tests/shader_runner: Use ID3D12Device2_CreatePipelineState() when available.

This commit is contained in:
Anna (navi) Figueiredo Gomes
2024-08-31 17:57:38 +02:00
committed by Henri Verbeet
parent 04d7ad90e5
commit 12a7cde092
Notes: Henri Verbeet 2024-09-11 15:31:24 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1031
3 changed files with 291 additions and 123 deletions

View File

@@ -521,6 +521,25 @@ static D3D12_PRIMITIVE_TOPOLOGY_TYPE d3d12_primitive_topology_type_from_primitiv
}
}
static D3D12_INPUT_ELEMENT_DESC *create_element_descs(const struct d3d12_shader_runner *runner)
{
D3D12_INPUT_ELEMENT_DESC *input_element_descs = calloc(runner->r.input_element_count, sizeof(*input_element_descs));
for (size_t i = 0; i < runner->r.input_element_count; ++i)
{
const struct input_element *element = &runner->r.input_elements[i];
D3D12_INPUT_ELEMENT_DESC *desc = &input_element_descs[i];
desc->SemanticName = element->name;
desc->SemanticIndex = element->index;
desc->Format = element->format;
desc->InputSlot = element->slot;
desc->AlignedByteOffset = D3D12_APPEND_ALIGNED_ELEMENT;
desc->InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
}
return input_element_descs;
}
static ID3D12PipelineState *create_pipeline(struct d3d12_shader_runner *runner,
D3D12_PRIMITIVE_TOPOLOGY primitive_topology, ID3D10Blob *vs_code, ID3D10Blob *ps_code,
ID3D10Blob *hs_code, ID3D10Blob *ds_code, ID3D10Blob *gs_code)
@@ -581,20 +600,7 @@ static ID3D12PipelineState *create_pipeline(struct d3d12_shader_runner *runner,
pso_desc.SampleMask = runner->r.sample_mask ? runner->r.sample_mask : ~(UINT)0;
pso_desc.pRootSignature = test_context->root_signature;
input_element_descs = calloc(runner->r.input_element_count, sizeof(*input_element_descs));
for (size_t i = 0; i < runner->r.input_element_count; ++i)
{
const struct input_element *element = &runner->r.input_elements[i];
D3D12_INPUT_ELEMENT_DESC *desc = &input_element_descs[i];
desc->SemanticName = element->name;
desc->SemanticIndex = element->index;
desc->Format = element->format;
desc->InputSlot = element->slot;
desc->AlignedByteOffset = D3D12_APPEND_ALIGNED_ELEMENT;
desc->InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
}
input_element_descs = create_element_descs(runner);
pso_desc.InputLayout.pInputElementDescs = input_element_descs;
pso_desc.InputLayout.NumElements = runner->r.input_element_count;
@@ -610,6 +616,159 @@ static ID3D12PipelineState *create_pipeline(struct d3d12_shader_runner *runner,
return pso;
}
static ID3D12PipelineState *create_pipeline_device2(struct d3d12_shader_runner *runner,
D3D12_PRIMITIVE_TOPOLOGY primitive_topology, ID3D10Blob *vs_code, ID3D10Blob *ps_code,
ID3D10Blob *hs_code, ID3D10Blob *ds_code, ID3D10Blob *gs_code)
{
struct test_context *test_context = &runner->test_context;
ID3D12Device2 *device2 = test_context->device2;
D3D12_PIPELINE_STATE_STREAM_DESC pipeline_desc;
D3D12_INPUT_ELEMENT_DESC *input_element_descs;
unsigned int sample_count = 1;
ID3D12PipelineState *pso;
HRESULT hr;
struct
{
struct d3d12_root_signature_subobject root_signature;
struct d3d12_shader_bytecode_subobject vs;
struct d3d12_shader_bytecode_subobject ps;
struct d3d12_shader_bytecode_subobject hs;
struct d3d12_shader_bytecode_subobject ds;
struct d3d12_shader_bytecode_subobject gs;
struct d3d12_render_target_formats_subobject rtv_format;
struct d3d12_blend_subobject blend;
struct d3d12_depth_stencil_format_subobject dsv_format;
struct d3d12_depth_stencil1_subobject dsv;
struct d3d12_rasterizer_subobject rasterizer;
struct d3d12_primitive_topology_subobject topology;
struct d3d12_sample_desc_subobject sample_desc;
struct d3d12_sample_mask_subobject sample_mask;
struct d3d12_input_layout_subobject input_layout;
}
pipeline =
{
.root_signature =
{
.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_ROOT_SIGNATURE,
.root_signature = test_context->root_signature,
},
.vs =
{
.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VS,
.shader_bytecode = shader_bytecode_from_blob(vs_code),
