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tests: Implement upload for multiple sub-resources.
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@ -569,47 +569,64 @@ static void upload_buffer_data_(unsigned int line, ID3D12Resource *buffer, size_
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ID3D12Device_Release(device);
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}
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#define upload_texture_data(a, b, c, d) upload_texture_data_(__LINE__, a, b, c, d)
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#define upload_texture_data(a, b, c, d, e) upload_texture_data_(__LINE__, a, b, c, d, e)
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static void upload_texture_data_(unsigned int line, ID3D12Resource *texture,
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D3D12_SUBRESOURCE_DATA *data, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list)
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const D3D12_SUBRESOURCE_DATA *data, unsigned int sub_resource_count,
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ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list)
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{
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D3D12_TEXTURE_COPY_LOCATION dst_location, src_location;
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D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
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D3D12_PLACED_SUBRESOURCE_FOOTPRINT *layouts;
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D3D12_RESOURCE_DESC resource_desc;
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UINT64 row_size, required_size;
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UINT64 *row_sizes, required_size;
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ID3D12Resource *upload_buffer;
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D3D12_MEMCPY_DEST dst_data;
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ID3D12Device *device;
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UINT row_count;
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UINT *row_counts;
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unsigned int i;
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HRESULT hr;
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void *ptr;
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layouts = calloc(sub_resource_count, sizeof(*layouts));
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ok(layouts, "Failed to allocate memory.\n");
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row_counts = calloc(sub_resource_count, sizeof(*row_counts));
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ok(row_counts, "Failed to allocate memory.\n");
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row_sizes = calloc(sub_resource_count, sizeof(*row_sizes));
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ok(row_sizes, "Failed to allocate memory.\n");
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resource_desc = ID3D12Resource_GetDesc(texture);
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hr = ID3D12Resource_GetDevice(texture, &IID_ID3D12Device, (void **)&device);
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ok_(line)(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr);
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ID3D12Device_GetCopyableFootprints(device, &resource_desc, 0, 1, 0, &layout,
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&row_count, &row_size, &required_size);
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ID3D12Device_GetCopyableFootprints(device, &resource_desc, 0, sub_resource_count,
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0, layouts, row_counts, row_sizes, &required_size);
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upload_buffer = create_upload_buffer_(line, device, required_size, NULL);
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hr = ID3D12Resource_Map(upload_buffer, 0, NULL, (void **)&ptr);
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ok_(line)(SUCCEEDED(hr), "Failed to map upload buffer, hr %#x.\n", hr);
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dst_data.pData = (BYTE *)ptr + layout.Offset;
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dst_data.RowPitch = layout.Footprint.RowPitch;
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dst_data.SlicePitch = layout.Footprint.RowPitch * row_count;
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copy_sub_resource_data(&dst_data, data, row_count, layout.Footprint.Depth, row_size);
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for (i = 0; i < sub_resource_count; ++i)
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{
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dst_data.pData = (BYTE *)ptr + layouts[i].Offset;
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dst_data.RowPitch = layouts[i].Footprint.RowPitch;
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dst_data.SlicePitch = layouts[i].Footprint.RowPitch * row_counts[i];
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copy_sub_resource_data(&dst_data, &data[i],
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row_counts[i], layouts[i].Footprint.Depth, row_sizes[i]);
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}
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ID3D12Resource_Unmap(upload_buffer, 0, NULL);
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dst_location.pResource = texture;
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dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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dst_location.SubresourceIndex = 0;
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for (i = 0; i < sub_resource_count; ++i)
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{
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dst_location.pResource = texture;
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dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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dst_location.SubresourceIndex = i;
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src_location.pResource = upload_buffer;
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src_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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src_location.PlacedFootprint = layout;
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src_location.pResource = upload_buffer;
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src_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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src_location.PlacedFootprint = layouts[i];
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ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, 0, 0, 0, &src_location, NULL);
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ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
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&dst_location, 0, 0, 0, &src_location, NULL);
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}
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok_(line)(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr);
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@ -619,6 +636,10 @@ static void upload_texture_data_(unsigned int line, ID3D12Resource *texture,
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ID3D12Resource_Release(upload_buffer);
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ID3D12Device_Release(device);
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free(layouts);
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free(row_counts);
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free(row_sizes);
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}
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static unsigned int format_size(DXGI_FORMAT format)
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@ -8088,7 +8109,7 @@ static void test_texture(void)
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texture_data.pData = bitmap_data;
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texture_data.RowPitch = 4 * sizeof(*bitmap_data);
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texture_data.SlicePitch = texture_data.RowPitch * 4;
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upload_texture_data(texture, &texture_data, queue, command_list);
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upload_texture_data(texture, &texture_data, 1, queue, command_list);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, texture,
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@ -8280,7 +8301,7 @@ static void test_descriptor_tables(void)
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data.pData = &texture_data[i];
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data.RowPitch = sizeof(texture_data[i]);
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data.SlicePitch = data.RowPitch;
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upload_texture_data(textures[i], &data, queue, command_list);
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upload_texture_data(textures[i], &data, 1, queue, command_list);
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reset_command_list(command_list, context.allocator);
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}
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