From 04d7ad90e5e05588e4adb8a223ee61893479df58 Mon Sep 17 00:00:00 2001 From: "Anna (navi) Figueiredo Gomes" Date: Sat, 31 Aug 2024 03:17:17 +0200 Subject: [PATCH] tests/shader_runner: Extract a pipeline creation function from d3d12_runner_draw(). --- tests/shader_runner_d3d12.c | 161 ++++++++++++++++++++---------------- 1 file changed, 92 insertions(+), 69 deletions(-) diff --git a/tests/shader_runner_d3d12.c b/tests/shader_runner_d3d12.c index d2438946..44ba287b 100644 --- a/tests/shader_runner_d3d12.c +++ b/tests/shader_runner_d3d12.c @@ -521,6 +521,95 @@ static D3D12_PRIMITIVE_TOPOLOGY_TYPE d3d12_primitive_topology_type_from_primitiv } } +static ID3D12PipelineState *create_pipeline(struct d3d12_shader_runner *runner, + D3D12_PRIMITIVE_TOPOLOGY primitive_topology, ID3D10Blob *vs_code, ID3D10Blob *ps_code, + ID3D10Blob *hs_code, ID3D10Blob *ds_code, ID3D10Blob *gs_code) +{ + struct test_context *test_context = &runner->test_context; + D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = {0}; + D3D12_INPUT_ELEMENT_DESC *input_element_descs; + ID3D12Device *device = test_context->device; + unsigned int sample_count = 1; + ID3D12PipelineState *pso; + HRESULT hr; + + for (size_t i = 0; i < runner->r.resource_count; ++i) + { + struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]); + + if (resource->r.desc.type == RESOURCE_TYPE_RENDER_TARGET) + { + pso_desc.RTVFormats[resource->r.desc.slot] = resource->r.desc.format; + pso_desc.NumRenderTargets = max(pso_desc.NumRenderTargets, resource->r.desc.slot + 1); + pso_desc.BlendState.RenderTarget[resource->r.desc.slot].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; + if (resource->r.desc.sample_count) + sample_count = resource->r.desc.sample_count; + } + else if (resource->r.desc.type == RESOURCE_TYPE_DEPTH_STENCIL) + { + assert(!resource->r.desc.slot); + pso_desc.DSVFormat = resource->r.desc.format; + pso_desc.DepthStencilState.DepthEnable = true; + pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + pso_desc.DepthStencilState.DepthFunc = runner->r.depth_func; + } + } + + pso_desc.VS.pShaderBytecode = ID3D10Blob_GetBufferPointer(vs_code); + pso_desc.VS.BytecodeLength = ID3D10Blob_GetBufferSize(vs_code); + pso_desc.PS.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps_code); + pso_desc.PS.BytecodeLength = ID3D10Blob_GetBufferSize(ps_code); + if (hs_code) + { + pso_desc.HS.pShaderBytecode = ID3D10Blob_GetBufferPointer(hs_code); + pso_desc.HS.BytecodeLength = ID3D10Blob_GetBufferSize(hs_code); + } + if (ds_code) + { + pso_desc.DS.pShaderBytecode = ID3D10Blob_GetBufferPointer(ds_code); + pso_desc.DS.BytecodeLength = ID3D10Blob_GetBufferSize(ds_code); + } + if (gs_code) + { + pso_desc.GS.pShaderBytecode = ID3D10Blob_GetBufferPointer(gs_code); + pso_desc.GS.BytecodeLength = ID3D10Blob_GetBufferSize(gs_code); + } + pso_desc.PrimitiveTopologyType = d3d12_primitive_topology_type_from_primitive_topology(primitive_topology); + pso_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID; + pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE; + pso_desc.SampleDesc.Count = sample_count; + pso_desc.SampleMask = runner->r.sample_mask ? runner->r.sample_mask : ~(UINT)0; + pso_desc.pRootSignature = test_context->root_signature; + + input_element_descs = calloc(runner->r.input_element_count, sizeof(*input_element_descs)); + for (size_t 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; + } + + pso_desc.InputLayout.pInputElementDescs = input_element_descs; + pso_desc.InputLayout.NumElements = runner->r.input_element_count; + + hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc, + &IID_ID3D12PipelineState, (void **)&pso); + todo_if(runner->r.is_todo) ok(hr == S_OK, "Failed to create state, hr %#x.