[PATCH vkd3d v5 03/14] tests/shader_runner: Allow creating UAV resources.

Zebediah Figura zfigura at codeweavers.com
Tue Jun 7 16:29:12 CDT 2022


Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
---
v5: New patch.

 tests/shader_runner.c        | 38 +++++++++++++++++++---------
 tests/shader_runner.h        |  2 ++
 tests/shader_runner_d3d11.c  | 31 ++++++++++++++++++-----
 tests/shader_runner_d3d12.c  | 37 ++++++++++++++++++++++++---
 tests/shader_runner_d3d9.c   | 12 ++++++---
 tests/shader_runner_vulkan.c | 48 ++++++++++++++++++++++++++++--------
 6 files changed, 134 insertions(+), 34 deletions(-)

diff --git a/tests/shader_runner.c b/tests/shader_runner.c
index 05e2a8a41..83f804ad3 100644
--- a/tests/shader_runner.c
+++ b/tests/shader_runner.c
@@ -78,14 +78,13 @@ enum parse_state
     STATE_PREPROC,
     STATE_PREPROC_INVALID,
     STATE_REQUIRE,
+    STATE_RESOURCE,
     STATE_SAMPLER,
     STATE_SHADER_INVALID_PIXEL,
     STATE_SHADER_INVALID_PIXEL_TODO,
     STATE_SHADER_PIXEL,
     STATE_SHADER_VERTEX,
-    STATE_TEXTURE,
     STATE_TEST,
-    STATE_VERTEX_BUFFER,
 };
 
 static bool match_string(const char *line, const char *token, const char **const rest)
@@ -314,6 +313,13 @@ static void parse_input_layout_directive(struct shader_runner *runner, const cha
         element->index = 0;
 }
 
+void init_resource(struct resource *resource, const struct resource_params *params)
+{
+    resource->type = params->type;
+    resource->slot = params->slot;
+    resource->size = params->data_size;
+}
+
 static void set_resource(struct shader_runner *runner, struct resource *resource)
 {
     size_t i;
@@ -617,8 +623,7 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
                         goto out;
                     break;
 
-                case STATE_TEXTURE:
-                case STATE_VERTEX_BUFFER:
+                case STATE_RESOURCE:
                     set_resource(runner, runner->ops->create_resource(runner, &current_resource));
                     free(current_resource.data);
                     break;
@@ -766,7 +771,7 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
             }
             else if (sscanf(line, "[texture %u]\n", &index))
             {
-                state = STATE_TEXTURE;
+                state = STATE_RESOURCE;
 
                 memset(&current_resource, 0, sizeof(current_resource));
 
@@ -776,9 +781,21 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
                 current_resource.data_type = TEXTURE_DATA_FLOAT;
                 current_resource.texel_size = 16;
             }
+            else if (sscanf(line, "[uav %u]\n", &index))
+            {
+                state = STATE_RESOURCE;
+
+                memset(&current_resource, 0, sizeof(current_resource));
+
+                current_resource.slot = index;
+                current_resource.type = RESOURCE_TYPE_UAV;
+                current_resource.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
+                current_resource.data_type = TEXTURE_DATA_FLOAT;
+                current_resource.texel_size = 16;
+            }
             else if (sscanf(line, "[vertex buffer %u]\n", &index))
             {
-                state = STATE_VERTEX_BUFFER;
+                state = STATE_RESOURCE;
 
                 memset(&current_resource, 0, sizeof(current_resource));
 
@@ -844,13 +861,12 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
                     parse_require_directive(runner, line);
                     break;
 
-                case STATE_SAMPLER:
-                    parse_sampler_directive(current_sampler, line);
+                case STATE_RESOURCE:
+                    parse_resource_directive(&current_resource, line);
                     break;
 
