tests: Move the drawing and readback implementation to the d3d12 shader runner.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2022-01-26 19:40:28 -06:00 committed by Alexandre Julliard
parent 85d61f0c64
commit 09e3018b6d
6 changed files with 352 additions and 259 deletions

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@ -115,7 +115,8 @@ vkd3d_shader_tests = \
vkd3d_test_headers = \
tests/d3d12_crosstest.h \
tests/d3d12_test_utils.h \
tests/shader_runner.h
tests/shader_runner.h \
tests/utils.h
vkd3d_demos = \
demos/vkd3d-gears \

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@ -19,10 +19,7 @@
#ifndef __VKD3D_D3D12_TEST_UTILS_H
#define __VKD3D_D3D12_TEST_UTILS_H
struct vec4
{
float x, y, z, w;
};
#include "utils.h"
#define wait_queue_idle(a, b) wait_queue_idle_(__LINE__, a, b)
static void wait_queue_idle_(unsigned int line, ID3D12Device *device, ID3D12CommandQueue *queue);

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@ -42,9 +42,24 @@
* DEALINGS IN THE SOFTWARE.
*/
#include "d3d12_crosstest.h"
#include "shader_runner.h"
#ifdef __MINGW32__
# define _HRESULT_DEFINED
typedef int HRESULT;
#endif
#define COBJMACROS
#define CONST_VTABLE
#include "config.h"
#include <ctype.h>
#include <errno.h>
#include <stdbool.h>
#include <stdio.h>
#include "vkd3d_windows.h"
#include "vkd3d_d3dcommon.h"
#include "vkd3d_d3dcompiler.h"
#include "vkd3d_common.h"
#include "vkd3d_test.h"
#include "shader_runner.h"
static void VKD3D_NORETURN VKD3D_PRINTF_FUNC(1, 2) fatal_error(const char *format, ...)
{
@ -56,89 +71,8 @@ static void VKD3D_NORETURN VKD3D_PRINTF_FUNC(1, 2) fatal_error(const char *forma
exit(1);
}
static bool vkd3d_array_reserve(void **elements, size_t *capacity, size_t element_count, size_t element_size)
{
size_t new_capacity, max_capacity;
void *new_elements;
if (element_count <= *capacity)
return true;
max_capacity = ~(size_t)0 / element_size;
if (max_capacity < element_count)
return false;
new_capacity = max(*capacity, 4);
while (new_capacity < element_count && new_capacity <= max_capacity / 2)
new_capacity *= 2;
if (new_capacity < element_count)
new_capacity = element_count;
if (!(new_elements = realloc(*elements, new_capacity * element_size)))
return false;
*elements = new_elements;
*capacity = new_capacity;
return true;
}
enum texture_data_type
{
TEXTURE_DATA_FLOAT,
TEXTURE_DATA_SINT,
TEXTURE_DATA_UINT,
};
struct sampler
{
unsigned int slot;
D3D12_FILTER filter;
D3D12_TEXTURE_ADDRESS_MODE u_address, v_address, w_address;
};
struct texture
{
unsigned int slot;
DXGI_FORMAT format;
enum texture_data_type data_type;
unsigned int texel_size;
unsigned int width, height;
uint8_t *data;
size_t data_size, data_capacity;
D3D12_DESCRIPTOR_RANGE descriptor_range;
ID3D12DescriptorHeap *heap;
ID3D12Resource *resource;
unsigned int root_index;
};
struct shader_context
{
const struct shader_runner_ops *ops;
struct test_context c;
enum shader_model minimum_shader_model;
ID3D10Blob *ps_code;
uint32_t *uniforms;
size_t uniform_count;
struct texture *textures;
size_t texture_count;
struct sampler *samplers;
size_t sampler_count;
};
static void free_texture(struct texture *texture)
{
ID3D12DescriptorHeap_Release(texture->heap);
ID3D12Resource_Release(texture->resource);
free(texture->data);
memset(texture, 0, sizeof(*texture));
}
@ -352,119 +286,11 @@ static void parse_test_directive(struct shader_context *context, const char *lin
{
if (match_string(line, "draw quad", &line))
{
D3D12_SHADER_BYTECODE ps
= {ID3D10Blob_GetBufferPointer(context->ps_code), ID3D10Blob_GetBufferSize(context->ps_code)};
ID3D12GraphicsCommandList *command_list = context->c.list;
D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0};
D3D12_ROOT_PARAMETER root_params[3], *root_param;
D3D12_STATIC_SAMPLER_DESC static_samplers[1];
static const float clear_color[4];
unsigned int uniform_index;
ID3D12PipelineState *pso;
HRESULT hr;
size_t i;
root_signature_desc.NumParameters = 0;
root_signature_desc.pParameters = root_params;
root_signature_desc.NumStaticSamplers = 0;
root_signature_desc.pStaticSamplers = static_samplers;
