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tests/shader-runner: Support SRV buffers.
This commit is contained in:
committed by
Alexandre Julliard
parent
22a0f14a2f
commit
4d855611b7
Notes:
Alexandre Julliard
2024-02-19 22:59:16 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/569
@@ -130,7 +130,7 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
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struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
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struct test_context *test_context = &runner->test_context;
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ID3D12Device *device = test_context->device;
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D3D12_SUBRESOURCE_DATA resource_data[2];
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D3D12_SUBRESOURCE_DATA resource_data[2] = {0};
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struct d3d12_resource *resource;
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unsigned int buffer_offset = 0;
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D3D12_RESOURCE_STATES state;
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@@ -173,15 +173,38 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
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runner->heap = create_gpu_descriptor_heap(device,
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
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resource->resource = create_default_texture2d(device, params->width, params->height, 1, params->level_count,
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params->format, 0, D3D12_RESOURCE_STATE_COPY_DEST);
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upload_texture_data_with_states(resource->resource, resource_data,
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params->level_count, test_context->queue, test_context->list,
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RESOURCE_STATE_DO_NOT_CHANGE,
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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reset_command_list(test_context->list, test_context->allocator);
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ID3D12Device_CreateShaderResourceView(device, resource->resource,
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NULL, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
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if (params->dimension == RESOURCE_DIMENSION_BUFFER)
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{
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D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = { 0 };
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resource->resource = create_default_buffer(device, params->data_size,
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0, D3D12_RESOURCE_STATE_COPY_DEST);
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upload_buffer_data_with_states(resource->resource, 0, params->data_size, resource_data[0].pData,
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test_context->queue, test_context->list,
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RESOURCE_STATE_DO_NOT_CHANGE,
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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reset_command_list(test_context->list, test_context->allocator);
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srv_desc.Format = params->format;
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srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
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srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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srv_desc.Buffer.NumElements = params->width * params->height;
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ID3D12Device_CreateShaderResourceView(device, resource->resource,
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&srv_desc, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
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}
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else
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{
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resource->resource = create_default_texture2d(device, params->width, params->height, 1, params->level_count,
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params->format, 0, D3D12_RESOURCE_STATE_COPY_DEST);
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upload_texture_data_with_states(resource->resource, resource_data,
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params->level_count, test_context->queue, test_context->list,
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RESOURCE_STATE_DO_NOT_CHANGE,
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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reset_command_list(test_context->list, test_context->allocator);
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ID3D12Device_CreateShaderResourceView(device, resource->resource,
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NULL, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
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}
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break;
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case RESOURCE_TYPE_UAV:
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