vkd3d/tests/shader_runner_d3d9.c

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/*
* Copyright 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
*/
#ifdef _WIN32
#define COBJMACROS
#define CONST_VTABLE
#define VKD3D_TEST_NO_DEFS
#include <d3d9.h>
#include "vkd3d_d3dcommon.h"
#include "vkd3d_d3dcompiler.h"
#include "shader_runner.h"
#include "vkd3d_test.h"
struct d3d9_resource
{
struct resource r;
IDirect3DSurface9 *surface;
IDirect3DTexture9 *texture;
IDirect3DVertexBuffer9 *vb;
};
static struct d3d9_resource *d3d9_resource(struct resource *r)
{
return CONTAINING_RECORD(r, struct d3d9_resource, r);
}
struct d3d9_shader_runner
{
struct shader_runner r;
struct shader_runner_caps caps;
IDirect3DDevice9 *device;
HWND window;
};
static struct d3d9_shader_runner *d3d9_shader_runner(struct shader_runner *r)
{
return CONTAINING_RECORD(r, struct d3d9_shader_runner, r);
}
static IDirect3D9 *(WINAPI *pDirect3DCreate9)(UINT sdk_version);
static ID3D10Blob *compile_shader(const struct d3d9_shader_runner *runner, const char *source, const char *type)
{
ID3D10Blob *blob = NULL, *errors = NULL;
char profile[7];
HRESULT hr;
static const char *const shader_models[] =
{
[SHADER_MODEL_2_0] = "2_0",
[SHADER_MODEL_3_0] = "3_0",
};
sprintf(profile, "%s_%s", type, shader_models[runner->r.minimum_shader_model]);
hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", profile, runner->r.compile_options, 0, &blob, &errors);
ok(hr == S_OK, "Failed to compile shader, hr %#lx.\n", hr);
if (errors)
{
if (vkd3d_test_state.debug_level)
trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
ID3D10Blob_Release(errors);
}
return blob;
}
static void init_adapter_info(void)
{
D3DADAPTER_IDENTIFIER9 identifier;
IDirect3D9 *d3d;
HRESULT hr;
d3d = pDirect3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
hr = IDirect3D9_GetAdapterIdentifier(d3d, test_options.adapter_idx, 0, &identifier);
ok(hr == S_OK, "Failed to get adapter identifier, hr %#lx.\n", hr);
trace("Driver string: %s.\n", identifier.Driver);
trace("Device: %s, %04lx:%04lx.\n", identifier.Description, identifier.VendorId, identifier.DeviceId);
if (identifier.VendorId == 0x1414 && identifier.DeviceId == 0x008c)
trace("Using WARP device.\n");
IDirect3D9_Release(d3d);
}
static bool init_test_context(struct d3d9_shader_runner *runner)
{
D3DPRESENT_PARAMETERS present_parameters =
{
.Windowed = TRUE,
.SwapEffect = D3DSWAPEFFECT_DISCARD,
.BackBufferWidth = RENDER_TARGET_WIDTH,
.BackBufferHeight = RENDER_TARGET_HEIGHT,
.BackBufferFormat = D3DFMT_A8R8G8B8,
};
RECT rect = {0, 0, RENDER_TARGET_WIDTH, RENDER_TARGET_HEIGHT};
IDirect3D9 *d3d;
D3DCAPS9 caps;
HRESULT hr;
memset(runner, 0, sizeof(*runner));
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
runner->window = CreateWindowA("static", "d3dcompiler_test", WS_OVERLAPPEDWINDOW,
0, 0, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, NULL, NULL);
ok(!!runner->window, "Failed to create a window.\n");
d3d = pDirect3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
present_parameters.hDeviceWindow = runner->window;
hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, runner->window,
D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &runner->device);
IDirect3D9_Release(d3d);
if (FAILED(hr))
{
skip("Failed to create a 3D device, hr %#lx.\n", hr);
DestroyWindow(runner->window);
return false;
}
hr = IDirect3DDevice9_GetDeviceCaps(runner->device, &caps);
ok(hr == D3D_OK, "Failed to get device caps, hr %#lx.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0) || caps.VertexShaderVersion < D3DVS_VERSION(2, 0))
{
skip("No shader model 2 support.\n");
IDirect3DDevice9_Release(runner->device);
DestroyWindow(runner->window);
return false;
}
runner->caps.runner = "d3d9.dll";
runner->caps.minimum_shader_model = SHADER_MODEL_2_0;
runner->caps.maximum_shader_model = SHADER_MODEL_3_0;
return true;
}
static void destroy_test_context(struct d3d9_shader_runner *runner)
{
ULONG ref;
ref = IDirect3DDevice9_Release(runner->device);
