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

@@ -44,7 +44,7 @@ struct d3d12_shader_runner
struct test_context test_context;
ID3D12DescriptorHeap *heap;
ID3D12DescriptorHeap *heap, *rtv_heap;
};
static struct d3d12_shader_runner *d3d12_shader_runner(struct shader_runner *r)
@@ -94,6 +94,20 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
switch (params->type)
{
case RESOURCE_TYPE_RENDER_TARGET:
if (!runner->rtv_heap)
runner->rtv_heap = create_cpu_descriptor_heap(device,
D3D12_DESCRIPTOR_HEAP_TYPE_RTV, MAX_RESOURCE_DESCRIPTORS);
if (params->slot >= D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT)
fatal_error("RTV slot %u is too high.\n", params->slot);
resource->resource = create_default_texture(device, params->width, params->height,
params->format, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_RESOURCE_STATE_RENDER_TARGET);
ID3D12Device_CreateRenderTargetView(device, resource->resource,
NULL, get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->r.slot));
break;
case RESOURCE_TYPE_TEXTURE:
if (!runner->heap)
runner->heap = create_gpu_descriptor_heap(device,
@@ -150,18 +164,19 @@ static bool d3d12_runner_draw(struct shader_runner *r,
struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
struct test_context *test_context = &runner->test_context;
D3D12_CPU_DESCRIPTOR_HANDLE rtvs[D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT] = {0};
ID3D12GraphicsCommandList *command_list = test_context->list;
D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0};
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = {0};
D3D12_ROOT_PARAMETER root_params[3], *root_param;
ID3D12CommandQueue *queue = test_context->queue;
D3D12_INPUT_ELEMENT_DESC *input_element_descs;
D3D12_STATIC_SAMPLER_DESC static_samplers[1];
ID3D12Device *device = test_context->device;
D3D12_INPUT_LAYOUT_DESC input_layout;
static const float clear_color[4];
unsigned int uniform_index = 0;
ID3D10Blob *vs_code, *ps_code;
D3D12_SHADER_BYTECODE vs, ps;
unsigned int uniform_index;
unsigned int rtv_count = 0;
ID3D12PipelineState *pso;
HRESULT hr;
size_t i;
@@ -185,6 +200,16 @@ static bool d3d12_runner_draw(struct shader_runner *r,
root_signature_desc.pStaticSamplers = static_samplers;
root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
pso_desc.VS.pShaderBytecode = ID3D10Blob_GetBufferPointer(vs_code);
pso_desc.VS.BytecodeLength = ID3D10Blob_GetBufferSize(vs_code);
pso_desc.PS.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps_code);
pso_desc.PS.BytecodeLength = ID3D10Blob_GetBufferSize(ps_code);
pso_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pso_desc.SampleDesc.Count = 1;
pso_desc.SampleMask = ~(UINT)0;
if (runner->r.uniform_count)
{
uniform_index = root_signature_desc.NumParameters++;
@@ -224,6 +249,12 @@ static bool d3d12_runner_draw(struct shader_runner *r,
range->OffsetInDescriptorsFromTableStart = 0;
break;
case RESOURCE_TYPE_RENDER_TARGET:
pso_desc.RTVFormats[resource->r.slot] = resource->r.format;
pso_desc.NumRenderTargets = max(pso_desc.NumRenderTargets, resource->r.slot + 1);
pso_desc.BlendState.RenderTarget[resource->r.slot].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
break;
case RESOURCE_TYPE_VERTEX_BUFFER:
break;
}
@@ -251,6 +282,8 @@ static bool d3d12_runner_draw(struct shader_runner *r,
hr = create_root_signature(device, &root_signature_desc, &test_context->root_signature);
ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
pso_desc.pRootSignature = test_context->root_signature;
input_element_descs = calloc(runner->r.input_element_count, sizeof(*input_element_descs));
for (i = 0; i < runner->r.input_element_count; ++i)
{
@@ -265,15 +298,12 @@ static bool d3d12_runner_draw(struct shader_runner *r,
desc->InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
}
input_layout.pInputElementDescs = input_element_descs;
input_layout.NumElements = runner->r.input_element_count;
pso_desc.InputLayout.pInputElementDescs = input_element_descs;
pso_desc.InputLayout.NumElements = runner->r.input_element_count;
vs.pShaderBytecode = ID3D10Blob_GetBufferPointer(vs_code);
vs.BytecodeLength = ID3D10Blob_GetBufferSize(vs_code);
ps.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps_code);
