vkd3d/tests/shader_runner_d3d12.c

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/*
* Copyright 2020 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
*/
/*
* This application contains code derived from piglit, the license for which
* follows:
*
* Copyright © 2010 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#include "d3d12_crosstest.h"
#include <errno.h>
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 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
{
struct test_context c;
ID3D10Blob *ps_code;
uint32_t *uniforms;
size_t uniform_count;
struct texture *textures;
size_t texture_count;
};
static ID3D10Blob *compile_shader(const char *source, const char *target)
{
ID3D10Blob *blob = NULL, *errors = NULL;
HRESULT hr;
hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", target, 0, 0, &blob, &errors);
ok(hr == S_OK, "Failed to compile shader, hr %#x.\n", hr);
if (errors)
{
if (vkd3d_test_state.debug_level)
trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
ID3D10Blob_Release(errors);
}
return blob;
}
static void free_texture(struct texture *texture)
{
ID3D12DescriptorHeap_Release(texture->heap);
ID3D12Resource_Release(texture->resource);
free(texture->data);
memset(texture, 0, sizeof(*texture));
}
enum parse_state
{
STATE_NONE,
STATE_PREPROC,
STATE_PREPROC_INVALID,
STATE_SHADER_INVALID_PIXEL,
STATE_SHADER_PIXEL,
STATE_TEXTURE,
STATE_TEST,
};
static bool match_string(const char *line, const char *token, const char **const rest)
{
size_t len = strlen(token);
if (strncmp(line, token, len) || !isspace(line[len]))
return false;
if (rest)
{
*rest = line + len;
while (isspace(**rest))
++*rest;
}
return true;
}
static void parse_texture_format(struct texture *texture, const char *line)
{
static const struct
{
const char *string;
enum texture_data_type data_type;
unsigned int texel_size;
DXGI_FORMAT format;
}
formats[] =
{
{"r32g32b32a32 float", TEXTURE_DATA_FLOAT, 16, DXGI_FORMAT_R32G32B32A32_FLOAT},
{"r32g32 uint", TEXTURE_DATA_UINT, 8, DXGI_FORMAT_R32G32_UINT},
{"r32 float", TEXTURE_DATA_FLOAT, 4, DXGI_FORMAT_R32_FLOAT},
{"r32 sint", TEXTURE_DATA_SINT, 4, DXGI_FORMAT_R32_SINT},
};
unsigned int i;
for (i = 0; i < ARRAY_SIZE(formats); ++i)
{
if (match_string(line, formats[i].string, &line))
{
texture->format = formats[i].format;
texture->data_type = formats[i].data_type;
texture->texel_size = formats[i].texel_size;
return;
}
}
fprintf(stderr, "Unknown format '%s'.\n", line);
texture->format = DXGI_FORMAT_R32G32B32A32_FLOAT;
texture->data_type = TEXTURE_DATA_FLOAT;
texture->texel_size = 16;
}
static void parse_texture_directive(struct texture *texture, const char *line)
{
const char *const orig_line = line;
int ret;
if (match_string(line, "format", &line))
{
parse_texture_format(texture, line);
}
else if (match_string(line, "size", &line))
{
ret = sscanf(line, "( %u , %u )", &texture->width, &texture->height);
if (ret < 2)
goto err;
}
else
{
union
{
float f;
int32_t i;
uint32_t u;
} u;
char *rest;
u.u = 0;
for (;;)
{
switch (texture->data_type)
{
case TEXTURE_DATA_FLOAT:
u.f = strtof(line, &rest);
break;
case TEXTURE_DATA_SINT:
u.i = strtol(line, &rest, 10);
break;
case TEXTURE_DATA_UINT:
u.u = strtoul(line, &rest, 10);
break;
}
if (rest == line)
break;
vkd3d_array_reserve((void **)&texture->data, &texture->data_capacity, texture->data_size + sizeof(u), 1);
memcpy(texture->data + texture->data_size, &u, sizeof(u));
texture->data_size += sizeof(u);
line = rest;
}
}
return;
err:
fprintf(stderr, "Ignoring malformed line '%s'.\n", orig_line);
}
static void parse_test_directive(struct shader_context *context, const char *line)
