mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
640 lines
21 KiB
C
640 lines
21 KiB
C
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/*
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* Copyright 2008 Henri Verbeet for CodeWeavers
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* Copyright 2015 Józef Kucia for CodeWeavers
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* Copyright 2021 Zebediah Figura for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#define COBJMACROS
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#define CONST_VTABLE
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#define VKD3D_TEST_NO_DEFS
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#include <d3d11_4.h>
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#define __vkd3d_d3dcommon_h__
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#define __vkd3d_dxgibase_h__
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#define __vkd3d_dxgiformat_h__
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#include "vkd3d_d3dcompiler.h"
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#include "shader_runner.h"
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#include "vkd3d_test.h"
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const GUID IID_IDXGIDevice = {0x54ec77fa, 0x1377, 0x44e6, {0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c}};
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static HRESULT (WINAPI *pCreateDXGIFactory1)(REFIID iid, void **factory);
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static HRESULT (WINAPI *pD3D11CreateDevice)(IDXGIAdapter *adapter, D3D_DRIVER_TYPE driver_type,
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HMODULE swrast, UINT flags, const D3D_FEATURE_LEVEL *feature_levels, UINT levels,
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UINT sdk_version, ID3D11Device **device_out, D3D_FEATURE_LEVEL *obtained_feature_level,
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ID3D11DeviceContext **immediate_context);
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struct d3d11_texture
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{
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struct texture t;
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ID3D11Texture2D *texture;
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ID3D11ShaderResourceView *srv;
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};
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static struct d3d11_texture *d3d11_texture(struct texture *t)
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{
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return CONTAINING_RECORD(t, struct d3d11_texture, t);
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}
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struct d3d11_shader_context
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{
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struct shader_context c;
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ID3D11Device *device;
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HWND window;
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IDXGISwapChain *swapchain;
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ID3D11Texture2D *rt;
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ID3D11RenderTargetView *rtv;
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ID3D11DeviceContext *immediate_context;
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ID3D11InputLayout *input_layout;
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ID3D11VertexShader *vs;
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ID3D11Buffer *vb;
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};
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static struct d3d11_shader_context *d3d11_shader_context(struct shader_context *c)
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{
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return CONTAINING_RECORD(c, struct d3d11_shader_context, c);
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}
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static bool enable_debug_layer;
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static bool use_warp_adapter;
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static unsigned int use_adapter_idx;
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static ID3D10Blob *compile_shader(const char *source, const char *profile)
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{
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ID3D10Blob *blob = NULL, *errors = NULL;
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HRESULT hr;
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hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", profile, 0, 0, &blob, &errors);
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ok(hr == S_OK, "Failed to compile shader, hr %#lx.\n", hr);
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if (errors)
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{
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if (vkd3d_test_state.debug_level)
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trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
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ID3D10Blob_Release(errors);
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}
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return blob;
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}
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static void parse_args(int argc, char **argv)
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{
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unsigned int i;
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for (i = 1; i < argc; ++i)
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{
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if (!strcmp(argv[i], "--warp"))
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use_warp_adapter = true;
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else if (!strcmp(argv[i], "--adapter") && i + 1 < argc)
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use_adapter_idx = atoi(argv[++i]);
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}
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}
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static void enable_d3d11_debug_layer(int argc, char **argv)
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{
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unsigned int i;
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for (i = 1; i < argc; ++i)
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{
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if (!strcmp(argv[i], "--validate"))
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enable_debug_layer = true;
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}
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}
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static IDXGIAdapter *create_adapter(void)
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{
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IDXGIFactory4 *factory4;
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IDXGIFactory *factory;
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IDXGIAdapter *adapter;
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HRESULT hr;
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if (!pCreateDXGIFactory1)
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{
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trace("CreateDXGIFactory1() is not available.\n");
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return NULL;
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}
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if (FAILED(hr = pCreateDXGIFactory1(&IID_IDXGIFactory, (void **)&factory)))
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{
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trace("Failed to create IDXGIFactory, hr %#lx.\n", hr);
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return NULL;
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}
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adapter = NULL;
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if (use_warp_adapter)
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{
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if (SUCCEEDED(hr = IDXGIFactory_QueryInterface(factory, &IID_IDXGIFactory4, (void **)&factory4)))
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{
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hr = IDXGIFactory4_EnumWarpAdapter(factory4, &IID_IDXGIAdapter, (void **)&adapter);
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IDXGIFactory4_Release(factory4);