-                case STATE_TEXTURE:
-                case STATE_VERTEX_BUFFER:
-                    parse_resource_directive(&current_resource, line);
+                case STATE_SAMPLER:
+                    parse_sampler_directive(current_sampler, line);
                     break;
 
                 case STATE_TEST:
diff --git a/tests/shader_runner.h b/tests/shader_runner.h
index 6ed0109e6..60f894583 100644
--- a/tests/shader_runner.h
+++ b/tests/shader_runner.h
@@ -54,6 +54,7 @@ struct sampler
 enum resource_type
 {
     RESOURCE_TYPE_TEXTURE,
+    RESOURCE_TYPE_UAV,
     RESOURCE_TYPE_VERTEX_BUFFER,
 };
 
@@ -130,6 +131,7 @@ struct shader_runner_ops
 void fatal_error(const char *format, ...) VKD3D_NORETURN VKD3D_PRINTF_FUNC(1, 2);
 
 unsigned int get_vb_stride(const struct shader_runner *runner, unsigned int slot);
+void init_resource(struct resource *resource, const struct resource_params *params);
 
 void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const struct shader_runner_ops *ops);
 
diff --git a/tests/shader_runner_d3d11.c b/tests/shader_runner_d3d11.c
index 6edbdf75e..b80a8b65f 100644
--- a/tests/shader_runner_d3d11.c
+++ b/tests/shader_runner_d3d11.c
@@ -44,6 +44,7 @@ struct d3d11_resource
 
     ID3D11Resource *resource;
     ID3D11ShaderResourceView *srv;
+    ID3D11UnorderedAccessView *uav;
 };
 
 static struct d3d11_resource *d3d11_resource(struct resource *r)
@@ -374,13 +375,12 @@ static struct resource *d3d11_runner_create_resource(struct shader_runner *r, co
     HRESULT hr;
 
     resource = calloc(1, sizeof(*resource));
-
-    resource->r.slot = params->slot;
-    resource->r.type = params->type;
+    init_resource(&resource->r, params);
 
     switch (params->type)
     {
         case RESOURCE_TYPE_TEXTURE:
+        case RESOURCE_TYPE_UAV:
         {
             D3D11_TEXTURE2D_DESC desc = {0};
 
@@ -391,7 +391,10 @@ static struct resource *d3d11_runner_create_resource(struct shader_runner *r, co
             desc.Format = params->format;
             desc.SampleDesc.Count = 1;
             desc.Usage = D3D11_USAGE_DEFAULT;
-            desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+            if (params->type == RESOURCE_TYPE_UAV)
+                desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
+            else
+                desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
 
             resource_data.pSysMem = params->data;
             resource_data.SysMemPitch = params->width * params->texel_size;
@@ -399,8 +402,11 @@ static struct resource *d3d11_runner_create_resource(struct shader_runner *r, co
 
             hr = ID3D11Device_CreateTexture2D(device, &desc, &resource_data, (ID3D11Texture2D **)&resource->resource);
             ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
-            hr = ID3D11Device_CreateShaderResourceView(device, resource->resource, NULL, &resource->srv);
-            ok(hr == S_OK, "Failed to create shader resource view, hr %#lx.\n", hr);
+            if (params->type == RESOURCE_TYPE_UAV)
+                hr = ID3D11Device_CreateUnorderedAccessView(device, resource->resource, NULL, &resource->uav);
+            else
+                hr = ID3D11Device_CreateShaderResourceView(device, resource->resource, NULL, &resource->srv);
+            ok(hr == S_OK, "Failed to create view, hr %#lx.\n", hr);
             break;
         }
 
@@ -420,14 +426,18 @@ static void d3d11_runner_destroy_resource(struct shader_runner *r, struct resour
     ID3D11Resource_Release(resource->resource);
     if (resource->srv)
         ID3D11ShaderResourceView_Release(resource->srv);
+    if (resource->uav)
+        ID3D11UnorderedAccessView_Release(resource->uav);
     free(resource);
 }
 
 static bool d3d11_runner_draw(struct shader_runner *r,
         D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
 {
+    ID3D11UnorderedAccessView *uavs[D3D11_PS_CS_UAV_REGISTER_COUNT] = {0};
     struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
     ID3D11DeviceContext *context = runner->immediate_context;
+    unsigned int min_uav_slot = ARRAY_SIZE(uavs);
     ID3D11Device *device = runner->device;
     ID3D10Blob *vs_code, *ps_code;
     ID3D11Buffer *cb = NULL;
@@ -472,6 +482,11 @@ static bool d3d11_runner_draw(struct shader_runner *r,
                 ID3D11DeviceContext_PSSetShaderResources(context, resource->r.slot, 1, &resource->srv);
                 break;
 
