mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
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>
This commit is contained in:
parent
16b383aef5
commit
3ed4c6fe23
@ -54,6 +54,7 @@ typedef int HRESULT;
|
||||
#include <errno.h>
|
||||
#include <stdbool.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include "vkd3d_windows.h"
|
||||
#include "vkd3d_d3dcommon.h"
|
||||
#include "vkd3d_d3dcompiler.h"
|
||||
@ -74,6 +75,7 @@ void fatal_error(const char *format, ...)
|
||||
enum parse_state
|
||||
{
|
||||
STATE_NONE,
|
||||
STATE_INPUT_LAYOUT,
|
||||
STATE_PREPROC,
|
||||
STATE_PREPROC_INVALID,
|
||||
STATE_REQUIRE,
|
||||
@ -89,6 +91,9 @@ static bool match_string(const char *line, const char *token, const char **const
|
||||
{
|
||||
size_t len = strlen(token);
|
||||
|
||||
while (isspace(*line))
|
||||
++line;
|
||||
|
||||
if (strncmp(line, token, len) || !isspace(line[len]))
|
||||
return false;
|
||||
if (rest)
|
||||
@ -131,7 +136,7 @@ static void parse_require_directive(struct shader_runner *runner, const char *li
|
||||
}
|
||||
}
|
||||
|
||||
static void parse_texture_format(struct texture_params *texture, const char *line)
|
||||
static DXGI_FORMAT parse_format(const char *line, enum texture_data_type *data_type, unsigned int *texel_size, const char **rest)
|
||||
{
|
||||
static const struct
|
||||
{
|
||||
@ -151,12 +156,12 @@ static void parse_texture_format(struct texture_params *texture, const char *lin
|
||||
|
||||
for (i = 0; i < ARRAY_SIZE(formats); ++i)
|
||||
{
|
||||
if (match_string(line, formats[i].string, &line))
|
||||
if (match_string(line, formats[i].string, rest))
|
||||
{
|
||||
texture->format = formats[i].format;
|
||||
texture->data_type = formats[i].data_type;
|
||||
texture->texel_size = formats[i].texel_size;
|
||||
return;
|
||||
if (data_type)
|
||||
*data_type = formats[i].data_type;
|
||||
*texel_size = formats[i].texel_size;
|
||||
return formats[i].format;
|
||||
}
|
||||
}
|
||||
|
||||
@ -230,7 +235,7 @@ static void parse_texture_directive(struct texture_params *texture, const char *
|
||||
|
||||
if (match_string(line, "format", &line))
|
||||
{
|
||||
parse_texture_format(texture, line);
|
||||
texture->format = parse_format(line, &texture->data_type, &texture->texel_size, &line);
|
||||
}
|
||||
else if (match_string(line, "size", &line))
|
||||
{
|
||||
@ -278,6 +283,34 @@ static void parse_texture_directive(struct texture_params *texture, const char *
|
||||
}
|
||||
}
|
||||
|
||||
static void parse_input_layout_directive(struct shader_runner *runner, const char *line)
|
||||
{
|
||||
struct input_element *element;
|
||||
const char *rest;
|
||||
|
||||
vkd3d_array_reserve((void **)&runner->input_elements, &runner->input_element_capacity,
|
||||
runner->input_element_count + 1, sizeof(*runner->input_elements));
|
||||
element = &runner->input_elements[runner->input_element_count++];
|
||||
|
||||
element->slot = strtoul(line, (char **)&rest, 10);
|
||||
if (rest == line)
|
||||
fatal_error("Malformed input layout directive '%s'.\n", line);
|
||||
line = rest;
|
||||
|
||||
element->format = parse_format(line, NULL, &element->texel_size, &line);
|
||||
|
||||
if (!(rest = strpbrk(line, " \n")))
|
||||
rest = line + strlen(line);
|
||||
element->name = malloc(rest - line + 1);
|
||||
memcpy(element->name, line, rest - line);
|
||||
element->name[rest - line] = 0;
|
||||
line = rest;
|
||||
|
||||
element->index = strtoul(line, (char **)&rest, 10);
|
||||
if (rest == line)
|
||||
element->index = 0;
|
||||
}
|
||||
|
||||
static void set_uniforms(struct shader_runner *runner, size_t offset, size_t count, const void *uniforms)
|
||||
{
|
||||
