tests: Add a basic shader test for compute shaders.

This commit is contained in:
Zebediah Figura 2021-08-13 16:37:31 -05:00 committed by Alexandre Julliard
parent 6f1f14d97a
commit 75494a4ae6
Notes: Alexandre Julliard 2022-10-19 22:07:47 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/30
11 changed files with 405 additions and 92 deletions

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@ -65,6 +65,7 @@ vkd3d_shader_tests = \
tests/cast-to-half.shader_test \
tests/cast-to-int.shader_test \
tests/cast-to-uint.shader_test \
tests/compute.shader_test \
tests/conditional.shader_test \
tests/floor.shader_test \
tests/hlsl-array-dimension.shader_test \

21
tests/compute.shader_test Normal file
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@ -0,0 +1,21 @@
[require]
shader model >= 5.0
[uav 0]
format r32 float
size (1, 1)
0.1
[compute shader]
RWTexture2D<float> u;
[numthreads(1, 1, 1)]
void main()
{
u[uint2(0, 0)] = -123.0;
}
[test]
todo dispatch 1 1 1
todo probe uav 0 (0, 0) r (-123.0)

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@ -689,26 +689,6 @@ static ID3D12RootSignature *create_texture_root_signature_(unsigned int line,
return root_signature;
}
#define create_compute_pipeline_state(a, b, c) create_compute_pipeline_state_(__LINE__, a, b, c)
static ID3D12PipelineState *create_compute_pipeline_state_(unsigned int line, ID3D12Device *device,
ID3D12RootSignature *root_signature, const D3D12_SHADER_BYTECODE cs)
{
D3D12_COMPUTE_PIPELINE_STATE_DESC pipeline_state_desc;
ID3D12PipelineState *pipeline_state = NULL;
HRESULT hr;
memset(&pipeline_state_desc, 0, sizeof(pipeline_state_desc));
pipeline_state_desc.pRootSignature = root_signature;
pipeline_state_desc.CS = cs;
pipeline_state_desc.NodeMask = 0;
pipeline_state_desc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
hr = ID3D12Device_CreateComputePipelineState(device, &pipeline_state_desc,
&IID_ID3D12PipelineState, (void **)&pipeline_state);
ok_(line)(SUCCEEDED(hr), "Failed to create compute pipeline state, hr %#x.\n", hr);
return pipeline_state;
}
#define create_command_signature(a, b) create_command_signature_(__LINE__, a, b)
static ID3D12CommandSignature *create_command_signature_(unsigned int line,
ID3D12Device *device, D3D12_INDIRECT_ARGUMENT_TYPE argument_type)

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@ -874,6 +874,26 @@ static ID3D12PipelineState *create_pipeline_state_(unsigned int line, ID3D12Devi
return SUCCEEDED(hr) ? pipeline_state : NULL;
}
#define create_compute_pipeline_state(a, b, c) create_compute_pipeline_state_(__LINE__, a, b, c)
static inline ID3D12PipelineState *create_compute_pipeline_state_(unsigned int line, ID3D12Device *device,
ID3D12RootSignature *root_signature, const D3D12_SHADER_BYTECODE cs)
{
D3D12_COMPUTE_PIPELINE_STATE_DESC pipeline_state_desc;
ID3D12PipelineState *pipeline_state = NULL;
HRESULT hr;
memset(&pipeline_state_desc, 0, sizeof(pipeline_state_desc));
pipeline_state_desc.pRootSignature = root_signature;
pipeline_state_desc.CS = cs;
pipeline_state_desc.NodeMask = 0;
pipeline_state_desc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
hr = ID3D12Device_CreateComputePipelineState(device, &pipeline_state_desc,
&IID_ID3D12PipelineState, (void **)&pipeline_state);
ok_(line)(SUCCEEDED(hr), "Failed to create compute pipeline state, hr %#x.\n", hr);
return pipeline_state;
}
struct test_context_desc
{
unsigned int rt_width, rt_height, rt_array_size;

