tests/shader-runner: Separate resource_type into type and dimension.

If in the same shader_test file we have both a [buffer uav n] and a
[uav n] with the same slot "n", we want the last one to override the
first one instead of passing both resources to the backends.

Same for [buffer srv n] and [texture n] after we introduce SRV buffers.
This commit is contained in:
Francisco Casas
2024-01-22 20:20:18 -03:00
committed by Alexandre Julliard
parent e1c759e1c9
commit 22a0f14a2f
Notes: Alexandre Julliard 2024-02-19 22:59:16 +01:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Zebediah Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/569
7 changed files with 351 additions and 289 deletions

View File

@@ -189,43 +189,41 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
runner->heap = create_gpu_descriptor_heap(device,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
state = params->data ? D3D12_RESOURCE_STATE_COPY_DEST : D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
resource->resource = create_default_texture2d(device, params->width, params->height, 1,
params->level_count, params->format, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, state);
if (params->data)
if (params->dimension == RESOURCE_DIMENSION_BUFFER)
{
upload_texture_data_with_states(resource->resource, resource_data,
params->level_count, test_context->queue, test_context->list,
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = { 0 };
resource->resource = create_default_buffer(device, params->data_size,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST);
upload_buffer_data_with_states(resource->resource, 0, params->data_size, resource_data[0].pData,
test_context->queue, test_context->list,
RESOURCE_STATE_DO_NOT_CHANGE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
reset_command_list(test_context->list, test_context->allocator);
uav_desc.Format = params->format;
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uav_desc.Buffer.NumElements = params->width * params->height;
ID3D12Device_CreateUnorderedAccessView(device, resource->resource,
NULL, &uav_desc, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
}
else
{
state = params->data ? D3D12_RESOURCE_STATE_COPY_DEST : D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
resource->resource = create_default_texture2d(device, params->width, params->height, 1, params->level_count,
params->format, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, state);
if (params->data)
{
upload_texture_data_with_states(resource->resource, resource_data,
params->level_count, test_context->queue, test_context->list,
RESOURCE_STATE_DO_NOT_CHANGE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
reset_command_list(test_context->list, test_context->allocator);
}
ID3D12Device_CreateUnorderedAccessView(device, resource->resource, NULL, NULL,
get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
}
ID3D12Device_CreateUnorderedAccessView(device, resource->resource, NULL, NULL,
get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
break;
case RESOURCE_TYPE_BUFFER_UAV:
{
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = { 0 };
if (!runner->heap)
runner->heap = create_gpu_descriptor_heap(device,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
resource->resource = create_default_buffer(device, params->data_size,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST);
upload_buffer_data_with_states(resource->resource, 0, params->data_size, resource_data[0].pData,
test_context->queue, test_context->list,
RESOURCE_STATE_DO_NOT_CHANGE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
reset_command_list(test_context->list, test_context->allocator);
uav_desc.Format = params->format;
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uav_desc.Buffer.NumElements = params->width * params->height;
ID3D12Device_CreateUnorderedAccessView(device, resource->resource,
NULL, &uav_desc, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
break;
}
case RESOURCE_TYPE_VERTEX_BUFFER:
resource->resource = create_upload_buffer(device, params->data_size, params->data);
break;
@@ -281,7 +279,6 @@ static ID3D12RootSignature *d3d12_runner_create_root_signature(struct d3d12_shad
{
case RESOURCE_TYPE_TEXTURE:
case RESOURCE_TYPE_UAV:
case RESOURCE_TYPE_BUFFER_UAV:
range = &resource->descriptor_range;
if (base_resource && resource->r.type == base_resource->r.type && resource->r.slot == slot + 1)
@@ -299,7 +296,7 @@ static ID3D12RootSignature *d3d12_runner_create_root_signature(struct d3d12_shad
root_param->DescriptorTable.pDescriptorRanges = range;
root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
if (resource->r.type == RESOURCE_TYPE_UAV || resource->r.type == RESOURCE_TYPE_BUFFER_UAV)
if (resource->r.type == RESOURCE_TYPE_UAV)
range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
else
range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
@@ -403,7 +400,6 @@ static bool d3d12_runner_dispatch(struct shader_runner *r, unsigned int x, unsig
break;
case RESOURCE_TYPE_UAV:
case RESOURCE_TYPE_BUFFER_UAV:
if (resource->descriptor_range.NumDescriptors)
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, resource->root_index,
get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
@@ -546,7 +542,6 @@ static bool d3d12_runner_draw(struct shader_runner *r,
break;
case RESOURCE_TYPE_UAV:
case RESOURCE_TYPE_BUFFER_UAV:
if (resource->descriptor_range.NumDescriptors)
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, resource->root_index,
get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));