diff --git a/tests/shader_runner_d3d12.c b/tests/shader_runner_d3d12.c index 5624ce82..d218db8e 100644 --- a/tests/shader_runner_d3d12.c +++ b/tests/shader_runner_d3d12.c @@ -65,15 +65,28 @@ static struct d3d12_shader_runner *d3d12_shader_runner(struct shader_runner *r) #define MAX_RESOURCE_DESCRIPTORS (MAX_RESOURCES * 2) +static D3D12_RESOURCE_STATES resource_get_state(struct resource *r) +{ + if (r->desc.type == RESOURCE_TYPE_RENDER_TARGET) + return D3D12_RESOURCE_STATE_RENDER_TARGET; + if (r->desc.type == RESOURCE_TYPE_DEPTH_STENCIL) + return D3D12_RESOURCE_STATE_DEPTH_WRITE; + if (r->desc.type == RESOURCE_TYPE_TEXTURE) + return D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; + if (r->desc.type == RESOURCE_TYPE_UAV) + return D3D12_RESOURCE_STATE_UNORDERED_ACCESS; + return D3D12_RESOURCE_STATE_GENERIC_READ; +} + static struct resource *d3d12_runner_create_resource(struct shader_runner *r, const struct resource_params *params) { struct d3d12_shader_runner *runner = d3d12_shader_runner(r); struct test_context *test_context = &runner->test_context; ID3D12Device *device = test_context->device; D3D12_SUBRESOURCE_DATA resource_data[3] = {0}; + D3D12_RESOURCE_STATES initial_state, state; struct d3d12_resource *resource; unsigned int buffer_offset = 0; - D3D12_RESOURCE_STATES state; if (params->desc.level_count > ARRAY_SIZE(resource_data)) fatal_error("Level count %u is too high.\n", params->desc.level_count); @@ -92,6 +105,9 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co buffer_offset += resource_data[level].SlicePitch; } + state = resource_get_state(&resource->r); + initial_state = params->data ? D3D12_RESOURCE_STATE_COPY_DEST : state; + switch (params->desc.type) { case RESOURCE_TYPE_RENDER_TARGET: @@ -105,8 +121,8 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co fatal_error("Multisampled texture has multiple levels.\n"); resource->resource = create_default_texture_(__LINE__, device, D3D12_RESOURCE_DIMENSION_TEXTURE2D, - params->desc.width, params->desc.height, 1, params->desc.level_count, params->desc.sample_count, params->desc.format, - D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_RESOURCE_STATE_RENDER_TARGET); + params->desc.width, params->desc.height, 1, params->desc.level_count, params->desc.sample_count, + params->desc.format, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, initial_state); ID3D12Device_CreateRenderTargetView(device, resource->resource, NULL, get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->r.desc.slot)); break; @@ -115,8 +131,9 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co if (!runner->dsv_heap) runner->dsv_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1); - resource->resource = create_default_texture2d(device, params->desc.width, params->desc.height, 1, params->desc.level_count, - params->desc.format, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, D3D12_RESOURCE_STATE_DEPTH_WRITE); + resource->resource = create_default_texture2d(device, params->desc.width, + params->desc.height, 1, params->desc.level_count, params->desc.format, + D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, initial_state); ID3D12Device_CreateDepthStencilView(device, resource->resource, NULL, get_cpu_dsv_handle(test_context, runner->dsv_heap, 0)); break; @@ -130,13 +147,13 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co { D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = { 0 }; - resource->resource = create_default_buffer(device, params->data_size, - 0, D3D12_RESOURCE_STATE_COPY_DEST); - upload_buffer_data_with_states(resource->resource, 0, params->data_size, resource_data[0].pData, - test_context->queue, test_context->list, - RESOURCE_STATE_DO_NOT_CHANGE, - D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); - reset_command_list(test_context->list, test_context->allocator); + resource->resource = create_default_buffer(device, params->data_size, 0, initial_state); + if (params->data) + { + upload_buffer_data_with_states(resource->resource, 0, params->data_size, resource_data[0].pData, + test_context->queue, test_context->list, RESOURCE_STATE_DO_NOT_CHANGE, state); + reset_command_list(test_context->list, test_context->allocator); + } srv_desc.Format = params->desc.format; srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER; @@ -152,19 +169,16 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co fatal_error("Multisampled texture has multiple levels.