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@ -80,6 +80,7 @@ enum parse_state
STATE_REQUIRE,
STATE_RESOURCE,
STATE_SAMPLER,
STATE_SHADER_COMPUTE,
STATE_SHADER_INVALID_PIXEL,
STATE_SHADER_INVALID_PIXEL_TODO,
STATE_SHADER_PIXEL,
@ -371,13 +372,24 @@ static void set_uniforms(struct shader_runner *runner, size_t offset, size_t cou
static void parse_test_directive(struct shader_runner *runner, const char *line)
{
char *rest;
int ret;
runner->is_todo = false;
if (match_string(line, "todo", &line))
runner->is_todo = true;
if (match_string(line, "draw quad", &line))
if (match_string(line, "dispatch", &line))
{
unsigned int x, y, z;
ret = sscanf(line, "%u %u %u", &x, &y, &z);
if (ret < 3)
fatal_error("Malformed dispatch arguments '%s'.\n", line);
runner->last_render_failed = !runner->ops->dispatch(runner, x, y, z);
}
else if (match_string(line, "draw quad", &line))
{
struct resource_params params;
struct input_element *element;
@ -471,8 +483,8 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
unsigned int left, top, right, bottom, ulps, slot;
struct resource_readback *rb;
struct resource *resource;
int ret, len;
RECT rect;
int len;
if (runner->last_render_failed)
return;
@ -709,6 +721,14 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
free(current_resource.data);
break;
case STATE_SHADER_COMPUTE:
free(runner->cs_source);
runner->cs_source = shader_source;
shader_source = NULL;
shader_source_len = 0;
shader_source_size = 0;
break;
case STATE_SHADER_PIXEL:
free(runner->ps_source);
runner->ps_source = shader_source;
@ -816,7 +836,11 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
{
unsigned int index;
if (!strcmp(line, "[require]\n"))
if (!strcmp(line, "[compute shader]\n"))
{
state = STATE_SHADER_COMPUTE;
}
else if (!strcmp(line, "[require]\n"))
{
state = STATE_REQUIRE;
}
@ -937,6 +961,7 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
case STATE_PREPROC:
case STATE_PREPROC_INVALID:
case STATE_SHADER_COMPUTE:
case STATE_SHADER_INVALID_PIXEL:
case STATE_SHADER_INVALID_PIXEL_TODO:
case STATE_SHADER_PIXEL:

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@ -103,6 +103,7 @@ struct shader_runner
char *vs_source;
char *ps_source;
char *cs_source;
enum shader_model minimum_shader_model;
bool last_render_failed;
@ -128,6 +129,7 @@ struct shader_runner_ops
struct resource *(*create_resource)(struct shader_runner *runner, const struct resource_params *params);
void (*destroy_resource)(struct shader_runner *runner, struct resource *resource);
bool (*draw)(struct shader_runner *runner, D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count);
bool (*dispatch)(struct shader_runner *runner, unsigned int x, unsigned int y, unsigned int z);
struct resource_readback *(*get_resource_readback)(struct shader_runner *runner, struct resource *resource);
void (*release_readback)(struct shader_runner *runner, struct resource_readback *rb);
};