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}
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else
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{
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trace("Failed to get IDXGIFactory4, hr %#lx.\n", hr);
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}
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}
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else
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{
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hr = IDXGIFactory_EnumAdapters(factory, use_adapter_idx, &adapter);
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}
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IDXGIFactory_Release(factory);
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if (FAILED(hr))
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trace("Failed to get adapter, hr %#lx.\n", hr);
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return adapter;
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}
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static void init_adapter_info(void)
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{
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char name[MEMBER_SIZE(DXGI_ADAPTER_DESC, Description)];
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IDXGIAdapter *adapter;
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DXGI_ADAPTER_DESC desc;
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unsigned int i;
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HRESULT hr;
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if (!(adapter = create_adapter()))
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return;
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hr = IDXGIAdapter_GetDesc(adapter, &desc);
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ok(hr == S_OK, "Failed to get adapter desc, hr %#lx.\n", hr);
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/* FIXME: Use debugstr_w(). */
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for (i = 0; i < ARRAY_SIZE(desc.Description) && isprint(desc.Description[i]); ++i)
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name[i] = desc.Description[i];
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name[min(i, ARRAY_SIZE(name) - 1)] = '\0';
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trace("Adapter: %s, %04x:%04x.\n", name, desc.VendorId, desc.DeviceId);
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if (desc.VendorId == 0x1414 && desc.DeviceId == 0x008c)
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{
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trace("Using WARP device.\n");
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use_warp_adapter = true;
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}
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IDXGIAdapter_Release(adapter);
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}
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static ID3D11Device *create_device(void)
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{
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static const D3D_FEATURE_LEVEL feature_level[] =
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{
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_1,
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D3D_FEATURE_LEVEL_10_0,
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};
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IDXGIAdapter *adapter;
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ID3D11Device *device;
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UINT flags = 0;
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HRESULT hr;
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if (enable_debug_layer)
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flags |= D3D11_CREATE_DEVICE_DEBUG;
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if ((adapter = create_adapter()))
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{
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hr = pD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, flags,
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feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL);
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IDXGIAdapter_Release(adapter);
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return SUCCEEDED(hr) ? device : NULL;
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}
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if (SUCCEEDED(pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flags,
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feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL)))
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return device;
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if (SUCCEEDED(pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_WARP, NULL, flags,
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feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL)))
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return device;
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if (SUCCEEDED(pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_REFERENCE, NULL, flags,
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feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL)))
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return device;
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return NULL;
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}
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static IDXGISwapChain *create_swapchain(ID3D11Device *device, HWND window)
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{
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DXGI_SWAP_CHAIN_DESC dxgi_desc;
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IDXGISwapChain *swapchain;
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IDXGIDevice *dxgi_device;
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IDXGIAdapter *adapter;
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IDXGIFactory *factory;
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HRESULT hr;
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hr = ID3D11Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device);
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ok(hr == S_OK, "Failed to get DXGI device, hr %#lx.\n", hr);
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hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter);
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ok(hr == S_OK, "Failed to get adapter, hr %#lx.\n", hr);
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IDXGIDevice_Release(dxgi_device);
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hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory);
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ok(hr == S_OK, "Failed to get factory, hr %#lx.\n", hr);
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IDXGIAdapter_Release(adapter);
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dxgi_desc.BufferDesc.Width = 640;
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dxgi_desc.BufferDesc.Height = 480;
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dxgi_desc.BufferDesc.RefreshRate.Numerator = 60;
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dxgi_desc.BufferDesc.RefreshRate.Denominator = 1;
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dxgi_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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dxgi_desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
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dxgi_desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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dxgi_desc.SampleDesc.Count = 1;
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dxgi_desc.SampleDesc.Quality = 0;
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dxgi_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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dxgi_desc.BufferCount = 1;
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dxgi_desc.OutputWindow = window;
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dxgi_desc.Windowed = TRUE;
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dxgi_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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dxgi_desc.Flags = 0;
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hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &dxgi_desc, &swapchain);
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ok(hr == S_OK, "Failed to create swapchain, hr %#lx.\n", hr);
