tests/shader_runner: Allow creating UAV resources.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2022-06-08 18:18:35 -05:00 committed by Alexandre Julliard
parent 76bb1b7439
commit ac404afe93
6 changed files with 130 additions and 38 deletions

View File

@ -78,14 +78,13 @@ enum parse_state
STATE_PREPROC,
STATE_PREPROC_INVALID,
STATE_REQUIRE,
STATE_RESOURCE,
STATE_SAMPLER,
STATE_SHADER_INVALID_PIXEL,
STATE_SHADER_INVALID_PIXEL_TODO,
STATE_SHADER_PIXEL,
STATE_SHADER_VERTEX,
STATE_TEXTURE,
STATE_TEST,
STATE_VERTEX_BUFFER,
};
static bool match_string(const char *line, const char *token, const char **const rest)
@ -314,6 +313,13 @@ static void parse_input_layout_directive(struct shader_runner *runner, const cha
element->index = 0;
}
void init_resource(struct resource *resource, const struct resource_params *params)
{
resource->type = params->type;
resource->slot = params->slot;
resource->size = params->data_size;
}
static void set_resource(struct shader_runner *runner, struct resource *resource)
{
size_t i;
@ -617,8 +623,7 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
goto out;
break;
case STATE_TEXTURE:
case STATE_VERTEX_BUFFER:
case STATE_RESOURCE:
set_resource(runner, runner->ops->create_resource(runner, &current_resource));
free(current_resource.data);
break;
@ -766,7 +771,7 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
}
else if (sscanf(line, "[texture %u]\n", &index))
{
state = STATE_TEXTURE;
state = STATE_RESOURCE;
memset(&current_resource, 0, sizeof(current_resource));
@ -776,9 +781,21 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
current_resource.data_type = TEXTURE_DATA_FLOAT;
current_resource.texel_size = 16;
}
else if (sscanf(line, "[uav %u]\n", &index))
{
state = STATE_RESOURCE;
memset(&current_resource, 0, sizeof(current_resource));
current_resource.slot = index;
current_resource.type = RESOURCE_TYPE_UAV;
current_resource.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
current_resource.data_type = TEXTURE_DATA_FLOAT;
current_resource.texel_size = 16;
}
else if (sscanf(line, "[vertex buffer %u]\n", &index))
{
state = STATE_VERTEX_BUFFER;
state = STATE_RESOURCE;
memset(&current_resource, 0, sizeof(current_resource));
@ -844,13 +861,12 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
parse_require_directive(runner, line);
break;
case STATE_SAMPLER:
parse_sampler_directive(current_sampler, line);
case STATE_RESOURCE:
parse_resource_directive(&current_resource, line);
break;
case STATE_TEXTURE:
case STATE_VERTEX_BUFFER:
parse_resource_directive(&current_resource, line);
case STATE_SAMPLER:
parse_sampler_directive(current_sampler, line);
break;
case STATE_TEST:

View File

@ -54,6 +54,7 @@ struct sampler
enum resource_type
{
RESOURCE_TYPE_TEXTURE,
RESOURCE_TYPE_UAV,
RESOURCE_TYPE_VERTEX_BUFFER,
};
@ -130,6 +131,7 @@ struct shader_runner_ops
void fatal_error(const char *format, ...) VKD3D_NORETURN VKD3D_PRINTF_FUNC(1, 2);
unsigned int get_vb_stride(const struct shader_runner *runner, unsigned int slot);
void init_resource(struct resource *resource, const struct resource_params *params);
void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const struct shader_runner_ops *ops);