if (context->uniform_count)
{
uniform_index = root_signature_desc.NumParameters++;
root_param = &root_params[uniform_index];
root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
root_param->Constants.ShaderRegister = 0;
root_param->Constants.RegisterSpace = 0;
root_param->Constants.Num32BitValues = context->uniform_count;
root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
}
for (i = 0; i < context->texture_count; ++i)
{
struct texture *texture = &context->textures[i];
D3D12_DESCRIPTOR_RANGE *range = &texture->descriptor_range;
D3D12_SUBRESOURCE_DATA resource_data;
texture->root_index = root_signature_desc.NumParameters++;
root_param = &root_params[texture->root_index];
root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
root_param->DescriptorTable.NumDescriptorRanges = 1;
root_param->DescriptorTable.pDescriptorRanges = range;
root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
range->NumDescriptors = 1;
range->BaseShaderRegister = texture->slot;
range->RegisterSpace = 0;
range->OffsetInDescriptorsFromTableStart = 0;
if (!texture->resource)
{
texture->heap = create_gpu_descriptor_heap(context->c.device,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
texture->resource = create_default_texture(context->c.device, texture->width, texture->height,
texture->format, 0, D3D12_RESOURCE_STATE_COPY_DEST);
resource_data.pData = texture->data;
resource_data.SlicePitch = resource_data.RowPitch = texture->width * texture->texel_size;
upload_texture_data(texture->resource, &resource_data, 1, context->c.queue, command_list);
reset_command_list(command_list, context->c.allocator);
transition_resource_state(command_list, texture->resource, D3D12_RESOURCE_STATE_COPY_DEST,
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
ID3D12Device_CreateShaderResourceView(context->c.device, texture->resource,
NULL, get_cpu_descriptor_handle(&context->c, texture->heap, 0));
}
}
assert(root_signature_desc.NumParameters <= ARRAY_SIZE(root_params));
for (i = 0; i < context->sampler_count; ++i)
{
D3D12_STATIC_SAMPLER_DESC *sampler_desc = &static_samplers[root_signature_desc.NumStaticSamplers++];
const struct sampler *sampler = &context->samplers[i];
memset(sampler_desc, 0, sizeof(*sampler_desc));
sampler_desc->Filter = sampler->filter;
sampler_desc->AddressU = sampler->u_address;
sampler_desc->AddressV = sampler->v_address;
sampler_desc->AddressW = sampler->w_address;
sampler_desc->ShaderRegister = sampler->slot;
sampler_desc->RegisterSpace = 0;
sampler_desc->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
}
if (context->c.root_signature)
ID3D12RootSignature_Release(context->c.root_signature);
hr = create_root_signature(context->c.device, &root_signature_desc, &context->c.root_signature);
ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
pso = create_pipeline_state(context->c.device, context->c.root_signature, context->c.render_target_desc.Format,
NULL, &ps, NULL);
if (!pso)
return;
vkd3d_array_reserve((void **)&context->c.pso, &context->c.pso_capacity, context->c.pso_count + 1, sizeof(*context->c.pso));
context->c.pso[context->c.pso_count++] = pso;
ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context->c.root_signature);
if (context->uniform_count)
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, uniform_index,
context->uniform_count, context->uniforms, 0);
for (i = 0; i < context->texture_count; ++i)
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, context->textures[i].root_index,
get_gpu_descriptor_handle(&context->c, context->textures[i].heap, 0));
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context->c.rtv, false, NULL);
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context->c.scissor_rect);
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context->c.viewport);
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context->c.rtv, clear_color, 0, NULL);
ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
transition_resource_state(command_list, context->c.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
context->ops->draw_quad(context);
}
