tests/shader_runner: Make the render target into a resource.

Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
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
2022-06-08 18:18:37 -05:00
committed by Alexandre Julliard
parent d2d29d1b88
commit 2b69ee67bd
6 changed files with 270 additions and 151 deletions

View File

@@ -43,6 +43,8 @@ struct d3d11_resource
struct resource r;
ID3D11Resource *resource;
ID3D11Texture2D *texture;
ID3D11RenderTargetView *rtv;
ID3D11ShaderResourceView *srv;
ID3D11UnorderedAccessView *uav;
};
@@ -59,8 +61,6 @@ struct d3d11_shader_runner
ID3D11Device *device;
HWND window;
IDXGISwapChain *swapchain;
ID3D11Texture2D *rt;
ID3D11RenderTargetView *rtv;
ID3D11DeviceContext *immediate_context;
};
@@ -276,20 +276,8 @@ static IDXGISwapChain *create_swapchain(ID3D11Device *device, HWND window)
static BOOL init_test_context(struct d3d11_shader_runner *runner)
{
const D3D11_TEXTURE2D_DESC texture_desc =
{
.Width = RENDER_TARGET_WIDTH,
.Height = RENDER_TARGET_HEIGHT,
.MipLevels = 1,
.ArraySize = 1,
.Format = DXGI_FORMAT_R32G32B32A32_FLOAT,
.SampleDesc.Count = 1,
.Usage = D3D11_USAGE_DEFAULT,
.BindFlags = D3D11_BIND_RENDER_TARGET,
};
unsigned int rt_width, rt_height;
D3D11_VIEWPORT vp;
HRESULT hr;
RECT rect;
memset(runner, 0, sizeof(*runner));
@@ -308,16 +296,8 @@ static BOOL init_test_context(struct d3d11_shader_runner *runner)
0, 0, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, NULL, NULL);
runner->swapchain = create_swapchain(runner->device, runner->window);
hr = ID3D11Device_CreateTexture2D(runner->device, &texture_desc, NULL, &runner->rt);
ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
hr = ID3D11Device_CreateRenderTargetView(runner->device, (ID3D11Resource *)runner->rt, NULL, &runner->rtv);
ok(hr == S_OK, "Failed to create rendertarget view, hr %#lx.\n", hr);
ID3D11Device_GetImmediateContext(runner->device, &runner->immediate_context);
ID3D11DeviceContext_OMSetRenderTargets(runner->immediate_context, 1, &runner->rtv, NULL);
vp.TopLeftX = 0.0f;
vp.TopLeftY = 0.0f;
vp.Width = rt_width;
@@ -334,8 +314,6 @@ static void destroy_test_context(struct d3d11_shader_runner *runner)
ULONG ref;
ID3D11DeviceContext_Release(runner->immediate_context);
ID3D11RenderTargetView_Release(runner->rtv);
ID3D11Texture2D_Release(runner->rt);
IDXGISwapChain_Release(runner->swapchain);
DestroyWindow(runner->window);
@@ -379,6 +357,7 @@ static struct resource *d3d11_runner_create_resource(struct shader_runner *r, co
switch (params->type)
{
case RESOURCE_TYPE_RENDER_TARGET:
case RESOURCE_TYPE_TEXTURE:
case RESOURCE_TYPE_UAV:
{
@@ -393,17 +372,29 @@ static struct resource *d3d11_runner_create_resource(struct shader_runner *r, co
desc.Usage = D3D11_USAGE_DEFAULT;
if (params->type == RESOURCE_TYPE_UAV)
desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
else if (params->type == RESOURCE_TYPE_RENDER_TARGET)
desc.BindFlags = D3D11_BIND_RENDER_TARGET;
else
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
resource_data.pSysMem = params->data;
resource_data.SysMemPitch = params->width * params->texel_size;
resource_data.SysMemSlicePitch = params->height * resource_data.SysMemPitch;
hr = ID3D11Device_CreateTexture2D(device, &desc, &resource_data, (ID3D11Texture2D **)&resource->resource);
if (params->data)
{
resource_data.pSysMem = params->data;
resource_data.SysMemPitch = params->width * params->texel_size;
resource_data.SysMemSlicePitch = params->height * resource_data.SysMemPitch;
hr = ID3D11Device_CreateTexture2D(device, &desc, &resource_data, &resource->texture);
}
else
{
hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &resource->texture);
}
ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
resource->resource = (ID3D11Resource *)resource->texture;
if (params->type == RESOURCE_TYPE_UAV)