},
.ps =
{
.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PS,
.shader_bytecode = shader_bytecode_from_blob(ps_code),
},
.hs =
{
.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_HS,
.shader_bytecode = hs_code ? shader_bytecode_from_blob(hs_code) : (D3D12_SHADER_BYTECODE) {0},
},
.ds =
{
.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DS,
.shader_bytecode = ds_code ? shader_bytecode_from_blob(ds_code) : (D3D12_SHADER_BYTECODE) {0},
},
.gs =
{
.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_GS,
.shader_bytecode = gs_code ? shader_bytecode_from_blob(gs_code) : (D3D12_SHADER_BYTECODE) {0},
},
.rtv_format =
{
.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RENDER_TARGET_FORMATS,
},
.blend =
{
.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_BLEND,
},
.dsv_format =
{
.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL_FORMAT,
},
.dsv =
{
.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL1,
},
.rasterizer =
{
.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER,
.rasterizer_desc =
{
.FillMode = D3D12_FILL_MODE_SOLID,
.CullMode = D3D12_CULL_MODE_NONE,
}
},
.topology =
{
.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PRIMITIVE_TOPOLOGY,
.primitive_topology_type = d3d12_primitive_topology_type_from_primitive_topology(primitive_topology),
},
.sample_desc =
{
.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_DESC,
},
.sample_mask =
{
.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_MASK,
.sample_mask = runner->r.sample_mask ? runner->r.sample_mask : ~(UINT)0,
},
.input_layout =
{
.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_INPUT_LAYOUT,
},
};
if (!device2)
return NULL;
input_element_descs = create_element_descs(runner);
pipeline.input_layout.input_layout.NumElements = runner->r.input_element_count;
pipeline.input_layout.input_layout.pInputElementDescs = input_element_descs;
for (size_t i = 0; i < runner->r.resource_count; ++i)
{
struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]);
if (resource->r.desc.type == RESOURCE_TYPE_RENDER_TARGET)
{
pipeline.rtv_format.render_target_formats.RTFormats[resource->r.desc.slot] = resource->r.desc.format;
pipeline.rtv_format.render_target_formats.NumRenderTargets =
max(pipeline.rtv_format.render_target_formats.NumRenderTargets, resource->r.desc.slot + 1);
pipeline.blend.blend_desc.RenderTarget[resource->r.desc.slot].RenderTargetWriteMask =
D3D12_COLOR_WRITE_ENABLE_ALL;
if (resource->r.desc.sample_count)
sample_count = resource->r.desc.sample_count;
}
else if (resource->r.desc.type == RESOURCE_TYPE_DEPTH_STENCIL)
{
assert(!resource->r.desc.slot);
pipeline.dsv_format.depth_stencil_format = resource->r.desc.format;
pipeline.dsv.depth_stencil_desc.DepthEnable = true;
pipeline.dsv.depth_stencil_desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
pipeline.dsv.depth_stencil_desc.DepthFunc = runner->r.depth_func;
}
}
pipeline.sample_desc.sample_desc.Count = sample_count;
pipeline_desc.SizeInBytes = sizeof(pipeline);
pipeline_desc.pPipelineStateSubobjectStream = &pipeline;
hr = ID3D12Device2_CreatePipelineState(device2, &pipeline_desc, &IID_ID3D12PipelineState, (void **)&pso);
todo_if(runner->r.is_todo) ok(hr == S_OK, "Failed to create state, hr %#x.\n", hr);
free(input_element_descs);
if (FAILED(hr))
return NULL;
return pso;
}
static bool d3d12_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count, unsigned int instance_count)
{
@@ -671,7 +830,9 @@ static bool d3d12_runner_draw(struct shader_runner *r,
test_context->root_signature = d3d12_runner_create_root_signature(runner,
queue, test_context->allocator, command_list, &uniform_index);
pso = create_pipeline(runner, primitive_topology, vs_code, ps_code, hs_code, ds_code, gs_code);
pso = test_context->device2
? create_pipeline_device2(runner, primitive_topology, vs_code, ps_code, hs_code, ds_code, gs_code)
: create_pipeline(runner, primitive_topology, vs_code, ps_code, hs_code, ds_code, gs_code);
ID3D10Blob_Release(vs_code);
ID3D10Blob_Release(ps_code);