mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
tests: Test constant and resource reflection via D3DReflect().
Ported from Wine.
This commit is contained in:
parent
2247288003
commit
98b90dde78
Notes:
Alexandre Julliard
2024-03-27 23:06:24 +01:00
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/626
@ -1325,6 +1325,295 @@ static void test_get_blob_part(void)
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ok(!refcount, "Got refcount %u.\n", refcount);
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}
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static void check_type_desc_(int line, const D3D12_SHADER_TYPE_DESC *type, const D3D12_SHADER_TYPE_DESC *expect)
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{
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ok_(line)(type->Class == expect->Class, "Got class %#x.\n", type->Class);
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ok_(line)(type->Type == expect->Type, "Got type %#x.\n", type->Type);
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ok_(line)(type->Rows == expect->Rows, "Got %u rows.\n", type->Rows);
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ok_(line)(type->Columns == expect->Columns, "Got %u columns.\n", type->Columns);
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ok_(line)(type->Elements == expect->Elements, "Got %u elements.\n", type->Elements);
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ok_(line)(type->Members == expect->Members, "Got %u members.\n", type->Members);
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ok_(line)(type->Offset == expect->Offset, "Got %u members.\n", type->Members);
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ok_(line)(!strcmp(type->Name, expect->Name), "Got name \"%s\".\n", type->Name);
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}
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#define check_type_desc(a, b) check_type_desc_(__LINE__, a, b)
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static void test_reflection(void)
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{
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unsigned int refcount;
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HRESULT hr;
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static const char vs_source[] =
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"typedef uint uint_t;\n"
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"float m;\n"
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"\n"
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"cbuffer b1\n"
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"{\n"
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" float a;\n"
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" float2 b;\n"
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" float4 c;\n"
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" float d;\n"
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" struct\n"
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" {\n"
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" float4 a;\n"
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" float b;\n"
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" float c;\n"
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" } s;\n"
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/* In direct contradiction to the documentation, this does not align. */
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" bool g;\n"
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" float h[2];\n"
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" int i;\n"
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" uint_t j;\n"
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" float3x1 k;\n"
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" row_major float3x1 l;\n"
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"#pragma pack_matrix(row_major)\n"
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" float3x1 o;\n"
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" float4 p;\n"
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" float q;\n"
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" struct r_name {float a;} r;\n"
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" column_major float3x1 t;\n"
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"};\n"
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"\n"
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"cbuffer b5 : register(b5)\n"
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"{\n"
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" float4 u;\n"
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"}\n"
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"\n"
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"float4 main(uniform float4 n) : SV_POSITION\n"
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"{\n"
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" return o._31 + m + n + u;\n"
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"}";
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struct shader_variable
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{
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D3D12_SHADER_VARIABLE_DESC var_desc;
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D3D12_SHADER_TYPE_DESC type_desc;
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const D3D12_SHADER_TYPE_DESC *field_types;
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};
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struct shader_buffer
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{
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D3D12_SHADER_BUFFER_DESC desc;
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const struct shader_variable *vars;
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};
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static const D3D12_SHADER_TYPE_DESC s_field_types[] =
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{
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{D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"},
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{D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 16, "float"},
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{D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 20, "float"},
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};