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IDXGIFactory_Release(factory);
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return swapchain;
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}
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static BOOL init_test_context(struct d3d11_shader_context *context)
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{
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const D3D11_TEXTURE2D_DESC texture_desc =
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{
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.Width = 640,
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.Height = 480,
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.MipLevels = 1,
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.ArraySize = 1,
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.Format = DXGI_FORMAT_R32G32B32A32_FLOAT,
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.SampleDesc.Count = 1,
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.Usage = D3D11_USAGE_DEFAULT,
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.BindFlags = D3D11_BIND_RENDER_TARGET,
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};
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unsigned int rt_width, rt_height;
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D3D11_VIEWPORT vp;
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HRESULT hr;
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RECT rect;
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memset(context, 0, sizeof(*context));
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if (!(context->device = create_device()))
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{
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skip("Failed to create device.\n");
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return FALSE;
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}
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rt_width = 640;
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rt_height = 480;
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SetRect(&rect, 0, 0, rt_width, rt_height);
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AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
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context->window = CreateWindowA("static", "d3dcompiler_test", WS_OVERLAPPEDWINDOW,
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0, 0, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, NULL, NULL);
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context->swapchain = create_swapchain(context->device, context->window);
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hr = ID3D11Device_CreateTexture2D(context->device, &texture_desc, NULL, &context->rt);
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ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(context->device, (ID3D11Resource *)context->rt, NULL, &context->rtv);
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ok(hr == S_OK, "Failed to create rendertarget view, hr %#lx.\n", hr);
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ID3D11Device_GetImmediateContext(context->device, &context->immediate_context);
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ID3D11DeviceContext_OMSetRenderTargets(context->immediate_context, 1, &context->rtv, NULL);
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vp.TopLeftX = 0.0f;
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vp.TopLeftY = 0.0f;
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vp.Width = rt_width;
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vp.Height = rt_height;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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ID3D11DeviceContext_RSSetViewports(context->immediate_context, 1, &vp);
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return TRUE;
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}
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static void destroy_test_context(struct d3d11_shader_context *context)
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{
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ULONG ref;
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if (context->input_layout)
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ID3D11InputLayout_Release(context->input_layout);
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if (context->vs)
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ID3D11VertexShader_Release(context->vs);
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if (context->vb)
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ID3D11Buffer_Release(context->vb);
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ID3D11DeviceContext_Release(context->immediate_context);
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ID3D11RenderTargetView_Release(context->rtv);
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ID3D11Texture2D_Release(context->rt);
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IDXGISwapChain_Release(context->swapchain);
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DestroyWindow(context->window);
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ref = ID3D11Device_Release(context->device);
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ok(!ref, "Device has %lu references left.\n", ref);
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}
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static ID3D11Buffer *create_buffer(ID3D11Device *device, unsigned int bind_flags, unsigned int size, const void *data)
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{
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D3D11_SUBRESOURCE_DATA resource_data;
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D3D11_BUFFER_DESC buffer_desc;
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ID3D11Buffer *buffer;
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HRESULT hr;
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buffer_desc.ByteWidth = size;
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buffer_desc.Usage = D3D11_USAGE_DEFAULT;
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buffer_desc.BindFlags = bind_flags;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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buffer_desc.StructureByteStride = 0;
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resource_data.pSysMem = data;
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resource_data.SysMemPitch = 0;
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resource_data.SysMemSlicePitch = 0;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, data ? &resource_data : NULL, &buffer);
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ok(hr == S_OK, "Failed to create buffer, hr %#lx.\n", hr);
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return buffer;
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}
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static struct texture *d3d11_runner_create_texture(struct shader_context *c, const struct texture_params *params)
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{
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struct d3d11_shader_context *context = d3d11_shader_context(c);
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ID3D11Device *device = context->device;
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D3D11_SUBRESOURCE_DATA resource_data;
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D3D11_TEXTURE2D_DESC desc = {0};
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struct d3d11_texture *texture;
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HRESULT hr;
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texture = calloc(1, sizeof(*texture));
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texture->t.slot = params->slot;
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desc.Width = params->width;
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desc.Height = params->height;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = params->format;
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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resource_data.pSysMem = params->data;
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resource_data.SysMemPitch = params->width * params->texel_size;
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resource_data.SysMemSlicePitch = params->height * resource_data.SysMemPitch;
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hr = ID3D11Device_CreateTexture2D(device, &desc, &resource_data, &texture->texture);
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||
|
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);
|
||
|
}
|