_runner_d3d11.c | 639 ++++++++++++++++++++++++++++++++++++
tests/utils.h | 39 +++
7 files changed, 689 insertions(+), 39 deletions(-)
create mode 100644 tests/shader_runner_d3d11.c
diff --git a/Makefile.am b/Makefile.am
index 5d996560f..82807a428 100644
--- a/Makefile.am
+++ b/Makefile.am
@@ -395,6 +395,7 @@ EXTRA_DIST += $(cross_implibs:=.cross32.def) $(cross_implibs:=.cross64.def)
shader_runner_cross_sources = \
$(srcdir)/tests/shader_runner.c \
+ $(srcdir)/tests/shader_runner_d3d11.c \
$(srcdir)/tests/shader_runner_d3d12.c
if HAVE_CROSSTARGET32
diff --git a/tests/d3d12.c b/tests/d3d12.c
index 82f353a72..eb6217bc9 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -26,11 +26,6 @@
static PFN_D3D12_CREATE_VERSIONED_ROOT_SIGNATURE_DESERIALIZER pfn_D3D12CreateVersionedRootSignatureDeserializer;
static PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE pfn_D3D12SerializeVersionedRootSignature;
-struct vec2
-{
- float x, y;
-};
-
struct uvec4
{
unsigned int x, y, z, w;
diff --git a/tests/d3d12_test_utils.h b/tests/d3d12_test_utils.h
index bab0c9ce2..7186a73e7 100644
--- a/tests/d3d12_test_utils.h
+++ b/tests/d3d12_test_utils.h
@@ -82,31 +82,6 @@ static void set_viewport(D3D12_VIEWPORT *vp, float x, float y,
vp->MaxDepth = max_depth;
}
-static bool compare_float(float f, float g, unsigned int ulps)
-{
- int x, y;
- union
- {
- float f;
- int i;
- } u;
-
- u.f = f;
- x = u.i;
- u.f = g;
- y = u.i;
-
- if (x < 0)
- x = INT_MIN - x;
- if (y < 0)
- y = INT_MIN - y;
-
- if (abs(x - y) > ulps)
- return false;
-
- return true;
-}
-
static bool compare_uint(unsigned int x, unsigned int y, unsigned int max_diff)
{
unsigned int diff = x > y ? x - y : y - x;
@@ -122,14 +97,6 @@ static bool compare_color(DWORD c1, DWORD c2, BYTE max_diff)
&& compare_uint((c1 >> 24) & 0xff, (c2 >> 24) & 0xff, max_diff);
}
-static bool compare_vec4(const struct vec4 *v1, const struct vec4 *v2, unsigned int ulps)
-{
- return compare_float(v1->x, v2->x, ulps)
- && compare_float(v1->y, v2->y, ulps)
- && compare_float(v1->z, v2->z, ulps)
- && compare_float(v1->w, v2->w, ulps);
-}
-
static D3D12_SHADER_BYTECODE shader_bytecode(const DWORD *code, size_t size)
{
D3D12_SHADER_BYTECODE shader_bytecode = { code, size };
diff --git a/tests/shader_runner.c b/tests/shader_runner.c
index ae5daa70b..5af4628eb 100644
--- a/tests/shader_runner.c
+++ b/tests/shader_runner.c
@@ -278,7 +278,7 @@ static void parse_texture_directive(struct texture_params *texture, const char *
static void set_uniforms(struct shader_context *context, size_t offset, size_t count, const void *uniforms)
{
- context->uniform_count = max(context->uniform_count, offset + count);
+ context->uniform_count = align(max(context->uniform_count, offset + count), 4);
vkd3d_array_reserve((void **)&context->uniforms, &context->uniform_capacity,
context->uniform_count, sizeof(*context->uniforms));
memcpy(context->uniforms + offset, uniforms, count * sizeof(*context->uniforms));
@@ -680,9 +680,14 @@ void run_shader_tests(struct shader_context *context, int argc, char **argv, con
