tests: Move d3d12-specific members of struct texture to a new d3d12_texture structure.

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 2022-01-26 19:40:30 -06:00 committed by Alexandre Julliard
parent c417d3f830
commit 33c845ece5
2 changed files with 24 additions and 12 deletions

View File

@ -60,11 +60,6 @@ struct texture_params
struct texture struct texture
{ {
unsigned int slot; unsigned int slot;
D3D12_DESCRIPTOR_RANGE descriptor_range;
ID3D12DescriptorHeap *heap;
ID3D12Resource *resource;
unsigned int root_index;
}; };
struct shader_context struct shader_context

View File

@ -24,6 +24,21 @@
#include "d3d12_crosstest.h" #include "d3d12_crosstest.h"
#include "shader_runner.h" #include "shader_runner.h"
struct d3d12_texture
{
struct texture t;
D3D12_DESCRIPTOR_RANGE descriptor_range;
ID3D12DescriptorHeap *heap;
ID3D12Resource *resource;
unsigned int root_index;
};
static struct d3d12_texture *d3d12_texture(struct texture *t)
{
return CONTAINING_RECORD(t, struct d3d12_texture, t);
}
struct d3d12_shader_context struct d3d12_shader_context
{ {
struct shader_context c; struct shader_context c;
@ -68,11 +83,11 @@ static struct texture *d3d12_runner_create_texture(struct shader_context *c, con
struct test_context *test_context = &context->test_context; struct test_context *test_context = &context->test_context;
ID3D12Device *device = test_context->device; ID3D12Device *device = test_context->device;
D3D12_SUBRESOURCE_DATA resource_data; D3D12_SUBRESOURCE_DATA resource_data;
struct texture *texture; struct d3d12_texture *texture;
texture = calloc(1, sizeof(*texture)); texture = calloc(1, sizeof(*texture));
texture->slot = params->slot; texture->t.slot = params->slot;
texture->heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); 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,
@ -86,11 +101,13 @@ static struct texture *d3d12_runner_create_texture(struct shader_context *c, con
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, texture->heap, 0));
return texture; return &texture->t;
} }
static void d3d12_runner_destroy_texture(struct shader_context *c, struct texture *texture) static void d3d12_runner_destroy_texture(struct shader_context *c, struct texture *t)
{ {
struct d3d12_texture *texture = d3d12_texture(t);
ID3D12DescriptorHeap_Release(texture->heap); ID3D12DescriptorHeap_Release(texture->heap);
ID3D12Resource_Release(texture->resource); ID3D12Resource_Release(texture->resource);
free(texture); free(texture);
@ -133,7 +150,7 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
for (i = 0; i < context->c.texture_count; ++i) for (i = 0; i < context->c.texture_count; ++i)
{ {
struct texture *texture = context->c.textures[i]; struct d3d12_texture *texture = d3d12_texture(context->c.textures[i]);
D3D12_DESCRIPTOR_RANGE *range; D3D12_DESCRIPTOR_RANGE *range;
range = &texture->descriptor_range; range = &texture->descriptor_range;
@ -147,7 +164,7 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
range->NumDescriptors = 1; range->NumDescriptors = 1;
range->BaseShaderRegister = texture->slot; range->BaseShaderRegister = texture->t.slot;
range->RegisterSpace = 0; range->RegisterSpace = 0;
range->OffsetInDescriptorsFromTableStart = 0; range->OffsetInDescriptorsFromTableStart = 0;
} }
@ -188,7 +205,7 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
context->c.uniform_count, context->c.uniforms, 0); context->c.uniform_count, context->c.uniforms, 0);
for (i = 0; i < context->c.texture_count; ++i) for (i = 0; i < context->c.texture_count; ++i)
{ {
struct texture *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, texture->heap, 0));