tests: Add support for running shader tests with a custom vertex shader.

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:
Zebediah Figura 2022-03-21 20:42:14 -05:00 committed by Alexandre Julliard
parent 71db328d38
commit 52223250d7
4 changed files with 43 additions and 13 deletions

View File

@ -80,6 +80,7 @@ enum parse_state
STATE_SAMPLER, STATE_SAMPLER,
STATE_SHADER_INVALID_PIXEL, STATE_SHADER_INVALID_PIXEL,
STATE_SHADER_PIXEL, STATE_SHADER_PIXEL,
STATE_SHADER_VERTEX,
STATE_TEXTURE, STATE_TEXTURE,
STATE_TEST, STATE_TEST,
}; };
@ -501,6 +502,14 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
shader_source_size = 0; shader_source_size = 0;
break; break;
case STATE_SHADER_VERTEX:
free(runner->vs_source);
runner->vs_source = shader_source;
shader_source = NULL;
shader_source_len = 0;
shader_source_size = 0;
break;
case STATE_SHADER_INVALID_PIXEL: case STATE_SHADER_INVALID_PIXEL:
{ {
ID3D10Blob *blob = NULL, *errors = NULL; ID3D10Blob *blob = NULL, *errors = NULL;
@ -639,6 +648,10 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
{ {
state = STATE_PREPROC_INVALID; state = STATE_PREPROC_INVALID;
} }
else if (!strcmp(line, "[vertex shader]\n"))
{
state = STATE_SHADER_VERTEX;
}
vkd3d_test_set_context("Section %.*s, line %u", strlen(line) - 1, line, line_number); vkd3d_test_set_context("Section %.*s, line %u", strlen(line) - 1, line, line_number);
} }
@ -654,6 +667,7 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
case STATE_PREPROC_INVALID: case STATE_PREPROC_INVALID:
case STATE_SHADER_INVALID_PIXEL: case STATE_SHADER_INVALID_PIXEL:
case STATE_SHADER_PIXEL: case STATE_SHADER_PIXEL:
case STATE_SHADER_VERTEX:
{ {
size_t len = strlen(line); size_t len = strlen(line);
@ -682,6 +696,7 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
} }
} }
free(runner->vs_source);
free(runner->ps_source); free(runner->ps_source);
for (i = 0; i < runner->texture_count; ++i) for (i = 0; i < runner->texture_count; ++i)
{ {

View File

@ -72,6 +72,7 @@ struct shader_runner
{ {
const struct shader_runner_ops *ops; const struct shader_runner_ops *ops;
char *vs_source;
char *ps_source; char *ps_source;
enum shader_model minimum_shader_model; enum shader_model minimum_shader_model;

View File

@ -434,7 +434,7 @@ static void d3d11_runner_draw_quad(struct shader_runner *r)
if (!runner->vs) if (!runner->vs)
{ {
ID3D10Blob *vs_code = compile_shader(vs_source, "vs_4_0"); ID3D10Blob *vs_code = compile_shader(runner->r.vs_source ? runner->r.vs_source : vs_source, "vs_4_0");
hr = ID3D11Device_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_code), hr = ID3D11Device_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_code),
ID3D10Blob_GetBufferSize(vs_code), NULL, &runner->vs); ID3D10Blob_GetBufferSize(vs_code), NULL, &runner->vs);

View File

@ -52,22 +52,23 @@ static struct d3d12_shader_runner *d3d12_shader_runner(struct shader_runner *r)
return CONTAINING_RECORD(r, struct d3d12_shader_runner, r); return CONTAINING_RECORD(r, struct d3d12_shader_runner, r);
} }
static ID3D10Blob *compile_shader(const char *source, enum shader_model shader_model) static ID3D10Blob *compile_shader(const char *source, const char *type, enum shader_model shader_model)
{ {
ID3D10Blob *blob = NULL, *errors = NULL; ID3D10Blob *blob = NULL, *errors = NULL;
char profile[7];
HRESULT hr; HRESULT hr;
static const char *const shader_models[] = static const char *const shader_models[] =
{ {
[SHADER_MODEL_2_0] = "ps_4_0", [SHADER_MODEL_2_0] = "4_0",
[SHADER_MODEL_4_0] = "ps_4_0", [SHADER_MODEL_4_0] = "4_0",
[SHADER_MODEL_4_1] = "ps_4_1", [SHADER_MODEL_4_1] = "4_1",
[SHADER_MODEL_5_0] = "ps_5_0", [SHADER_MODEL_5_0] = "5_0",
[SHADER_MODEL_5_1] = "ps_5_1", [SHADER_MODEL_5_1] = "5_1",
}; };
hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", sprintf(profile, "%s_%s", type, shader_models[shader_model]);
shader_models[shader_model], 0, 0, &blob, &errors); hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", profile, 0, 0, &blob, &errors);
ok(hr == S_OK, "Failed to compile shader, hr %#x.\n", hr); ok(hr == S_OK, "Failed to compile shader, hr %#x.\n", hr);
if (errors) if (errors)
{ {
@ -132,17 +133,23 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
ID3D12CommandQueue *queue = test_context->queue; ID3D12CommandQueue *queue = test_context->queue;
D3D12_STATIC_SAMPLER_DESC static_samplers[1]; D3D12_STATIC_SAMPLER_DESC static_samplers[1];
ID3D12Device *device = test_context->device; ID3D12Device *device = test_context->device;
ID3D10Blob *vs_code = NULL, *ps_code;
static const float clear_color[4]; static const float clear_color[4];
D3D12_SHADER_BYTECODE vs, ps;
unsigned int uniform_index; unsigned int uniform_index;
D3D12_SHADER_BYTECODE ps;
ID3D12PipelineState *pso; ID3D12PipelineState *pso;
ID3D10Blob *ps_code;
HRESULT hr; HRESULT hr;
size_t i; size_t i;
if (!(ps_code = compile_shader(runner->r.ps_source, runner->r.minimum_shader_model))) if (!(ps_code = compile_shader(runner->r.ps_source, "ps", runner->r.minimum_shader_model)))
return; return;
if (runner->r.vs_source && !(vs_code = compile_shader(runner->r.vs_source, "vs", runner->r.minimum_shader_model)))
{
ID3D10Blob_Release(ps_code);
return;
}
root_signature_desc.NumParameters = 0; root_signature_desc.NumParameters = 0;
root_signature_desc.pParameters = root_params; root_signature_desc.pParameters = root_params;
root_signature_desc.NumStaticSamplers = 0; root_signature_desc.NumStaticSamplers = 0;
@ -202,10 +209,17 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
hr = create_root_signature(device, &root_signature_desc, &test_context->root_signature); 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); ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
if (vs_code)
{
vs.pShaderBytecode = ID3D10Blob_GetBufferPointer(vs_code);
vs.BytecodeLength = ID3D10Blob_GetBufferSize(vs_code);
}
ps.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps_code); ps.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps_code);
ps.BytecodeLength = ID3D10Blob_GetBufferSize(ps_code); ps.BytecodeLength = ID3D10Blob_GetBufferSize(ps_code);
pso = create_pipeline_state(device, test_context->root_signature, pso = create_pipeline_state(device, test_context->root_signature,
test_context->render_target_desc.Format, NULL, &ps, NULL); test_context->render_target_desc.Format, vs_code ? &vs : NULL, &ps, NULL);
if (vs_code)
ID3D10Blob_Release(vs_code);
ID3D10Blob_Release(ps_code); ID3D10Blob_Release(ps_code);
if (!pso) if (!pso)
return; return;