[PATCH vkd3d 3/8] tests: Allow specifying a custom input layout.
Zebediah Figura
zfigura at codeweavers.com
Mon Mar 21 20:42:16 CDT 2022
Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
---
tests/shader_runner.c | 63 ++++++++++++++++++++++++++++++++-----
tests/shader_runner.h | 12 +++++++
tests/shader_runner_d3d11.c | 41 +++++++++++++++++++-----
tests/shader_runner_d3d12.c | 23 +++++++++++++-
4 files changed, 124 insertions(+), 15 deletions(-)
diff --git a/tests/shader_runner.c b/tests/shader_runner.c
index a2aecf9f9..383a61fb3 100644
--- a/tests/shader_runner.c
+++ b/tests/shader_runner.c
@@ -54,6 +54,7 @@ typedef int HRESULT;
#include <errno.h>
#include <stdbool.h>
#include <stdio.h>
+#include <string.h>
#include "vkd3d_windows.h"
#include "vkd3d_d3dcommon.h"
#include "vkd3d_d3dcompiler.h"
@@ -74,6 +75,7 @@ void fatal_error(const char *format, ...)
enum parse_state
{
STATE_NONE,
+ STATE_INPUT_LAYOUT,
STATE_PREPROC,
STATE_PREPROC_INVALID,
STATE_REQUIRE,
@@ -89,6 +91,9 @@ static bool match_string(const char *line, const char *token, const char **const
{
size_t len = strlen(token);
+ while (isspace(*line))
+ ++line;
+
if (strncmp(line, token, len) || !isspace(line[len]))
return false;
if (rest)
@@ -131,7 +136,7 @@ static void parse_require_directive(struct shader_runner *runner, const char *li
}
}
-static void parse_texture_format(struct texture_params *texture, const char *line)
+static DXGI_FORMAT parse_format(const char *line, enum texture_data_type *data_type, unsigned int *texel_size, const char **rest)
{
static const struct
{
@@ -151,12 +156,12 @@ static void parse_texture_format(struct texture_params *texture, const char *lin
for (i = 0; i < ARRAY_SIZE(formats); ++i)
{
- if (match_string(line, formats[i].string, &line))
+ if (match_string(line, formats[i].string, rest))
{
- texture->format = formats[i].format;
- texture->data_type = formats[i].data_type;
- texture->texel_size = formats[i].texel_size;
- return;
+ if (data_type)
+ *data_type = formats[i].data_type;
+ *texel_size = formats[i].texel_size;
+ return formats[i].format;
}
}
@@ -230,7 +235,7 @@ static void parse_texture_directive(struct texture_params *texture, const char *
if (match_string(line, "format", &line))
{
- parse_texture_format(texture, line);
+ texture->format = parse_format(line, &texture->data_type, &texture->texel_size, &line);
}
else if (match_string(line, "size", &line))
{
@@ -278,6 +283,34 @@ static void parse_texture_directive(struct texture_params *texture, const char *
}
}
+static void parse_input_layout_directive(struct shader_runner *runner, const char *line)
+{
+ struct input_element *element;
+ const char *rest;
+
+ vkd3d_array_reserve((void **)&runner->input_elements, &runner->input_element_capacity,
+ runner->input_element_count + 1, sizeof(*runner->input_elements));
+ element = &runner->input_elements[runner->input_element_count++];
+
+ element->slot = strtoul(line, (char **)&rest, 10);
+ if (rest == line)
+ fatal_error("Malformed input layout directive '%s'.\n", line);
+ line = rest;
+
+ element->format = parse_format(line, NULL, &element->texel_size, &line);
+
+ if (!(rest = strpbrk(line, " \n")))
+ rest = line + strlen(line);
+ element->name = malloc(rest - line + 1);
+ memcpy(element->name, line, rest - line);
+ element->name[rest - line] = 0;
+ line = rest;
+
+ element->index = strtoul(line, (char **)&rest, 10);
+ if (rest == line)
+ element->index = 0;
+}
+
static void set_uniforms(struct shader_runner *runner, size_t offset, size_t count, const void *uniforms)
{
runner->uniform_count = align(max(runner->uniform_count, offset + count), 4);
@@ -493,6 +526,7 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