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static const D3D12_SHADER_TYPE_DESC r_field_types[] =
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{
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{D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 0, "float"},
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};
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static const struct shader_variable globals_vars =
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{{"m", 0, 4, D3D_SVF_USED, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 0, "float"}};
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static const struct shader_variable params_vars =
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{{"n", 0, 16, D3D_SVF_USED, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"}};
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static const struct shader_variable buffer_vars[] =
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{
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{{"a", 0, 4, 0, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 0, "float"}},
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{{"b", 4, 8, 0, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 2, 0, 0, 0, "float2"}},
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{{"c", 16, 16, 0, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"}},
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{{"d", 32, 4, 0, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 0, "float"}},
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{{"s", 48, 24, 0, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_STRUCT, D3D_SVT_VOID, 1, 6, 0, ARRAY_SIZE(s_field_types), 0, "<unnamed>"}, s_field_types},
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{{"g", 72, 4, 0, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_SCALAR, D3D_SVT_BOOL, 1, 1, 0, 0, 0, "bool"}},
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{{"h", 80, 20, 0, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 2, 0, 0, "float"}},
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{{"i", 100, 4, 0, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_SCALAR, D3D_SVT_INT, 1, 1, 0, 0, 0, "int"}},
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{{"j", 104, 4, 0, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_SCALAR, D3D_SVT_UINT, 1, 1, 0, 0, 0, "uint_t"}},
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{{"k", 112, 12, 0, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_MATRIX_COLUMNS, D3D_SVT_FLOAT, 3, 1, 0, 0, 0, "float3x1"}},
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{{"l", 128, 36, 0, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_MATRIX_ROWS, D3D_SVT_FLOAT, 3, 1, 0, 0, 0, "float3x1"}},
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{{"o", 176, 36, D3D_SVF_USED, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_MATRIX_ROWS, D3D_SVT_FLOAT, 3, 1, 0, 0, 0, "float3x1"}},
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{{"p", 224, 16, 0, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"}},
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{{"q", 240, 4, 0, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_SCALAR, D3D_SVT_FLOAT, 1, 1, 0, 0, 0, "float"}},
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{{"r", 256, 4, 0, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_STRUCT, D3D_SVT_VOID, 1, 1, 0, ARRAY_SIZE(r_field_types), 0, "r_name"}, r_field_types},
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{{"t", 260, 12, 0, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_MATRIX_COLUMNS, D3D_SVT_FLOAT, 3, 1, 0, 0, 0, "float3x1"}},
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};
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static const struct shader_variable b5_vars =
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{{"u", 0, 16, D3D_SVF_USED, NULL, ~0u, 0, ~0u, 0}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"}};
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static const struct shader_buffer vs_buffers[] =
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{
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{{"$Globals", D3D_CT_CBUFFER, 1, 16}, &globals_vars},
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{{"$Params", D3D_CT_CBUFFER, 1, 16}, ¶ms_vars},
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{{"b1", D3D_CT_CBUFFER, ARRAY_SIZE(buffer_vars), 272}, buffer_vars},
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{{"b5", D3D_CT_CBUFFER, 1, 16}, &b5_vars},
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};
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static const D3D12_SHADER_INPUT_BIND_DESC vs_bindings[] =
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{
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{"$Globals", D3D_SIT_CBUFFER, 0, 1},
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{"$Params", D3D_SIT_CBUFFER, 1, 1},
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{"b1", D3D_SIT_CBUFFER, 2, 1},
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{"b5", D3D_SIT_CBUFFER, 5, 1, D3D_SIF_USERPACKED},
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};
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static const char ps_source[] =
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"texture2D a;\n"
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"sampler c {};\n"
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"SamplerState d {};\n"
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"sampler e\n"
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"{\n"
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" Texture = a;\n"
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" foo = bar + 2;\n"
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"};\n"
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"SamplerState f\n"
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"{\n"
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" Texture = a;\n"
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" foo = bar + 2;\n"
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"};\n"
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"sampler2D g;\n"
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"sampler b : register(s5);\n"
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"float4 main(float2 pos : texcoord) : SV_TARGET\n"
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"{\n"