ok(!ref, "Device has %lu references left.\n", ref);
DestroyWindow(runner->window);
}
static D3DTEXTUREADDRESS sampler_address_to_d3d9(D3D12_TEXTURE_ADDRESS_MODE address)
{
switch (address)
{
case D3D12_TEXTURE_ADDRESS_MODE_WRAP:
return D3DTADDRESS_WRAP;
case D3D12_TEXTURE_ADDRESS_MODE_MIRROR:
return D3DTADDRESS_MIRROR;
case D3D12_TEXTURE_ADDRESS_MODE_CLAMP:
return D3DTADDRESS_CLAMP;
case D3D12_TEXTURE_ADDRESS_MODE_BORDER:
return D3DTADDRESS_BORDER;
case D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE:
return D3DTADDRESS_MIRRORONCE;
}
vkd3d_unreachable();
}
static struct resource *d3d9_runner_create_resource(struct shader_runner *r, const struct resource_params *params)
{
struct d3d9_shader_runner *runner = d3d9_shader_runner(r);
IDirect3DDevice9 *device = runner->device;
struct d3d9_resource *resource;
D3DLOCKED_RECT map_desc;
D3DFORMAT format;
HRESULT hr;
void *data;
resource = calloc(1, sizeof(*resource));
init_resource(&resource->r, params);
switch (params->format)
{
case DXGI_FORMAT_R32G32B32A32_FLOAT:
format = D3DFMT_A32B32G32R32F;
break;
case DXGI_FORMAT_R32_FLOAT:
format = D3DFMT_R32F;
break;
default:
format = D3DFMT_UNKNOWN;
break;
}
switch (params->type)
{
case RESOURCE_TYPE_RENDER_TARGET:
hr = IDirect3DDevice9_CreateRenderTarget(device, params->width, params->height,
format, D3DMULTISAMPLE_NONE, 0, FALSE, &resource->surface, NULL);
ok(hr == D3D_OK, "Failed to create render target, hr %#lx.\n", hr);
break;
case RESOURCE_TYPE_TEXTURE:
{
if (params->dimension == RESOURCE_DIMENSION_BUFFER)
{
fatal_error("Buffer resources are not supported.\n");
break;
}
unsigned int src_buffer_offset = 0;
hr = IDirect3DDevice9_CreateTexture(device, params->width, params->height,
params->level_count, 0, format, D3DPOOL_MANAGED, &resource->texture, NULL);
ok(hr == D3D_OK, "Failed to create texture, hr %#lx.\n", hr);
for (unsigned int level = 0; level < params->level_count; ++level)
{
unsigned int level_width = get_level_dimension(params->width, level);
unsigned int level_height = get_level_dimension(params->height, level);
unsigned int src_row_pitch = level_width * params->texel_size;
unsigned int src_slice_pitch = level_height * src_row_pitch;
hr = IDirect3DTexture9_LockRect(resource->texture, level, &map_desc, NULL, 0);
ok(hr == D3D_OK, "Failed to map texture, hr %#lx.\n", hr);
for (unsigned int y = 0; y < level_height; ++y)
memcpy(&((char *)map_desc.pBits)[y * map_desc.Pitch],
&params->data[src_buffer_offset + y * src_row_pitch], src_row_pitch);
hr = IDirect3DTexture9_UnlockRect(resource->texture, level);
ok(hr == D3D_OK, "Failed to unmap texture, hr %#lx.\n", hr);
src_buffer_offset += src_slice_pitch;
}
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);
ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#lx.\n", hr);
hr = IDirect3DVertexBuffer9_Lock(resource->vb, 0, 0, &data, D3DLOCK_DISCARD);
ok(hr == D3D_OK, "Failed to map texture, hr %#lx.\n", hr);
memcpy(data, params->data, params->data_size);
hr = IDirect3DVertexBuffer9_Unlock(resource->vb);
ok(hr == D3D_OK, "Failed to unmap texture, hr %#lx.\n", hr);
break;
}
return &resource->r;
}
static void d3d9_runner_destroy_resource(struct shader_runner *r, struct resource *res)
{
struct d3d9_resource *resource = d3d9_resource(res);
if (resource->surface)
IDirect3DSurface9_Release(resource->surface);
if (resource->texture)
IDirect3DTexture9_Release(resource->texture);
if (resource->vb)
IDirect3DVertexBuffer9_Release(resource->vb);
free(resource);
}
static D3DDECLTYPE vertex_decl_type_from_format(DXGI_FORMAT format)
{
switch (format)
{
case DXGI_FORMAT_R32G32_FLOAT:
return D3DDECLTYPE_FLOAT2;
case DXGI_FORMAT_R32G32B32A32_FLOAT:
return D3DDECLTYPE_FLOAT4;
default:
fatal_error("Cannot translate format %#x to a d3d9 vertex buffer format.\n", format);
}
}
static D3DDECLUSAGE vertex_decl_usage_from_name(const char *name)
{
if (!strcasecmp(name, "position") || !strcasecmp(name, "sv_position"))
return D3DDECLUSAGE_POSITION;
if (!strcasecmp(name, "texcoord"))
return D3DDECLUSAGE_TEXCOORD;