free(context->textures);
fclose(f);
+
+ vkd3d_test_set_context(NULL);
}
START_TEST(shader_runner)
{
+#ifdef _WIN32
+ run_shader_tests_d3d11(argc, argv);
+#endif
run_shader_tests_d3d12(argc, argv);
}
diff --git a/tests/shader_runner.h b/tests/shader_runner.h
index 9a687edbc..245ef358f 100644
--- a/tests/shader_runner.h
+++ b/tests/shader_runner.h
@@ -16,6 +16,7 @@
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
+#include <stdint.h>
#include "vkd3d_windows.h"
#include "vkd3d_d3dcommon.h"
#include "vkd3d_d3d12.h"
@@ -89,4 +90,7 @@ struct shader_runner_ops
void run_shader_tests(struct shader_context *context, int argc, char **argv, const struct shader_runner_ops *ops);
+#ifdef _WIN32
+void run_shader_tests_d3d11(int argc, char **argv);
+#endif
void run_shader_tests_d3d12(int argc, char **argv);
diff --git a/tests/shader_runner_d3d11.c b/tests/shader_runner_d3d11.c
new file mode 100644
index 000000000..d77a4b246
--- /dev/null
+++ b/tests/shader_runner_d3d11.c
@@ -0,0 +1,639 @@
+/*
+ * Copyright 2008 Henri Verbeet for CodeWeavers
+ * Copyright 2015 Józef Kucia for CodeWeavers
+ * Copyright 2021 Zebediah Figura 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
+ */
+
+#define COBJMACROS
+#define CONST_VTABLE
+#define VKD3D_TEST_NO_DEFS
+#include <d3d11_4.h>
+#define __vkd3d_d3dcommon_h__
+#define __vkd3d_dxgibase_h__
+#define __vkd3d_dxgiformat_h__
+#include "vkd3d_d3dcompiler.h"
+#include "shader_runner.h"
+#include "vkd3d_test.h"
+
+const GUID IID_IDXGIDevice = {0x54ec77fa, 0x1377, 0x44e6, {0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c}};
+
+static HRESULT (WINAPI *pCreateDXGIFactory1)(REFIID iid, void **factory);
+
+static HRESULT (WINAPI *pD3D11CreateDevice)(IDXGIAdapter *adapter, D3D_DRIVER_TYPE driver_type,
+ HMODULE swrast, UINT flags, const D3D_FEATURE_LEVEL *feature_levels, UINT levels,
+ UINT sdk_version, ID3D11Device **device_out, D3D_FEATURE_LEVEL *obtained_feature_level,
+ ID3D11DeviceContext **immediate_context);
+
+struct d3d11_texture
+{
+ struct texture t;
+
+ ID3D11Texture2D *texture;
+ ID3D11ShaderResourceView *srv;
+};
+
+static struct d3d11_texture *d3d11_texture(struct texture *t)
+{
+ return CONTAINING_RECORD(t, struct d3d11_texture, t);
+}
+
+struct d3d11_shader_context
+{
+ struct shader_context c;
+
+ ID3D11Device *device;
+ HWND window;
+ IDXGISwapChain *swapchain;
+ ID3D11Texture2D *rt;
+ ID3D11RenderTargetView *rtv;
+ ID3D11DeviceContext *immediate_context;
+
+ ID3D11InputLayout *input_layout;
+ ID3D11VertexShader *vs;
+ ID3D11Buffer *vb;
+};
+
+static struct d3d11_shader_context *d3d11_shader_context(struct shader_context *c)
+{
+ return CONTAINING_RECORD(c, struct d3d11_shader_context, c);
+}
+
+static bool enable_debug_layer;
+static bool use_warp_adapter;
+static unsigned int use_adapter_idx;
+
+static ID3D10Blob *compile_shader(const char *source, const char *profile)
+{
+ ID3D10Blob *blob = NULL, *errors = NULL;
+ HRESULT hr;
+
+ hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", profile, 0, 0, &blob, &errors);
