tests: Test constant and resource reflection via D3DReflect().

Ported from Wine.
This commit is contained in:
Zebediah Figura 2024-01-06 19:20:08 -06:00 committed by Alexandre Julliard
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

View File

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