vkd3d/tests/shader_runner_d3d12.c

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/*
* Copyright 2020-2021 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
*/
#include "config.h"
#include <assert.h>
#define COBJMACROS
#define CONST_VTABLE
#define VKD3D_TEST_NO_DEFS
#include "d3d12_crosstest.h"
#include "shader_runner.h"
struct d3d12_texture
{
struct texture t;
D3D12_DESCRIPTOR_RANGE descriptor_range;
ID3D12DescriptorHeap *heap;
ID3D12Resource *resource;
unsigned int root_index;
};
static struct d3d12_texture *d3d12_texture(struct texture *t)
{
return CONTAINING_RECORD(t, struct d3d12_texture, t);
}
struct d3d12_shader_context
{
struct shader_context c;
struct test_context test_context;
};
static struct d3d12_shader_context *d3d12_shader_context(struct shader_context *c)
{
return CONTAINING_RECORD(c, struct d3d12_shader_context, c);
}
static ID3D10Blob *compile_shader(const char *source, enum shader_model shader_model)
{
ID3D10Blob *blob = NULL, *errors = NULL;
HRESULT hr;
static const char *const shader_models[] =
{
[SHADER_MODEL_2_0] = "ps_4_0",
[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",
};
hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main",
shader_models[shader_model], 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 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 d3d12_texture *texture;
texture = calloc(1, sizeof(*texture));
texture->t.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->t;
}
static void d3d12_runner_destroy_texture(struct shader_context *c, struct texture *t)
{
struct d3d12_texture *texture = d3d12_texture(t);
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);
struct test_context *test_context = &context->test_context;
ID3D12GraphicsCommandList *command_list = test_context->list;
D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0};
D3D12_ROOT_PARAMETER root_params[3], *root_param;
ID3D12CommandQueue *queue = test_context->queue;
D3D12_STATIC_SAMPLER_DESC static_samplers[1];
ID3D12Device *device = test_context->device;
static const float clear_color[4];
unsigned int uniform_index;
D3D12_SHADER_BYTECODE ps;
ID3D12PipelineState *pso;
ID3D10Blob *ps_code;
HRESULT hr;
size_t i;
if (!(ps_code = compile_shader(context->c.ps_source, context->c.minimum_shader_model)))
return;
root_signature_desc.NumParameters = 0;
root_signature_desc.pParameters = root_params;
root_signature_desc.NumStaticSamplers = 0;
root_signature_desc.pStaticSamplers = static_samplers;
if (context->c.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->c.uniform_count;
root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
}
for (i = 0; i < context->c.texture_count; ++i)
{
struct d3d12_texture *texture = d3d12_texture(context->c.textures[i]);
D3D12_DESCRIPTOR_RANGE *range;
range = &texture->descriptor_range;
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->t.slot;
range->RegisterSpace = 0;
range->OffsetInDescriptorsFromTableStart = 0;
}
assert(root_signature_desc.NumParameters <= ARRAY_SIZE(root_params));
for (i = 0; i < context->c.sampler_count; ++i)
{
D3D12_STATIC_SAMPLER_DESC *sampler_desc = &static_samplers[root_signature_desc.NumStaticSamplers++];
const struct sampler *sampler = &context->c.samplers[i];
memset(sampler_desc, 0, sizeof(*sampler_desc));
sampler_desc->Filter = sampler->filter;
sampler_desc->AddressU = sampler->u_address;
sampler_desc->AddressV = sampler->v_address;
sampler_desc->AddressW = sampler->w_address;
sampler_desc->ShaderRegister = sampler->slot;
sampler_desc->RegisterSpace = 0;
sampler_desc->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
}
if (test_context->root_signature)
ID3D12RootSignature_Release(test_context->root_signature);
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);
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, NULL, &ps, NULL);
ID3D10Blob_Release(ps_code);
if (!pso)
return;
vkd3d_array_reserve((void **)&test_context->pso, &test_context->pso_capacity,
test_context->pso_count + 1, sizeof(*test_context->pso));
test_context->pso[test_context->pso_count++] = pso;
ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, test_context->root_signature);
if (context->c.uniform_count)
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, uniform_index,
context->c.uniform_count, context->c.uniforms, 0);
for (i = 0; i < context->c.texture_count; ++i)
{
struct d3d12_texture *texture = d3d12_texture(context->c.textures[i]);
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, texture->root_index,
get_gpu_descriptor_handle(test_context, texture->heap, 0));
}
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &test_context->rtv, false, NULL);
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &test_context->scissor_rect);
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &test_context->viewport);
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, test_context->rtv, clear_color, 0, NULL);
ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
transition_resource_state(command_list, test_context->render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
/* Finish the command list so that we can destroy objects. */
hr = ID3D12GraphicsCommandList_Close(command_list);
ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
exec_command_list(queue, command_list);
wait_queue_idle(device, queue);
reset_command_list(command_list, test_context->allocator);
}
static void d3d12_runner_probe_vec4(struct shader_context *c,
const RECT *rect, const struct vec4 *v, unsigned int ulps)
{
struct d3d12_shader_context *context = d3d12_shader_context(c);
struct test_context *test_context = &context->test_context;
struct resource_readback rb;
get_texture_readback_with_command_list(test_context->render_target, 0, &rb,
test_context->queue, test_context->list);
check_readback_data_vec4(&rb, rect, v, ulps);
release_resource_readback(&rb);
reset_command_list(test_context->list, test_context->allocator);
}
static const struct shader_runner_ops d3d12_runner_ops =
{
.create_texture = d3d12_runner_create_texture,
.destroy_texture = d3d12_runner_destroy_texture,
.draw_quad = d3d12_runner_draw_quad,
.probe_vec4 = d3d12_runner_probe_vec4,
};
void run_shader_tests_d3d12(int argc, char **argv)
{
static const struct test_context_desc desc =
{
.rt_width = 640,
.rt_height = 480,
.no_root_signature = true,
.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT,
};
struct d3d12_shader_context context;
parse_args(argc, argv);
enable_d3d12_debug_layer(argc, argv);
init_adapter_info();
init_test_context(&context.test_context, &desc);
run_shader_tests(&context.c, argc, argv, &d3d12_runner_ops);
destroy_test_context(&context.test_context);
}