runner->uniform_count = align(max(runner->uniform_count, offset + count), 4);
|
||||
@ -493,6 +526,7 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case STATE_INPUT_LAYOUT:
|
||||
case STATE_NONE:
|
||||
case STATE_REQUIRE:
|
||||
case STATE_SAMPLER:
|
||||
@ -662,6 +696,14 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
|
||||
{
|
||||
state = STATE_SHADER_VERTEX;
|
||||
}
|
||||
else if (!strcmp(line, "[input layout]\n"))
|
||||
{
|
||||
state = STATE_INPUT_LAYOUT;
|
||||
|
||||
for (i = 0; i < runner->input_element_count; ++i)
|
||||
free(runner->input_elements[i].name);
|
||||
runner->input_element_count = 0;
|
||||
}
|
||||
|
||||
vkd3d_test_set_context("Section %.*s, line %u", strlen(line) - 1, line, line_number);
|
||||
}
|
||||
@ -673,6 +715,10 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
|
||||
fatal_error("Malformed line '%s'.\n", line);
|
||||
break;
|
||||
|
||||
case STATE_INPUT_LAYOUT:
|
||||
parse_input_layout_directive(runner, line);
|
||||
break;
|
||||
|
||||
case STATE_PREPROC:
|
||||
case STATE_PREPROC_INVALID:
|
||||
case STATE_SHADER_INVALID_PIXEL:
|
||||
@ -706,6 +752,9 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
|
||||
}
|
||||
}
|
||||
|
||||
for (i = 0; i < runner->input_element_count; ++i)
|
||||
free(runner->input_elements[i].name);
|
||||
free(runner->input_elements);
|
||||
free(runner->vs_source);
|
||||
free(runner->ps_source);
|
||||
for (i = 0; i < runner->texture_count; ++i)
|
||||
|
@ -68,6 +68,15 @@ struct texture
|
||||
unsigned int slot;
|
||||
};
|
||||
|
||||
struct input_element
|
||||
{
|
||||
char *name;
|
||||
unsigned int slot;
|
||||
DXGI_FORMAT format;
|
||||
unsigned int texel_size;
|
||||
unsigned int index;
|
||||
};
|
||||
|
||||
struct shader_runner
|
||||
{
|
||||
const struct shader_runner_ops *ops;
|
||||
@ -84,6 +93,9 @@ struct shader_runner
|
||||
|
||||
struct sampler *samplers;
|
||||
size_t sampler_count;
|
||||
|
||||
struct input_element *input_elements;
|
||||
size_t input_element_count, input_element_capacity;
|
||||
};
|
||||
|
||||
struct shader_runner_ops
|
||||
|
@ -412,6 +412,7 @@ static void d3d11_runner_destroy_texture(struct shader_runner *r, struct texture
|
||||
static void d3d11_runner_draw_quad(struct shader_runner *r)
|
||||
{
|
||||
struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
|
||||
ID3D11DeviceContext *context = runner->immediate_context;
|
||||
ID3D11Device *device = runner->device;
|
||||
ID3D10Blob *vs_code, *ps_code;
|
||||
ID3D11Buffer *cb = NULL;
|
||||
@ -441,14 +442,14 @@ static void d3d11_runner_draw_quad(struct shader_runner *r)
|
||||
{
|
||||
cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER,
|
||||
runner->r.uniform_count * sizeof(*runner->r.uniforms), runner->r.uniforms);
|
||||
ID3D11DeviceContext_PSSetConstantBuffers(runner->immediate_context, 0, 1, &cb);
|
||||
ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
|
||||
}
|
||||
|
||||
for (i = 0; i < runner->r.texture_count; ++i)
|
||||
{
|
||||
struct d3d11_texture *texture = d3d11_texture(runner->r.textures[i]);
|
||||
|
||||
ID3D11DeviceContext_PSSetShaderResources(runner->immediate_context, texture->t.slot, 1, &texture->srv);
|
||||
ID3D11DeviceContext_PSSetShaderResources(context, texture->t.slot, 1, &texture->srv);
|
||||
}
|
||||
|
||||
for (i = 0; i < runner->r.sampler_count; ++i)
|
||||
@ -468,15 +469,41 @@ static void d3d11_runner_draw_quad(struct shader_runner *r)
|
||||
|
||||
hr = ID3D11Device_CreateSamplerState(device, &desc, &d3d11_sampler);
|
||||
ok(hr == S_OK, "Failed to create sampler state, hr %#lx.\n", hr);
|
||||
ID3D11DeviceContext_PSSetSamplers(runner->immediate_context, sampler->slot, 1, &d3d11_sampler);
|
||||