+            case RESOURCE_TYPE_UAV:
+                uavs[resource->r.slot] = resource->uav;
+                min_uav_slot = min(min_uav_slot, resource->r.slot);
+                break;
+
             case RESOURCE_TYPE_VERTEX_BUFFER:
                 ID3D11DeviceContext_IASetVertexBuffers(context, resource->r.slot, 1,
                         (ID3D11Buffer **)&resource->resource, &stride, &offset);
@@ -479,6 +494,10 @@ static bool d3d11_runner_draw(struct shader_runner *r,
         }
     }
 
+    ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context,
+            D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, NULL, NULL,
+            min_uav_slot, ARRAY_SIZE(uavs) - min_uav_slot, &uavs[min_uav_slot], NULL);
+
     for (i = 0; i < runner->r.sampler_count; ++i)
     {
         struct sampler *sampler = &runner->r.samplers[i];
diff --git a/tests/shader_runner_d3d12.c b/tests/shader_runner_d3d12.c
index 22c9b2266..f97e7bde9 100644
--- a/tests/shader_runner_d3d12.c
+++ b/tests/shader_runner_d3d12.c
@@ -90,9 +90,7 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
     struct d3d12_resource *resource;
 
     resource = calloc(1, sizeof(*resource));
-    resource->r.slot = params->slot;
-    resource->r.type = params->type;
-    resource->r.size = params->data_size;
+    init_resource(&resource->r, params);
 
     switch (params->type)
     {
@@ -116,6 +114,27 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
                     NULL, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
             break;
 
+        case RESOURCE_TYPE_UAV:
+            if (!runner->heap)
+                runner->heap = create_gpu_descriptor_heap(device,
+                        D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
+
+            if (params->slot >= MAX_RESOURCE_DESCRIPTORS)
+                fatal_error("Resource slot %u is too high; please increase MAX_RESOURCE_DESCRIPTORS.\n", params->slot);
+
+            resource->resource = create_default_texture(device, params->width, params->height,
+                    params->format, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST);
+            resource_data.pData = params->data;
+            resource_data.SlicePitch = resource_data.RowPitch = params->width * params->texel_size;
+            upload_texture_data(resource->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, resource->resource,
+                    D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
+            // fixme zf: un-magic this
+            ID3D12Device_CreateUnorderedAccessView(device, resource->resource,
+                    NULL, NULL, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot + 32));
+            break;
+
         case RESOURCE_TYPE_VERTEX_BUFFER:
             resource->resource = create_upload_buffer(device, params->data_size, params->data);
             break;
@@ -192,6 +211,7 @@ static bool d3d12_runner_draw(struct shader_runner *r,
         switch (resource->r.type)
         {
             case RESOURCE_TYPE_TEXTURE:
+            case RESOURCE_TYPE_UAV:
                 range = &resource->descriptor_range;
 
                 resource->root_index = root_signature_desc.NumParameters++;
@@ -201,7 +221,10 @@ static bool d3d12_runner_draw(struct shader_runner *r,
                 root_param->DescriptorTable.pDescriptorRanges = range;
                 root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
 
-                range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
+                if (resource->r.type == RESOURCE_TYPE_UAV)
+                    range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
+                else
+                    range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
                 range->NumDescriptors = 1;
                 range->BaseShaderRegister = resource->r.slot;
                 range->RegisterSpace = 0;
@@ -281,6 +304,12 @@ static bool d3d12_runner_draw(struct shader_runner *r,
                         get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
                 break;
 
