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tests: Use only one heap for textures in the d3d12 shader runner.
The d3d12 specification forbids simultaneously binding more than one heap of a given type. Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -61,7 +61,7 @@ typedef int HRESULT;
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#include "vkd3d_test.h"
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#include "vkd3d_test.h"
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#include "shader_runner.h"
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#include "shader_runner.h"
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static void VKD3D_NORETURN VKD3D_PRINTF_FUNC(1, 2) fatal_error(const char *format, ...)
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void fatal_error(const char *format, ...)
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{
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{
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va_list args;
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va_list args;
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@ -21,6 +21,7 @@
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#include "vkd3d_d3dcommon.h"
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#include "vkd3d_d3dcommon.h"
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#include "vkd3d_d3d12.h"
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#include "vkd3d_d3d12.h"
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#include "vkd3d_dxgiformat.h"
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#include "vkd3d_dxgiformat.h"
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#include "vkd3d_common.h"
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#include "utils.h"
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#include "utils.h"
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enum shader_model
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enum shader_model
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@ -89,6 +90,8 @@ struct shader_runner_ops
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void (*probe_vec4)(struct shader_context *context, const RECT *rect, const struct vec4 *v, unsigned int ulps);
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void (*probe_vec4)(struct shader_context *context, const RECT *rect, const struct vec4 *v, unsigned int ulps);
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};
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};
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void fatal_error(const char *format, ...) VKD3D_NORETURN VKD3D_PRINTF_FUNC(1, 2);
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void run_shader_tests(struct shader_context *context, int argc, char **argv, const struct shader_runner_ops *ops);
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void run_shader_tests(struct shader_context *context, int argc, char **argv, const struct shader_runner_ops *ops);
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#ifdef _WIN32
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#ifdef _WIN32
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@ -29,7 +29,6 @@ struct d3d12_texture
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struct texture t;
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struct texture t;
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D3D12_DESCRIPTOR_RANGE descriptor_range;
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D3D12_DESCRIPTOR_RANGE descriptor_range;
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ID3D12DescriptorHeap *heap;
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ID3D12Resource *resource;
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ID3D12Resource *resource;
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unsigned int root_index;
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unsigned int root_index;
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};
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};
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@ -44,6 +43,8 @@ struct d3d12_shader_context
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struct shader_context c;
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struct shader_context c;
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struct test_context test_context;
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struct test_context test_context;
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ID3D12DescriptorHeap *heap;
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};
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};
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static struct d3d12_shader_context *d3d12_shader_context(struct shader_context *c)
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static struct d3d12_shader_context *d3d12_shader_context(struct shader_context *c)
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@ -77,6 +78,8 @@ static ID3D10Blob *compile_shader(const char *source, enum shader_model shader_m
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return blob;
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return blob;
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}
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}
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#define MAX_RESOURCE_DESCRIPTORS 256
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static struct texture *d3d12_runner_create_texture(struct shader_context *c, const struct texture_params *params)
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static struct texture *d3d12_runner_create_texture(struct shader_context *c, const struct texture_params *params)
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{
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{
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struct d3d12_shader_context *context = d3d12_shader_context(c);
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struct d3d12_shader_context *context = d3d12_shader_context(c);
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@ -85,11 +88,17 @@ static struct texture *d3d12_runner_create_texture(struct shader_context *c, con
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D3D12_SUBRESOURCE_DATA resource_data;
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D3D12_SUBRESOURCE_DATA resource_data;
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struct d3d12_texture *texture;
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struct d3d12_texture *texture;
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if (!context->heap)
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context->heap = create_gpu_descriptor_heap(device,
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
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if (params->slot >= MAX_RESOURCE_DESCRIPTORS)
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fatal_error("Resource slot %u is too high; please increase MAX_RESOURCE_DESCRIPTORS.\n", params->slot);
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texture = calloc(1, sizeof(*texture));
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texture = calloc(1, sizeof(*texture));
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texture->t.slot = params->slot;
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texture->t.slot = params->slot;
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texture->heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
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texture->resource = create_default_texture(device, params->width, params->height,
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texture->resource = create_default_texture(device, params->width, params->height,
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params->format, 0, D3D12_RESOURCE_STATE_COPY_DEST);
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params->format, 0, D3D12_RESOURCE_STATE_COPY_DEST);
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resource_data.pData = params->data;
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resource_data.pData = params->data;
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@ -99,7 +108,7 @@ static struct texture *d3d12_runner_create_texture(struct shader_context *c, con
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transition_resource_state(test_context->list, texture->resource, D3D12_RESOURCE_STATE_COPY_DEST,
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transition_resource_state(test_context->list, texture->resource, D3D12_RESOURCE_STATE_COPY_DEST,
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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ID3D12Device_CreateShaderResourceView(device, texture->resource,
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ID3D12Device_CreateShaderResourceView(device, texture->resource,
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NULL, get_cpu_descriptor_handle(test_context, texture->heap, 0));
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NULL, get_cpu_descriptor_handle(test_context, context->heap, params->slot));
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return &texture->t;
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return &texture->t;
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}
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}
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@ -108,7 +117,6 @@ static void d3d12_runner_destroy_texture(struct shader_context *c, struct textur
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{
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{
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struct d3d12_texture *texture = d3d12_texture(t);
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struct d3d12_texture *texture = d3d12_texture(t);
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ID3D12DescriptorHeap_Release(texture->heap);
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ID3D12Resource_Release(texture->resource);
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ID3D12Resource_Release(texture->resource);
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free(texture);
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free(texture);
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}
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}
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@ -214,7 +222,7 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
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struct d3d12_texture *texture = d3d12_texture(context->c.textures[i]);
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struct d3d12_texture *texture = d3d12_texture(context->c.textures[i]);
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, texture->root_index,
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, texture->root_index,
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get_gpu_descriptor_handle(test_context, texture->heap, 0));
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get_gpu_descriptor_handle(test_context, context->heap, texture->t.slot));
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}
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}
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &test_context->rtv, false, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &test_context->rtv, false, NULL);
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@ -266,12 +274,16 @@ void run_shader_tests_d3d12(int argc, char **argv)
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.no_root_signature = true,
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.no_root_signature = true,
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.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT,
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.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT,
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};
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};
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struct d3d12_shader_context context;
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struct d3d12_shader_context context = {0};
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parse_args(argc, argv);
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parse_args(argc, argv);
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enable_d3d12_debug_layer(argc, argv);
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enable_d3d12_debug_layer(argc, argv);
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init_adapter_info();
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init_adapter_info();
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init_test_context(&context.test_context, &desc);
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init_test_context(&context.test_context, &desc);
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run_shader_tests(&context.c, argc, argv, &d3d12_runner_ops);
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run_shader_tests(&context.c, argc, argv, &d3d12_runner_ops);
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if (context.heap)
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ID3D12DescriptorHeap_Release(context.heap);
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destroy_test_context(&context.test_context);
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destroy_test_context(&context.test_context);
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}
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}
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