else if (match_string(line, "probe all rgba", &line))
{
static const RECT rect = {0, 0, 640, 480};
unsigned int ulps;
struct vec4 v;
int ret;
@ -474,13 +300,12 @@ static void parse_test_directive(struct shader_context *context, const char *lin
fatal_error("Malformed probe arguments '%s'.\n", line);
if (ret < 5)
ulps = 0;
check_sub_resource_vec4(context->c.render_target, 0, context->c.queue, context->c.list, &v, ulps);
reset_command_list(context->c.list, context->c.allocator);
context->ops->probe_vec4(context, &rect, &v, ulps);
}
else if (match_string(line, "probe rect rgba", &line))
{
unsigned int x, y, w, h, ulps;
struct resource_readback rb;
struct vec4 v;
RECT rect;
int ret;
@ -492,18 +317,14 @@ static void parse_test_directive(struct shader_context *context, const char *lin
if (ret < 9)
ulps = 0;
get_texture_readback_with_command_list(context->c.render_target, 0, &rb, context->c.queue, context->c.list);
rect.left = x;
rect.right = x + w;
rect.top = y;
rect.bottom = y + h;
check_readback_data_vec4(&rb, &rect, &v, ulps);
release_resource_readback(&rb);
reset_command_list(context->c.list, context->c.allocator);
context->ops->probe_vec4(context, &rect, &v, ulps);
}
else if (match_string(line, "probe rgba", &line))
{
struct resource_readback rb;
unsigned int x, y, ulps;
struct vec4 v;
RECT rect;
@ -515,14 +336,11 @@ static void parse_test_directive(struct shader_context *context, const char *lin
if (ret < 7)
ulps = 0;
get_texture_readback_with_command_list(context->c.render_target, 0, &rb, context->c.queue, context->c.list);
rect.left = x;
rect.right = x + 1;
rect.top = y;
rect.bottom = y + 1;
check_readback_data_vec4(&rb, &rect, &v, ulps);
release_resource_readback(&rb);
reset_command_list(context->c.list, context->c.allocator);
context->ops->probe_vec4(context, &rect, &v, ulps);
}
else if (match_string(line, "uniform", &line))
{
@ -622,30 +440,18 @@ static struct texture *get_texture(struct shader_context *context, unsigned int
return NULL;
}
void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops)
void run_shader_tests(struct shader_context *context, int argc, char **argv, const struct shader_runner_ops *ops)
{
static const struct test_context_desc desc =
{
.rt_width = 640,
.rt_height = 480,
.no_root_signature = true,
.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT,
};
size_t shader_source_size = 0, shader_source_len = 0;
struct sampler *current_sampler = NULL;
struct texture *current_texture = NULL;
enum parse_state state = STATE_NONE;
unsigned int i, line_number = 0;
struct shader_context context;
const char *filename = NULL;
char *shader_source = NULL;
char line[256];
FILE *f;
parse_args(argc, argv);
enable_d3d12_debug_layer(argc, argv);
init_adapter_info();
for (i = 1; i < argc; ++i)
{
if (argv[i][0] != '-')
@ -667,9 +473,8 @@ void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops
return;
}
memset(&context, 0, sizeof(context));
context.ops = ops;
init_test_context(&context.c, &desc);
memset(context, 0, sizeof(*context));
context->ops = ops;
for (;;)
{
@ -689,7 +494,8 @@ void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops
break;
case STATE_SHADER_PIXEL:
if (!(context.ps_code = context.ops->compile_shader(shader_source, context.minimum_shader_model)))
if (!(context->ps_code = context->ops->compile_shader(context,
shader_source, context->minimum_shader_model)))
return;
shader_source_len = 0;
break;
@ -784,9 +590,9 @@ void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops
{
state = STATE_SHADER_PIXEL;
if (context.ps_code)
ID3D10Blob_Release(context.ps_code);
context.ps_code = NULL;
if (context->ps_code)
ID3D10Blob_Release(context->ps_code);
context->ps_code = NULL;
}
else if (!strcmp(line, "[pixel shader fail]\n"))
{
@ -796,15 +602,15 @@ void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops
{
state = STATE_SAMPLER;
if ((current_sampler = get_sampler(&context, index)))
if ((current_sampler = get_sampler(context, index)))
{
memset(current_sampler, 0, sizeof(*current_sampler));
}
else
{
context.samplers = realloc(context.samplers,
++context.sampler_count * sizeof(*context.samplers));
