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tests/shader_runner: Centralize the compile_hlsl() helper in shader_runner.c.
This commit is contained in:
parent
591ae5e18e
commit
b3eee0a323
Notes:
Henri Verbeet
2024-10-28 18:11:45 +01:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1216
@ -1445,7 +1445,7 @@ static HRESULT d3d10_blob_from_vkd3d_shader_code(const struct vkd3d_shader_code
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return S_OK;
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}
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HRESULT dxc_compiler_compile_shader(void *dxc_compiler, enum shader_type type,
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static HRESULT dxc_compiler_compile_shader(void *dxc_compiler, enum shader_type type,
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unsigned int compile_options, const char *hlsl, ID3D10Blob **blob_out)
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{
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struct vkd3d_shader_code blob;
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@ -1472,6 +1472,49 @@ HRESULT dxc_compiler_compile_shader(void *dxc_compiler, enum shader_type type,
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return hr;
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}
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ID3D10Blob *compile_hlsl(const struct shader_runner *runner, enum shader_type type)
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{
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const char *source = runner->shader_source[type];
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ID3D10Blob *blob = NULL, *errors = NULL;
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char profile[7];
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HRESULT hr;
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static const char *const shader_models[] =
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{
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[SHADER_MODEL_2_0] = "2_0",
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[SHADER_MODEL_3_0] = "3_0",
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[SHADER_MODEL_4_0] = "4_0",
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[SHADER_MODEL_4_1] = "4_1",
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[SHADER_MODEL_5_0] = "5_0",
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[SHADER_MODEL_5_1] = "5_1",
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[SHADER_MODEL_6_0] = "6_0",
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};
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if (runner->minimum_shader_model >= SHADER_MODEL_6_0)
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{
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assert(runner->dxc_compiler);
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hr = dxc_compiler_compile_shader(runner->dxc_compiler, type, runner->compile_options, source, &blob);
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}
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else
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{
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sprintf(profile, "%s_%s", shader_type_string(type), shader_models[runner->minimum_shader_model]);
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hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main",
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profile, runner->compile_options, 0, &blob, &errors);
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}
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if (hr != S_OK)
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{
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todo_if (runner->is_todo)
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ok(false, "Failed to compile shader, hr %#x.\n", hr);
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}
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if (errors)
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{
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if (vkd3d_test_state.debug_level)
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trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
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ID3D10Blob_Release(errors);
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}
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return blob;
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}
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static void compile_shader(struct shader_runner *runner, const char *source, size_t len,
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enum shader_type type, HRESULT expect)
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{
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@ -244,8 +244,7 @@ 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 init_resource(struct resource *resource, const struct resource_params *params);
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HRESULT dxc_compiler_compile_shader(void *dxc_compiler, enum shader_type type,
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unsigned int compile_options, const char *hlsl, ID3D10Blob **blob_out);
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ID3D10Blob *compile_hlsl(const struct shader_runner *runner, enum shader_type type);
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struct sampler *shader_runner_get_sampler(struct shader_runner *runner, unsigned int slot);
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struct resource *shader_runner_get_resource(struct shader_runner *runner, enum resource_type type, unsigned int slot);
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@ -75,35 +75,6 @@ static struct d3d11_shader_runner *d3d11_shader_runner(struct shader_runner *r)
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return CONTAINING_RECORD(r, struct d3d11_shader_runner, r);
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}
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static ID3D10Blob *compile_shader(const struct d3d11_shader_runner *runner, enum shader_type type)
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{
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const char *source = runner->r.shader_source[type];
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ID3D10Blob *blob = NULL, *errors = NULL;
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char profile[7];
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HRESULT hr;
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static const char *const shader_models[] =
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{
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[SHADER_MODEL_2_0] = "4_0",
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[SHADER_MODEL_3_0] = "4_0",
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[SHADER_MODEL_4_0] = "4_0",
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[SHADER_MODEL_4_1] = "4_1",
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[SHADER_MODEL_5_0] = "5_0",
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[SHADER_MODEL_5_1] = "5_1",
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};
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sprintf(profile, "%s_%s", shader_type_string(type), shader_models[runner->r.minimum_shader_model]);
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hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", profile, runner->r.compile_options, 0, &blob, &errors);
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ok(hr == S_OK, "Failed to compile shader, hr %#lx.\n", hr);
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if (errors)
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{
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if (vkd3d_test_state.debug_level)
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trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
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ID3D10Blob_Release(errors);
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}
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return blob;
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}
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static IDXGIAdapter *create_adapter(void)
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{
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IDXGIFactory4 *factory4;
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@ -614,7 +585,7 @@ static bool d3d11_runner_dispatch(struct shader_runner *r, unsigned int x, unsig
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HRESULT hr;
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size_t i;
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if (!(cs_code = compile_shader(runner, SHADER_TYPE_CS)))
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if (!(cs_code = compile_hlsl(&runner->r, SHADER_TYPE_CS)))
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return false;
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hr = ID3D11Device_CreateComputeShader(device, ID3D10Blob_GetBufferPointer(cs_code),
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@ -715,23 +686,23 @@ static bool d3d11_runner_draw(struct shader_runner *r,
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unsigned int i;
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HRESULT hr;
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vs_code = compile_shader(runner, SHADER_TYPE_VS);
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ps_code = compile_shader(runner, SHADER_TYPE_PS);
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vs_code = compile_hlsl(&runner->r, SHADER_TYPE_VS);
