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https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-09-12 18:50:22 -07:00
tests: Add a basic shader test for compute shaders.
This commit is contained in:
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
@@ -45,6 +45,10 @@ struct d3d12_shader_runner
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struct test_context test_context;
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ID3D12DescriptorHeap *heap, *rtv_heap;
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ID3D12CommandQueue *compute_queue;
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ID3D12CommandAllocator *compute_allocator;
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ID3D12GraphicsCommandList *compute_list;
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};
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static struct d3d12_shader_runner *d3d12_shader_runner(struct shader_runner *r)
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@@ -158,62 +162,27 @@ static void d3d12_runner_destroy_resource(struct shader_runner *r, struct resour
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free(resource);
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}
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static bool d3d12_runner_draw(struct shader_runner *r,
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D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
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static ID3D12RootSignature *d3d12_runner_create_root_signature(struct d3d12_shader_runner *runner,
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ID3D12CommandQueue *queue, ID3D12CommandAllocator *allocator,
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ID3D12GraphicsCommandList *command_list, unsigned int *uniform_index)
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{
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struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
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struct test_context *test_context = &runner->test_context;
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D3D12_CPU_DESCRIPTOR_HANDLE rtvs[D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT] = {0};
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ID3D12GraphicsCommandList *command_list = test_context->list;
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0};
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = {0};
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D3D12_ROOT_PARAMETER root_params[3], *root_param;
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ID3D12CommandQueue *queue = test_context->queue;
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D3D12_INPUT_ELEMENT_DESC *input_element_descs;
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D3D12_STATIC_SAMPLER_DESC static_samplers[1];
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ID3D12Device *device = test_context->device;
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static const float clear_color[4];
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unsigned int uniform_index = 0;
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ID3D10Blob *vs_code, *ps_code;
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unsigned int rtv_count = 0;
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ID3D12PipelineState *pso;
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ID3D12RootSignature *root_signature;
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HRESULT hr;
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size_t i;
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ps_code = compile_shader(runner, runner->r.ps_source, "ps");
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vs_code = compile_shader(runner, runner->r.vs_source, "vs");
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todo_if (runner->r.is_todo) ok(ps_code && vs_code, "Failed to compile shaders.\n");
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if (!ps_code || !vs_code)
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{
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if (ps_code)
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ID3D10Blob_Release(ps_code);
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if (vs_code)
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ID3D10Blob_Release(vs_code);
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return false;
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}
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root_signature_desc.NumParameters = 0;
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root_signature_desc.pParameters = root_params;
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root_signature_desc.NumStaticSamplers = 0;
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root_signature_desc.pStaticSamplers = static_samplers;
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root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
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pso_desc.VS.pShaderBytecode = ID3D10Blob_GetBufferPointer(vs_code);
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pso_desc.VS.BytecodeLength = ID3D10Blob_GetBufferSize(vs_code);
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pso_desc.PS.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps_code);
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pso_desc.PS.BytecodeLength = ID3D10Blob_GetBufferSize(ps_code);
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pso_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
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pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
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pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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pso_desc.SampleDesc.Count = 1;
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pso_desc.SampleMask = ~(UINT)0;
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if (runner->r.uniform_count)
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{
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uniform_index = root_signature_desc.NumParameters++;
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root_param = &root_params[uniform_index];
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*uniform_index = root_signature_desc.NumParameters++;
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root_param = &root_params[*uniform_index];
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root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
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root_param->Constants.ShaderRegister = 0;
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root_param->Constants.RegisterSpace = 0;
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@@ -250,11 +219,6 @@ static bool d3d12_runner_draw(struct shader_runner *r,