current_sampler = &context.samplers[context.sampler_count - 1];
context->samplers = realloc(context->samplers,
++context->sampler_count * sizeof(*context->samplers));
current_sampler = &context->samplers[context->sampler_count - 1];
memset(current_sampler, 0, sizeof(*current_sampler));
}
current_sampler->slot = index;
@ -817,15 +623,15 @@ void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops
{
state = STATE_TEXTURE;
if ((current_texture = get_texture(&context, index)))
if ((current_texture = get_texture(context, index)))
{
free_texture(current_texture);
}
else
{
context.textures = realloc(context.textures,
++context.texture_count * sizeof(*context.textures));
current_texture = &context.textures[context.texture_count - 1];
context->textures = realloc(context->textures,
++context->texture_count * sizeof(*context->textures));
current_texture = &context->textures[context->texture_count - 1];
memset(current_texture, 0, sizeof(*current_texture));
}
current_texture->slot = index;
@ -870,7 +676,7 @@ void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops
}
case STATE_REQUIRE:
parse_require_directive(&context, line);
parse_require_directive(context, line);
break;
case STATE_SAMPLER:
@ -882,17 +688,16 @@ void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops
break;
case STATE_TEST:
parse_test_directive(&context, line);
parse_test_directive(context, line);
break;
}
}
}
if (context.ps_code)
ID3D10Blob_Release(context.ps_code);
for (i = 0; i < context.texture_count; ++i)
free_texture(&context.textures[i]);
destroy_test_context(&context.c);
if (context->ps_code)
ID3D10Blob_Release(context->ps_code);
for (i = 0; i < context->texture_count; ++i)
free_texture(&context->textures[i]);
fclose(f);
}

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@ -18,6 +18,9 @@
#include "vkd3d_windows.h"
#include "vkd3d_d3dcommon.h"
#include "vkd3d_d3d12.h"
#include "vkd3d_dxgiformat.h"
#include "utils.h"
enum shader_model
{
@ -27,11 +30,62 @@ enum shader_model
SHADER_MODEL_5_1,
};
struct shader_runner_ops
enum texture_data_type
{
ID3D10Blob *(*compile_shader)(const char *source, enum shader_model minimum_shader_model);
TEXTURE_DATA_FLOAT,
TEXTURE_DATA_SINT,
TEXTURE_DATA_UINT,
};
void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops);
struct sampler
{
unsigned int slot;
D3D12_FILTER filter;
D3D12_TEXTURE_ADDRESS_MODE u_address, v_address, w_address;
};
struct texture
{
unsigned int slot;
DXGI_FORMAT format;
enum texture_data_type data_type;
unsigned int texel_size;
unsigned int width, height;
uint8_t *data;
size_t data_size, data_capacity;
D3D12_DESCRIPTOR_RANGE descriptor_range;
ID3D12DescriptorHeap *heap;
ID3D12Resource *resource;
unsigned int root_index;
};
struct shader_context
{
const struct shader_runner_ops *ops;
ID3D10Blob *ps_code;
enum shader_model minimum_shader_model;
uint32_t *uniforms;
size_t uniform_count;
struct texture *textures;
size_t texture_count;
struct sampler *samplers;
size_t sampler_count;
};
struct shader_runner_ops
{
ID3D10Blob *(*compile_shader)(struct shader_context *context, const char *source, enum shader_model minimum_shader_model);
void (*draw_quad)(struct shader_context *context);
void (*probe_vec4)(struct shader_context *context, const RECT *rect, const struct vec4 *v, unsigned int ulps);
};
void run_shader_tests(struct shader_context *context, int argc, char **argv, const struct shader_runner_ops *ops);
void run_shader_tests_d3d12(int argc, char **argv);

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@ -16,21 +16,28 @@
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifdef __MINGW32__
# define _HRESULT_DEFINED
typedef int HRESULT;
#endif
#include "config.h"
#include <assert.h>
#define COBJMACROS
#define CONST_VTABLE
#define VKD3D_TEST_NO_DEFS
#include "vkd3d_windows.h"
#include "vkd3d_d3dcommon.h"
#include "vkd3d_d3dcompiler.h"
#include "vkd3d_test.h"
#include "d3d12_crosstest.h"
#include "shader_runner.h"
static ID3D10Blob *d3d12_runner_compile_shader(const char *source, enum shader_model shader_model)
struct d3d12_shader_context
{
struct shader_context c;