+ ok(hr == S_OK, "Failed to compile shader, hr %#lx.\n", hr);
+ if (errors)
+ {
+ if (vkd3d_test_state.debug_level)
+ trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
+ ID3D10Blob_Release(errors);
+ }
+ return blob;
+}
+
+static void parse_args(int argc, char **argv)
+{
+ unsigned int i;
+
+ for (i = 1; i < argc; ++i)
+ {
+ if (!strcmp(argv[i], "--warp"))
+ use_warp_adapter = true;
+ else if (!strcmp(argv[i], "--adapter") && i + 1 < argc)
+ use_adapter_idx = atoi(argv[++i]);
+ }
+}
+
+static void enable_d3d11_debug_layer(int argc, char **argv)
+{
+ unsigned int i;
+
+ for (i = 1; i < argc; ++i)
+ {
+ if (!strcmp(argv[i], "--validate"))
+ enable_debug_layer = true;
+ }
+}
+
+static IDXGIAdapter *create_adapter(void)
+{
+ IDXGIFactory4 *factory4;
+ IDXGIFactory *factory;
+ IDXGIAdapter *adapter;
+ HRESULT hr;
+
+ if (!pCreateDXGIFactory1)
+ {
+ trace("CreateDXGIFactory1() is not available.\n");
+ return NULL;
+ }
+
+ if (FAILED(hr = pCreateDXGIFactory1(&IID_IDXGIFactory, (void **)&factory)))
+ {
+ trace("Failed to create IDXGIFactory, hr %#lx.\n", hr);
+ return NULL;
+ }
+
+ adapter = NULL;
+ if (use_warp_adapter)
+ {
+ if (SUCCEEDED(hr = IDXGIFactory_QueryInterface(factory, &IID_IDXGIFactory4, (void **)&factory4)))
+ {
+ hr = IDXGIFactory4_EnumWarpAdapter(factory4, &IID_IDXGIAdapter, (void **)&adapter);
+ IDXGIFactory4_Release(factory4);
+ }
+ else
+ {
+ trace("Failed to get IDXGIFactory4, hr %#lx.\n", hr);
+ }
+ }
+ else
+ {
+ hr = IDXGIFactory_EnumAdapters(factory, use_adapter_idx, &adapter);
+ }
+ IDXGIFactory_Release(factory);
+ if (FAILED(hr))
+ trace("Failed to get adapter, hr %#lx.\n", hr);
+ return adapter;
+}
+
+static void init_adapter_info(void)
+{
+ char name[MEMBER_SIZE(DXGI_ADAPTER_DESC, Description)];
+ IDXGIAdapter *adapter;
+ DXGI_ADAPTER_DESC desc;
+ unsigned int i;
+ HRESULT hr;
+
+ if (!(adapter = create_adapter()))
+ return;
+
+ hr = IDXGIAdapter_GetDesc(adapter, &desc);
+ ok(hr == S_OK, "Failed to get adapter desc, hr %#lx.\n", hr);
+
+ /* FIXME: Use debugstr_w(). */
+ for (i = 0; i < ARRAY_SIZE(desc.Description) && isprint(desc.Description[i]); ++i)
+ name[i] = desc.Description[i];
+ name[min(i, ARRAY_SIZE(name) - 1)] = '\0';
+
+ trace("Adapter: %s, %04x:%04x.\n", name, desc.VendorId, desc.DeviceId);
+
+ if (desc.VendorId == 0x1414 && desc.DeviceId == 0x008c)
+ {
+ trace("Using WARP device.\n");
+ use_warp_adapter = true;
+ }
+
+ IDXGIAdapter_Release(adapter);
+}
+
+static ID3D11Device *create_device(void)
+{
+ static const D3D_FEATURE_LEVEL feature_level[] =
+ {
+ D3D_FEATURE_LEVEL_11_0,
+ D3D_FEATURE_LEVEL_10_1,
+ D3D_FEATURE_LEVEL_10_0,
+ };
+ IDXGIAdapter *adapter;
+ ID3D11Device *device;
+ UINT flags = 0;
+ HRESULT hr;
+
+ if (enable_debug_layer)
+ flags |= D3D11_CREATE_DEVICE_DEBUG;
+
+ if ((adapter = create_adapter()))
+ {
+ hr = pD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, flags,
+ feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL);
+ IDXGIAdapter_Release(adapter);
+ return SUCCEEDED(hr) ? device : NULL;
+ }
+
