tests/shader_runner: Add support for 3D resources.

This commit is contained in:
Elizabeth Figura
2025-04-10 20:39:09 -05:00
committed by Henri Verbeet
parent 04d3996b07
commit 587c2dc76e
Notes: Henri Verbeet 2025-06-26 17:50:53 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1606
9 changed files with 337 additions and 140 deletions

View File

@@ -46,6 +46,7 @@ struct d3d11_resource
ID3D11Resource *resource;
ID3D11Buffer *buffer;
ID3D11Texture2D *texture;
ID3D11Texture3D *texture_3d;
ID3D11RenderTargetView *rtv;
ID3D11DepthStencilView *dsv;
ID3D11ShaderResourceView *srv;
@@ -394,6 +395,51 @@ static ID3D11Buffer *create_buffer(ID3D11Device *device, unsigned int bind_flags
return buffer;
}
static unsigned int get_bind_flags(const struct resource_params *params)
{
if (params->desc.type == RESOURCE_TYPE_UAV)
return D3D11_BIND_UNORDERED_ACCESS;
else if (params->desc.type == RESOURCE_TYPE_RENDER_TARGET)
return D3D11_BIND_RENDER_TARGET;
else if (params->desc.type == RESOURCE_TYPE_DEPTH_STENCIL)
return D3D11_BIND_DEPTH_STENCIL;
else
return D3D11_BIND_SHADER_RESOURCE;
}
static void init_subresource_data(D3D11_SUBRESOURCE_DATA *resource_data, const struct resource_params *params)
{
unsigned int buffer_offset = 0;
for (unsigned int level = 0; level < params->desc.level_count; ++level)
{
unsigned int level_width = get_level_dimension(params->desc.width, level);
unsigned int level_height = get_level_dimension(params->desc.height, level);
unsigned int level_depth = get_level_dimension(params->desc.depth, level);
resource_data[level].pSysMem = &params->data[buffer_offset];
resource_data[level].SysMemPitch = level_width * params->desc.texel_size;
resource_data[level].SysMemSlicePitch = level_height * resource_data[level].SysMemPitch;
buffer_offset += level_depth * resource_data[level].SysMemSlicePitch;
}
}
static void create_identity_view(ID3D11Device *device,
struct d3d11_resource *resource, const struct resource_params *params)
{
HRESULT hr;
if (params->desc.type == RESOURCE_TYPE_UAV)
hr = ID3D11Device_CreateUnorderedAccessView(device, resource->resource, NULL, &resource->uav);
else if (params->desc.type == RESOURCE_TYPE_RENDER_TARGET)
hr = ID3D11Device_CreateRenderTargetView(device, resource->resource, NULL, &resource->rtv);
else if (params->desc.type == RESOURCE_TYPE_DEPTH_STENCIL)
hr = ID3D11Device_CreateDepthStencilView(device, resource->resource, NULL, &resource->dsv);
else
hr = ID3D11Device_CreateShaderResourceView(device, resource->resource, NULL, &resource->srv);
ok(hr == S_OK, "Failed to create view, hr %#lx.\n", hr);
}
static bool init_resource_2d(struct d3d11_shader_runner *runner, struct d3d11_resource *resource,
const struct resource_params *params)
{
@@ -423,36 +469,18 @@ static bool init_resource_2d(struct d3d11_shader_runner *runner, struct d3d11_re
desc.Width = params->desc.width;
desc.Height = params->desc.height;
desc.MipLevels = params->desc.level_count;
desc.ArraySize = params->desc.depth;
desc.ArraySize = params->desc.layer_count;
desc.Format = params->desc.format;
desc.SampleDesc.Count = max(params->desc.sample_count, 1);
desc.Usage = D3D11_USAGE_DEFAULT;
if (params->desc.type == RESOURCE_TYPE_UAV)
desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
else if (params->desc.type == RESOURCE_TYPE_RENDER_TARGET)
desc.BindFlags = D3D11_BIND_RENDER_TARGET;
else if (params->desc.type == RESOURCE_TYPE_DEPTH_STENCIL)
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
else
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.BindFlags = get_bind_flags(params);
if (params->data)
{
unsigned int buffer_offset = 0;
if (params->desc.sample_count > 1)
fatal_error("Cannot upload data to a multisampled texture.\n");
for (unsigned int level = 0; level < params->desc.level_count; ++level)
{
unsigned int level_width = get_level_dimension(params->desc.width, level);
unsigned int level_height = get_level_dimension(params->desc.height, level);
resource_data[level].pSysMem = &params->data[buffer_offset];
resource_data[level].SysMemPitch = level_width * params->desc.texel_size;
resource_data[level].SysMemSlicePitch = level_height * resource_data[level].SysMemPitch;
buffer_offset += resource_data[level].SysMemSlicePitch;
}
init_subresource_data(resource_data, params);
hr = ID3D11Device_CreateTexture2D(device, &desc, resource_data, &resource->texture);
}
else
@@ -462,16 +490,42 @@ static bool init_resource_2d(struct d3d11_shader_runner *runner, struct d3d11_re
ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
resource->resource = (ID3D11Resource *)resource->texture;