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" return a.Sample(b, pos) + a.Sample(c, pos) + a.Sample(d, pos) + tex2D(f, pos) + tex2D(e, pos)"
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" + tex2D(g, pos);\n"
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"}";
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static const D3D12_SHADER_INPUT_BIND_DESC ps_bindings[] =
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{
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{"c", D3D_SIT_SAMPLER, 0, 1},
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{"d", D3D_SIT_SAMPLER, 1, 1},
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{"e", D3D_SIT_SAMPLER, 2, 1},
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{"f", D3D_SIT_SAMPLER, 3, 1},
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{"g", D3D_SIT_SAMPLER, 4, 1},
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{"b", D3D_SIT_SAMPLER, 5, 1, D3D_SIF_USERPACKED},
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{"f", D3D_SIT_TEXTURE, 0, 1, D3D_SIF_TEXTURE_COMPONENTS, D3D_RETURN_TYPE_FLOAT, D3D_SRV_DIMENSION_TEXTURE2D, ~0u},
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{"e", D3D_SIT_TEXTURE, 1, 1, D3D_SIF_TEXTURE_COMPONENTS, D3D_RETURN_TYPE_FLOAT, D3D_SRV_DIMENSION_TEXTURE2D, ~0u},
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{"g", D3D_SIT_TEXTURE, 2, 1, D3D_SIF_TEXTURE_COMPONENTS, D3D_RETURN_TYPE_FLOAT, D3D_SRV_DIMENSION_TEXTURE2D, ~0u},
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{"a", D3D_SIT_TEXTURE, 3, 1, D3D_SIF_TEXTURE_COMPONENTS, D3D_RETURN_TYPE_FLOAT, D3D_SRV_DIMENSION_TEXTURE2D, ~0u},
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};
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static const struct
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{
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const char *source;
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const char *profile;
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const D3D12_SHADER_INPUT_BIND_DESC *bindings;
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size_t binding_count;
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const struct shader_buffer *buffers;
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size_t buffer_count;
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}
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tests[] =
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{
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{vs_source, "vs_5_0", vs_bindings, ARRAY_SIZE(vs_bindings), vs_buffers, ARRAY_SIZE(vs_buffers)},
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{ps_source, "ps_5_0", ps_bindings, ARRAY_SIZE(ps_bindings)},
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};
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for (unsigned int t = 0; t < ARRAY_SIZE(tests); ++t)
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{
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ID3D10Blob *code = compile_shader_flags(tests[t].source,
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tests[t].profile, D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY);
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ID3D12ShaderReflection *reflection;
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D3D12_SHADER_DESC shader_desc;
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hr = D3DReflect(ID3D10Blob_GetBufferPointer(code), ID3D10Blob_GetBufferSize(code),
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&IID_ID3D12ShaderReflection, (void **)&reflection);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12ShaderReflection_GetDesc(reflection, &shader_desc);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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ok(shader_desc.ConstantBuffers == tests[t].buffer_count, "Got %u buffers.\n", shader_desc.ConstantBuffers);
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todo ok(shader_desc.BoundResources == tests[t].binding_count, "Got %u resources.\n", shader_desc.BoundResources);
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for (unsigned int i = 0; i < shader_desc.ConstantBuffers; ++i)
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{
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const struct shader_buffer *expect_buffer = &tests[t].buffers[i];
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ID3D12ShaderReflectionConstantBuffer *cbuffer;
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D3D12_SHADER_BUFFER_DESC buffer_desc;
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vkd3d_test_push_context("Buffer %u", i);
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cbuffer = ID3D12ShaderReflection_GetConstantBufferByIndex(reflection, i);
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hr = ID3D12ShaderReflectionConstantBuffer_GetDesc(cbuffer, &buffer_desc);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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ok(!strcmp(buffer_desc.Name, expect_buffer->desc.Name), "Got name \"%s\".\n", buffer_desc.Name);
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ok(buffer_desc.Type == expect_buffer->desc.Type, "Got type %#x.\n", buffer_desc.Type);
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ok(buffer_desc.Variables == expect_buffer->desc.Variables, "Got %u variables.\n", buffer_desc.Variables);
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ok(buffer_desc.Size == expect_buffer->desc.Size, "Got size %u.\n", buffer_desc.Size);
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ok(buffer_desc.uFlags == expect_buffer->desc.uFlags, "Got flags %#x.\n", buffer_desc.uFlags);
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for (unsigned int j = 0; j < buffer_desc.Variables; ++j)
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{
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const struct shader_variable *expect = &expect_buffer->vars[j];
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ID3D12ShaderReflectionType *type, *field;
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ID3D12ShaderReflectionVariable *var;
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D3D12_SHADER_VARIABLE_DESC var_desc;
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D3D12_SHADER_TYPE_DESC type_desc;
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vkd3d_test_push_context("Variable %u", j);
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var = ID3D12ShaderReflectionConstantBuffer_GetVariableByIndex(cbuffer, j);