fatal_error("Cannot translate usage \"%s\" to a d3d9 usage.\n", name);
}
static bool d3d9_runner_dispatch(struct shader_runner *r, unsigned int x, unsigned int y, unsigned int z)
{
fatal_error("Compute shaders are not supported.\n");
}
static bool d3d9_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
{
static const D3DVERTEXELEMENT9 decl_element_end = D3DDECL_END();
struct d3d9_shader_runner *runner = d3d9_shader_runner(r);
IDirect3DVertexDeclaration9 *vertex_declaration;
IDirect3DDevice9 *device = runner->device;
D3DVERTEXELEMENT9 *decl_elements;
ID3D10Blob *vs_code, *ps_code;
IDirect3DVertexShader9 *vs;
IDirect3DPixelShader9 *ps;
unsigned int i, j;
HRESULT hr;
if (!(vs_code = compile_shader(runner, runner->r.vs_source, "vs")))
return false;
if (!(ps_code = compile_shader(runner, runner->r.ps_source, "ps")))
{
ID3D10Blob_Release(vs_code);
return false;
}
if (runner->r.uniform_count)
{
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0,
(const float *)runner->r.uniforms, runner->r.uniform_count / 4);
ok(hr == D3D_OK, "Failed to set uniforms, hr %#lx.\n", hr);
}
decl_elements = calloc(runner->r.input_element_count + 1, sizeof(*decl_elements));
for (i = 0; i < runner->r.input_element_count; ++i)
{
const struct input_element *src_element = &runner->r.input_elements[i];
D3DVERTEXELEMENT9 *dst_element = &decl_elements[i];
dst_element->Stream = src_element->slot;
dst_element->Type = vertex_decl_type_from_format(src_element->format);
dst_element->Method = D3DDECLMETHOD_DEFAULT;
dst_element->Usage = vertex_decl_usage_from_name(src_element->name);
dst_element->UsageIndex = src_element->index;
/* The offset will be filled below. */
}
decl_elements[runner->r.input_element_count] = decl_element_end;
for (i = 0; i < runner->r.resource_count; ++i)
{
struct d3d9_resource *resource = d3d9_resource(runner->r.resources[i]);
unsigned int stride = 0;
switch (resource->r.type)
{
case RESOURCE_TYPE_RENDER_TARGET:
hr = IDirect3DDevice9_SetRenderTarget(device, resource->r.slot, resource->surface);
ok(hr == D3D_OK, "Failed to set render target, hr %#lx.\n", hr);
break;
case RESOURCE_TYPE_TEXTURE:
assert(resource->r.dimension != RESOURCE_DIMENSION_BUFFER);
hr = IDirect3DDevice9_SetTexture(device, resource->r.slot, (IDirect3DBaseTexture9 *)resource->texture);
ok(hr == D3D_OK, "Failed to set texture, hr %#lx.\n", hr);
break;
case RESOURCE_TYPE_UAV:
vkd3d_unreachable();
case RESOURCE_TYPE_VERTEX_BUFFER:
for (j = 0; j < runner->r.input_element_count; ++j)
{
if (runner->r.input_elements[j].slot == resource->r.slot)
{
decl_elements[j].Offset = stride;
stride += runner->r.input_elements[j].texel_size;
}
}
hr = IDirect3DDevice9_SetStreamSource(device, resource->r.slot, resource->vb, 0, stride);
ok(hr == D3D_OK, "Failed to set vertex buffer, hr %#lx.\n", hr);
break;
}
}
for (i = 0; i < runner->r.sampler_count; ++i)
{
const struct sampler *sampler = &runner->r.samplers[i];
hr = IDirect3DDevice9_SetSamplerState(device, sampler->slot,
D3DSAMP_ADDRESSU, sampler_address_to_d3d9(sampler->u_address));
ok(hr == D3D_OK, "Failed to set sampler state, hr %#lx.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, sampler->slot,
D3DSAMP_ADDRESSV, sampler_address_to_d3d9(sampler->v_address));
ok(hr == D3D_OK, "Failed to set sampler state, hr %#lx.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, sampler->slot,
D3DSAMP_ADDRESSW, sampler_address_to_d3d9(sampler->w_address));
ok(hr == D3D_OK, "Failed to set sampler state, hr %#lx.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, sampler->slot, D3DSAMP_MINFILTER,
(sampler->filter & 0x1) ? D3DTEXF_LINEAR : D3DTEXF_POINT);
ok(hr == D3D_OK, "Failed to set sampler state, hr %#lx.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, sampler->slot, D3DSAMP_MAGFILTER,
(sampler->filter & 0x4) ? D3DTEXF_LINEAR : D3DTEXF_POINT);
ok(hr == D3D_OK, "Failed to set sampler state, hr %#lx.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, sampler->slot, D3DSAMP_MIPFILTER,
(sampler->filter & 0x10) ? D3DTEXF_LINEAR : D3DTEXF_POINT);
