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tests: Allow specifying a custom vertex buffer.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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84c73f82f7
@ -85,6 +85,7 @@ enum parse_state
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STATE_SHADER_VERTEX,
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STATE_TEXTURE,
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STATE_TEST,
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STATE_VERTEX_BUFFER,
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};
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static bool match_string(const char *line, const char *token, const char **const rest)
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@ -478,6 +479,24 @@ static void set_resource(struct shader_runner *runner, struct resource *resource
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runner->resources[runner->resource_count++] = resource;
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}
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unsigned int get_vb_stride(const struct shader_runner *runner, unsigned int slot)
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{
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unsigned int stride = 0;
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size_t i;
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/* We currently don't deal with vertex formats less than 32 bits, so don't
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* bother with alignment. */
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for (i = 0; i < runner->input_element_count; ++i)
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{
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const struct input_element *element = &runner->input_elements[i];
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if (element->slot == slot)
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stride += element->texel_size;
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}
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return stride;
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}
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void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const struct shader_runner_ops *ops)
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{
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size_t shader_source_size = 0, shader_source_len = 0;
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@ -534,6 +553,7 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
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break;
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case STATE_TEXTURE:
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case STATE_VERTEX_BUFFER:
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set_resource(runner, runner->ops->create_resource(runner, ¤t_resource));
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free(current_resource.data);
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break;
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@ -681,6 +701,16 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
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current_resource.data_type = TEXTURE_DATA_FLOAT;
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current_resource.texel_size = 16;
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}
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else if (sscanf(line, "[vertex buffer %u]\n", &index))
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{
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state = STATE_VERTEX_BUFFER;
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memset(¤t_resource, 0, sizeof(current_resource));
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current_resource.slot = index;
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current_resource.type = RESOURCE_TYPE_VERTEX_BUFFER;
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current_resource.data_type = TEXTURE_DATA_FLOAT;
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}
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else if (!strcmp(line, "[test]\n"))
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{
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state = STATE_TEST;
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@ -743,6 +773,7 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
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break;
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case STATE_TEXTURE:
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case STATE_VERTEX_BUFFER:
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parse_resource_directive(¤t_resource, line);
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break;
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@ -54,6 +54,7 @@ struct sampler
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enum resource_type
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{
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RESOURCE_TYPE_TEXTURE,
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RESOURCE_TYPE_VERTEX_BUFFER,
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};
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struct resource_params
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@ -73,6 +74,8 @@ struct resource
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{
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unsigned int slot;
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enum resource_type type;
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unsigned int size;
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};
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struct input_element
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@ -115,6 +118,8 @@ struct shader_runner_ops
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void fatal_error(const char *format, ...) VKD3D_NORETURN VKD3D_PRINTF_FUNC(1, 2);
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unsigned int get_vb_stride(const struct shader_runner *runner, unsigned int slot);
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void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const struct shader_runner_ops *ops);
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#ifdef _WIN32
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@ -42,7 +42,7 @@ struct d3d11_resource
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{
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struct resource r;
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ID3D11Texture2D *texture;
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ID3D11Resource *resource;
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ID3D11ShaderResourceView *srv;
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};
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@ -397,12 +397,17 @@ static struct resource *d3d11_runner_create_resource(struct shader_runner *r, co
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resource_data.SysMemPitch = params->width * params->texel_size;
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resource_data.SysMemSlicePitch = params->height * resource_data.SysMemPitch;
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hr = ID3D11Device_CreateTexture2D(device, &desc, &resource_data, &resource->texture);
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hr = ID3D11Device_CreateTexture2D(device, &desc, &resource_data, (ID3D11Texture2D **)&resource->resource);
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ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
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hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)resource->texture, NULL, &resource->srv);
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hr = ID3D11Device_CreateShaderResourceView(device, resource->resource, NULL, &resource->srv);
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ok(hr == S_OK, "Failed to create shader resource view, hr %#lx.\n", hr);
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break;
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}
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case RESOURCE_TYPE_VERTEX_BUFFER:
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resource->resource = (ID3D11Resource *)create_buffer(device,
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D3D11_BIND_VERTEX_BUFFER, params->data_size, params->data);
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break;
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}
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return &resource->r;
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@ -412,8 +417,9 @@ static void d3d11_runner_destroy_resource(struct shader_runner *r, struct resour
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{
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struct d3d11_resource *resource = d3d11_resource(res);
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ID3D11Texture2D_Release(resource->texture);
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ID3D11ShaderResourceView_Release(resource->srv);
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ID3D11Resource_Release(resource->resource);
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if (resource->srv)
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ID3D11ShaderResourceView_Release(resource->srv);
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free(resource);
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}
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@ -456,12 +462,19 @@ static void d3d11_runner_draw_quad(struct shader_runner *r)
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for (i = 0; i < runner->r.resource_count; ++i)
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{
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struct d3d11_resource *resource = d3d11_resource(runner->r.resources[i]);
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unsigned int stride = get_vb_stride(&runner->r, resource->r.slot);
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unsigned int offset = 0;
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switch (resource->r.type)
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{
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case RESOURCE_TYPE_TEXTURE:
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ID3D11DeviceContext_PSSetShaderResources(context, resource->r.slot, 1, &resource->srv);
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break;
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case RESOURCE_TYPE_VERTEX_BUFFER:
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ID3D11DeviceContext_IASetVertexBuffers(context, resource->r.slot, 1,
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(ID3D11Buffer **)&resource->resource, &stride, &offset);
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break;
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}
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}
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@ -92,6 +92,7 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
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resource = calloc(1, sizeof(*resource));
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resource->r.slot = params->slot;
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resource->r.type = params->type;
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resource->r.size = params->data_size;
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switch (params->type)
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{
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@ -114,6 +115,10 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
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ID3D12Device_CreateShaderResourceView(device, resource->resource,
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NULL, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
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break;
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case RESOURCE_TYPE_VERTEX_BUFFER:
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resource->resource = create_upload_buffer(device, params->data_size, params->data);
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break;
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}
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return &resource->r;
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@ -197,6 +202,9 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
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range->RegisterSpace = 0;
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range->OffsetInDescriptorsFromTableStart = 0;
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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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}
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@ -261,6 +269,7 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
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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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D3D12_VERTEX_BUFFER_VIEW vbv;
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switch (resource->r.type)
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{
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@ -268,6 +277,14 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(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_VERTEX_BUFFER:
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vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(resource->resource);
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vbv.StrideInBytes = get_vb_stride(&runner->r, resource->r.slot);
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vbv.SizeInBytes = resource->r.size;
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ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, resource->r.slot, 1, &vbv);
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break;
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}
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}
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