+ if (SUCCEEDED(pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flags,
+ feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL)))
+ return device;
+ if (SUCCEEDED(pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_WARP, NULL, flags,
+ feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL)))
+ return device;
+ if (SUCCEEDED(pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_REFERENCE, NULL, flags,
+ feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL)))
+ return device;
+
+ return NULL;
+}
+
+static IDXGISwapChain *create_swapchain(ID3D11Device *device, HWND window)
+{
+ DXGI_SWAP_CHAIN_DESC dxgi_desc;
+ IDXGISwapChain *swapchain;
+ IDXGIDevice *dxgi_device;
+ IDXGIAdapter *adapter;
+ IDXGIFactory *factory;
+ HRESULT hr;
+
+ hr = ID3D11Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device);
+ ok(hr == S_OK, "Failed to get DXGI device, hr %#lx.\n", hr);
+ hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter);
+ ok(hr == S_OK, "Failed to get adapter, hr %#lx.\n", hr);
+ IDXGIDevice_Release(dxgi_device);
+ hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory);
+ ok(hr == S_OK, "Failed to get factory, hr %#lx.\n", hr);
+ IDXGIAdapter_Release(adapter);
+
+ dxgi_desc.BufferDesc.Width = 640;
+ dxgi_desc.BufferDesc.Height = 480;
+ dxgi_desc.BufferDesc.RefreshRate.Numerator = 60;
+ dxgi_desc.BufferDesc.RefreshRate.Denominator = 1;
+ dxgi_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ dxgi_desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
+ dxgi_desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
+ dxgi_desc.SampleDesc.Count = 1;
+ dxgi_desc.SampleDesc.Quality = 0;
+ dxgi_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ dxgi_desc.BufferCount = 1;
+ dxgi_desc.OutputWindow = window;
+ dxgi_desc.Windowed = TRUE;
+ dxgi_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ dxgi_desc.Flags = 0;
+
+ hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &dxgi_desc, &swapchain);
+ ok(hr == S_OK, "Failed to create swapchain, hr %#lx.\n", hr);
+ IDXGIFactory_Release(factory);
+
+ return swapchain;
+}
+
+static BOOL init_test_context(struct d3d11_shader_context *context)
+{
+ const D3D11_TEXTURE2D_DESC texture_desc =
+ {
+ .Width = 640,
+ .Height = 480,
+ .MipLevels = 1,
+ .ArraySize = 1,
+ .Format = DXGI_FORMAT_R32G32B32A32_FLOAT,
+ .SampleDesc.Count = 1,
+ .Usage = D3D11_USAGE_DEFAULT,
+ .BindFlags = D3D11_BIND_RENDER_TARGET,
+ };
+ unsigned int rt_width, rt_height;
+ D3D11_VIEWPORT vp;
+ HRESULT hr;
+ RECT rect;
+
+ memset(context, 0, sizeof(*context));
+
+ if (!(context->device = create_device()))
+ {
+ skip("Failed to create device.\n");
+ return FALSE;
+ }
+
+ rt_width = 640;
+ rt_height = 480;
+ SetRect(&rect, 0, 0, rt_width, rt_height);
+ AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
+ context->window = CreateWindowA("static", "d3dcompiler_test", WS_OVERLAPPEDWINDOW,
+ 0, 0, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, NULL, NULL);
+ context->swapchain = create_swapchain(context->device, context->window);
+