{
const char *const orig_line = line;
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;
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;
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;
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));
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;
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);
ID3D12PipelineState_Release(pso);
transition_resource_state(command_list, context->c.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
}
else if (match_string(line, "probe all rgba", &line))
{
unsigned int ulps;
struct vec4 v;
int ret;
ret = sscanf(line, "( %f , %f , %f , %f ) %u", &v.x, &v.y, &v.z, &v.w, &ulps);
if (ret < 4)
goto err;
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);
}
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;
ret = sscanf(line, "( %u , %u , %u , %u ) ( %f , %f , %f , %f ) %u",
&x, &y, &w, &h, &v.x, &v.y, &v.z, &v.w, &ulps);
if (ret < 8)
goto err;
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);
}
else if (match_string(line, "probe rgba", &line))
{
struct resource_readback rb;
unsigned int x, y, ulps;
struct vec4 v;
RECT rect;
int ret;
ret = sscanf(line, "( %u , %u ) ( %f , %f , %f , %f ) %u", &x, &y, &v.x, &v.y, &v.z, &v.w, &ulps);
if (ret < 6)
goto err;
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);
}
else if (match_string(line, "uniform", &line))
{
unsigned int offset;
if (!sscanf(line, "%u", &offset))
goto err;
line = strchr(line, ' ') + 1;
if (match_string(line, "float4", &line))
{
struct vec4 v;
if (sscanf(line, "%f %f %f %f", &v.x, &v.y, &v.z, &v.w) < 4)
goto err;
if (offset + 4 > context->uniform_count)
{
context->uniform_count = offset + 4;
context->uniforms = realloc(context->uniforms, context->uniform_count * sizeof(*context->uniforms));
}
memcpy(context->uniforms + offset, &v, sizeof(v));
}
else if (match_string(line, "float", &line))
{
float f;
if (sscanf(line, "%f", &f) < 1)
goto err;
if (offset + 1 > context->uniform_count)
{
context->uniform_count = offset + 1;
context->uniforms = realloc(context->uniforms, context->uniform_count * sizeof(*context->uniforms));
}
memcpy(context->uniforms + offset, &f, sizeof(f));
}
else if (match_string(line, "int", &line))
{
int i;
if (sscanf(line, "%i", &i) < 1)
goto err;
if (offset + 1 > context->uniform_count)
{
context->uniform_count = offset + 1;
context->uniforms = realloc(context->uniforms, context->uniform_count * sizeof(*context->uniforms));
}
memcpy(context->uniforms + offset, &i, sizeof(i));
}
else if (match_string(line, "uint", &line))
{
unsigned int u;
if (sscanf(line, "%u", &u) < 1)
goto err;
if (offset + 1 > context->uniform_count)
{
context->uniform_count = offset + 1;
context->uniforms = realloc(context->uniforms, context->uniform_count * sizeof(*context->uniforms));
}
memcpy(context->uniforms + offset, &u, sizeof(u));
}
}
else
{
goto err;
}
return;
err:
fprintf(stderr, "Ignoring malformed line '%s'.\n", orig_line);
}
static struct texture *get_texture(struct shader_context *context, unsigned int slot)
{
struct texture *texture;
size_t i;
for (i = 0; i < context->texture_count; ++i)
{
texture = &context->textures[i];
if (texture->slot == slot)
return texture;
}
return NULL;
}
START_TEST(shader_runner_d3d12)
{
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;
enum parse_state state = STATE_NONE;
unsigned int i, line_number = 0;
struct texture *current_texture;
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] != '-')
{
filename = argv[i];
break;
}
}
if (!filename)
{
