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

@@ -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,