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break;
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case RESOURCE_TYPE_RENDER_TARGET:
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pso_desc.RTVFormats[resource->r.slot] = resource->r.format;
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pso_desc.NumRenderTargets = max(pso_desc.NumRenderTargets, resource->r.slot + 1);
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pso_desc.BlendState.RenderTarget[resource->r.slot].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
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break;
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case RESOURCE_TYPE_VERTEX_BUFFER:
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break;
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}
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@@ -277,11 +241,149 @@ static bool d3d12_runner_draw(struct shader_runner *r,
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sampler_desc->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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}
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hr = create_root_signature(runner->test_context.device, &root_signature_desc, &root_signature);
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ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
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return root_signature;
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}
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static void add_pso(struct test_context *test_context, ID3D12PipelineState *pso)
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{
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vkd3d_array_reserve((void **)&test_context->pso, &test_context->pso_capacity,
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test_context->pso_count + 1, sizeof(*test_context->pso));
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test_context->pso[test_context->pso_count++] = pso;
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}
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static bool d3d12_runner_dispatch(struct shader_runner *r, unsigned int x, unsigned int y, unsigned int z)
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{
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struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
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struct test_context *test_context = &runner->test_context;
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ID3D12GraphicsCommandList *command_list = runner->compute_list;
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ID3D12CommandAllocator *allocator = runner->compute_allocator;
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ID3D12CommandQueue *queue = runner->compute_queue;
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ID3D12Device *device = test_context->device;
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ID3D12RootSignature *root_signature;
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unsigned int uniform_index;
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ID3D12PipelineState *pso;
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D3D12_SHADER_BYTECODE cs;
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ID3D10Blob *cs_code;
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HRESULT hr;
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size_t i;
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cs_code = compile_shader(runner, runner->r.cs_source, "cs");
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todo_if (runner->r.is_todo) ok(cs_code, "Failed to compile shader.\n");
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if (!cs_code)
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return false;
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root_signature = d3d12_runner_create_root_signature(runner, queue, allocator, command_list, &uniform_index);
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cs.pShaderBytecode = ID3D10Blob_GetBufferPointer(cs_code);
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cs.BytecodeLength = ID3D10Blob_GetBufferSize(cs_code);
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pso = create_compute_pipeline_state(device, root_signature, cs);
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ID3D10Blob_Release(cs_code);
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add_pso(test_context, pso);
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ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature);
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if (runner->r.uniform_count)
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ID3D12GraphicsCommandList_SetComputeRoot32BitConstants(command_list, uniform_index,
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runner->r.uniform_count, runner->r.uniforms, 0);
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for (i = 0; i < runner->r.resource_count; ++i)
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{
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struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]);
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switch (resource->r.type)
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{
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case RESOURCE_TYPE_TEXTURE:
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ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, resource->root_index,
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get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
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break;
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case RESOURCE_TYPE_UAV:
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ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, resource->root_index,
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get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
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break;
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case RESOURCE_TYPE_RENDER_TARGET:
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case RESOURCE_TYPE_VERTEX_BUFFER:
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break;
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}
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}
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ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
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ID3D12GraphicsCommandList_Dispatch(command_list, x, y, z);
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ID3D12RootSignature_Release(root_signature);
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/* Finish the command list so that we can destroy objects.