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hr = ID3D12ShaderReflectionVariable_GetDesc(var, &var_desc);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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ok(!strcmp(var_desc.Name, expect->var_desc.Name), "Got name \"%s\".\n", var_desc.Name);
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ok(var_desc.StartOffset == expect->var_desc.StartOffset, "Got offset %u.\n", var_desc.StartOffset);
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ok(var_desc.Size == expect->var_desc.Size, "Got size %u.\n", var_desc.Size);
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ok(var_desc.uFlags == expect->var_desc.uFlags, "Got flags %#x.\n", var_desc.uFlags);
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ok(!var_desc.DefaultValue, "Got default value %p.\n", var_desc.DefaultValue);
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todo ok(var_desc.StartTexture == expect->var_desc.StartTexture,
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"Got texture offset %u.\n", var_desc.StartTexture);
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ok(var_desc.TextureSize == expect->var_desc.TextureSize,
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"Got texture size %u.\n", var_desc.TextureSize);
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todo ok(var_desc.StartSampler == expect->var_desc.StartSampler,
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"Got sampler offset %u.\n", var_desc.StartSampler);
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ok(var_desc.SamplerSize == expect->var_desc.SamplerSize,
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"Got sampler size %u.\n", var_desc.SamplerSize);
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type = ID3D12ShaderReflectionVariable_GetType(var);
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hr = ID3D12ShaderReflectionType_GetDesc(type, &type_desc);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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check_type_desc(&type_desc, &expect->type_desc);
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for (unsigned int k = 0; k < type_desc.Members; ++k)
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{
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vkd3d_test_push_context("Field %u", k);
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field = ID3D12ShaderReflectionType_GetMemberTypeByIndex(type, k);
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hr = ID3D12ShaderReflectionType_GetDesc(field, &type_desc);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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check_type_desc(&type_desc, &expect->field_types[k]);
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vkd3d_test_pop_context();
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}
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vkd3d_test_pop_context();
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}
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vkd3d_test_pop_context();
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}
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for (unsigned int i = 0; i < shader_desc.BoundResources; ++i)
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{
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const D3D12_SHADER_INPUT_BIND_DESC *expect = &tests[t].bindings[i];
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D3D12_SHADER_INPUT_BIND_DESC desc;
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vkd3d_test_push_context("Binding %u", i);
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hr = ID3D12ShaderReflection_GetResourceBindingDesc(reflection, i, &desc);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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ok(!strcmp(desc.Name, expect->Name), "Got name \"%s\".\n", desc.Name);
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ok(desc.Type == expect->Type, "Got type %#x.\n", desc.Type);
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ok(desc.BindPoint == expect->BindPoint, "Got bind point %u.\n", desc.BindPoint);
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ok(desc.BindCount == expect->BindCount, "Got bind count %u.\n", desc.BindCount);
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todo_if ((expect->uFlags & D3D_SIF_USERPACKED) && expect->Type != D3D_SIT_CBUFFER)
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ok(desc.uFlags == expect->uFlags, "Got flags %#x.\n", desc.uFlags);
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ok(desc.ReturnType == expect->ReturnType, "Got return type %#x.\n", desc.ReturnType);
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ok(desc.Dimension == expect->Dimension, "Got dimension %#x.\n", desc.Dimension);
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ok(desc.NumSamples == expect->NumSamples, "Got multisample count %u.\n", desc.NumSamples);
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vkd3d_test_pop_context();
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}
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ID3D10Blob_Release(code);
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refcount = ID3D12ShaderReflection_Release(reflection);
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ok(!refcount, "Got unexpected refcount %u.\n", refcount);
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}
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}
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static void check_signature_element_(int line, const D3D12_SIGNATURE_PARAMETER_DESC *desc,
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const D3D12_SIGNATURE_PARAMETER_DESC *expect)
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{
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@ -1622,6 +1911,7 @@ START_TEST(hlsl_d3d12)
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run_test(test_thread_id);
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run_test(test_create_blob);
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run_test(test_get_blob_part);
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run_test(test_reflection);
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run_test(test_signature_reflection);
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run_test(test_disassemble_shader);
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}
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