+ hr = ID3D11Device_CreateTexture2D(context->device, &texture_desc, NULL, &context->rt);
+ ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
+
+ hr = ID3D11Device_CreateRenderTargetView(context->device, (ID3D11Resource *)context->rt, NULL, &context->rtv);
+ ok(hr == S_OK, "Failed to create rendertarget view, hr %#lx.\n", hr);
+
+ ID3D11Device_GetImmediateContext(context->device, &context->immediate_context);
+
+ ID3D11DeviceContext_OMSetRenderTargets(context->immediate_context, 1, &context->rtv, NULL);
+
+ vp.TopLeftX = 0.0f;
+ vp.TopLeftY = 0.0f;
+ vp.Width = rt_width;
+ vp.Height = rt_height;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ ID3D11DeviceContext_RSSetViewports(context->immediate_context, 1, &vp);
+
+ return TRUE;
+}
+
+static void destroy_test_context(struct d3d11_shader_context *context)
+{
+ ULONG ref;
+
+ if (context->input_layout)
+ ID3D11InputLayout_Release(context->input_layout);
+ if (context->vs)
+ ID3D11VertexShader_Release(context->vs);
+ if (context->vb)
+ ID3D11Buffer_Release(context->vb);
+
+ ID3D11DeviceContext_Release(context->immediate_context);
+ ID3D11RenderTargetView_Release(context->rtv);
+ ID3D11Texture2D_Release(context->rt);
+ IDXGISwapChain_Release(context->swapchain);
+ DestroyWindow(context->window);
+
+ ref = ID3D11Device_Release(context->device);
+ ok(!ref, "Device has %lu references left.\n", ref);
+}
+
+static ID3D11Buffer *create_buffer(ID3D11Device *device, unsigned int bind_flags, unsigned int size, const void *data)
+{
+ D3D11_SUBRESOURCE_DATA resource_data;
+ D3D11_BUFFER_DESC buffer_desc;
+ ID3D11Buffer *buffer;
+ HRESULT hr;
+
+ buffer_desc.ByteWidth = size;
+ buffer_desc.Usage = D3D11_USAGE_DEFAULT;
+ buffer_desc.BindFlags = bind_flags;
+ buffer_desc.CPUAccessFlags = 0;
+ buffer_desc.MiscFlags = 0;
+ buffer_desc.StructureByteStride = 0;
+
+ resource_data.pSysMem = data;
+ resource_data.SysMemPitch = 0;
+ resource_data.SysMemSlicePitch = 0;
+
+ hr = ID3D11Device_CreateBuffer(device, &buffer_desc, data ? &resource_data : NULL, &buffer);
+ ok(hr == S_OK, "Failed to create buffer, hr %#lx.\n", hr);
+ return buffer;
+}
+
+static struct texture *d3d11_runner_create_texture(struct shader_context *c, const struct texture_params *params)
+{
+ struct d3d11_shader_context *context = d3d11_shader_context(c);
+ ID3D11Device *device = context->device;
+ D3D11_SUBRESOURCE_DATA resource_data;
+ D3D11_TEXTURE2D_DESC desc = {0};
+ struct d3d11_texture *texture;
+ HRESULT hr;
+
+ texture = calloc(1, sizeof(*texture));
+
+ texture->t.slot = params->slot;
+
+ desc.Width = params->width;
+ desc.Height = params->height;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = params->format;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+
+ resource_data.pSysMem = params->data;
+ resource_data.SysMemPitch = params->width * params->texel_size;
+ resource_data.SysMemSlicePitch = params->height * resource_data.SysMemPitch;
+
+ hr = ID3D11Device_CreateTexture2D(device, &desc, &resource_data, &texture->texture);
+ ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