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* Also, subsequent UAV probes will use the graphics command list, so make
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* sure that the above barriers are actually executed. */
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
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exec_command_list(queue, command_list);
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wait_queue_idle(device, queue);
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reset_command_list(command_list, allocator);
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return true;
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}
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static bool d3d12_runner_draw(struct shader_runner *r,
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D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
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{
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struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
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struct test_context *test_context = &runner->test_context;
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D3D12_CPU_DESCRIPTOR_HANDLE rtvs[D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT] = {0};
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ID3D12GraphicsCommandList *command_list = test_context->list;
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = {0};
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ID3D12CommandQueue *queue = test_context->queue;
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D3D12_INPUT_ELEMENT_DESC *input_element_descs;
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ID3D12Device *device = test_context->device;
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static const float clear_color[4];
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ID3D10Blob *vs_code, *ps_code;
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unsigned int uniform_index;
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unsigned int rtv_count = 0;
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ID3D12PipelineState *pso;
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HRESULT hr;
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size_t i;
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ps_code = compile_shader(runner, runner->r.ps_source, "ps");
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vs_code = compile_shader(runner, runner->r.vs_source, "vs");
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todo_if (runner->r.is_todo) ok(ps_code && vs_code, "Failed to compile shaders.\n");
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if (!ps_code || !vs_code)
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{
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if (ps_code)
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ID3D10Blob_Release(ps_code);
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if (vs_code)
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ID3D10Blob_Release(vs_code);
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return false;
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}
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if (test_context->root_signature)
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ID3D12RootSignature_Release(test_context->root_signature);
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hr = create_root_signature(device, &root_signature_desc, &test_context->root_signature);
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ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
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test_context->root_signature = d3d12_runner_create_root_signature(runner,
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queue, test_context->allocator, command_list, &uniform_index);
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for (i = 0; i < runner->r.resource_count; ++i)
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{
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struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]);
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if (resource->r.type == RESOURCE_TYPE_RENDER_TARGET)
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{
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pso_desc.RTVFormats[resource->r.slot] = resource->r.format;
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pso_desc.NumRenderTargets = max(pso_desc.NumRenderTargets, resource->r.slot + 1);
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pso_desc.BlendState.RenderTarget[resource->r.slot].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
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}
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}
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pso_desc.VS.pShaderBytecode = ID3D10Blob_GetBufferPointer(vs_code);
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pso_desc.VS.BytecodeLength = ID3D10Blob_GetBufferSize(vs_code);
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pso_desc.PS.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps_code);
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pso_desc.PS.BytecodeLength = ID3D10Blob_GetBufferSize(ps_code);
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pso_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
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pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
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pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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pso_desc.SampleDesc.Count = 1;
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pso_desc.SampleMask = ~(UINT)0;
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pso_desc.pRootSignature = test_context->root_signature;
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input_element_descs = calloc(runner->r.input_element_count, sizeof(*input_element_descs));
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@@ -307,9 +409,7 @@ static bool d3d12_runner_draw(struct shader_runner *r,
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ID3D10Blob_Release(vs_code);
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ID3D10Blob_Release(ps_code);
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free(input_element_descs);
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vkd3d_array_reserve((void **)&test_context->pso, &test_context->pso_capacity,
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test_context->pso_count + 1, sizeof(*test_context->pso));
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test_context->pso[test_context->pso_count++] = pso;
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add_pso(test_context, pso);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, test_context->root_signature);
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if (runner->r.uniform_count)
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@@ -403,6 +503,7 @@ static const struct shader_runner_ops d3d12_runner_ops =
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{
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.create_resource = d3d12_runner_create_resource,
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.destroy_resource = d3d12_runner_destroy_resource,
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.dispatch = d3d12_runner_dispatch,
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.draw = d3d12_runner_draw,
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.get_resource_readback = d3d12_runner_get_resource_readback,
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.release_readback = d3d12_runner_release_readback,
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@@ -418,14 +519,31 @@ void run_shader_tests_d3d12(int argc, char **argv)
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.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT,
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};
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struct d3d12_shader_runner runner = {0};
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ID3D12Device *device;
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HRESULT hr;
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parse_args(argc, argv);
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enable_d3d12_debug_layer(argc, argv);
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init_adapter_info();
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init_test_context(&runner.test_context, &desc);
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device = runner.test_context.device;
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runner.compute_queue = create_command_queue(device,
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D3D12_COMMAND_LIST_TYPE_COMPUTE, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL);
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hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_COMPUTE,
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&IID_ID3D12CommandAllocator, (void **)&runner.compute_allocator);
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ok(hr == S_OK, "Failed to create command allocator, hr %#x.\n", hr);
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_COMPUTE,
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runner.compute_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&runner.compute_list);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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run_shader_tests(&runner.r, argc, argv, &d3d12_runner_ops);
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ID3D12GraphicsCommandList_Release(runner.compute_list);
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ID3D12CommandAllocator_Release(runner.compute_allocator);
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ID3D12CommandQueue_Release(runner.compute_queue);
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if (runner.heap)
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ID3D12DescriptorHeap_Release(runner.heap);
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if (runner.rtv_heap)
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