ok(hr == D3D_OK, "Failed to set sampler state, hr %#lx.\n", hr);
}
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
ok(hr == D3D_OK, "Failed to create vertex declaration, hr %#lx.\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_code), &vs);
ok(hr == D3D_OK, "Failed to create vertex shader, hr %#lx.\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(ps_code), &ps);
ok(hr == D3D_OK, "Failed to create pixel shader, hr %#lx.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
ok(hr == D3D_OK, "Failed to set vertex declaration, hr %#lx.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, vs);
ok(hr == D3D_OK, "Failed to set vertex shader, hr %#lx.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(hr == D3D_OK, "Failed to set pixel shader, hr %#lx.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
ok(hr == D3D_OK, "Failed to set cull mode, hr %#lx.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "Failed to draw, hr %#lx.\n", hr);
switch (primitive_topology)
{
case D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST:
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLELIST, 0, vertex_count / 3);
break;
case D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP:
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, vertex_count - 2);
break;
default:
fatal_error("Cannot translate topology %#x to a d3d9 topology.\n", primitive_topology);
}
ok(hr == D3D_OK, "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "Failed to draw, hr %#lx.\n", hr);
IDirect3DVertexDeclaration9_Release(vertex_declaration);
IDirect3DVertexShader9_Release(vs);
IDirect3DPixelShader9_Release(ps);
return true;
}
struct d3d9_resource_readback
{
struct resource_readback rb;
IDirect3DSurface9 *surface;
};
static struct resource_readback *d3d9_runner_get_resource_readback(struct shader_runner *r, struct resource *res)
{
struct d3d9_shader_runner *runner = d3d9_shader_runner(r);
struct d3d9_resource_readback *rb = malloc(sizeof(*rb));
struct d3d9_resource *resource = d3d9_resource(res);
D3DLOCKED_RECT map_desc;
D3DSURFACE_DESC desc;
HRESULT hr;
assert(resource->r.type == RESOURCE_TYPE_RENDER_TARGET);
hr = IDirect3DSurface9_GetDesc(resource->surface, &desc);
ok(hr == D3D_OK, "Failed to get surface desc, hr %#lx.\n", hr);
hr = IDirect3DDevice9Ex_CreateOffscreenPlainSurface(runner->device, desc.Width,
desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &rb->surface, NULL);
ok(hr == D3D_OK, "Failed to create surface, hr %#lx.\n", hr);
hr = IDirect3DDevice9Ex_GetRenderTargetData(runner->device, resource->surface, rb->surface);
ok(hr == D3D_OK, "Failed to get render target data, hr %#lx.\n", hr);
hr = IDirect3DSurface9_LockRect(rb->surface, &map_desc, NULL, D3DLOCK_READONLY);
ok(hr == D3D_OK, "Failed to lock surface, hr %#lx.\n", hr);
rb->rb.data = map_desc.pBits;
rb->rb.row_pitch = map_desc.Pitch;
rb->rb.width = desc.Width;
rb->rb.height = desc.Height;
rb->rb.depth = 1;
return &rb->rb;
}
static void d3d9_runner_release_readback(struct shader_runner *r, struct resource_readback *rb)
{
struct d3d9_resource_readback *d3d9_rb = CONTAINING_RECORD(rb, struct d3d9_resource_readback, rb);
IDirect3DSurface9_UnlockRect(d3d9_rb->surface);
IDirect3DSurface9_Release(d3d9_rb->surface);
free(d3d9_rb);
}
static const struct shader_runner_ops d3d9_runner_ops =
{
.create_resource = d3d9_runner_create_resource,
.destroy_resource = d3d9_runner_destroy_resource,
.dispatch = d3d9_runner_dispatch,
.draw = d3d9_runner_draw,
.get_resource_readback = d3d9_runner_get_resource_readback,
.release_readback = d3d9_runner_release_readback,
};
void run_shader_tests_d3d9(void)
{
struct d3d9_shader_runner runner;
HMODULE d3d9_module;
if (!(d3d9_module = LoadLibraryA("d3d9.dll")))
return;
pDirect3DCreate9 = (void *)GetProcAddress(d3d9_module, "Direct3DCreate9");
init_adapter_info();
if (init_test_context(&runner))
{
run_shader_tests(&runner.r, &runner.caps, &d3d9_runner_ops, NULL);
destroy_test_context(&runner);
}
FreeLibrary(d3d9_module);
}
#endif