fprintf(stderr, "Usage: %s [file]\n", argv[0]);
return;
}
if (!(f = fopen(filename, "r")))
{
fprintf(stderr, "Unable to open '%s' for reading: %s\n", argv[1], strerror(errno));
return;
}
memset(&context, 0, sizeof(context));
init_test_context(&context.c, &desc);
for (;;)
{
char *ret = fgets(line, sizeof(line), f);
++line_number;
if (!ret || line[0] == '[')
{
switch (state)
{
case STATE_NONE:
case STATE_TEST:
case STATE_TEXTURE:
break;
case STATE_SHADER_PIXEL:
if (!(context.ps_code = compile_shader(shader_source, "ps_4_0")))
return;
shader_source_len = 0;
break;
case STATE_SHADER_INVALID_PIXEL:
{
ID3D10Blob *blob = NULL, *errors = NULL;
HRESULT hr;
hr = D3DCompile(shader_source, strlen(shader_source), NULL,
NULL, NULL, "main", "ps_4_0", 0, 0, &blob, &errors);
ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
ok(!blob, "Expected no compiled shader blob.\n");
ok(!!errors, "Expected non-NULL error blob.\n");
if (!errors)
return;
if (vkd3d_test_state.debug_level)
trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
ID3D10Blob_Release(errors);
shader_source_len = 0;
break;
}
case STATE_PREPROC_INVALID:
{
ID3D10Blob *blob = NULL, *errors = NULL;
HRESULT hr;
hr = D3DPreprocess(shader_source, strlen(shader_source), NULL, NULL, NULL, &blob, &errors);
ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
ok(!blob, "Expected no compiled shader blob.\n");
ok(!!errors, "Expected non-NULL error blob.\n");
if (errors)
{
if (vkd3d_test_state.debug_level)
trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
ID3D10Blob_Release(errors);
}
shader_source_len = 0;
break;
}
case STATE_PREPROC:
{
ID3D10Blob *blob = NULL, *errors = NULL;
SIZE_T size;
HRESULT hr;
char *text;
hr = D3DPreprocess(shader_source, strlen(shader_source), NULL, NULL, NULL, &blob, &errors);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
if (hr == S_OK)
{
if (errors)
{
if (vkd3d_test_state.debug_level)
trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
ID3D10Blob_Release(errors);
}
text = ID3D10Blob_GetBufferPointer(blob);
size = ID3D10Blob_GetBufferSize(blob);
ok(vkd3d_memmem(text, size, "pass", strlen("pass")),
"'pass' not found in preprocessed shader.\n");
ok(!vkd3d_memmem(text, size, "fail", strlen("fail")),
"'fail' found in preprocessed shader.\n");
ID3D10Blob_Release(blob);
}
shader_source_len = 0;
break;
}
}
}
if (!ret)
break;
if (line[0] == '[')
{
unsigned int index;
if (!strcmp(line, "[pixel shader]\n"))
{
state = STATE_SHADER_PIXEL;
}
else if (!strcmp(line, "[pixel shader fail]\n"))
{
state = STATE_SHADER_INVALID_PIXEL;
}
else if (sscanf(line, "[texture %u]\n", &index))
{
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;
}
else if (!strcmp(line, "[test]\n"))
{
state = STATE_TEST;
}
else if (!strcmp(line, "[preproc]\n"))
{
state = STATE_PREPROC;
}
else if (!strcmp(line, "[preproc fail]\n"))
{
state = STATE_PREPROC_INVALID;
}
vkd3d_test_set_context("Section %.*s, line %u", strlen(line) - 1, line, line_number);
}
else if (line[0] != '%' && line[0] != '\n')
{
switch (state)
{
case STATE_NONE:
fprintf(stderr, "Ignoring line '%s' in %s.\n", line, argv[1]);
break;
case STATE_PREPROC:
case STATE_PREPROC_INVALID:
case STATE_SHADER_INVALID_PIXEL:
case STATE_SHADER_PIXEL:
{
size_t len = strlen(line);
vkd3d_array_reserve((void **)&shader_source, &shader_source_size, shader_source_len + len + 1, 1);
memcpy(shader_source + shader_source_len, line, len + 1);
shader_source_len += len;
break;
}
case STATE_TEXTURE:
parse_texture_directive(current_texture, line);
break;
case STATE_TEST:
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);
fclose(f);
}