tests: Add reflection tests for register expressions.

This commit is contained in:
Victor Chiletto 2024-07-03 14:05:58 -03:00
parent abbcf0461f
commit 44725a651b
Notes: Henri Verbeet 2024-07-08 18:04:49 +02:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/792

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@ -1504,10 +1504,18 @@ static void test_reflection(void)
" Texture1DArray<float> b;\n" " Texture1DArray<float> b;\n"
" struct { SamplerState a; } c;\n" " struct { SamplerState a; } c;\n"
"} k;\n" "} k;\n"
"cbuffer buf : register(b3[-1])\n"
"{\n"
" float4 v;\n"
"};\n"
"cbuffer buf2 : register(b[4])\n"
"{\n"
" float4 vv;\n"
"};\n"
"float4 main(float2 pos : texcoord) : SV_TARGET\n" "float4 main(float2 pos : texcoord) : SV_TARGET\n"
"{\n" "{\n"
" return a.Sample(b, pos) + a.Sample(c, pos) + a.Sample(d, pos) + tex2D(f, pos) + tex2D(e, pos)" " return a.Sample(b, pos) + a.Sample(c, pos) + a.Sample(d, pos) + tex2D(f, pos) + tex2D(e, pos)"
" + tex2D(g, pos) + h.b.Load(h.c).x + k.b.Sample(k.c.a, pos);\n" " + tex2D(g, pos) + h.b.Load(h.c).x + k.b.Sample(k.c.a, pos) + v + vv;\n"
"}"; "}";
static const D3D12_SHADER_INPUT_BIND_DESC ps_bindings[] = static const D3D12_SHADER_INPUT_BIND_DESC ps_bindings[] =
@ -1525,7 +1533,9 @@ static void test_reflection(void)
{"a", D3D_SIT_TEXTURE, 3, 1, D3D_SIF_TEXTURE_COMPONENTS, D3D_RETURN_TYPE_FLOAT, D3D_SRV_DIMENSION_TEXTURE2D, ~0u, 0, 3}, {"a", D3D_SIT_TEXTURE, 3, 1, D3D_SIF_TEXTURE_COMPONENTS, D3D_RETURN_TYPE_FLOAT, D3D_SRV_DIMENSION_TEXTURE2D, ~0u, 0, 3},
{"k.b", D3D_SIT_TEXTURE, 5, 1, 0, D3D_RETURN_TYPE_FLOAT, D3D_SRV_DIMENSION_TEXTURE1DARRAY, ~0u, 0, 5}, {"k.b", D3D_SIT_TEXTURE, 5, 1, 0, D3D_RETURN_TYPE_FLOAT, D3D_SRV_DIMENSION_TEXTURE1DARRAY, ~0u, 0, 5},
{"h.b", D3D_SIT_TEXTURE, 7, 1, D3D_SIF_USERPACKED | D3D_SIF_TEXTURE_COMPONENT_0, D3D_RETURN_TYPE_SINT, D3D_SRV_DIMENSION_TEXTURE1D, ~0u, 0, 7}, {"h.b", D3D_SIT_TEXTURE, 7, 1, D3D_SIF_USERPACKED | D3D_SIF_TEXTURE_COMPONENT_0, D3D_RETURN_TYPE_SINT, D3D_SRV_DIMENSION_TEXTURE1D, ~0u, 0, 7},
{"$Globals", D3D_SIT_CBUFFER, 0, 1}, {"buf2", D3D_SIT_CBUFFER, 0, 1, D3D_SIF_USERPACKED, .uID = 0},
{"$Globals", D3D_SIT_CBUFFER, 1, 1, .uID = 1},
{"buf", D3D_SIT_CBUFFER, 3, 1, D3D_SIF_USERPACKED, .uID = 3},
}; };
static const D3D12_SHADER_TYPE_DESC ps_h_field_types[] = static const D3D12_SHADER_TYPE_DESC ps_h_field_types[] =
@ -1544,9 +1554,22 @@ static void test_reflection(void)
{{"h", 0, 8, D3D_SVF_USED, NULL, 7, 1, ~0u, 0}, {D3D_SVC_STRUCT, D3D_SVT_VOID, 1, 4, 0, ARRAY_SIZE(ps_h_field_types), 0, "<unnamed>"}, ps_h_field_types}, {{"h", 0, 8, D3D_SVF_USED, NULL, 7, 1, ~0u, 0}, {D3D_SVC_STRUCT, D3D_SVT_VOID, 1, 4, 0, ARRAY_SIZE(ps_h_field_types), 0, "<unnamed>"}, ps_h_field_types},
