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tests: Rename struct d3d12_shader_context to struct d3d12_shader_runner.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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5841e79102
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@ -38,18 +38,18 @@ static struct d3d12_texture *d3d12_texture(struct texture *t)
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return CONTAINING_RECORD(t, struct d3d12_texture, t);
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}
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struct d3d12_shader_context
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struct d3d12_shader_runner
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{
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struct shader_runner c;
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struct shader_runner r;
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struct test_context test_context;
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ID3D12DescriptorHeap *heap;
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};
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static struct d3d12_shader_context *d3d12_shader_context(struct shader_runner *r)
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static struct d3d12_shader_runner *d3d12_shader_runner(struct shader_runner *r)
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{
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return CONTAINING_RECORD(r, struct d3d12_shader_context, c);
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return CONTAINING_RECORD(r, struct d3d12_shader_runner, r);
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}
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static ID3D10Blob *compile_shader(const char *source, enum shader_model shader_model)
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@ -82,14 +82,14 @@ static ID3D10Blob *compile_shader(const char *source, enum shader_model shader_m
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static struct texture *d3d12_runner_create_texture(struct shader_runner *r, const struct texture_params *params)
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{
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struct d3d12_shader_context *context = d3d12_shader_context(r);
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struct test_context *test_context = &context->test_context;
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struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
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struct test_context *test_context = &runner->test_context;
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ID3D12Device *device = test_context->device;
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D3D12_SUBRESOURCE_DATA resource_data;
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struct d3d12_texture *texture;
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if (!context->heap)
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context->heap = create_gpu_descriptor_heap(device,
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if (!runner->heap)
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runner->heap = create_gpu_descriptor_heap(device,
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
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if (params->slot >= MAX_RESOURCE_DESCRIPTORS)
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@ -108,7 +108,7 @@ static struct texture *d3d12_runner_create_texture(struct shader_runner *r, cons
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transition_resource_state(test_context->list, texture->resource, D3D12_RESOURCE_STATE_COPY_DEST,
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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ID3D12Device_CreateShaderResourceView(device, texture->resource,
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NULL, get_cpu_descriptor_handle(test_context, context->heap, params->slot));
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NULL, get_cpu_descriptor_handle(test_context, runner->heap, params->slot));
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return &texture->t;
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}
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@ -123,8 +123,8 @@ static void d3d12_runner_destroy_texture(struct shader_runner *r, struct texture
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static void d3d12_runner_draw_quad(struct shader_runner *r)
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{
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struct d3d12_shader_context *context = d3d12_shader_context(r);
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struct test_context *test_context = &context->test_context;
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struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
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struct test_context *test_context = &runner->test_context;
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ID3D12GraphicsCommandList *command_list = test_context->list;
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0};
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@ -140,7 +140,7 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
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HRESULT hr;
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size_t i;
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if (!(ps_code = compile_shader(context->c.ps_source, context->c.minimum_shader_model)))
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if (!(ps_code = compile_shader(runner->r.ps_source, runner->r.minimum_shader_model)))
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return;
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root_signature_desc.NumParameters = 0;
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@ -148,20 +148,20 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
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root_signature_desc.NumStaticSamplers = 0;
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root_signature_desc.pStaticSamplers = static_samplers;
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if (context->c.uniform_count)
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if (runner->r.uniform_count)
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{
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uniform_index = root_signature_desc.NumParameters++;
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root_param = &root_params[uniform_index];
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root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
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root_param->Constants.ShaderRegister = 0;
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root_param->Constants.RegisterSpace = 0;
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root_param->Constants.Num32BitValues = context->c.uniform_count;
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root_param->Constants.Num32BitValues = runner->r.uniform_count;
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root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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}
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for (i = 0; i < context->c.texture_count; ++i)
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for (i = 0; i < runner->r.texture_count; ++i)
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{
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struct d3d12_texture *texture = d3d12_texture(context->c.textures[i]);
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struct d3d12_texture *texture = d3d12_texture(runner->r.textures[i]);
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D3D12_DESCRIPTOR_RANGE *range;
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range = &texture->descriptor_range;
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@ -182,10 +182,10 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
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assert(root_signature_desc.NumParameters <= ARRAY_SIZE(root_params));
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for (i = 0; i < context->c.sampler_count; ++i)
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for (i = 0; i < runner->r.sampler_count; ++i)
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{
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D3D12_STATIC_SAMPLER_DESC *sampler_desc = &static_samplers[root_signature_desc.NumStaticSamplers++];
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const struct sampler *sampler = &context->c.samplers[i];
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const struct sampler *sampler = &runner->r.samplers[i];
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memset(sampler_desc, 0, sizeof(*sampler_desc));
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sampler_desc->Filter = sampler->filter;
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@ -214,15 +214,15 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
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test_context->pso[test_context->pso_count++] = pso;
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, test_context->root_signature);
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if (context->c.uniform_count)
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if (runner->r.uniform_count)
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, uniform_index,
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context->c.uniform_count, context->c.uniforms, 0);
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for (i = 0; i < context->c.texture_count; ++i)
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runner->r.uniform_count, runner->r.uniforms, 0);
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for (i = 0; i < runner->r.texture_count; ++i)
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{
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struct d3d12_texture *texture = d3d12_texture(context->c.textures[i]);
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struct d3d12_texture *texture = d3d12_texture(runner->r.textures[i]);
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, texture->root_index,
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get_gpu_descriptor_handle(test_context, context->heap, texture->t.slot));
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get_gpu_descriptor_handle(test_context, runner->heap, texture->t.slot));
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}
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &test_context->rtv, false, NULL);
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@ -246,8 +246,8 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
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static void d3d12_runner_probe_vec4(struct shader_runner *r,
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const RECT *rect, const struct vec4 *v, unsigned int ulps)
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{
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struct d3d12_shader_context *context = d3d12_shader_context(r);
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struct test_context *test_context = &context->test_context;
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struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
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struct test_context *test_context = &runner->test_context;
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struct resource_readback rb;
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get_texture_readback_with_command_list(test_context->render_target, 0, &rb,
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@ -274,16 +274,16 @@ void run_shader_tests_d3d12(int argc, char **argv)
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.no_root_signature = true,
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.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT,
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};
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struct d3d12_shader_context context = {0};
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struct d3d12_shader_runner runner = {0};
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parse_args(argc, argv);
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enable_d3d12_debug_layer(argc, argv);
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init_adapter_info();
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init_test_context(&context.test_context, &desc);
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init_test_context(&runner.test_context, &desc);
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run_shader_tests(&context.c, argc, argv, &d3d12_runner_ops);
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run_shader_tests(&runner.r, argc, argv, &d3d12_runner_ops);
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if (context.heap)
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ID3D12DescriptorHeap_Release(context.heap);
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destroy_test_context(&context.test_context);
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if (runner.heap)
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ID3D12DescriptorHeap_Release(runner.heap);
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destroy_test_context(&runner.test_context);
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}
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