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

View File

@@ -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,