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>
This commit is contained in:
Zebediah Figura 2022-03-12 15:02:15 -06:00 committed by Alexandre Julliard
parent 13ca6322c7
commit 0ca2444e9b
3 changed files with 22 additions and 7 deletions

View File

@ -61,7 +61,7 @@ typedef int HRESULT;
#include "vkd3d_test.h" #include "vkd3d_test.h"
#include "shader_runner.h" #include "shader_runner.h"
static void VKD3D_NORETURN VKD3D_PRINTF_FUNC(1, 2) fatal_error(const char *format, ...) void fatal_error(const char *format, ...)
{ {
va_list args; va_list args;

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@ -21,6 +21,7 @@
#include "vkd3d_d3dcommon.h" #include "vkd3d_d3dcommon.h"
#include "vkd3d_d3d12.h" #include "vkd3d_d3d12.h"
#include "vkd3d_dxgiformat.h" #include "vkd3d_dxgiformat.h"
#include "vkd3d_common.h"
#include "utils.h" #include "utils.h"
enum shader_model enum shader_model
@ -89,6 +90,8 @@ struct shader_runner_ops
void (*probe_vec4)(struct shader_context *context, const RECT *rect, const struct vec4 *v, unsigned int ulps); void (*probe_vec4)(struct shader_context *context, const RECT *rect, const struct vec4 *v, unsigned int ulps);
}; };
void fatal_error(const char *format, ...) VKD3D_NORETURN VKD3D_PRINTF_FUNC(1, 2);
void run_shader_tests(struct shader_context *context, 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);
#ifdef _WIN32 #ifdef _WIN32

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@ -29,7 +29,6 @@ struct d3d12_texture
struct texture t; struct texture t;
D3D12_DESCRIPTOR_RANGE descriptor_range; D3D12_DESCRIPTOR_RANGE descriptor_range;
ID3D12DescriptorHeap *heap;
ID3D12Resource *resource; ID3D12Resource *resource;
unsigned int root_index; unsigned int root_index;
}; };
@ -44,6 +43,8 @@ struct d3d12_shader_context
struct shader_context c; struct shader_context c;
struct test_context test_context; struct test_context test_context;
ID3D12DescriptorHeap *heap;
}; };
static struct d3d12_shader_context *d3d12_shader_context(struct shader_context *c) static struct d3d12_shader_context *d3d12_shader_context(struct shader_context *c)
@ -77,6 +78,8 @@ static ID3D10Blob *compile_shader(const char *source, enum shader_model shader_m
return blob; return blob;
} }
#define MAX_RESOURCE_DESCRIPTORS 256
static struct texture *d3d12_runner_create_texture(struct shader_context *c, const struct texture_params *params) static struct texture *d3d12_runner_create_texture(struct shader_context *c, const struct texture_params *params)
{ {
struct d3d12_shader_context *context = d3d12_shader_context(c); struct d3d12_shader_context *context = d3d12_shader_context(c);
@ -85,11 +88,17 @@ static struct texture *d3d12_runner_create_texture(struct shader_context *c, con
D3D12_SUBRESOURCE_DATA resource_data; D3D12_SUBRESOURCE_DATA resource_data;
struct d3d12_texture *texture; struct d3d12_texture *texture;
if (!context->heap)
context->heap = create_gpu_descriptor_heap(device,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
if (params->slot >= MAX_RESOURCE_DESCRIPTORS)
fatal_error("Resource slot %u is too high; please increase MAX_RESOURCE_DESCRIPTORS.\n", params->slot);
texture = calloc(1, sizeof(*texture)); texture = calloc(1, sizeof(*texture));
texture->t.slot = params->slot; texture->t.slot = params->slot;
texture->heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
texture->resource = create_default_texture(device, params->width, params->height, texture->resource = create_default_texture(device, params->width, params->height,
params->format, 0, D3D12_RESOURCE_STATE_COPY_DEST); params->format, 0, D3D12_RESOURCE_STATE_COPY_DEST);
resource_data.pData = params->data; resource_data.pData = params->data;
@ -99,7 +108,7 @@ static struct texture *d3d12_runner_create_texture(struct shader_context *c, con
transition_resource_state(test_context->list, texture->resource, D3D12_RESOURCE_STATE_COPY_DEST, transition_resource_state(test_context->list, texture->resource, D3D12_RESOURCE_STATE_COPY_DEST,
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
ID3D12Device_CreateShaderResourceView(device, texture->resource, ID3D12Device_CreateShaderResourceView(device, texture->resource,
NULL, get_cpu_descriptor_handle(test_context, texture->heap, 0)); NULL, get_cpu_descriptor_handle(test_context, context->heap, params->slot));
return &texture->t; return &texture->t;
} }
@ -108,7 +117,6 @@ static void d3d12_runner_destroy_texture(struct shader_context *c, struct textur
{ {
struct d3d12_texture *texture = d3d12_texture(t); struct d3d12_texture *texture = d3d12_texture(t);
ID3D12DescriptorHeap_Release(texture->heap);
ID3D12Resource_Release(texture->resource); ID3D12Resource_Release(texture->resource);
free(texture); free(texture);
} }
@ -214,7 +222,7 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
struct d3d12_texture *texture = d3d12_texture(context->c.textures[i]); struct d3d12_texture *texture = d3d12_texture(context->c.textures[i]);
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, texture->root_index, ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, texture->root_index,
get_gpu_descriptor_handle(test_context, texture->heap, 0)); get_gpu_descriptor_handle(test_context, context->heap, texture->t.slot));
} }
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &test_context->rtv, false, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &test_context->rtv, false, NULL);
@ -266,12 +274,16 @@ void run_shader_tests_d3d12(int argc, char **argv)
.no_root_signature = true, .no_root_signature = true,
.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT, .rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT,
}; };
struct d3d12_shader_context context; struct d3d12_shader_context context = {0};
parse_args(argc, argv); parse_args(argc, argv);
enable_d3d12_debug_layer(argc, argv); enable_d3d12_debug_layer(argc, argv);
init_adapter_info(); init_adapter_info();
init_test_context(&context.test_context, &desc); init_test_context(&context.test_context, &desc);
run_shader_tests(&context.c, argc, argv, &d3d12_runner_ops); run_shader_tests(&context.c, argc, argv, &d3d12_runner_ops);
if (context.heap)
ID3D12DescriptorHeap_Release(context.heap);
destroy_test_context(&context.test_context); destroy_test_context(&context.test_context);
} }