{{"i", 16, 4, 0, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_STRUCT, D3D_SVT_VOID, 1, 3, 0, ARRAY_SIZE(ps_i_field_types), 0, "<unnamed>"}, ps_i_field_types}, {{"i", 16, 4, 0, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_STRUCT, D3D_SVT_VOID, 1, 3, 0, ARRAY_SIZE(ps_i_field_types), 0, "<unnamed>"}, ps_i_field_types},
}; };
static const struct shader_variable ps_buf_vars[] =
{
{{"v", 0, 16, D3D_SVF_USED, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"}},
};
static const struct shader_variable ps_buf2_vars[] =
{
{{"vv", 0, 16, D3D_SVF_USED, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"}},
};
static const struct shader_buffer ps_buffers[] = static const struct shader_buffer ps_buffers[] =
{ {
{{"$Globals", D3D_CT_CBUFFER, ARRAY_SIZE(ps_globals_vars), 32}, ps_globals_vars}, {{"$Globals", D3D_CT_CBUFFER, ARRAY_SIZE(ps_globals_vars), 32}, ps_globals_vars},
{{"buf", D3D_CT_CBUFFER, ARRAY_SIZE(ps_buf_vars), 16}, ps_buf_vars},
{{"buf2", D3D_CT_CBUFFER, ARRAY_SIZE(ps_buf2_vars), 16}, ps_buf2_vars},
}; };
static const char ps51_source[] = static const char ps51_source[] =
@ -1559,10 +1582,12 @@ static void test_reflection(void)
"RWBuffer<float> g : register(u1, space1);\n" "RWBuffer<float> g : register(u1, space1);\n"
"SamplerState h : register(s1, space2147483647);\n" "SamplerState h : register(s1, space2147483647);\n"
"SamplerState i : register(s2147483647, space1);\n" "SamplerState i : register(s2147483647, space1);\n"
"cbuffer w : register(b3[-1]) { float4 j; };\n"
"cbuffer v : register(b[4]) { float4 k; };\n"
"float4 main(void) : SV_TARGET\n" "float4 main(void) : SV_TARGET\n"
"{\n" "{\n"
" g[0] = 0;\n" " g[0] = 0;\n"
" return a + c + d + e.Sample(h, 0) + f.Sample(i, 0);\n" " return a + c + d + e.Sample(h, 0) + f.Sample(i, 0) + j + k;\n"
"}"; "}";
static const struct shader_variable ps51_x_vars = static const struct shader_variable ps51_x_vars =
@ -1571,11 +1596,18 @@ static void test_reflection(void)
{{"c", 0, 16, D3D_SVF_USED, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"}}; {{"c", 0, 16, D3D_SVF_USED, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"}};
static const struct shader_variable ps51_globals_vars = static const struct shader_variable ps51_globals_vars =
{{"d", 0, 16, D3D_SVF_USED, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"}}; {{"d", 0, 16, D3D_SVF_USED, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"}};
static const struct shader_variable ps51_w_vars =
{{"j", 0, 16, D3D_SVF_USED, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"}};
static const struct shader_variable ps51_v_vars =
{{"k", 0, 16, D3D_SVF_USED, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"}};
static const struct shader_buffer ps51_buffers[] = static const struct shader_buffer ps51_buffers[] =
{ {
{{"$Globals", D3D_CT_CBUFFER, 1, 16}, &ps51_globals_vars}, {{"$Globals", D3D_CT_CBUFFER, 1, 16}, &ps51_globals_vars},
