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tests: Allow specifying a custom input layout.
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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16b383aef5
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3ed4c6fe23
@ -54,6 +54,7 @@ typedef int HRESULT;
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#include <errno.h>
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#include <stdbool.h>
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#include <stdio.h>
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#include <string.h>
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#include "vkd3d_windows.h"
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#include "vkd3d_d3dcommon.h"
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#include "vkd3d_d3dcompiler.h"
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@ -74,6 +75,7 @@ void fatal_error(const char *format, ...)
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enum parse_state
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{
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STATE_NONE,
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STATE_INPUT_LAYOUT,
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STATE_PREPROC,
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STATE_PREPROC_INVALID,
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STATE_REQUIRE,
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@ -89,6 +91,9 @@ static bool match_string(const char *line, const char *token, const char **const
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{
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size_t len = strlen(token);
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while (isspace(*line))
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++line;
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if (strncmp(line, token, len) || !isspace(line[len]))
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return false;
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if (rest)
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@ -131,7 +136,7 @@ static void parse_require_directive(struct shader_runner *runner, const char *li
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}
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}
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static void parse_texture_format(struct texture_params *texture, const char *line)
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static DXGI_FORMAT parse_format(const char *line, enum texture_data_type *data_type, unsigned int *texel_size, const char **rest)
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{
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static const struct
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{
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@ -151,12 +156,12 @@ static void parse_texture_format(struct texture_params *texture, const char *lin
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for (i = 0; i < ARRAY_SIZE(formats); ++i)
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{
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if (match_string(line, formats[i].string, &line))
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if (match_string(line, formats[i].string, rest))
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{
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texture->format = formats[i].format;
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texture->data_type = formats[i].data_type;
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texture->texel_size = formats[i].texel_size;
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return;
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if (data_type)
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*data_type = formats[i].data_type;
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*texel_size = formats[i].texel_size;
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return formats[i].format;
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}
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}
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@ -230,7 +235,7 @@ static void parse_texture_directive(struct texture_params *texture, const char *
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if (match_string(line, "format", &line))
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{
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parse_texture_format(texture, line);
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texture->format = parse_format(line, &texture->data_type, &texture->texel_size, &line);
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}
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else if (match_string(line, "size", &line))
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{
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@ -278,6 +283,34 @@ static void parse_texture_directive(struct texture_params *texture, const char *
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}
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}
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static void parse_input_layout_directive(struct shader_runner *runner, const char *line)
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{
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struct input_element *element;
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const char *rest;
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vkd3d_array_reserve((void **)&runner->input_elements, &runner->input_element_capacity,
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runner->input_element_count + 1, sizeof(*runner->input_elements));
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element = &runner->input_elements[runner->input_element_count++];
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element->slot = strtoul(line, (char **)&rest, 10);
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if (rest == line)
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fatal_error("Malformed input layout directive '%s'.\n", line);
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line = rest;
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element->format = parse_format(line, NULL, &element->texel_size, &line);
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if (!(rest = strpbrk(line, " \n")))
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rest = line + strlen(line);
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element->name = malloc(rest - line + 1);
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memcpy(element->name, line, rest - line);
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element->name[rest - line] = 0;
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line = rest;
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element->index = strtoul(line, (char **)&rest, 10);
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if (rest == line)
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element->index = 0;
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}
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static void set_uniforms(struct shader_runner *runner, size_t offset, size_t count, const void *uniforms)
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{
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runner->uniform_count = align(max(runner->uniform_count, offset + count), 4);
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@ -493,6 +526,7 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
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{
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switch (state)
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{
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case STATE_INPUT_LAYOUT:
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case STATE_NONE:
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case STATE_REQUIRE:
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case STATE_SAMPLER:
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@ -662,6 +696,14 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
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{
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state = STATE_SHADER_VERTEX;
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}
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else if (!strcmp(line, "[input layout]\n"))
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{
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state = STATE_INPUT_LAYOUT;
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for (i = 0; i < runner->input_element_count; ++i)
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free(runner->input_elements[i].name);
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runner->input_element_count = 0;
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}
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vkd3d_test_set_context("Section %.*s, line %u", strlen(line) - 1, line, line_number);
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}
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@ -673,6 +715,10 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
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fatal_error("Malformed line '%s'.\n", line);
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break;
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case STATE_INPUT_LAYOUT:
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parse_input_layout_directive(runner, line);
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break;
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case STATE_PREPROC:
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case STATE_PREPROC_INVALID:
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case STATE_SHADER_INVALID_PIXEL:
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@ -706,6 +752,9 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
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}
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}
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for (i = 0; i < runner->input_element_count; ++i)
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free(runner->input_elements[i].name);
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free(runner->input_elements);
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free(runner->vs_source);
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free(runner->ps_source);
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for (i = 0; i < runner->texture_count; ++i)
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@ -68,6 +68,15 @@ struct texture
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unsigned int slot;
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};
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struct input_element
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{
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char *name;
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unsigned int slot;
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DXGI_FORMAT format;
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unsigned int texel_size;
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unsigned int index;
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};