+ hr = ID3D11Device_CreateShaderResourceView(device,
+ (ID3D11Resource *)texture->texture, NULL, &texture->srv);
+ ok(hr == S_OK, "Failed to create shader resource view, hr %#lx.\n", hr);
+
+ return &texture->t;
+}
+
+static void d3d11_runner_destroy_texture(struct shader_context *c, struct texture *t)
+{
+ struct d3d11_texture *texture = d3d11_texture(t);
+
+ ID3D11Texture2D_Release(texture->texture);
+ ID3D11ShaderResourceView_Release(texture->srv);
+ free(texture);
+}
+
+static void d3d11_runner_draw_quad(struct shader_context *c)
+{
+ static const D3D11_INPUT_ELEMENT_DESC default_layout_desc[] =
+ {
+ {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ };
+
+ static const char vs_source[] =
+ "float4 main(float4 position : POSITION) : sv_position\n"
+ "{\n"
+ " return position;\n"
+ "}";
+
+ static const struct vec2 quad[] =
+ {
+ {-1.0f, -1.0f},
+ {-1.0f, 1.0f},
+ { 1.0f, -1.0f},
+ { 1.0f, 1.0f},
+ };
+
+ struct d3d11_shader_context *context = d3d11_shader_context(c);
+ ID3D11Device *device = context->device;
+ unsigned int stride, offset;
+ ID3D11Buffer *cb = NULL;
+ ID3D11PixelShader *ps;
+ ID3D10Blob *ps_code;
+ unsigned int i;
+ HRESULT hr;
+
+ static const char *const ps_profiles[] =
+ {
+ [SHADER_MODEL_4_0] = "ps_4_0",
+ [SHADER_MODEL_4_1] = "ps_4_1",
+ [SHADER_MODEL_5_0] = "ps_5_0",
+ [SHADER_MODEL_5_1] = "ps_5_1",
+ };
+
+ if (!(ps_code = compile_shader(context->c.ps_source, ps_profiles[context->c.minimum_shader_model])))
+ return;
+
+ if (!context->input_layout || !context->vs)
+ {
+ ID3D10Blob *vs_code = compile_shader(vs_source, "vs_4_0");
+
+ if (!context->input_layout)
+ {
+ hr = ID3D11Device_CreateInputLayout(device, default_layout_desc, ARRAY_SIZE(default_layout_desc),
+ ID3D10Blob_GetBufferPointer(vs_code), ID3D10Blob_GetBufferSize(vs_code), &context->input_layout);
+ ok(hr == S_OK, "Failed to create input layout, hr %#lx.\n", hr);
+ }
+
+ if (!context->vs)
+ {
+ hr = ID3D11Device_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_code),
+ ID3D10Blob_GetBufferSize(vs_code), NULL, &context->vs);
+ ok(hr == S_OK, "Failed to create vertex shader, hr %#lx.\n", hr);
+ }
+
+ ID3D10Blob_Release(vs_code);
+ }
+
+ if (!context->vb)
+ context->vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(quad), quad);
+
+ hr = ID3D11Device_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(ps_code),
+ ID3D10Blob_GetBufferSize(ps_code), NULL, &ps);
+ ok(hr == S_OK, "Failed to create pixel shader, hr %#lx.\n", hr);
+
+ if (context->c.uniform_count)
+ {
+ cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER,
+ context->c.uniform_count * sizeof(*context->c.uniforms), context->c.uniforms);
+ ID3D11DeviceContext_PSSetConstantBuffers(context->immediate_context, 0, 1, &cb);
+ }
+
+ for (i = 0; i < context->c.texture_count; ++i)
+ {
+ struct d3d11_texture *texture = d3d11_texture(context->c.textures[i]);
+
+ ID3D11DeviceContext_PSSetShaderResources(context->immediate_context, texture->t.slot, 1, &texture->srv);
+ }
+
+ for (i = 0; i < context->c.sampler_count; ++i)
+ {