struct test_context test_context;
};
static struct d3d12_shader_context *d3d12_shader_context(struct shader_context *c)
{
return CONTAINING_RECORD(c, struct d3d12_shader_context, c);
}
static ID3D10Blob *d3d12_runner_compile_shader(struct shader_context *c,
const char *source, enum shader_model shader_model)
{
ID3D10Blob *blob = NULL, *errors = NULL;
HRESULT hr;
@ -55,12 +62,183 @@ static ID3D10Blob *d3d12_runner_compile_shader(const char *source, enum shader_m
return blob;
}
static void d3d12_runner_draw_quad(struct shader_context *c)
{
struct d3d12_shader_context *context = d3d12_shader_context(c);
struct test_context *test_context = &context->test_context;
D3D12_SHADER_BYTECODE ps
= {ID3D10Blob_GetBufferPointer(context->c.ps_code), ID3D10Blob_GetBufferSize(context->c.ps_code)};
ID3D12GraphicsCommandList *command_list = test_context->list;
D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0};
D3D12_ROOT_PARAMETER root_params[3], *root_param;
ID3D12CommandQueue *queue = test_context->queue;
D3D12_STATIC_SAMPLER_DESC static_samplers[1];
ID3D12Device *device = test_context->device;
static const float clear_color[4];
unsigned int uniform_index;
ID3D12PipelineState *pso;
HRESULT hr;
size_t i;
root_signature_desc.NumParameters = 0;
root_signature_desc.pParameters = root_params;
root_signature_desc.NumStaticSamplers = 0;
root_signature_desc.pStaticSamplers = static_samplers;
if (context->c.uniform_count)
{
uniform_index = root_signature_desc.NumParameters++;
root_param = &root_params[uniform_index];
root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
root_param->Constants.ShaderRegister = 0;
root_param->Constants.RegisterSpace = 0;
root_param->Constants.Num32BitValues = context->c.uniform_count;
root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
}
for (i = 0; i < context->c.texture_count; ++i)
{
struct texture *texture = &context->c.textures[i];
D3D12_SUBRESOURCE_DATA resource_data;
D3D12_DESCRIPTOR_RANGE *range;
ID3D12Resource *resource;
range = &texture->descriptor_range;
texture->root_index = root_signature_desc.NumParameters++;
root_param = &root_params[texture->root_index];
root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
root_param->DescriptorTable.NumDescriptorRanges = 1;
root_param->DescriptorTable.pDescriptorRanges = range;
root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
range->NumDescriptors = 1;
range->BaseShaderRegister = texture->slot;
range->RegisterSpace = 0;
range->OffsetInDescriptorsFromTableStart = 0;
texture->heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
resource = create_default_texture(device, texture->width, texture->height,
texture->format, 0, D3D12_RESOURCE_STATE_COPY_DEST);
resource_data.pData = texture->data;
resource_data.SlicePitch = resource_data.RowPitch = texture->width * texture->texel_size;
upload_texture_data(resource, &resource_data, 1, queue, command_list);
reset_command_list(command_list, test_context->allocator);
transition_resource_state(command_list, resource, D3D12_RESOURCE_STATE_COPY_DEST,
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
ID3D12Device_CreateShaderResourceView(device, resource,
NULL, get_cpu_descriptor_handle(test_context, texture->heap, 0));
texture->resource = resource;
}
assert(root_signature_desc.NumParameters <= ARRAY_SIZE(root_params));
for (i = 0; i < context->c.sampler_count; ++i)
{
D3D12_STATIC_SAMPLER_DESC *sampler_desc = &static_samplers[root_signature_desc.NumStaticSamplers++];
const struct sampler *sampler = &context->c.samplers[i];
memset(sampler_desc, 0, sizeof(*sampler_desc));
sampler_desc->Filter = sampler->filter;
sampler_desc->AddressU = sampler->u_address;
sampler_desc->AddressV = sampler->v_address;
sampler_desc->AddressW = sampler->w_address;
sampler_desc->ShaderRegister = sampler->slot;
sampler_desc->RegisterSpace = 0;
sampler_desc->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
}
if (test_context->root_signature)
ID3D12RootSignature_Release(test_context->root_signature);
hr = create_root_signature(device, &root_signature_desc, &test_context->root_signature);
ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
pso = create_pipeline_state(device, test_context->root_signature,
test_context->render_target_desc.Format, NULL, &ps, NULL);
if (!pso)
return;
vkd3d_array_reserve((void **)&test_context->pso, &test_context->pso_capacity,
test_context->pso_count + 1, sizeof(*test_context->pso));
test_context->pso[test_context->pso_count++] = pso;
ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, test_context->root_signature);
if (context->c.uniform_count)
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, uniform_index,
context->c.uniform_count, context->c.uniforms, 0);
for (i = 0; i < context->c.texture_count; ++i)
{
struct texture *texture = &context->c.textures[i];
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, texture->root_index,
get_gpu_descriptor_handle(test_context, texture->heap, 0));
}
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &test_context->rtv, false, NULL);
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &test_context->scissor_rect);
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &test_context->viewport);
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, test_context->rtv, clear_color, 0, NULL);
ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
transition_resource_state(command_list, test_context->render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
/* Finish the command list so that we can destroy objects. */
hr = ID3D12GraphicsCommandList_Close(command_list);
ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
exec_command_list(queue, command_list);
wait_queue_idle(device, queue);
reset_command_list(command_list, test_context->allocator);
for (i = 0; i < context->c.texture_count; ++i)
{
struct texture *texture = &context->c.textures[i];
ID3D12DescriptorHeap_Release(texture->heap);
ID3D12Resource_Release(texture->resource);
free(texture);
}
}
static void d3d12_runner_probe_vec4(struct shader_context *c,
const RECT *rect, const struct vec4 *v, unsigned int ulps)
{
struct d3d12_shader_context *context = d3d12_shader_context(c);
struct test_context *test_context = &context->test_context;
struct resource_readback rb;
get_texture_readback_with_command_list(test_context->render_target, 0, &rb,
test_context->queue, test_context->list);
check_readback_data_vec4(&rb, rect, v, ulps);
release_resource_readback(&rb);
reset_command_list(test_context->list, test_context->allocator);
}
static const struct shader_runner_ops d3d12_runner_ops =
{
.compile_shader = d3d12_runner_compile_shader,
.draw_quad = d3d12_runner_draw_quad,
.probe_vec4 = d3d12_runner_probe_vec4,
};
void run_shader_tests_d3d12(int argc, char **argv)
{
run_shader_tests(argc, argv, &d3d12_runner_ops);
static const struct test_context_desc desc =
{
.rt_width = 640,
.rt_height = 480,
.no_root_signature = true,
.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT,
};
struct d3d12_shader_context context;
parse_args(argc, argv);
enable_d3d12_debug_layer(argc, argv);
init_adapter_info();
init_test_context(&context.test_context, &desc);
run_shader_tests(&context.c, argc, argv, &d3d12_runner_ops);
destroy_test_context(&context.test_context);
}

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/*
* Copyright 2016-2018 Józef Kucia 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
*/
#ifndef __VKD3D_TEST_UTILS_H
#define __VKD3D_TEST_UTILS_H
#include <stdbool.h>
#include <stdlib.h>
struct vec4
{
float x, y, z, w;
};
static inline bool vkd3d_array_reserve(void **elements, size_t *capacity, size_t element_count, size_t element_size)
{
size_t new_capacity, max_capacity;
void *new_elements;
if (element_count <= *capacity)
return true;
max_capacity = ~(size_t)0 / element_size;
if (max_capacity < element_count)
return false;
new_capacity = max(*capacity, 4);
while (new_capacity < element_count && new_capacity <= max_capacity / 2)
new_capacity *= 2;
if (new_capacity < element_count)
new_capacity = element_count;
if (!(new_elements = realloc(*elements, new_capacity * element_size)))
return false;
*elements = new_elements;
*capacity = new_capacity;
return true;
}
#endif