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>
This commit is contained in:
Zebediah Figura 2022-03-19 12:35:32 -05:00 committed by Alexandre Julliard
parent 5841e79102
commit 39459d6c3e

View File

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