ps.BytecodeLength = ID3D10Blob_GetBufferSize(ps_code);
pso = create_pipeline_state(device, test_context->root_signature,
test_context->render_target_desc.Format, &vs, &ps, &input_layout);
hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc,
&IID_ID3D12PipelineState, (void **)&pso);
ok(hr == S_OK, "Failed to create state, hr %#x.\n", hr);
ID3D10Blob_Release(vs_code);
ID3D10Blob_Release(ps_code);
free(input_element_descs);
@@ -292,6 +322,13 @@ static bool d3d12_runner_draw(struct shader_runner *r,
switch (resource->r.type)
{
case RESOURCE_TYPE_RENDER_TARGET:
rtvs[resource->r.slot] = get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->r.slot);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list,
rtvs[resource->r.slot], clear_color, 0, NULL);
rtv_count = max(rtv_count, resource->r.slot + 1);
break;
case RESOURCE_TYPE_TEXTURE:
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, resource->root_index,
get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
@@ -312,11 +349,11 @@ static bool d3d12_runner_draw(struct shader_runner *r,
}
}
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &test_context->rtv, false, NULL);
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, rtv_count, rtvs, false, NULL);
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &test_context->scissor_rect);
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &test_context->viewport);
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, primitive_topology);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, test_context->rtv, clear_color, 0, NULL);
ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
ID3D12GraphicsCommandList_DrawInstanced(command_list, vertex_count, 1, 0, 0);
@@ -330,16 +367,22 @@ static bool d3d12_runner_draw(struct shader_runner *r,
return true;
}
static struct resource_readback *d3d12_runner_get_rt_readback(struct shader_runner *r)
static struct resource_readback *d3d12_runner_get_resource_readback(struct shader_runner *r, struct resource *res)
{
struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
struct test_context *test_context = &runner->test_context;
struct d3d12_resource_readback *rb = malloc(sizeof(*rb));
struct d3d12_resource *resource = d3d12_resource(res);
transition_resource_state(test_context->list, test_context->render_target,
assert(resource->r.type == RESOURCE_TYPE_RENDER_TARGET);
transition_resource_state(test_context->list, resource->resource,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_texture_readback_with_command_list(test_context->render_target, 0, rb,
get_texture_readback_with_command_list(resource->resource, 0, rb,
test_context->queue, test_context->list);
reset_command_list(test_context->list, test_context->allocator);
transition_resource_state(test_context->list, resource->resource,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
return &rb->rb;
}
@@ -347,13 +390,8 @@ static struct resource_readback *d3d12_runner_get_rt_readback(struct shader_runn
static void d3d12_runner_release_readback(struct shader_runner *r, struct resource_readback *rb)
{
struct d3d12_resource_readback *d3d12_rb = CONTAINING_RECORD(rb, struct d3d12_resource_readback, rb);
struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
struct test_context *test_context = &runner->test_context;
release_resource_readback(d3d12_rb);
reset_command_list(test_context->list, test_context->allocator);
transition_resource_state(test_context->list, test_context->render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
free(d3d12_rb);
}
@@ -362,7 +400,7 @@ static const struct shader_runner_ops d3d12_runner_ops =
.create_resource = d3d12_runner_create_resource,
.destroy_resource = d3d12_runner_destroy_resource,
.draw = d3d12_runner_draw,
.get_rt_readback = d3d12_runner_get_rt_readback,
.get_resource_readback = d3d12_runner_get_resource_readback,
.release_readback = d3d12_runner_release_readback,
};
@@ -386,5 +424,7 @@ void run_shader_tests_d3d12(int argc, char **argv)
if (runner.heap)
ID3D12DescriptorHeap_Release(runner.heap);
if (runner.rtv_heap)
ID3D12DescriptorHeap_Release(runner.rtv_heap);
destroy_test_context(&runner.test_context);
}