View File

@ -44,6 +44,7 @@ struct d3d11_resource
ID3D11Resource *resource;
ID3D11ShaderResourceView *srv;
ID3D11UnorderedAccessView *uav;
};
static struct d3d11_resource *d3d11_resource(struct resource *r)
@ -374,13 +375,12 @@ static struct resource *d3d11_runner_create_resource(struct shader_runner *r, co
HRESULT hr;
resource = calloc(1, sizeof(*resource));
resource->r.slot = params->slot;
resource->r.type = params->type;
init_resource(&resource->r, params);
switch (params->type)
{
case RESOURCE_TYPE_TEXTURE:
case RESOURCE_TYPE_UAV:
{
D3D11_TEXTURE2D_DESC desc = {0};
@ -391,7 +391,10 @@ static struct resource *d3d11_runner_create_resource(struct shader_runner *r, co
desc.Format = params->format;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
if (params->type == RESOURCE_TYPE_UAV)
desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
else
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
resource_data.pSysMem = params->data;
resource_data.SysMemPitch = params->width * params->texel_size;
@ -399,8 +402,11 @@ static struct resource *d3d11_runner_create_resource(struct shader_runner *r, co
hr = ID3D11Device_CreateTexture2D(device, &desc, &resource_data, (ID3D11Texture2D **)&resource->resource);
ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
hr = ID3D11Device_CreateShaderResourceView(device, resource->resource, NULL, &resource->srv);
ok(hr == S_OK, "Failed to create shader resource view, hr %#lx.\n", hr);
if (params->type == RESOURCE_TYPE_UAV)
hr = ID3D11Device_CreateUnorderedAccessView(device, resource->resource, NULL, &resource->uav);
else
hr = ID3D11Device_CreateShaderResourceView(device, resource->resource, NULL, &resource->srv);
ok(hr == S_OK, "Failed to create view, hr %#lx.\n", hr);
break;
}
@ -420,14 +426,18 @@ static void d3d11_runner_destroy_resource(struct shader_runner *r, struct resour
ID3D11Resource_Release(resource->resource);
if (resource->srv)
ID3D11ShaderResourceView_Release(resource->srv);
if (resource->uav)
ID3D11UnorderedAccessView_Release(resource->uav);
free(resource);
}
static bool d3d11_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
{
ID3D11UnorderedAccessView *uavs[D3D11_PS_CS_UAV_REGISTER_COUNT] = {0};
struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
ID3D11DeviceContext *context = runner->immediate_context;
unsigned int min_uav_slot = ARRAY_SIZE(uavs);
ID3D11Device *device = runner->device;
ID3D10Blob *vs_code, *ps_code;
ID3D11Buffer *cb = NULL;
@ -472,6 +482,11 @@ static bool d3d11_runner_draw(struct shader_runner *r,
ID3D11DeviceContext_PSSetShaderResources(context, resource->r.slot, 1, &resource->srv);
break;
case RESOURCE_TYPE_UAV:
uavs[resource->r.slot] = resource->uav;
min_uav_slot = min(min_uav_slot, resource->r.slot);
break;
case RESOURCE_TYPE_VERTEX_BUFFER:
ID3D11DeviceContext_IASetVertexBuffers(context, resource->r.slot, 1,
(ID3D11Buffer **)&resource->resource, &stride, &offset);
@ -479,6 +494,10 @@ static bool d3d11_runner_draw(struct shader_runner *r,
}
}
ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context,
D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, NULL, NULL,
min_uav_slot, ARRAY_SIZE(uavs) - min_uav_slot, &uavs[min_uav_slot], NULL);
for (i = 0; i < runner->r.sampler_count; ++i)
{
struct sampler *sampler = &runner->r.samplers[i];