hr = ID3D11Device_CreateUnorderedAccessView(device, resource->resource, NULL, &resource->uav);
else if (params->type == RESOURCE_TYPE_RENDER_TARGET)
hr = ID3D11Device_CreateRenderTargetView(device, resource->resource, NULL, &resource->rtv);
else
hr = ID3D11Device_CreateShaderResourceView(device, resource->resource, NULL, &resource->srv);
ok(hr == S_OK, "Failed to create view, hr %#lx.\n", hr);
@@ -424,6 +415,8 @@ static void d3d11_runner_destroy_resource(struct shader_runner *r, struct resour
struct d3d11_resource *resource = d3d11_resource(res);
ID3D11Resource_Release(resource->resource);
if (resource->rtv)
ID3D11RenderTargetView_Release(resource->rtv);
if (resource->srv)
ID3D11ShaderResourceView_Release(resource->srv);
if (resource->uav)
@@ -435,11 +428,13 @@ static bool d3d11_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
{
ID3D11UnorderedAccessView *uavs[D3D11_PS_CS_UAV_REGISTER_COUNT] = {0};
ID3D11RenderTargetView *rtvs[D3D11_PS_CS_UAV_REGISTER_COUNT] = {0};
struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
ID3D11DeviceContext *context = runner->immediate_context;
unsigned int min_uav_slot = ARRAY_SIZE(uavs);
ID3D11Device *device = runner->device;
ID3D10Blob *vs_code, *ps_code;
unsigned int rtv_count = 0;
ID3D11Buffer *cb = NULL;
ID3D11VertexShader *vs;
ID3D11PixelShader *ps;
@@ -478,6 +473,11 @@ static bool d3d11_runner_draw(struct shader_runner *r,
switch (resource->r.type)
{
case RESOURCE_TYPE_RENDER_TARGET:
rtvs[resource->r.slot] = resource->rtv;
rtv_count = max(rtv_count, resource->r.slot + 1);
break;
case RESOURCE_TYPE_TEXTURE:
ID3D11DeviceContext_PSSetShaderResources(context, resource->r.slot, 1, &resource->srv);
break;
@@ -494,8 +494,7 @@ static bool d3d11_runner_draw(struct shader_runner *r,
}
}
ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context,
D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, NULL, NULL,
ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, rtv_count, rtvs, NULL,
min_uav_slot, ARRAY_SIZE(uavs) - min_uav_slot, &uavs[min_uav_slot], NULL);
for (i = 0; i < runner->r.sampler_count; ++i)
@@ -565,15 +564,16 @@ struct d3d11_resource_readback
ID3D11Resource *resource;
};
static struct resource_readback *d3d11_runner_get_rt_readback(struct shader_runner *r)
static struct resource_readback *d3d11_runner_get_resource_readback(struct shader_runner *r, struct resource *res)
{
struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
struct d3d11_resource_readback *rb = malloc(sizeof(*rb));
struct d3d11_resource *resource = d3d11_resource(res);
D3D11_TEXTURE2D_DESC texture_desc;
D3D11_MAPPED_SUBRESOURCE map_desc;
HRESULT hr;
ID3D11Texture2D_GetDesc(runner->rt, &texture_desc);
ID3D11Texture2D_GetDesc(resource->texture, &texture_desc);
texture_desc.Usage = D3D11_USAGE_STAGING;
texture_desc.BindFlags = 0;
texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
@@ -581,7 +581,7 @@ static struct resource_readback *d3d11_runner_get_rt_readback(struct shader_runn
hr = ID3D11Device_CreateTexture2D(runner->device, &texture_desc, NULL, (ID3D11Texture2D **)&rb->resource);
ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
ID3D11DeviceContext_CopyResource(runner->immediate_context, rb->resource, (ID3D11Resource *)runner->rt);
ID3D11DeviceContext_CopyResource(runner->immediate_context, rb->resource, resource->resource);
hr = ID3D11DeviceContext_Map(runner->immediate_context, rb->resource, 0, D3D11_MAP_READ, 0, &map_desc);
ok(hr == S_OK, "Failed to map texture, hr %#lx.\n", hr);
@@ -608,7 +608,7 @@ static const struct shader_runner_ops d3d11_runner_ops =
.create_resource = d3d11_runner_create_resource,
.destroy_resource = d3d11_runner_destroy_resource,
.draw = d3d11_runner_draw,
.get_rt_readback = d3d11_runner_get_rt_readback,
.get_resource_readback = d3d11_runner_get_resource_readback,
.release_readback = d3d11_runner_release_readback,
};