{{"x", D3D_CT_CBUFFER, 1, 16}, &ps51_x_vars}, {{"x", D3D_CT_CBUFFER, 1, 16}, &ps51_x_vars},
{{"z", D3D_CT_CBUFFER, 1, 16}, &ps51_z_vars}, {{"z", D3D_CT_CBUFFER, 1, 16}, &ps51_z_vars},
{{"w", D3D_CT_CBUFFER, 1, 16}, &ps51_w_vars},
{{"v", D3D_CT_CBUFFER, 1, 16}, &ps51_v_vars},
}; };
static const D3D12_SHADER_INPUT_BIND_DESC ps51_bindings[] = static const D3D12_SHADER_INPUT_BIND_DESC ps51_bindings[] =
@ -1587,7 +1619,9 @@ static void test_reflection(void)
{"g", D3D_SIT_UAV_RWTYPED, 1, 1, 0, D3D_RETURN_TYPE_FLOAT, D3D_SRV_DIMENSION_BUFFER, ~0u, 1, 0}, {"g", D3D_SIT_UAV_RWTYPED, 1, 1, 0, D3D_RETURN_TYPE_FLOAT, D3D_SRV_DIMENSION_BUFFER, ~0u, 1, 0},
{"z", D3D_SIT_CBUFFER, 0, 1, D3D_SIF_USERPACKED, .Space = 0, .uID = 0}, {"z", D3D_SIT_CBUFFER, 0, 1, D3D_SIF_USERPACKED, .Space = 0, .uID = 0},
{"$Globals", D3D_SIT_CBUFFER, 1, 1, .uID = 1}, {"$Globals", D3D_SIT_CBUFFER, 1, 1, .uID = 1},
{"x", D3D_SIT_CBUFFER, 0, 1, D3D_SIF_USERPACKED, .Space = 1, .uID = 2}, {"w", D3D_SIT_CBUFFER, 2, 1, D3D_SIF_USERPACKED, .uID = 2},
{"v", D3D_SIT_CBUFFER, 4, 1, D3D_SIF_USERPACKED, .uID = 3},
{"x", D3D_SIT_CBUFFER, 0, 1, D3D_SIF_USERPACKED, .Space = 1, .uID = 4},
}; };
static const struct static const struct
@ -1598,18 +1632,19 @@ static void test_reflection(void)
size_t binding_count; size_t binding_count;
const struct shader_buffer *buffers; const struct shader_buffer *buffers;
size_t buffer_count; size_t buffer_count;
UINT flags;
} }
tests[] = tests[] =
{ {
{vs_source, "vs_5_0", vs_bindings, ARRAY_SIZE(vs_bindings), vs_buffers, ARRAY_SIZE(vs_buffers)}, {vs_source, "vs_5_0", vs_bindings, ARRAY_SIZE(vs_bindings), vs_buffers, ARRAY_SIZE(vs_buffers), D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY},
{ps_source, "ps_5_0", ps_bindings, ARRAY_SIZE(ps_bindings), ps_buffers, ARRAY_SIZE(ps_buffers)}, {ps_source, "ps_5_0", ps_bindings, ARRAY_SIZE(ps_bindings), ps_buffers, ARRAY_SIZE(ps_buffers), D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY},
{ps51_source, "ps_5_1", ps51_bindings, ARRAY_SIZE(ps51_bindings), ps51_buffers, ARRAY_SIZE(ps51_buffers)}, {ps51_source, "ps_5_1", ps51_bindings, ARRAY_SIZE(ps51_bindings), ps51_buffers, ARRAY_SIZE(ps51_buffers), 0}
}; };
for (unsigned int t = 0; t < ARRAY_SIZE(tests); ++t) for (unsigned int t = 0; t < ARRAY_SIZE(tests); ++t)
{ {
ID3D10Blob *code = compile_shader_flags(tests[t].source, ID3D10Blob *code = compile_shader_flags(tests[t].source,
tests[t].profile, strstr(tests[t].profile, "5_1") ? 0 : D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY); tests[t].profile, tests[t].flags);
ID3D12ShaderReflectionConstantBuffer *cbuffer; ID3D12ShaderReflectionConstantBuffer *cbuffer;
D3D12_SHADER_TYPE_DESC type_desc, field_desc; D3D12_SHADER_TYPE_DESC type_desc, field_desc;
D3D12_SHADER_INPUT_BIND_DESC binding_desc; D3D12_SHADER_INPUT_BIND_DESC binding_desc;