\n"); resource->resource = create_default_texture_(__LINE__, device, D3D12_RESOURCE_DIMENSION_TEXTURE2D, - params->desc.width, params->desc.height, 1, params->desc.level_count, params->desc.sample_count, params->desc.format, + params->desc.width, params->desc.height, 1, params->desc.level_count, + params->desc.sample_count, params->desc.format, /* Multisampled textures must have ALLOW_RENDER_TARGET set. */ - (params->desc.sample_count > 1) ? D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET : 0, - D3D12_RESOURCE_STATE_COPY_DEST); - + (params->desc.sample_count > 1) ? D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET : 0, initial_state); if (params->data) { if (params->desc.sample_count > 1) fatal_error("Cannot upload data to a multisampled texture.\n"); - upload_texture_data_with_states(resource->resource, resource_data, - params->desc.level_count, test_context->queue, test_context->list, - RESOURCE_STATE_DO_NOT_CHANGE, - D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + upload_texture_data_with_states(resource->resource, resource_data, params->desc.level_count, + test_context->queue, test_context->list, RESOURCE_STATE_DO_NOT_CHANGE, state); reset_command_list(test_context->list, test_context->allocator); } @@ -183,11 +197,13 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = { 0 }; resource->resource = create_default_buffer(device, params->data_size, - D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); - upload_buffer_data_with_states(resource->resource, 0, params->data_size, resource_data[0].pData, - test_context->queue, test_context->list, - RESOURCE_STATE_DO_NOT_CHANGE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); - reset_command_list(test_context->list, test_context->allocator); + D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, initial_state); + if (params->data) + { + upload_buffer_data_with_states(resource->resource, 0, params->data_size, resource_data[0].pData, + test_context->queue, test_context->list, RESOURCE_STATE_DO_NOT_CHANGE, state); + reset_command_list(test_context->list, test_context->allocator); + } uav_desc.Format = params->desc.format; uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; @@ -201,14 +217,13 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co } else { - state = params->data ? D3D12_RESOURCE_STATE_COPY_DEST : D3D12_RESOURCE_STATE_UNORDERED_ACCESS; - resource->resource = create_default_texture2d(device, params->desc.width, params->desc.height, 1, params->desc.level_count, - params->desc.format, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, state); + resource->resource = create_default_texture2d(device, params->desc.width, + params->desc.height, 1, params->desc.level_count, params->desc.format, + D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, initial_state); if (params->data) { - upload_texture_data_with_states(resource->resource, resource_data, - params->desc.level_count, test_context->queue, test_context->list, - RESOURCE_STATE_DO_NOT_CHANGE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + upload_texture_data_with_states(resource->resource, resource_data, params->desc.level_count, + test_context->queue, test_context->list, RESOURCE_STATE_DO_NOT_CHANGE, state); reset_command_list(test_context->list, test_context->allocator); } ID3D12Device_CreateUnorderedAccessView(device, resource->resource, NULL, NULL, @@ -895,13 +910,7 @@ static struct resource_readback *d3d12_runner_get_resource_readback(struct shade struct d3d12_resource *resource = d3d12_resource(res); D3D12_RESOURCE_STATES state; - if (resource->r.desc.type == RESOURCE_TYPE_RENDER_TARGET) - state = D3D12_RESOURCE_STATE_RENDER_TARGET; - else if (resource->r.desc.type == RESOURCE_TYPE_DEPTH_STENCIL) - state = D3D12_RESOURCE_STATE_DEPTH_WRITE; - else - state = D3D12_RESOURCE_STATE_UNORDERED_ACCESS; - + state = resource_get_state(res); get_resource_readback_with_command_list_and_states(resource->resource, 0, rb, test_context->queue, test_context->list, state, state); reset_command_list(test_context->list, test_context->allocator);