+            case RESOURCE_TYPE_UAV:
+                // fixme zf: un-magic
+                ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, resource->root_index,
+                        get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot + 32));
+                break;
+
             case RESOURCE_TYPE_VERTEX_BUFFER:
                 vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(resource->resource);
                 vbv.StrideInBytes = get_vb_stride(&runner->r, resource->r.slot);
diff --git a/tests/shader_runner_d3d9.c b/tests/shader_runner_d3d9.c
index b9ec55b4e..417d68750 100644
--- a/tests/shader_runner_d3d9.c
+++ b/tests/shader_runner_d3d9.c
@@ -222,9 +222,7 @@ static struct resource *d3d9_runner_create_resource(struct shader_runner *r, con
     void *data;
 
     resource = calloc(1, sizeof(*resource));
-    resource->r.slot = params->slot;
-    resource->r.type = params->type;
-    resource->r.size = params->data_size;
+    init_resource(&resource->r, params);
 
     switch (params->type)
     {
@@ -257,6 +255,10 @@ static struct resource *d3d9_runner_create_resource(struct shader_runner *r, con
             ok(hr == D3D_OK, "Failed to unmap texture, hr %#lx.\n", hr);
             break;
 
+        case RESOURCE_TYPE_UAV:
+            fatal_error("UAVs are not supported.\n");
+            break;
+
         case RESOURCE_TYPE_VERTEX_BUFFER:
             hr = IDirect3DDevice9_CreateVertexBuffer(device, params->data_size,
                     D3DUSAGE_DYNAMIC, 0, D3DPOOL_DEFAULT, &resource->vb, NULL);
@@ -366,6 +368,10 @@ static bool d3d9_runner_draw(struct shader_runner *r,
                 ok(hr == D3D_OK, "Failed to set texture, hr %#lx.\n", hr);
                 break;
 
+            case RESOURCE_TYPE_UAV:
+                assert(0);
+                break;
+
             case RESOURCE_TYPE_VERTEX_BUFFER:
                 for (j = 0; j < runner->r.input_element_count; ++j)
                 {
diff --git a/tests/shader_runner_vulkan.c b/tests/shader_runner_vulkan.c
index 601eb5a17..f5a0e7ec3 100644
--- a/tests/shader_runner_vulkan.c
+++ b/tests/shader_runner_vulkan.c
@@ -245,17 +245,25 @@ static struct resource *vulkan_runner_create_resource(struct shader_runner *r, c
     void *data;
 
     resource = calloc(1, sizeof(*resource));
-
-    resource->r.slot = params->slot;
-    resource->r.type = params->type;
+    init_resource(&resource->r, params);
 
     switch (params->type)
     {
         case RESOURCE_TYPE_TEXTURE:
+        case RESOURCE_TYPE_UAV:
+        {
+            VkImageUsageFlagBits usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
+            VkImageLayout layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
+
             format = vkd3d_get_vk_format(params->format);
 
-            resource->image = create_2d_image(runner, params->width, params->height,
-                    VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, format, &resource->memory);
+            if (params->type == RESOURCE_TYPE_UAV)
+            {
+                layout = VK_IMAGE_LAYOUT_GENERAL;
+                usage |= VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
+            }
+
+            resource->image = create_2d_image(runner, params->width, params->height, usage, format, &resource->memory);
             resource->view = create_2d_image_view(runner, resource->image, format);
 
             staging_buffer = create_buffer(runner, params->data_size,
@@ -277,14 +285,14 @@ static struct resource *vulkan_runner_create_resource(struct shader_runner *r, c
             VK_CALL(vkCmdCopyBufferToImage(runner->cmd_buffer, staging_buffer, resource->image,
                     VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region));
 
-            transition_image_layout(runner, resource->image,
-                    VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
+            transition_image_layout(runner, resource->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, layout);
 
             end_command_buffer(runner);
 