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@ -424,6 +424,91 @@ static void d3d11_runner_destroy_resource(struct shader_runner *r, struct resour
free(resource);
}
static ID3D11SamplerState *create_sampler(ID3D11Device *device, const struct sampler *sampler)
{
ID3D11SamplerState *d3d11_sampler;
D3D11_SAMPLER_DESC desc = {0};
HRESULT hr;
/* Members of D3D11_FILTER are compatible with D3D12_FILTER. */
desc.Filter = (D3D11_FILTER)sampler->filter;
/* Members of D3D11_TEXTURE_ADDRESS_MODE are compatible with D3D12_TEXTURE_ADDRESS_MODE. */
desc.AddressU = (D3D11_TEXTURE_ADDRESS_MODE)sampler->u_address;
desc.AddressV = (D3D11_TEXTURE_ADDRESS_MODE)sampler->v_address;
desc.AddressW = (D3D11_TEXTURE_ADDRESS_MODE)sampler->w_address;
desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
desc.MaxLOD = D3D11_FLOAT32_MAX;
hr = ID3D11Device_CreateSamplerState(device, &desc, &d3d11_sampler);
ok(hr == S_OK, "Failed to create sampler state, hr %#lx.\n", hr);
return d3d11_sampler;
}
static bool d3d11_runner_dispatch(struct shader_runner *r, unsigned int x, unsigned int y, unsigned int z)
{
struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
ID3D11DeviceContext *context = runner->immediate_context;
ID3D11Device *device = runner->device;
ID3D11ComputeShader *cs;
ID3D10Blob *cs_code;
HRESULT hr;
size_t i;
if (!(cs_code = compile_shader(runner->r.cs_source, "cs", runner->r.minimum_shader_model)))
return false;
hr = ID3D11Device_CreateComputeShader(device, ID3D10Blob_GetBufferPointer(cs_code),
ID3D10Blob_GetBufferSize(cs_code), NULL, &cs);
ok(hr == S_OK, "Failed to create compute shader, hr %#lx.\n", hr);
if (runner->r.uniform_count)
{
ID3D11Buffer *cb;
cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER,
runner->r.uniform_count * sizeof(*runner->r.uniforms), runner->r.uniforms);
ID3D11DeviceContext_CSSetConstantBuffers(context, 0, 1, &cb);
ID3D11Buffer_Release(cb);
}
for (i = 0; i < runner->r.resource_count; ++i)
{
struct d3d11_resource *resource = d3d11_resource(runner->r.resources[i]);
switch (resource->r.type)
{
case RESOURCE_TYPE_TEXTURE:
ID3D11DeviceContext_CSSetShaderResources(context, resource->r.slot, 1, &resource->srv);
break;
case RESOURCE_TYPE_UAV:
ID3D11DeviceContext_CSSetUnorderedAccessViews(context, resource->r.slot, 1, &resource->uav, NULL);
break;
case RESOURCE_TYPE_RENDER_TARGET:
case RESOURCE_TYPE_VERTEX_BUFFER:
break;
}
}
for (i = 0; i < runner->r.sampler_count; ++i)
{
struct sampler *sampler = &runner->r.samplers[i];
ID3D11SamplerState *d3d11_sampler;
d3d11_sampler = create_sampler(device, sampler);
ID3D11DeviceContext_CSSetSamplers(context, sampler->slot, 1, &d3d11_sampler);
ID3D11SamplerState_Release(d3d11_sampler);
}
ID3D11DeviceContext_CSSetShader(context, cs, NULL, 0);
ID3D11DeviceContext_Dispatch(context, x, y, z);
ID3D11ComputeShader_Release(cs);
return true;
}
static bool d3d11_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
{
@ -501,19 +586,8 @@ static bool d3d11_runner_draw(struct shader_runner *r,
{
struct sampler *sampler = &runner->r.samplers[i];
ID3D11SamplerState *d3d11_sampler;
D3D11_SAMPLER_DESC desc = {0};
/* Members of D3D11_FILTER are compatible with D3D12_FILTER. */
desc.Filter = (D3D11_FILTER)sampler->filter;
/* Members of D3D11_TEXTURE_ADDRESS_MODE are compatible with D3D12_TEXTURE_ADDRESS_MODE. */
desc.AddressU = (D3D11_TEXTURE_ADDRESS_MODE)sampler->u_address;
desc.AddressV = (D3D11_TEXTURE_ADDRESS_MODE)sampler->v_address;
desc.AddressW = (D3D11_TEXTURE_ADDRESS_MODE)sampler->w_address;
desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
desc.MaxLOD = D3D11_FLOAT32_MAX;
hr = ID3D11Device_CreateSamplerState(device, &desc, &d3d11_sampler);
ok(hr == S_OK, "Failed to create sampler state, hr %#lx.\n", hr);
d3d11_sampler = create_sampler(device, sampler);
ID3D11DeviceContext_PSSetSamplers(context, sampler->slot, 1, &d3d11_sampler);
ID3D11SamplerState_Release(d3d11_sampler);
}
@ -607,6 +681,7 @@ static const struct shader_runner_ops d3d11_runner_ops =
{
.create_resource = d3d11_runner_create_resource,
.destroy_resource = d3d11_runner_destroy_resource,
.dispatch = d3d11_runner_dispatch,
.draw = d3d11_runner_draw,
.get_resource_readback = d3d11_runner_get_resource_readback,
.release_readback = d3d11_runner_release_readback,

