vkd3d-shader/hlsl: Handle SV_GroupIndex.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
Nikolay Sivov 2024-10-23 00:10:48 +02:00 committed by Henri Verbeet
parent d48f7409fe
commit 5eff8bf918
Notes: Henri Verbeet 2024-10-24 21:03:07 +02:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1213
2 changed files with 45 additions and 11 deletions

View File

@ -3002,9 +3002,10 @@ bool sm4_register_from_semantic_name(const struct vkd3d_shader_version *version,
}
register_table[] =
{
{"sv_dispatchthreadid", false, VKD3D_SHADER_TYPE_COMPUTE, VKD3DSPR_THREADID, false},
{"sv_groupid", false, VKD3D_SHADER_TYPE_COMPUTE, VKD3DSPR_THREADGROUPID, false},
{"sv_groupthreadid", false, VKD3D_SHADER_TYPE_COMPUTE, VKD3DSPR_LOCALTHREADID, false},
{"sv_dispatchthreadid", false, VKD3D_SHADER_TYPE_COMPUTE, VKD3DSPR_THREADID, false},
{"sv_groupid", false, VKD3D_SHADER_TYPE_COMPUTE, VKD3DSPR_THREADGROUPID, false},
{"sv_groupindex", false, VKD3D_SHADER_TYPE_COMPUTE, VKD3DSPR_LOCALTHREADINDEX, false},
{"sv_groupthreadid", false, VKD3D_SHADER_TYPE_COMPUTE, VKD3DSPR_LOCALTHREADID, false},
{"sv_domainlocation", false, VKD3D_SHADER_TYPE_DOMAIN, VKD3DSPR_TESSCOORD, false},
{"sv_primitiveid", false, VKD3D_SHADER_TYPE_DOMAIN, VKD3DSPR_PRIMID, false},
@ -3105,6 +3106,7 @@ bool sm4_sysval_semantic_from_semantic_name(enum vkd3d_shader_sysval_semantic *s
{
{"sv_dispatchthreadid", false, VKD3D_SHADER_TYPE_COMPUTE, ~0u},
{"sv_groupid", false, VKD3D_SHADER_TYPE_COMPUTE, ~0u},
{"sv_groupindex", false, VKD3D_SHADER_TYPE_COMPUTE, ~0u},
{"sv_groupthreadid", false, VKD3D_SHADER_TYPE_COMPUTE, ~0u},
{"sv_domainlocation", false, VKD3D_SHADER_TYPE_DOMAIN, ~0u},

View File

@ -484,10 +484,10 @@ static ID3D10Blob *compile_shader_(unsigned int line, const char *source, const
static void test_thread_id(void)
{
struct d3d12_resource_readback rb, rb_threadid;
ID3D12GraphicsCommandList *command_list;
struct d3d12_resource_readback rb;
struct test_context context;
ID3D12Resource *textures[3];
ID3D12Resource *textures[4];
ID3D12DescriptorHeap *heap;
unsigned int i, x, y, z;
ID3D12Device *device;
@ -495,16 +495,18 @@ static void test_thread_id(void)
HRESULT hr;
static const char cs_source[] =
"RWTexture3D<uint4> group_uav, thread_uav, dispatch_uav;\n"
"RWTexture3D<uint4> group_uav, thread_uav, dispatch_uav, threadindex_uav;\n"
"[numthreads(5, 3, 2)]\n"
"void main(uint3 group : sv_groupid, uint3 thread : sv_groupthreadid, uint3 dispatch : sv_dispatchthreadid)\n"
"void main(uint3 group : sv_groupid, uint3 thread : sv_groupthreadid, uint3 dispatch : sv_dispatchthreadid,"
" uint threadindex : sv_groupindex)\n"
"{\n"
" group_uav[dispatch] = uint4(group, 1);\n"
" thread_uav[dispatch] = uint4(thread, 2);\n"
" dispatch_uav[dispatch] = uint4(dispatch, 3);\n"
" threadindex_uav[dispatch] = uint4(threadindex, 0, 0, 4);\n"
"}";
static const D3D12_DESCRIPTOR_RANGE descriptor_range = {D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 3, 0, 0, 0};
static const D3D12_DESCRIPTOR_RANGE descriptor_range = {D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 4, 0, 0, 0};
static const D3D12_ROOT_PARAMETER root_parameter =
{
@ -526,9 +528,9 @@ static void test_thread_id(void)
hr = create_root_signature(device, &root_signature_desc, &context.root_signature);
ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 3);
heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 4);
for (i = 0; i < 3; ++i)
for (i = 0; i < 4; ++i)
{
const UINT clear_value[4] = {0};
@ -623,7 +625,37 @@ static void test_thread_id(void)
release_resource_readback(&rb);
reset_command_list(command_list, context.allocator);
for (i = 0; i < 3; ++i)
/* Verify SV_GroupIndex using SV_GroupThreadId. */
transition_resource_state(command_list, textures[1],
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_resource_readback_with_command_list(textures[1], 0, &rb_threadid, context.queue, command_list);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, textures[3],
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_resource_readback_with_command_list(textures[3], 0, &rb, context.queue, command_list);
for (x = 0; x < 16; ++x)
{
for (y = 0; y < 8; ++y)
{
for (z = 0; z < 8; ++z)
{
const struct uvec4 *v = get_readback_data(&rb.rb, x, y, z, sizeof(struct uvec4));
const struct uvec4 *tid = get_readback_data(&rb_threadid.rb, x, y, z, sizeof(struct uvec4));
struct uvec4 expect = {tid->z * 5 * 3 + tid->y * 5 + tid->x, 0, 0, 4};
if (x >= 10 || y >= 6 || z >= 4)
memset(&expect, 0, sizeof(expect));
ok(compare_uvec4(v, &expect), "Got {%u, %u, %u, %u} at (%u, %u, %u).\n",
v->x, v->y, v->z, v->w, x, y, z);
}
}
}
release_resource_readback(&rb);
release_resource_readback(&rb_threadid);
reset_command_list(command_list, context.allocator);
for (i = 0; i < 4; ++i)
ID3D12Resource_Release(textures[i]);
ID3D12DescriptorHeap_Release(heap);
destroy_test_context(&context);