View File

@ -79,7 +79,7 @@ static ID3D10Blob *compile_shader(const struct d3d12_shader_runner *runner, cons
return blob;
}
#define MAX_RESOURCE_DESCRIPTORS 256
#define MAX_RESOURCE_DESCRIPTORS (MAX_RESOURCES * 2)
static struct resource *d3d12_runner_create_resource(struct shader_runner *r, const struct resource_params *params)
{
@ -90,9 +90,7 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
struct d3d12_resource *resource;
resource = calloc(1, sizeof(*resource));
resource->r.slot = params->slot;
resource->r.type = params->type;
resource->r.size = params->data_size;
init_resource(&resource->r, params);
switch (params->type)
{
@ -101,9 +99,6 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
runner->heap = create_gpu_descriptor_heap(device,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
if (params->slot >= MAX_RESOURCE_DESCRIPTORS)
fatal_error("Resource slot %u is too high; please increase MAX_RESOURCE_DESCRIPTORS.\n", params->slot);
resource->resource = create_default_texture(device, params->width, params->height,
params->format, 0, D3D12_RESOURCE_STATE_COPY_DEST);
resource_data.pData = params->data;
@ -116,6 +111,23 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
NULL, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
break;
case RESOURCE_TYPE_UAV:
if (!runner->heap)
runner->heap = create_gpu_descriptor_heap(device,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
resource->resource = create_default_texture(device, params->width, params->height,
params->format, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST);
resource_data.pData = params->data;
resource_data.SlicePitch = resource_data.RowPitch = params->width * params->texel_size;
upload_texture_data(resource->resource, &resource_data, 1, test_context->queue, test_context->list);
reset_command_list(test_context->list, test_context->allocator);
transition_resource_state(test_context->list, resource->resource,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
ID3D12Device_CreateUnorderedAccessView(device, resource->resource,
NULL, NULL, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
break;
case RESOURCE_TYPE_VERTEX_BUFFER:
resource->resource = create_upload_buffer(device, params->data_size, params->data);
break;
@ -192,6 +204,7 @@ static bool d3d12_runner_draw(struct shader_runner *r,
switch (resource->r.type)
{
case RESOURCE_TYPE_TEXTURE:
case RESOURCE_TYPE_UAV:
range = &resource->descriptor_range;
resource->root_index = root_signature_desc.NumParameters++;
@ -201,7 +214,10 @@ static bool d3d12_runner_draw(struct shader_runner *r,
root_param->DescriptorTable.pDescriptorRanges = range;
root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
if (resource->r.type == RESOURCE_TYPE_UAV)
range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
else
range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
range->NumDescriptors = 1;
range->BaseShaderRegister = resource->r.slot;
range->RegisterSpace = 0;
@ -281,6 +297,11 @@ static bool d3d12_runner_draw(struct shader_runner *r,
get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
break;
case RESOURCE_TYPE_UAV:
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, resource->root_index,
get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
break;
case RESOURCE_TYPE_VERTEX_BUFFER:
vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(resource->resource);
vbv.StrideInBytes = get_vb_stride(&runner->r, resource->r.slot);

View File

@ -222,9 +222,7 @@ static struct resource *d3d9_runner_create_resource(struct shader_runner *r, con
void *data;
resource = calloc(1, sizeof(*resource));
resource->r.slot = params->slot;
resource->r.type = params->type;
resource->r.size = params->data_size;
init_resource(&resource->r, params);
switch (params->type)
{
@ -257,6 +255,10 @@ static struct resource *d3d9_runner_create_resource(struct shader_runner *r, con
ok(hr == D3D_OK, "Failed to unmap texture, hr %#lx.\n", hr);
break;
case RESOURCE_TYPE_UAV:
fatal_error("UAVs are not supported.\n");
break;
case RESOURCE_TYPE_VERTEX_BUFFER:
hr = IDirect3DDevice9_CreateVertexBuffer(device, params->data_size,
D3DUSAGE_DYNAMIC, 0, D3DPOOL_DEFAULT, &resource->vb, NULL);
@ -366,6 +368,10 @@ static bool d3d9_runner_draw(struct shader_runner *r,
ok(hr == D3D_OK, "Failed to set texture, hr %#lx.\n", hr);
break;
case RESOURCE_TYPE_UAV:
assert(0);
break;
case RESOURCE_TYPE_VERTEX_BUFFER:
for (j = 0; j < runner->r.input_element_count; ++j)
{