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@ -45,6 +45,10 @@ struct d3d12_shader_runner
struct test_context test_context;
ID3D12DescriptorHeap *heap, *rtv_heap;
ID3D12CommandQueue *compute_queue;
ID3D12CommandAllocator *compute_allocator;
ID3D12GraphicsCommandList *compute_list;
};
static struct d3d12_shader_runner *d3d12_shader_runner(struct shader_runner *r)
@ -158,62 +162,27 @@ static void d3d12_runner_destroy_resource(struct shader_runner *r, struct resour
free(resource);
}
static bool d3d12_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
static ID3D12RootSignature *d3d12_runner_create_root_signature(struct d3d12_shader_runner *runner,
ID3D12CommandQueue *queue, ID3D12CommandAllocator *allocator,
ID3D12GraphicsCommandList *command_list, unsigned int *uniform_index)
{
struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
struct test_context *test_context = &runner->test_context;
D3D12_CPU_DESCRIPTOR_HANDLE rtvs[D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT] = {0};
ID3D12GraphicsCommandList *command_list = test_context->list;
D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0};
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = {0};
D3D12_ROOT_PARAMETER root_params[3], *root_param;
ID3D12CommandQueue *queue = test_context->queue;
D3D12_INPUT_ELEMENT_DESC *input_element_descs;
D3D12_STATIC_SAMPLER_DESC static_samplers[1];
ID3D12Device *device = test_context->device;
static const float clear_color[4];
unsigned int uniform_index = 0;
ID3D10Blob *vs_code, *ps_code;
unsigned int rtv_count = 0;
ID3D12PipelineState *pso;
ID3D12RootSignature *root_signature;
HRESULT hr;
size_t i;
ps_code = compile_shader(runner, runner->r.ps_source, "ps");
vs_code = compile_shader(runner, runner->r.vs_source, "vs");
todo_if (runner->r.is_todo) ok(ps_code && vs_code, "Failed to compile shaders.\n");
if (!ps_code || !vs_code)
{
if (ps_code)
ID3D10Blob_Release(ps_code);
if (vs_code)
ID3D10Blob_Release(vs_code);
return false;
}
root_signature_desc.NumParameters = 0;
root_signature_desc.pParameters = root_params;
root_signature_desc.NumStaticSamplers = 0;
root_signature_desc.pStaticSamplers = static_samplers;
root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
pso_desc.VS.pShaderBytecode = ID3D10Blob_GetBufferPointer(vs_code);
pso_desc.VS.BytecodeLength = ID3D10Blob_GetBufferSize(vs_code);
pso_desc.PS.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps_code);
pso_desc.PS.BytecodeLength = ID3D10Blob_GetBufferSize(ps_code);
pso_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pso_desc.SampleDesc.Count = 1;
pso_desc.SampleMask = ~(UINT)0;
if (runner->r.uniform_count)
{
uniform_index = root_signature_desc.NumParameters++;
root_param = &root_params[uniform_index];
*uniform_index = root_signature_desc.NumParameters++;
root_param = &root_params[*uniform_index];
root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
root_param->Constants.ShaderRegister = 0;
root_param->Constants.RegisterSpace = 0;
@ -250,11 +219,6 @@ static bool d3d12_runner_draw(struct shader_runner *r,
break;
case RESOURCE_TYPE_RENDER_TARGET:
pso_desc.RTVFormats[resource->r.slot] = resource->r.format;
pso_desc.NumRenderTargets = max(pso_desc.NumRenderTargets, resource->r.slot + 1);
pso_desc.BlendState.RenderTarget[resource->r.slot].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
break;
case RESOURCE_TYPE_VERTEX_BUFFER:
break;
}
@ -277,11 +241,149 @@ static bool d3d12_runner_draw(struct shader_runner *r,
sampler_desc->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
}
hr = create_root_signature(runner->test_context.device, &root_signature_desc, &root_signature);
ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
return root_signature;
}
static void add_pso(struct test_context *test_context, ID3D12PipelineState *pso)
{
vkd3d_array_reserve((void **)&test_context->pso, &test_context->pso_capacity,
test_context->pso_count + 1, sizeof(*test_context->pso));
test_context->pso[test_context->pso_count++] = pso;
}
static bool d3d12_runner_dispatch(struct shader_runner *r, unsigned int x, unsigned int y, unsigned int z)
{
struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
struct test_context *test_context = &runner->test_context;
ID3D12GraphicsCommandList *command_list = runner->compute_list;
ID3D12CommandAllocator *allocator = runner->compute_allocator;
ID3D12CommandQueue *queue = runner->compute_queue;
ID3D12Device *device = test_context->device;
ID3D12RootSignature *root_signature;
unsigned int uniform_index;
ID3D12PipelineState *pso;
D3D12_SHADER_BYTECODE cs;
ID3D10Blob *cs_code;
HRESULT hr;
size_t i;
cs_code = compile_shader(runner, runner->r.cs_source, "cs");
todo_if (runner->r.is_todo) ok(cs_code, "Failed to compile shader.\n");
if (!cs_code)
return false;
root_signature = d3d12_runner_create_root_signature(runner, queue, allocator, command_list, &uniform_index);
cs.pShaderBytecode = ID3D10Blob_GetBufferPointer(cs_code);
cs.BytecodeLength = ID3D10Blob_GetBufferSize(cs_code);
pso = create_compute_pipeline_state(device, root_signature, cs);
ID3D10Blob_Release(cs_code);
add_pso(test_context, pso);
ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature);
if (runner->r.uniform_count)
ID3D12GraphicsCommandList_SetComputeRoot32BitConstants(command_list, uniform_index,
runner->r.uniform_count, runner->r.uniforms, 0);
for (i = 0; i < runner->r.resource_count; ++i)
{
struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]);
switch (resource->r.type)
{
case RESOURCE_TYPE_TEXTURE:
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, resource->root_index,
get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
break;
case RESOURCE_TYPE_UAV:
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, resource->root_index,
get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
break;
case RESOURCE_TYPE_RENDER_TARGET:
case RESOURCE_TYPE_VERTEX_BUFFER:
break;
}
}
ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
ID3D12GraphicsCommandList_Dispatch(command_list, x, y, z);
ID3D12RootSignature_Release(root_signature);
/* Finish the command list so that we can destroy objects.
* Also, subsequent UAV probes will use the graphics command list, so make
* sure that the above barriers are actually executed. */
hr = ID3D12GraphicsCommandList_Close(command_list);
ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
exec_command_list(queue, command_list);
wait_queue_idle(device, queue);
reset_command_list(command_list, allocator);
return true;
}
static bool d3d12_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
{
struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
struct test_context *test_context = &runner->test_context;
D3D12_CPU_DESCRIPTOR_HANDLE rtvs[D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT] = {0};
ID3D12GraphicsCommandList *command_list = test_context->list;
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = {0};
ID3D12CommandQueue *queue = test_context->queue;
D3D12_INPUT_ELEMENT_DESC *input_element_descs;
ID3D12Device *device = test_context->device;
static const float clear_color[4];
ID3D10Blob *vs_code, *ps_code;
unsigned int uniform_index;
unsigned int rtv_count = 0;
ID3D12PipelineState *pso;
HRESULT hr;
size_t i;