             VK_CALL(vkFreeMemory(device, staging_memory, NULL));
             VK_CALL(vkDestroyBuffer(device, staging_buffer, NULL));
             break;
+        }
 
         case RESOURCE_TYPE_VERTEX_BUFFER:
             resource->buffer = create_buffer(runner, params->data_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
@@ -383,8 +391,12 @@ static bool compile_shader(const struct vulkan_shader_runner *runner, const char
                 break;
 
             case RESOURCE_TYPE_TEXTURE:
+            case RESOURCE_TYPE_UAV:
                 binding = &bindings[interface_info.binding_count++];
-                binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_SRV;
+                if (resource->r.type == RESOURCE_TYPE_UAV)
+                    binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_UAV;
+                else
+                    binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_SRV;
                 binding->register_space = 0;
                 binding->register_index = resource->r.slot;
                 binding->shader_visibility = VKD3D_SHADER_VISIBILITY_ALL;
@@ -557,6 +569,7 @@ static VkPipeline create_pipeline(const struct vulkan_shader_runner *runner,
         switch (resource->r.type)
         {
             case RESOURCE_TYPE_TEXTURE:
+            case RESOURCE_TYPE_UAV:
                 break;
 
             case RESOURCE_TYPE_VERTEX_BUFFER:
@@ -662,12 +675,16 @@ static VkDescriptorSetLayout create_descriptor_set_layout(struct vulkan_shader_r
                 break;
 
             case RESOURCE_TYPE_TEXTURE:
+            case RESOURCE_TYPE_UAV:
                 binding = &bindings[set_desc.bindingCount++];
 
                 resource->binding = binding_index++;
 
                 binding->binding = resource->binding;
-                binding->descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
+                if (resource->r.type == RESOURCE_TYPE_UAV)
+                    binding->descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
+                else
+                    binding->descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
                 binding->descriptorCount = 1;
                 binding->stageFlags = VK_SHADER_STAGE_ALL;
                 binding->pImmutableSamplers = NULL;
@@ -729,6 +746,7 @@ static void bind_resources(struct vulkan_shader_runner *runner, VkPipelineBindPo
         switch (resource->r.type)
         {
             case RESOURCE_TYPE_TEXTURE:
+            case RESOURCE_TYPE_UAV:
                 image_info.imageView = resource->view;
                 image_info.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
 
@@ -739,6 +757,12 @@ static void bind_resources(struct vulkan_shader_runner *runner, VkPipelineBindPo
                 write.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
                 write.pImageInfo = &image_info;
 
+                if (resource->r.type == RESOURCE_TYPE_UAV)
+                {
+                    image_info.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
+                    write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
+                }
+
                 VK_CALL(vkUpdateDescriptorSets(runner->device, 1, &write, 0, NULL));
                 break;
 
@@ -967,7 +991,7 @@ static bool init_vulkan_runner(struct vulkan_shader_runner *runner)
     VkInstanceCreateInfo instance_desc = {.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO};
     VkDeviceCreateInfo device_desc = {.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO};
     VkPhysicalDeviceFeatures ret_features, features;
-    VkDescriptorPoolSize descriptor_pool_sizes[2];
+    VkDescriptorPoolSize descriptor_pool_sizes[3];
     VkAttachmentDescription attachment_desc = {0};
     static const float queue_priority = 1.0f;
     VkSubpassDescription subpass_desc = {0};
@@ -1049,7 +1073,9 @@ static bool init_vulkan_runner(struct vulkan_shader_runner *runner)
     } \
     features.x = VK_TRUE
 
+    ENABLE_FEATURE(fragmentStoresAndAtomics);
     ENABLE_FEATURE(shaderImageGatherExtended);
+    ENABLE_FEATURE(shaderStorageImageWriteWithoutFormat);
 
     if ((vr = VK_CALL(vkCreateDevice(runner->phys_device, &device_desc, NULL, &device))))
     {
@@ -1115,6 +1141,8 @@ static bool init_vulkan_runner(struct vulkan_shader_runner *runner)
     descriptor_pool_sizes[0].descriptorCount = MAX_RESOURCES;
     descriptor_pool_sizes[1].type = VK_DESCRIPTOR_TYPE_SAMPLER;
     descriptor_pool_sizes[1].descriptorCount = MAX_SAMPLERS;
+    descriptor_pool_sizes[2].type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
+    descriptor_pool_sizes[2].descriptorCount = MAX_RESOURCES;
 
     descriptor_pool_desc.maxSets = 1;
     descriptor_pool_desc.poolSizeCount = ARRAY_SIZE(descriptor_pool_sizes);
-- 
2.36.1




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