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struct shader_runner
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{
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const struct shader_runner_ops *ops;
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@ -84,6 +93,9 @@ struct shader_runner
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struct sampler *samplers;
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size_t sampler_count;
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struct input_element *input_elements;
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size_t input_element_count, input_element_capacity;
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};
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struct shader_runner_ops
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@ -412,6 +412,7 @@ static void d3d11_runner_destroy_texture(struct shader_runner *r, struct texture
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static void d3d11_runner_draw_quad(struct shader_runner *r)
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{
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struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
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ID3D11DeviceContext *context = runner->immediate_context;
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ID3D11Device *device = runner->device;
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ID3D10Blob *vs_code, *ps_code;
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ID3D11Buffer *cb = NULL;
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@ -441,14 +442,14 @@ static void d3d11_runner_draw_quad(struct shader_runner *r)
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{
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cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER,
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runner->r.uniform_count * sizeof(*runner->r.uniforms), runner->r.uniforms);
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ID3D11DeviceContext_PSSetConstantBuffers(runner->immediate_context, 0, 1, &cb);
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ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
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}
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for (i = 0; i < runner->r.texture_count; ++i)
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{
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struct d3d11_texture *texture = d3d11_texture(runner->r.textures[i]);
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ID3D11DeviceContext_PSSetShaderResources(runner->immediate_context, texture->t.slot, 1, &texture->srv);
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ID3D11DeviceContext_PSSetShaderResources(context, texture->t.slot, 1, &texture->srv);
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}
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for (i = 0; i < runner->r.sampler_count; ++i)
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@ -468,15 +469,41 @@ static void d3d11_runner_draw_quad(struct shader_runner *r)
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hr = ID3D11Device_CreateSamplerState(device, &desc, &d3d11_sampler);
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ok(hr == S_OK, "Failed to create sampler state, hr %#lx.\n", hr);
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ID3D11DeviceContext_PSSetSamplers(runner->immediate_context, sampler->slot, 1, &d3d11_sampler);
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ID3D11DeviceContext_PSSetSamplers(context, sampler->slot, 1, &d3d11_sampler);
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ID3D11SamplerState_Release(d3d11_sampler);
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}
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ID3D11DeviceContext_IASetPrimitiveTopology(runner->immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D11DeviceContext_VSSetShader(runner->immediate_context, vs, NULL, 0);
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ID3D11DeviceContext_PSSetShader(runner->immediate_context, ps, NULL, 0);
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if (runner->r.input_element_count)
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{
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D3D11_INPUT_ELEMENT_DESC *descs;
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ID3D11InputLayout *input_layout;
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ID3D11DeviceContext_Draw(runner->immediate_context, 3, 0);
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descs = calloc(runner->r.input_element_count, sizeof(*descs));
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for (i = 0; i < runner->r.input_element_count; ++i)
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{
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const struct input_element *element = &runner->r.input_elements[i];
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D3D11_INPUT_ELEMENT_DESC *desc = &descs[i];
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desc->SemanticName = element->name;
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desc->SemanticIndex = element->index;
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desc->Format = element->format;
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desc->InputSlot = element->slot;
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desc->AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
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desc->InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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}
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hr = ID3D11Device_CreateInputLayout(device, descs, runner->r.input_element_count,
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ID3D10Blob_GetBufferPointer(vs_code), ID3D10Blob_GetBufferSize(vs_code), &input_layout);
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ok(hr == S_OK, "Failed to create input layout, hr %#lx.\n", hr);
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ID3D11DeviceContext_IASetInputLayout(context, input_layout);
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ID3D11InputLayout_Release(input_layout);
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}
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ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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ID3D11DeviceContext_Draw(context, 3, 0);
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ID3D11PixelShader_Release(ps);
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ID3D11VertexShader_Release(vs);
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@ -131,8 +131,10 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0};
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D3D12_ROOT_PARAMETER root_params[3], *root_param;
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ID3D12CommandQueue *queue = test_context->queue;
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D3D12_INPUT_ELEMENT_DESC *input_element_descs;
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D3D12_STATIC_SAMPLER_DESC static_samplers[1];
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ID3D12Device *device = test_context->device;
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D3D12_INPUT_LAYOUT_DESC input_layout;
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static const float clear_color[4];
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ID3D10Blob *vs_code, *ps_code;
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D3D12_SHADER_BYTECODE vs, ps;
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@ -154,6 +156,7 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
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root_signature_desc.pParameters = root_params;
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root_signature_desc.NumStaticSamplers = 0;
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root_signature_desc.pStaticSamplers = static_samplers;
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root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
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if (runner->r.uniform_count)
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{
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@ -209,14 +212,32 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
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hr = create_root_signature(device, &root_signature_desc, &test_context->root_signature);
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ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
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input_element_descs = calloc(runner->r.input_element_count, sizeof(*input_element_descs));
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for (i = 0; i < runner->r.input_element_count; ++i)
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{
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const struct input_element *element = &runner->r.input_elements[i];
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D3D12_INPUT_ELEMENT_DESC *desc = &input_element_descs[i];
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desc->SemanticName = element->name;
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desc->SemanticIndex = element->index;
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desc->Format = element->format;
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desc->InputSlot = element->slot;
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desc->AlignedByteOffset = D3D12_APPEND_ALIGNED_ELEMENT;
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desc->InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
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}
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input_layout.pInputElementDescs = input_element_descs;
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input_layout.NumElements = runner->r.input_element_count;
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vs.pShaderBytecode = ID3D10Blob_GetBufferPointer(vs_code);
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vs.BytecodeLength = ID3D10Blob_GetBufferSize(vs_code);
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ps.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps_code);
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ps.BytecodeLength = ID3D10Blob_GetBufferSize(ps_code);
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pso = create_pipeline_state(device, test_context->root_signature,
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test_context->render_target_desc.Format, &vs, &ps, NULL);
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test_context->render_target_desc.Format, &vs, &ps, &input_layout);
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ID3D10Blob_Release(vs_code);
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ID3D10Blob_Release(ps_code);
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free(input_element_descs);
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if (!pso)
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return;
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vkd3d_array_reserve((void **)&test_context->pso, &test_context->pso_capacity,
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