ps_code = compile_shader(runner, runner->r.ps_source, "ps");
vs_code = compile_shader(runner, runner->r.vs_source, "vs");
todo_if (runner->r.is_todo) ok(ps_code && vs_code, "Failed to compile shaders.\n");
if (!ps_code || !vs_code)
{
if (ps_code)
ID3D10Blob_Release(ps_code);
if (vs_code)
ID3D10Blob_Release(vs_code);
return false;
}
if (test_context->root_signature)
ID3D12RootSignature_Release(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);
test_context->root_signature = d3d12_runner_create_root_signature(runner,
queue, test_context->allocator, command_list, &uniform_index);
for (i = 0; i < runner->r.resource_count; ++i)
{
struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]);
if (resource->r.type == RESOURCE_TYPE_RENDER_TARGET)
{
pso_desc.RTVFormats[resource->r.slot] = resource->r.format;
pso_desc.NumRenderTargets = max(pso_desc.NumRenderTargets, resource->r.slot + 1);
pso_desc.BlendState.RenderTarget[resource->r.slot].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
}
}
pso_desc.VS.pShaderBytecode = ID3D10Blob_GetBufferPointer(vs_code);
pso_desc.VS.BytecodeLength = ID3D10Blob_GetBufferSize(vs_code);
pso_desc.PS.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps_code);
pso_desc.PS.BytecodeLength = ID3D10Blob_GetBufferSize(ps_code);
pso_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pso_desc.SampleDesc.Count = 1;
pso_desc.SampleMask = ~(UINT)0;
pso_desc.pRootSignature = test_context->root_signature;
input_element_descs = calloc(runner->r.input_element_count, sizeof(*input_element_descs));
@ -307,9 +409,7 @@ static bool d3d12_runner_draw(struct shader_runner *r,
ID3D10Blob_Release(vs_code);
ID3D10Blob_Release(ps_code);
free(input_element_descs);
vkd3d_array_reserve((void **)&test_context->pso, &test_context->pso_capacity,
test_context->pso_count + 1, sizeof(*test_context->pso));
test_context->pso[test_context->pso_count++] = pso;
add_pso(test_context, pso);
ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, test_context->root_signature);
if (runner->r.uniform_count)
@ -403,6 +503,7 @@ static const struct shader_runner_ops d3d12_runner_ops =
{
.create_resource = d3d12_runner_create_resource,
.destroy_resource = d3d12_runner_destroy_resource,
.dispatch = d3d12_runner_dispatch,
.draw = d3d12_runner_draw,
.get_resource_readback = d3d12_runner_get_resource_readback,
.release_readback = d3d12_runner_release_readback,
@ -418,14 +519,31 @@ void run_shader_tests_d3d12(int argc, char **argv)
.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT,
};
struct d3d12_shader_runner runner = {0};
ID3D12Device *device;
HRESULT hr;
parse_args(argc, argv);
enable_d3d12_debug_layer(argc, argv);
init_adapter_info();
init_test_context(&runner.test_context, &desc);
device = runner.test_context.device;
runner.compute_queue = create_command_queue(device,
D3D12_COMMAND_LIST_TYPE_COMPUTE, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL);
hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_COMPUTE,
&IID_ID3D12CommandAllocator, (void **)&runner.compute_allocator);
ok(hr == S_OK, "Failed to create command allocator, hr %#x.\n", hr);
hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_COMPUTE,
runner.compute_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&runner.compute_list);
ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
run_shader_tests(&runner.r, argc, argv, &d3d12_runner_ops);
ID3D12GraphicsCommandList_Release(runner.compute_list);
ID3D12CommandAllocator_Release(runner.compute_allocator);
ID3D12CommandQueue_Release(runner.compute_queue);
if (runner.heap)
ID3D12DescriptorHeap_Release(runner.heap);
if (runner.rtv_heap)