{
switch (state)
{
+ case STATE_INPUT_LAYOUT:
case STATE_NONE:
case STATE_REQUIRE:
case STATE_SAMPLER:
@@ -662,6 +696,14 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
{
state = STATE_SHADER_VERTEX;
}
+ else if (!strcmp(line, "[input layout]\n"))
+ {
+ state = STATE_INPUT_LAYOUT;
+
+ for (i = 0; i < runner->input_element_count; ++i)
+ free(runner->input_elements[i].name);
+ runner->input_element_count = 0;
+ }
vkd3d_test_set_context("Section %.*s, line %u", strlen(line) - 1, line, line_number);
}
@@ -673,6 +715,10 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
fatal_error("Malformed line '%s'.\n", line);
break;
+ case STATE_INPUT_LAYOUT:
+ parse_input_layout_directive(runner, line);
+ break;
+
case STATE_PREPROC:
case STATE_PREPROC_INVALID:
case STATE_SHADER_INVALID_PIXEL:
@@ -706,6 +752,9 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
}
}
+ for (i = 0; i < runner->input_element_count; ++i)
+ free(runner->input_elements[i].name);
+ free(runner->input_elements);
free(runner->vs_source);
free(runner->ps_source);
for (i = 0; i < runner->texture_count; ++i)
diff --git a/tests/shader_runner.h b/tests/shader_runner.h
index 43ded8534..8e2ca20e7 100644
--- a/tests/shader_runner.h
+++ b/tests/shader_runner.h
@@ -68,6 +68,15 @@ struct texture
unsigned int slot;
};
+struct input_element
+{
+ char *name;
+ unsigned int slot;
+ DXGI_FORMAT format;
+ unsigned int texel_size;
+ unsigned int index;
+};
+
struct shader_runner
{
const struct shader_runner_ops *ops;
@@ -84,6 +93,9 @@ struct shader_runner
struct sampler *samplers;
size_t sampler_count;
+
+ struct input_element *input_elements;
+ size_t input_element_count, input_element_capacity;
};
struct shader_runner_ops
diff --git a/tests/shader_runner_d3d11.c b/tests/shader_runner_d3d11.c
index f40494446..d419db2d8 100644
--- a/tests/shader_runner_d3d11.c
+++ b/tests/shader_runner_d3d11.c
@@ -412,6 +412,7 @@ static void d3d11_runner_destroy_texture(struct shader_runner *r, struct texture
static void d3d11_runner_draw_quad(struct shader_runner *r)
{
struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
+ ID3D11DeviceContext *context = runner->immediate_context;
ID3D11Device *device = runner->device;
ID3D10Blob *vs_code, *ps_code;
ID3D11Buffer *cb = NULL;
@@ -441,14 +442,14 @@ static void d3d11_runner_draw_quad(struct shader_runner *r)
{
cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER,
runner->r.uniform_count * sizeof(*runner->r.uniforms), runner->r.uniforms);
- ID3D11DeviceContext_PSSetConstantBuffers(runner->immediate_context, 0, 1, &cb);
+ ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
}
for (i = 0; i < runner->r.texture_count; ++i)
{
struct d3d11_texture *texture = d3d11_texture(runner->r.textures[i]);
- ID3D11DeviceContext_PSSetShaderResources(runner->immediate_context, texture->t.slot, 1, &texture->srv);
+ ID3D11DeviceContext_PSSetShaderResources(context, texture->t.slot, 1, &texture->srv);
}
for (i = 0; i < runner->r.sampler_count; ++i)
@@ -468,15 +469,41 @@ static void d3d11_runner_draw_quad(struct shader_runner *r)
hr = ID3D11Device_CreateSamplerState(device, &desc, &d3d11_sampler);
ok(hr == S_OK, "Failed to create sampler state, hr %#lx.\n", hr);
- ID3D11DeviceContext_PSSetSamplers(runner->immediate_context, sampler->slot, 1, &d3d11_sampler);
+ ID3D11DeviceContext_PSSetSamplers(context, sampler->slot, 1, &d3d11_sampler);
ID3D11SamplerState_Release(d3d11_sampler);
}
- ID3D11DeviceContext_IASetPrimitiveTopology(runner->immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- ID3D11DeviceContext_VSSetShader(runner->immediate_context, vs, NULL, 0);
- ID3D11DeviceContext_PSSetShader(runner->immediate_context, ps, NULL, 0);
