tests/shader_runner_d3d12: Introduce a helper to get the default resource state for a resource.

This commit is contained in:
Henri Verbeet 2024-10-24 23:41:16 +02:00
parent cc340b2838
commit 072b45b972
Notes: Henri Verbeet 2024-10-28 18:13:33 +01:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1225

View File

@ -65,15 +65,28 @@ static struct d3d12_shader_runner *d3d12_shader_runner(struct shader_runner *r)
#define MAX_RESOURCE_DESCRIPTORS (MAX_RESOURCES * 2) #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) 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 d3d12_shader_runner *runner = d3d12_shader_runner(r);
struct test_context *test_context = &runner->test_context; struct test_context *test_context = &runner->test_context;
ID3D12Device *device = test_context->device; ID3D12Device *device = test_context->device;
D3D12_SUBRESOURCE_DATA resource_data[3] = {0}; D3D12_SUBRESOURCE_DATA resource_data[3] = {0};
D3D12_RESOURCE_STATES initial_state, state;
struct d3d12_resource *resource; struct d3d12_resource *resource;
unsigned int buffer_offset = 0; unsigned int buffer_offset = 0;
D3D12_RESOURCE_STATES state;
if (params->desc.level_count > ARRAY_SIZE(resource_data)) if (params->desc.level_count > ARRAY_SIZE(resource_data))
fatal_error("Level count %u is too high.\n", params->desc.level_count); 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; 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) switch (params->desc.type)
{ {
case RESOURCE_TYPE_RENDER_TARGET: 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"); fatal_error("Multisampled texture has multiple levels.\n");
resource->resource = create_default_texture_(__LINE__, device, D3D12_RESOURCE_DIMENSION_TEXTURE2D, 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,
D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_RESOURCE_STATE_RENDER_TARGET); params->desc.format, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, initial_state);
ID3D12Device_CreateRenderTargetView(device, resource->resource, ID3D12Device_CreateRenderTargetView(device, resource->resource,
NULL, get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->r.desc.slot)); NULL, get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->r.desc.slot));
break; break;
@ -115,8 +131,9 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
if (!runner->dsv_heap) if (!runner->dsv_heap)
runner->dsv_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1); 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, resource->resource = create_default_texture2d(device, params->desc.width,
params->desc.format, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, D3D12_RESOURCE_STATE_DEPTH_WRITE); params->desc.height, 1, params->desc.level_count, params->desc.format,
D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, initial_state);
ID3D12Device_CreateDepthStencilView(device, resource->resource, ID3D12Device_CreateDepthStencilView(device, resource->resource,
NULL, get_cpu_dsv_handle(test_context, runner->dsv_heap, 0)); NULL, get_cpu_dsv_handle(test_context, runner->dsv_heap, 0));
break; 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 }; D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = { 0 };
resource->resource = create_default_buffer(device, params->data_size, resource->resource = create_default_buffer(device, params->data_size, 0, initial_state);
0, D3D12_RESOURCE_STATE_COPY_DEST); if (params->data)
upload_buffer_data_with_states(resource->resource, 0, params->data_size, resource_data[0].pData, {
test_context->queue, test_context->list, upload_buffer_data_with_states(resource->resource, 0, params->data_size, resource_data[0].pData,
RESOURCE_STATE_DO_NOT_CHANGE, test_context->queue, test_context->list, RESOURCE_STATE_DO_NOT_CHANGE, state);
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); reset_command_list(test_context->list, test_context->allocator);
reset_command_list(test_context->list, test_context->allocator); }
srv_desc.Format = params->desc.format; srv_desc.Format = params->desc.format;
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER; 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"); fatal_error("Multisampled texture has multiple levels.\n");
resource->resource = create_default_texture_(__LINE__, device, D3D12_RESOURCE_DIMENSION_TEXTURE2D, 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. */ /* Multisampled textures must have ALLOW_RENDER_TARGET set. */
(params->desc.sample_count > 1) ? D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET : 0, (params->desc.sample_count > 1) ? D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET : 0, initial_state);
D3D12_RESOURCE_STATE_COPY_DEST);
if (params->data) if (params->data)
{ {
if (params->desc.sample_count > 1) if (params->desc.sample_count > 1)
fatal_error("Cannot upload data to a multisampled texture.\n"); fatal_error("Cannot upload data to a multisampled texture.\n");
upload_texture_data_with_states(resource->resource, resource_data, upload_texture_data_with_states(resource->resource, resource_data, params->desc.level_count,
params->desc.level_count, test_context->queue, test_context->list, test_context->queue, test_context->list, RESOURCE_STATE_DO_NOT_CHANGE, state);
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); 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 }; D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = { 0 };
resource->resource = create_default_buffer(device, params->data_size, resource->resource = create_default_buffer(device, params->data_size,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, initial_state);
upload_buffer_data_with_states(resource->resource, 0, params->data_size, resource_data[0].pData, if (params->data)
test_context->queue, test_context->list, {
RESOURCE_STATE_DO_NOT_CHANGE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); upload_buffer_data_with_states(resource->resource, 0, params->data_size, resource_data[0].pData,
reset_command_list(test_context->list, test_context->allocator); 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.Format = params->desc.format;
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
@ -201,14 +217,13 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
} }
else else
{ {
state = params->data ? D3D12_RESOURCE_STATE_COPY_DEST : D3D12_RESOURCE_STATE_UNORDERED_ACCESS; resource->resource = create_default_texture2d(device, params->desc.width,
resource->resource = create_default_texture2d(device, params->desc.width, params->desc.height, 1, params->desc.level_count, params->desc.height, 1, params->desc.level_count, params->desc.format,
params->desc.format, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, state); D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, initial_state);
if (params->data) if (params->data)
{ {
upload_texture_data_with_states(resource->resource, resource_data, upload_texture_data_with_states(resource->resource, resource_data, params->desc.level_count,
params->desc.level_count, test_context->queue, test_context->list, test_context->queue, test_context->list, RESOURCE_STATE_DO_NOT_CHANGE, state);
RESOURCE_STATE_DO_NOT_CHANGE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
reset_command_list(test_context->list, test_context->allocator); reset_command_list(test_context->list, test_context->allocator);
} }
ID3D12Device_CreateUnorderedAccessView(device, resource->resource, NULL, NULL, 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); struct d3d12_resource *resource = d3d12_resource(res);
D3D12_RESOURCE_STATES state; D3D12_RESOURCE_STATES state;
if (resource->r.desc.type == RESOURCE_TYPE_RENDER_TARGET) state = resource_get_state(res);
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;
get_resource_readback_with_command_list_and_states(resource->resource, 0, rb, get_resource_readback_with_command_list_and_states(resource->resource, 0, rb,
test_context->queue, test_context->list, state, state); test_context->queue, test_context->list, state, state);
reset_command_list(test_context->list, test_context->allocator); reset_command_list(test_context->list, test_context->allocator);