View File

@ -304,6 +304,11 @@ static D3DDECLUSAGE vertex_decl_usage_from_name(const char *name)
fatal_error("Cannot translate usage \"%s\" to a d3d9 usage.\n", name);
}
static bool d3d9_runner_dispatch(struct shader_runner *r, unsigned int x, unsigned int y, unsigned int z)
{
fatal_error("Compute shaders are not supported.\n");
}
static bool d3d9_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
{
@ -504,6 +509,7 @@ static const struct shader_runner_ops d3d9_runner_ops =
.check_requirements = d3d9_runner_check_requirements,
.create_resource = d3d9_runner_create_resource,
.destroy_resource = d3d9_runner_destroy_resource,
.dispatch = d3d9_runner_dispatch,
.draw = d3d9_runner_draw,
.get_resource_readback = d3d9_runner_get_resource_readback,
.release_readback = d3d9_runner_release_readback,

View File

@ -512,7 +512,7 @@ static VkPipelineLayout create_pipeline_layout(const struct vulkan_shader_runner
return pipeline_layout;
}
static VkPipeline create_pipeline(const struct vulkan_shader_runner *runner, VkRenderPass render_pass,
static VkPipeline create_graphics_pipeline(const struct vulkan_shader_runner *runner, VkRenderPass render_pass,
VkPipelineLayout pipeline_layout, D3D_PRIMITIVE_TOPOLOGY primitive_topology)
{
VkPipelineInputAssemblyStateCreateInfo ia_desc = {.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO};
@ -644,6 +644,27 @@ static VkPipeline create_pipeline(const struct vulkan_shader_runner *runner, VkR
return pipeline;
}
static VkPipeline create_compute_pipeline(const struct vulkan_shader_runner *runner, VkPipelineLayout pipeline_layout)
{
VkComputePipelineCreateInfo pipeline_desc = {.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO};
VkPipeline pipeline;
bool ret;
ret = create_shader_stage(runner, &pipeline_desc.stage, "cs",
VK_SHADER_STAGE_COMPUTE_BIT, runner->r.cs_source, NULL);
todo_if (runner->r.is_todo) ok(ret, "Failed to compile shader.\n");
if (!ret)
return VK_NULL_HANDLE;
pipeline_desc.layout = pipeline_layout;
VK_CALL(vkCreateComputePipelines(runner->device, VK_NULL_HANDLE, 1, &pipeline_desc, NULL, &pipeline));
VK_CALL(vkDestroyShaderModule(runner->device, pipeline_desc.stage.module, NULL));
return pipeline;
}
static VkSamplerAddressMode vk_address_mode_from_d3d12(D3D12_TEXTURE_ADDRESS_MODE mode)
{
switch (mode)
@ -856,6 +877,49 @@ static void create_render_pass_and_framebuffer(struct vulkan_shader_runner *runn
VK_CALL(vkCreateFramebuffer(runner->device, &fb_desc, NULL, fb));
}
static bool vulkan_runner_dispatch(struct shader_runner *r, unsigned int x, unsigned int y, unsigned int z)
{
struct vulkan_shader_runner *runner = vulkan_shader_runner(r);
VkCommandBuffer cmd_buffer = runner->cmd_buffer;
VkDescriptorSetLayout set_layout;
VkPipelineLayout pipeline_layout;
VkDevice device = runner->device;
VkPipeline pipeline;
bool ret = false;
unsigned int i;
/* Create this before compiling shaders, it will assign resource bindings. */