+ struct sampler *sampler = &context->c.samplers[i];
+ ID3D11SamplerState *d3d11_sampler;
+ D3D11_SAMPLER_DESC desc = {0};
+
+ /* Members of D3D11_FILTER are compatible with D3D12_FILTER. */
+ desc.Filter = (D3D11_FILTER)sampler->filter;
+ /* Members of D3D11_TEXTURE_ADDRESS_MODE are compatible with D3D12_TEXTURE_ADDRESS_MODE. */
+ desc.AddressU = (D3D11_TEXTURE_ADDRESS_MODE)sampler->u_address;
+ desc.AddressV = (D3D11_TEXTURE_ADDRESS_MODE)sampler->v_address;
+ desc.AddressW = (D3D11_TEXTURE_ADDRESS_MODE)sampler->w_address;
+ desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
+ desc.MaxLOD = D3D11_FLOAT32_MAX;
+
+ hr = ID3D11Device_CreateSamplerState(device, &desc, &d3d11_sampler);
+ ok(hr == S_OK, "Failed to create sampler state, hr %#lx.\n", hr);
+ ID3D11DeviceContext_PSSetSamplers(context->immediate_context, sampler->slot, 1, &d3d11_sampler);
+ ID3D11SamplerState_Release(d3d11_sampler);
+ }
+
+ ID3D11DeviceContext_IASetInputLayout(context->immediate_context, context->input_layout);
+ ID3D11DeviceContext_IASetPrimitiveTopology(context->immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ stride = sizeof(*quad);
+ offset = 0;
+ ID3D11DeviceContext_IASetVertexBuffers(context->immediate_context, 0, 1, &context->vb, &stride, &offset);
+ ID3D11DeviceContext_VSSetShader(context->immediate_context, context->vs, NULL, 0);
+ ID3D11DeviceContext_PSSetShader(context->immediate_context, ps, NULL, 0);
+
+ ID3D11DeviceContext_Draw(context->immediate_context, 4, 0);
+
+ ID3D11PixelShader_Release(ps);
+ if (cb)
+ ID3D11Buffer_Release(cb);
+}
+
+struct resource_readback
+{
+ uint64_t width;
+ unsigned int height;
+ ID3D11Resource *resource;
+ D3D11_MAPPED_SUBRESOURCE map_desc;
+};
+
+static void init_readback(struct d3d11_shader_context *context, struct resource_readback *rb)
+{
+ D3D11_TEXTURE2D_DESC texture_desc;
+ HRESULT hr;
+
+ ID3D11Texture2D_GetDesc(context->rt, &texture_desc);
+ texture_desc.Usage = D3D11_USAGE_STAGING;
+ texture_desc.BindFlags = 0;
+ texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
+ texture_desc.MiscFlags = 0;
+ hr = ID3D11Device_CreateTexture2D(context->device, &texture_desc, NULL, (ID3D11Texture2D **)&rb->resource);
+ ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
+
+ ID3D11DeviceContext_CopyResource(context->immediate_context, rb->resource, (ID3D11Resource *)context->rt);
+ hr = ID3D11DeviceContext_Map(context->immediate_context, rb->resource, 0, D3D11_MAP_READ, 0, &rb->map_desc);
+ ok(hr == S_OK, "Failed to map texture, hr %#lx.\n", hr);
+
+ rb->width = texture_desc.Width;
+ rb->height = texture_desc.Height;
+}
+
+static void release_readback(struct d3d11_shader_context *context, struct resource_readback *rb)
+{
+ ID3D11DeviceContext_Unmap(context->immediate_context, rb->resource, 0);
+ ID3D11Resource_Release(rb->resource);
+}
+
+static const struct vec4 *get_readback_vec4(struct resource_readback *rb, unsigned int x, unsigned int y)
+{
+ return (struct vec4 *)((BYTE *)rb->map_desc.pData + y * rb->map_desc.RowPitch) + x;
+}
+
+static void check_readback_data_vec4(struct resource_readback *rb,