View File

@ -245,17 +245,25 @@ static struct resource *vulkan_runner_create_resource(struct shader_runner *r, c
void *data;
resource = calloc(1, sizeof(*resource));
resource->r.slot = params->slot;
resource->r.type = params->type;
init_resource(&resource->r, params);
switch (params->type)
{
case RESOURCE_TYPE_TEXTURE:
case RESOURCE_TYPE_UAV:
{
VkImageUsageFlagBits usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
VkImageLayout layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
format = vkd3d_get_vk_format(params->format);
resource->image = create_2d_image(runner, params->width, params->height,
VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, format, &resource->memory);
if (params->type == RESOURCE_TYPE_UAV)
{
layout = VK_IMAGE_LAYOUT_GENERAL;
usage |= VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
}
resource->image = create_2d_image(runner, params->width, params->height, usage, format, &resource->memory);
resource->view = create_2d_image_view(runner, resource->image, format);
staging_buffer = create_buffer(runner, params->data_size,
@ -277,14 +285,14 @@ static struct resource *vulkan_runner_create_resource(struct shader_runner *r, c
VK_CALL(vkCmdCopyBufferToImage(runner->cmd_buffer, staging_buffer, resource->image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region));
transition_image_layout(runner, resource->image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
transition_image_layout(runner, resource->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, layout);
end_command_buffer(runner);
VK_CALL(vkFreeMemory(device, staging_memory, NULL));
VK_CALL(vkDestroyBuffer(device, staging_buffer, NULL));
break;
}
case RESOURCE_TYPE_VERTEX_BUFFER:
resource->buffer = create_buffer(runner, params->data_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
@ -383,8 +391,12 @@ static bool compile_shader(const struct vulkan_shader_runner *runner, const char
break;
case RESOURCE_TYPE_TEXTURE:
case RESOURCE_TYPE_UAV:
binding = &bindings[interface_info.binding_count++];
binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_SRV;
if (resource->r.type == RESOURCE_TYPE_UAV)
binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_UAV;
else
binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_SRV;
binding->register_space = 0;
binding->register_index = resource->r.slot;
binding->shader_visibility = VKD3D_SHADER_VISIBILITY_ALL;
@ -557,6 +569,7 @@ static VkPipeline create_pipeline(const struct vulkan_shader_runner *runner,
switch (resource->r.type)
{
case RESOURCE_TYPE_TEXTURE:
case RESOURCE_TYPE_UAV:
break;
case RESOURCE_TYPE_VERTEX_BUFFER:
@ -662,12 +675,16 @@ static VkDescriptorSetLayout create_descriptor_set_layout(struct vulkan_shader_r
break;
case RESOURCE_TYPE_TEXTURE:
case RESOURCE_TYPE_UAV:
binding = &bindings[set_desc.bindingCount++];
resource->binding = binding_index++;
binding->binding = resource->binding;
binding->descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
if (resource->r.type == RESOURCE_TYPE_UAV)
binding->descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
else
binding->descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
binding->descriptorCount = 1;
binding->stageFlags = VK_SHADER_STAGE_ALL;
binding->pImmutableSamplers = NULL;
@ -729,6 +746,7 @@ static void bind_resources(struct vulkan_shader_runner *runner, VkPipelineBindPo
switch (resource->r.type)
{
case RESOURCE_TYPE_TEXTURE:
case RESOURCE_TYPE_UAV:
image_info.imageView = resource->view;
image_info.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
@ -739,6 +757,12 @@ static void bind_resources(struct vulkan_shader_runner *runner, VkPipelineBindPo
write.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
write.pImageInfo = &image_info;
if (resource->r.type == RESOURCE_TYPE_UAV)
{
image_info.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
}
VK_CALL(vkUpdateDescriptorSets(runner->device, 1, &write, 0, NULL));
break;
@ -967,7 +991,7 @@ static bool init_vulkan_runner(struct vulkan_shader_runner *runner)
VkInstanceCreateInfo instance_desc = {.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO};
VkDeviceCreateInfo device_desc = {.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO};
VkPhysicalDeviceFeatures ret_features, features;
VkDescriptorPoolSize descriptor_pool_sizes[2];
VkDescriptorPoolSize descriptor_pool_sizes[3];
VkAttachmentDescription attachment_desc = {0};
static const float queue_priority = 1.0f;
VkSubpassDescription subpass_desc = {0};
@ -1049,7 +1073,9 @@ static bool init_vulkan_runner(struct vulkan_shader_runner *runner)
} \
features.x = VK_TRUE
ENABLE_FEATURE(fragmentStoresAndAtomics);
ENABLE_FEATURE(shaderImageGatherExtended);
ENABLE_FEATURE(shaderStorageImageWriteWithoutFormat);
if ((vr = VK_CALL(vkCreateDevice(runner->phys_device, &device_desc, NULL, &device))))
{
@ -1115,6 +1141,8 @@ static bool init_vulkan_runner(struct vulkan_shader_runner *runner)
descriptor_pool_sizes[0].descriptorCount = MAX_RESOURCES;
descriptor_pool_sizes[1].type = VK_DESCRIPTOR_TYPE_SAMPLER;
descriptor_pool_sizes[1].descriptorCount = MAX_SAMPLERS;
descriptor_pool_sizes[2].type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
descriptor_pool_sizes[2].descriptorCount = MAX_RESOURCES;
descriptor_pool_desc.maxSets = 1;
descriptor_pool_desc.poolSizeCount = ARRAY_SIZE(descriptor_pool_sizes);