+ if (runner->r.input_element_count)
+ {
+ D3D11_INPUT_ELEMENT_DESC *descs;
+ ID3D11InputLayout *input_layout;
- ID3D11DeviceContext_Draw(runner->immediate_context, 3, 0);
+ descs = calloc(runner->r.input_element_count, sizeof(*descs));
+ for (i = 0; i < runner->r.input_element_count; ++i)
+ {
+ const struct input_element *element = &runner->r.input_elements[i];
+ D3D11_INPUT_ELEMENT_DESC *desc = &descs[i];
+
+ desc->SemanticName = element->name;
+ desc->SemanticIndex = element->index;
+ desc->Format = element->format;
+ desc->InputSlot = element->slot;
+ desc->AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
+ desc->InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
+ }
+
+ hr = ID3D11Device_CreateInputLayout(device, descs, runner->r.input_element_count,
+ ID3D10Blob_GetBufferPointer(vs_code), ID3D10Blob_GetBufferSize(vs_code), &input_layout);
+ ok(hr == S_OK, "Failed to create input layout, hr %#lx.\n", hr);
+ ID3D11DeviceContext_IASetInputLayout(context, input_layout);
+ ID3D11InputLayout_Release(input_layout);
+ }
+
+ ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
+ ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+
+ ID3D11DeviceContext_Draw(context, 3, 0);
ID3D11PixelShader_Release(ps);
ID3D11VertexShader_Release(vs);
diff --git a/tests/shader_runner_d3d12.c b/tests/shader_runner_d3d12.c
index befa7f2f5..e442d16e1 100644
--- a/tests/shader_runner_d3d12.c
+++ b/tests/shader_runner_d3d12.c
@@ -131,8 +131,10 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0};
D3D12_ROOT_PARAMETER root_params[3], *root_param;
ID3D12CommandQueue *queue = test_context->queue;
+ D3D12_INPUT_ELEMENT_DESC *input_element_descs;
D3D12_STATIC_SAMPLER_DESC static_samplers[1];
ID3D12Device *device = test_context->device;
+ D3D12_INPUT_LAYOUT_DESC input_layout;
static const float clear_color[4];
ID3D10Blob *vs_code, *ps_code;
D3D12_SHADER_BYTECODE vs, ps;
@@ -154,6 +156,7 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
root_signature_desc.pParameters = root_params;
root_signature_desc.NumStaticSamplers = 0;
root_signature_desc.pStaticSamplers = static_samplers;
+ root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
if (runner->r.uniform_count)
{
@@ -209,14 +212,32 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
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);
+ input_element_descs = calloc(runner->r.input_element_count, sizeof(*input_element_descs));
+ for (i = 0; i < runner->r.input_element_count; ++i)
+ {
+ const struct input_element *element = &runner->r.input_elements[i];
+ D3D12_INPUT_ELEMENT_DESC *desc = &input_element_descs[i];
+
+ desc->SemanticName = element->name;
+ desc->SemanticIndex = element->index;
+ desc->Format = element->format;
+ desc->InputSlot = element->slot;
+ desc->AlignedByteOffset = D3D12_APPEND_ALIGNED_ELEMENT;
+ desc->InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
+ }
+
+ input_layout.pInputElementDescs = input_element_descs;
+ input_layout.NumElements = runner->r.input_element_count;
+
vs.pShaderBytecode = ID3D10Blob_GetBufferPointer(vs_code);
vs.BytecodeLength = ID3D10Blob_GetBufferSize(vs_code);
ps.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps_code);
ps.BytecodeLength = ID3D10Blob_GetBufferSize(ps_code);
pso = create_pipeline_state(device, test_context->root_signature,
- test_context->render_target_desc.Format, &vs, &ps, NULL);
+ test_context->render_target_desc.Format, &vs, &ps, &input_layout);
ID3D10Blob_Release(vs_code);
ID3D10Blob_Release(ps_code);
+ free(input_element_descs);
if (!pso)
return;
vkd3d_array_reserve((void **)&test_context->pso, &test_context->pso_capacity,
--
2.35.1
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