ID3D11DeviceContext_PSSetSamplers(context, sampler->slot, 1, &d3d11_sampler);
|
||||
ID3D11SamplerState_Release(d3d11_sampler);
|
||||
}
|
||||
|
||||
ID3D11DeviceContext_IASetPrimitiveTopology(runner->immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ID3D11DeviceContext_VSSetShader(runner->immediate_context, vs, NULL, 0);
|
||||
ID3D11DeviceContext_PSSetShader(runner->immediate_context, ps, NULL, 0);
|
||||
if (runner->r.input_element_count)
|
||||
{
|
||||
D3D11_INPUT_ELEMENT_DESC *descs;
|
||||
ID3D11InputLayout *input_layout;
|
||||
|
||||
ID3D11DeviceContext_Draw(runner->immediate_context, 3, 0);
|
||||
descs = calloc(runner->r.input_element_count, sizeof(*descs));
|
||||
for (i = 0; i < runner->r.input_element_count; ++i)
|
||||
{
|
||||
const struct input_element *element = &runner->r.input_elements[i];
|
||||
D3D11_INPUT_ELEMENT_DESC *desc = &descs[i];
|
||||
|
||||
desc->SemanticName = element->name;
|
||||
desc->SemanticIndex = element->index;
|
||||
desc->Format = element->format;
|
||||
desc->InputSlot = element->slot;
|
||||
desc->AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
desc->InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
}
|
||||
|
||||
hr = ID3D11Device_CreateInputLayout(device, descs, runner->r.input_element_count,
|
||||
ID3D10Blob_GetBufferPointer(vs_code), ID3D10Blob_GetBufferSize(vs_code), &input_layout);
|
||||
ok(hr == S_OK, "Failed to create input layout, hr %#lx.\n", hr);
|
||||
ID3D11DeviceContext_IASetInputLayout(context, input_layout);
|
||||
ID3D11InputLayout_Release(input_layout);
|
||||
}
|
||||
|
||||
ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
|
||||
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
|
||||
|
||||
ID3D11DeviceContext_Draw(context, 3, 0);
|
||||
|
||||
ID3D11PixelShader_Release(ps);
|
||||
ID3D11VertexShader_Release(vs);
|
||||
|
@ -131,8 +131,10 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
|
||||
D3D12_ROOT_SIGNATURE_DESC root_signature_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];
|
||||
ID3D10Blob *vs_code, *ps_code;
|
||||
D3D12_SHADER_BYTECODE vs, ps;
|
||||
@ -154,6 +156,7 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
|
||||
root_signature_desc.pParameters = root_params;
|
||||
root_signature_desc.NumStaticSamplers = 0;
|
||||
root_signature_desc.pStaticSamplers = static_samplers;
|
||||
root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
|
||||
|
||||
if (runner->r.uniform_count)
|
||||
{
|
||||
@ -209,14 +212,32 @@ static void d3d12_runner_draw_quad(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);
|
||||
|
||||
input_element_descs = calloc(runner->r.input_element_count, sizeof(*input_element_descs));
|
||||
for (i = 0; i < runner->r.input_element_count; ++i)
|
||||
{
|
||||
const struct input_element *element = &runner->r.input_elements[i];
|
||||
D3D12_INPUT_ELEMENT_DESC *desc = &input_element_descs[i];
|
||||
|
||||
desc->SemanticName = element->name;
|
||||
desc->SemanticIndex = element->index;
|
||||
desc->Format = element->format;
|
||||
desc->InputSlot = element->slot;
|
||||
desc->AlignedByteOffset = D3D12_APPEND_ALIGNED_ELEMENT;
|
||||
desc->InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
|
||||
}
|
||||
|
||||
input_layout.pInputElementDescs = input_element_descs;
|
||||
input_layout.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, NULL);
|
||||
test_context->render_target_desc.Format, &vs, &ps, &input_layout);
|
||||
ID3D10Blob_Release(vs_code);
|
||||
ID3D10Blob_Release(ps_code);
|
||||
free(input_element_descs);
|
||||
if (!pso)
|
||||
return;
|
||||
vkd3d_array_reserve((void **)&test_context->pso, &test_context->pso_capacity,
|
||||
|
Loading…
Reference in New Issue
Block a user