\n", hr); + + free(input_element_descs); + + if (FAILED(hr)) + return NULL; + + return pso; +} + static bool d3d12_runner_draw(struct shader_runner *r, D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count, unsigned int instance_count) { @@ -530,11 +619,9 @@ static bool d3d12_runner_draw(struct shader_runner *r, ID3D10Blob *vs_code, *ps_code, *hs_code = NULL, *ds_code = NULL, *gs_code = NULL; D3D12_CPU_DESCRIPTOR_HANDLE rtvs[D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT] = {0}; ID3D12GraphicsCommandList *command_list = test_context->list; - unsigned int uniform_index, sample_count, rtv_count = 0; - D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = {0}; ID3D12CommandQueue *queue = test_context->queue; - D3D12_INPUT_ELEMENT_DESC *input_element_descs; ID3D12Device *device = test_context->device; + unsigned int uniform_index, rtv_count = 0; D3D12_CPU_DESCRIPTOR_HANDLE dsv = {0}; ID3D12PipelineState *pso; bool succeeded; @@ -584,71 +671,8 @@ static bool d3d12_runner_draw(struct shader_runner *r, test_context->root_signature = d3d12_runner_create_root_signature(runner, queue, test_context->allocator, command_list, &uniform_index); - for (i = 0, sample_count = 1; i < runner->r.resource_count; ++i) - { - struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]); + pso = create_pipeline(runner, primitive_topology, vs_code, ps_code, hs_code, ds_code, gs_code); - if (resource->r.desc.type == RESOURCE_TYPE_RENDER_TARGET) - { - pso_desc.RTVFormats[resource->r.desc.slot] = resource->r.desc.format; - pso_desc.NumRenderTargets = max(pso_desc.NumRenderTargets, resource->r.desc.slot + 1); - pso_desc.BlendState.RenderTarget[resource->r.desc.slot].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; - if (resource->r.desc.sample_count) - sample_count = resource->r.desc.sample_count; - } - else if (resource->r.desc.type == RESOURCE_TYPE_DEPTH_STENCIL) - { - assert(!resource->r.desc.slot); - pso_desc.DSVFormat = resource->r.desc.format; - pso_desc.DepthStencilState.DepthEnable = true; - pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; - pso_desc.DepthStencilState.DepthFunc = runner->r.depth_func; - } - } - - pso_desc.VS.pShaderBytecode = ID3D10Blob_GetBufferPointer(vs_code); - pso_desc.VS.BytecodeLength = ID3D10Blob_GetBufferSize(vs_code); - pso_desc.PS.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps_code); - pso_desc.PS.BytecodeLength = ID3D10Blob_GetBufferSize(ps_code); - if (hs_code) - { - pso_desc.HS.pShaderBytecode = ID3D10Blob_GetBufferPointer(hs_code); - pso_desc.HS.BytecodeLength = ID3D10Blob_GetBufferSize(hs_code); - pso_desc.DS.pShaderBytecode = ID3D10Blob_GetBufferPointer(ds_code); - pso_desc.DS.BytecodeLength = ID3D10Blob_GetBufferSize(ds_code); - } - if (gs_code) - { - pso_desc.GS.pShaderBytecode = ID3D10Blob_GetBufferPointer(gs_code); - pso_desc.GS.BytecodeLength = ID3D10Blob_GetBufferSize(gs_code); - } - pso_desc.PrimitiveTopologyType = d3d12_primitive_topology_type_from_primitive_topology(primitive_topology); - pso_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID; - pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE; - pso_desc.SampleDesc.Count = sample_count; - pso_desc.SampleMask = r->sample_mask ? r->sample_mask : ~(UINT)0; - pso_desc.pRootSignature = test_context->root_signature; - - 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; - } - - pso_desc.InputLayout.pInputElementDescs = input_element_descs; - pso_desc.InputLayout.NumElements = runner->r.input_element_count; - - hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc, - &IID_ID3D12PipelineState, (void **)&pso); - todo_if(runner->r.is_todo) ok(hr == S_OK, "Failed to create state, hr %#x.\n", hr); ID3D10Blob_Release(vs_code); ID3D10Blob_Release(ps_code); if (hs_code) @@ -657,9 +681,8 @@ static bool d3d12_runner_draw(struct shader_runner *r, ID3D10Blob_Release(ds_code); if (gs_code) ID3D10Blob_Release(gs_code); - free(input_element_descs); - if (FAILED(hr)) + if (!pso) return false; add_pso(test_context, pso);