if (params->desc.type == RESOURCE_TYPE_UAV)
hr = ID3D11Device_CreateUnorderedAccessView(device, resource->resource, NULL, &resource->uav);
else if (params->desc.type == RESOURCE_TYPE_RENDER_TARGET)
hr = ID3D11Device_CreateRenderTargetView(device, resource->resource, NULL, &resource->rtv);
else if (params->desc.type == RESOURCE_TYPE_DEPTH_STENCIL)
hr = ID3D11Device_CreateDepthStencilView(device, resource->resource, NULL, &resource->dsv);
else
hr = ID3D11Device_CreateShaderResourceView(device, resource->resource, NULL, &resource->srv);
ok(hr == S_OK, "Failed to create view, hr %#lx.\n", hr);
create_identity_view(device, resource, params);
return true;
}
static bool init_resource_3d(struct d3d11_shader_runner *runner, struct d3d11_resource *resource,
const struct resource_params *params)
{
D3D11_SUBRESOURCE_DATA resource_data[3];
ID3D11Device *device = runner->device;
D3D11_TEXTURE3D_DESC desc = {0};
HRESULT hr;
if (params->desc.level_count > ARRAY_SIZE(resource_data))
fatal_error("Level count %u is too high.\n", params->desc.level_count);
desc.Width = params->desc.width;
desc.Height = params->desc.height;
desc.Depth = params->desc.depth;
desc.MipLevels = params->desc.level_count;
desc.Format = params->desc.format;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = get_bind_flags(params);
if (params->data)
{
init_subresource_data(resource_data, params);
hr = ID3D11Device_CreateTexture3D(device, &desc, resource_data, &resource->texture_3d);
}
else
{
hr = ID3D11Device_CreateTexture3D(device, &desc, NULL, &resource->texture_3d);
}
ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
resource->resource = (ID3D11Resource *)resource->texture_3d;
create_identity_view(device, resource, params);
return true;
}
@@ -546,14 +600,18 @@ static struct resource *d3d11_runner_create_resource(struct shader_runner *r, co
case RESOURCE_TYPE_TEXTURE:
if (params->desc.dimension == RESOURCE_DIMENSION_BUFFER)
init_resource_srv_buffer(runner, resource, params);
else if (!init_resource_2d(runner, resource, params))
else if (params->desc.dimension == RESOURCE_DIMENSION_2D && !init_resource_2d(runner, resource, params))
return NULL;
else if (params->desc.dimension == RESOURCE_DIMENSION_3D && !init_resource_3d(runner, resource, params))
return NULL;
break;
case RESOURCE_TYPE_UAV:
if (params->desc.dimension == RESOURCE_DIMENSION_BUFFER)
init_resource_uav_buffer(runner, resource, params);
else if (!init_resource_2d(runner, resource, params))
else if (params->desc.dimension == RESOURCE_DIMENSION_2D && !init_resource_2d(runner, resource, params))
return NULL;
else if (params->desc.dimension == RESOURCE_DIMENSION_3D && !init_resource_3d(runner, resource, params))
return NULL;
break;
@@ -945,7 +1003,6 @@ static struct resource_readback *d3d11_runner_get_resource_readback(struct shade
struct d3d11_resource_readback *rb = malloc(sizeof(*rb));
ID3D11Resource *resolved_resource = NULL, *src_resource;
struct d3d11_resource *resource = d3d11_resource(res);
D3D11_TEXTURE2D_DESC texture_desc;
D3D11_MAPPED_SUBRESOURCE map_desc;
D3D11_BUFFER_DESC buffer_desc;
bool is_ms = false;
@@ -967,8 +1024,10 @@ static struct resource_readback *d3d11_runner_get_resource_readback(struct shade
hr = ID3D11Device_CreateBuffer(runner->device, &buffer_desc, NULL, (ID3D11Buffer **)&rb->resource);
ok(hr == S_OK, "Failed to create buffer, hr %#lx.\n", hr);
}
else
else if (resource->r.desc.dimension == RESOURCE_DIMENSION_2D)
{
D3D11_TEXTURE2D_DESC texture_desc;
ID3D11Texture2D_GetDesc(resource->texture, &texture_desc);
is_ms = texture_desc.SampleDesc.Count > 1;
texture_desc.SampleDesc.Count = 1;
@@ -991,6 +1050,19 @@ static struct resource_readback *d3d11_runner_get_resource_readback(struct shade
src_resource = resolved_resource;
}
}
else if (resource->r.desc.dimension == RESOURCE_DIMENSION_3D)
{
D3D11_TEXTURE3D_DESC texture_desc;
ID3D11Texture3D_GetDesc(resource->texture_3d, &texture_desc);
texture_desc.Usage = D3D11_USAGE_STAGING;
texture_desc.BindFlags = 0;
texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
texture_desc.MiscFlags = 0;
hr = ID3D11Device_CreateTexture3D(runner->device, &texture_desc,
NULL, (ID3D11Texture3D **)&rb->resource);
ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
}
break;
case RESOURCE_TYPE_VERTEX_BUFFER:
@@ -1013,7 +1085,7 @@ static struct resource_readback *d3d11_runner_get_resource_readback(struct shade
rb->rb.row_pitch = map_desc.RowPitch;
rb->rb.width = resource->r.desc.width;
rb->rb.height = resource->r.desc.height;
rb->rb.depth = 1;
rb->rb.depth = resource->r.desc.depth;
rb->sub_resource_idx = sub_resource_idx;
return &rb->rb;