+ const RECT *rect, const struct vec4 *expected, unsigned int max_diff)
+{
+ RECT r = {0, 0, rb->width, rb->height};
+ unsigned int x = 0, y = 0;
+ struct vec4 got = {0};
+ bool all_match = true;
+
+ if (rect)
+ r = *rect;
+
+ for (y = r.top; y < r.bottom; ++y)
+ {
+ for (x = r.left; x < r.right; ++x)
+ {
+ got = *get_readback_vec4(rb, x, y);
+ if (!compare_vec4(&got, expected, max_diff))
+ {
+ all_match = false;
+ break;
+ }
+ }
+ if (!all_match)
+ break;
+ }
+ ok(all_match, "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e} at (%u, %u).\n",
+ got.x, got.y, got.z, got.w, expected->x, expected->y, expected->z, expected->w, x, y);
+}
+
+static void d3d11_runner_probe_vec4(struct shader_context *c, const RECT *rect, const struct vec4 *v, unsigned int ulps)
+{
+ struct d3d11_shader_context *context = d3d11_shader_context(c);
+ struct resource_readback rb;
+
+ init_readback(context, &rb);
+ check_readback_data_vec4(&rb, rect, v, ulps);
+ release_readback(context, &rb);
+}
+
+static const struct shader_runner_ops d3d11_runner_ops =
+{
+ .create_texture = d3d11_runner_create_texture,
+ .destroy_texture = d3d11_runner_destroy_texture,
+ .draw_quad = d3d11_runner_draw_quad,
+ .probe_vec4 = d3d11_runner_probe_vec4,
+};
+
+void run_shader_tests_d3d11(int argc, char **argv)
+{
+ HMODULE dxgi_module, d3d11_module;
+ struct d3d11_shader_context context;
+
+ d3d11_module = LoadLibraryA("d3d11.dll");
+ dxgi_module = LoadLibraryA("dxgi.dll");
+ if (d3d11_module && dxgi_module)
+ {
+ pCreateDXGIFactory1 = (void *)GetProcAddress(dxgi_module, "CreateDXGIFactory1");
+ pD3D11CreateDevice = (void *)GetProcAddress(d3d11_module, "D3D11CreateDevice");
+
+ parse_args(argc, argv);
+ enable_d3d11_debug_layer(argc, argv);
+ init_adapter_info();
+ init_test_context(&context);
+ run_shader_tests(&context.c, argc, argv, &d3d11_runner_ops);
+ destroy_test_context(&context);
+ }
+ FreeLibrary(d3d11_module);
+ FreeLibrary(dxgi_module);
+}
diff --git a/tests/utils.h b/tests/utils.h
index 825520c27..530a3cee7 100644
--- a/tests/utils.h
+++ b/tests/utils.h
@@ -19,9 +19,15 @@
#ifndef __VKD3D_TEST_UTILS_H
#define __VKD3D_TEST_UTILS_H
+#include <limits.h>
#include <stdbool.h>
#include <stdlib.h>
+struct vec2
+{
+ float x, y;
+};
+
struct vec4
{
float x, y, z, w;
@@ -55,4 +61,37 @@ static inline bool vkd3d_array_reserve(void **elements, size_t *capacity, size_t
return true;
}
+static bool compare_float(float f, float g, unsigned int ulps)
+{
+ int x, y;
+ union
+ {
+ float f;
+ int i;
+ } u;
+
+ u.f = f;
+ x = u.i;
+ u.f = g;
+ y = u.i;
+
+ if (x < 0)
+ x = INT_MIN - x;
+ if (y < 0)
+ y = INT_MIN - y;
+
+ if (abs(x - y) > ulps)
+ return false;
+
+ return true;
+}
+
+static inline bool compare_vec4(const struct vec4 *v1, const struct vec4 *v2, unsigned int ulps)
+{
+ return compare_float(v1->x, v2->x, ulps)
+ && compare_float(v1->y, v2->y, ulps)
+ && compare_float(v1->z, v2->z, ulps)
+ && compare_float(v1->w, v2->w, ulps);
+}
+
#endif
--
2.34.1
More information about the wine-devel
mailing list