set_layout = create_descriptor_set_layout(runner);
pipeline_layout = create_pipeline_layout(runner, set_layout);
if (!(pipeline = create_compute_pipeline(runner, pipeline_layout)))
goto out;
begin_command_buffer(runner);
VK_CALL(vkCmdBindPipeline(cmd_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline));
bind_resources(runner, VK_PIPELINE_BIND_POINT_COMPUTE, set_layout, pipeline_layout);
VK_CALL(vkCmdDispatch(cmd_buffer, x, y, z));
end_command_buffer(runner);
VK_CALL(vkDestroyPipeline(device, pipeline, NULL));
VK_CALL(vkResetDescriptorPool(device, runner->descriptor_pool, 0));
ret = true;
out:
for (i = 0; i < runner->r.sampler_count; ++i)
VK_CALL(vkDestroySampler(device, runner->samplers[i].vk_sampler, NULL));
VK_CALL(vkDestroyPipelineLayout(device, pipeline_layout, NULL));
VK_CALL(vkDestroyDescriptorSetLayout(device, set_layout, NULL));
return ret;
}
static bool vulkan_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
{
@ -872,7 +936,7 @@ static bool vulkan_runner_draw(struct shader_runner *r,
VkClearRect clear_rect;
VkPipeline pipeline;
VkFramebuffer fb;
bool ret = true;
bool ret = false;
unsigned int i;
create_render_pass_and_framebuffer(runner, &render_pass, &fb);
@ -881,11 +945,8 @@ static bool vulkan_runner_draw(struct shader_runner *r,
set_layout = create_descriptor_set_layout(runner);
pipeline_layout = create_pipeline_layout(runner, set_layout);
if (!(pipeline = create_pipeline(runner, render_pass, pipeline_layout, primitive_topology)))
{
ret = false;
if (!(pipeline = create_graphics_pipeline(runner, render_pass, pipeline_layout, primitive_topology)))
goto out;
}
begin_command_buffer(runner);
@ -917,6 +978,7 @@ static bool vulkan_runner_draw(struct shader_runner *r,
VK_CALL(vkDestroyPipeline(device, pipeline, NULL));
VK_CALL(vkResetDescriptorPool(device, runner->descriptor_pool, 0));
ret = true;
out:
for (i = 0; i < runner->r.sampler_count; ++i)
VK_CALL(vkDestroySampler(device, runner->samplers[i].vk_sampler, NULL));
@ -997,6 +1059,7 @@ static const struct shader_runner_ops vulkan_runner_ops =
{
.create_resource = vulkan_runner_create_resource,
.destroy_resource = vulkan_runner_destroy_resource,
.dispatch = vulkan_runner_dispatch,
.draw = vulkan_runner_draw,
.get_resource_readback = vulkan_runner_get_resource_readback,
.release_readback = vulkan_runner_release_readback,

View File

@ -58,6 +58,7 @@ VK_DEVICE_PFN(vkCmdBindVertexBuffers)
VK_DEVICE_PFN(vkCmdClearAttachments)
VK_DEVICE_PFN(vkCmdCopyBufferToImage)
VK_DEVICE_PFN(vkCmdCopyImageToBuffer)
VK_DEVICE_PFN(vkCmdDispatch)
VK_DEVICE_PFN(vkCmdDraw)
VK_DEVICE_PFN(vkCmdEndRenderPass)
VK_DEVICE_PFN(vkCmdFillBuffer)
@ -65,6 +66,7 @@ VK_DEVICE_PFN(vkCmdPipelineBarrier)
VK_DEVICE_PFN(vkCmdPushConstants)
VK_DEVICE_PFN(vkCreateBuffer)
VK_DEVICE_PFN(vkCreateCommandPool)
VK_DEVICE_PFN(vkCreateComputePipelines)
VK_DEVICE_PFN(vkCreateDescriptorPool)
VK_DEVICE_PFN(vkCreateDescriptorSetLayout)
VK_DEVICE_PFN(vkCreateFramebuffer)