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ps_code = compile_hlsl(&runner->r, SHADER_TYPE_PS);
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succeeded = vs_code && ps_code;
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if (runner->r.shader_source[SHADER_TYPE_HS])
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{
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hs_code = compile_shader(runner, SHADER_TYPE_HS);
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hs_code = compile_hlsl(&runner->r, SHADER_TYPE_HS);
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succeeded = succeeded && hs_code;
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}
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if (runner->r.shader_source[SHADER_TYPE_DS])
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{
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ds_code = compile_shader(runner, SHADER_TYPE_DS);
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ds_code = compile_hlsl(&runner->r, SHADER_TYPE_DS);
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succeeded = succeeded && ds_code;
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}
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if (runner->r.shader_source[SHADER_TYPE_GS])
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{
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gs_code = compile_shader(runner, SHADER_TYPE_GS);
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gs_code = compile_hlsl(&runner->r, SHADER_TYPE_GS);
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succeeded = succeeded && gs_code;
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}
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@ -63,45 +63,6 @@ static struct d3d12_shader_runner *d3d12_shader_runner(struct shader_runner *r)
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return CONTAINING_RECORD(r, struct d3d12_shader_runner, r);
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}
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static ID3D10Blob *compile_shader(const struct d3d12_shader_runner *runner, enum shader_type type)
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{
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const char *source = runner->r.shader_source[type];
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ID3D10Blob *blob = NULL, *errors = NULL;
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char profile[7];
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HRESULT hr;
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static const char *const shader_models[] =
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{
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[SHADER_MODEL_2_0] = "4_0",
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[SHADER_MODEL_3_0] = "4_0",
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[SHADER_MODEL_4_0] = "4_0",
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[SHADER_MODEL_4_1] = "4_1",
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[SHADER_MODEL_5_0] = "5_0",
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[SHADER_MODEL_5_1] = "5_1",
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[SHADER_MODEL_6_0] = "6_0",
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};
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if (runner->r.minimum_shader_model >= SHADER_MODEL_6_0)
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{
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assert(runner->r.dxc_compiler);
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hr = dxc_compiler_compile_shader(runner->r.dxc_compiler, type, runner->r.compile_options, source, &blob);
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}
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else
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{
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sprintf(profile, "%s_%s", shader_type_string(type), shader_models[runner->r.minimum_shader_model]);
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hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main",
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profile, runner->r.compile_options, 0, &blob, &errors);
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}
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ok(FAILED(hr) == !blob, "Got unexpected hr %#x, blob %p.\n", hr, blob);
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if (errors)
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{
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if (vkd3d_test_state.debug_level)
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trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
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ID3D10Blob_Release(errors);
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}
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return blob;
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}
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#define MAX_RESOURCE_DESCRIPTORS (MAX_RESOURCES * 2)
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static struct resource *d3d12_runner_create_resource(struct shader_runner *r, const struct resource_params *params)
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@ -395,7 +356,7 @@ static bool d3d12_runner_dispatch(struct shader_runner *r, unsigned int x, unsig
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HRESULT hr;
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size_t i;
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cs_code = compile_shader(runner, SHADER_TYPE_CS);
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cs_code = compile_hlsl(&runner->r, SHADER_TYPE_CS);
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todo_if(runner->r.is_todo && runner->r.minimum_shader_model < SHADER_MODEL_6_0) ok(cs_code, "Failed to compile shader.\n");
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if (!cs_code)
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return false;
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@ -789,23 +750,23 @@ static bool d3d12_runner_draw(struct shader_runner *r,
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HRESULT hr;
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size_t i;
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ps_code = compile_shader(runner, SHADER_TYPE_PS);
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vs_code = compile_shader(runner, SHADER_TYPE_VS);
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ps_code = compile_hlsl(&runner->r, SHADER_TYPE_PS);
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vs_code = compile_hlsl(&runner->r, SHADER_TYPE_VS);
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succeeded = ps_code && vs_code;
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if (runner->r.shader_source[SHADER_TYPE_HS])
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{
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hs_code = compile_shader(runner, SHADER_TYPE_HS);
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hs_code = compile_hlsl(&runner->r, SHADER_TYPE_HS);
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succeeded = succeeded && hs_code;
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}
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if (runner->r.shader_source[SHADER_TYPE_DS])
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{
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ds_code = compile_shader(runner, SHADER_TYPE_DS);
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ds_code = compile_hlsl(&runner->r, SHADER_TYPE_DS);
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succeeded = succeeded && ds_code;
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}
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if (runner->r.shader_source[SHADER_TYPE_GS])
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{
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gs_code = compile_shader(runner, SHADER_TYPE_GS);
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gs_code = compile_hlsl(&runner->r, SHADER_TYPE_GS);
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succeeded = succeeded && gs_code;
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}
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@ -57,31 +57,6 @@ static struct d3d9_shader_runner *d3d9_shader_runner(struct shader_runner *r)
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static IDirect3D9 *(WINAPI *pDirect3DCreate9)(UINT sdk_version);
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static ID3D10Blob *compile_shader(const struct d3d9_shader_runner *runner, enum shader_type type)
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{
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const char *source = runner->r.shader_source[type];
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ID3D10Blob *blob = NULL, *errors = NULL;
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char profile[7];
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HRESULT hr;
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static const char *const shader_models[] =
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{
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[SHADER_MODEL_2_0] = "2_0",
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[SHADER_MODEL_3_0] = "3_0",
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};
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sprintf(profile, "%s_%s", shader_type_string(type), shader_models[runner->r.minimum_shader_model]);
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hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", profile, runner->r.compile_options, 0, &blob, &errors);
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ok(hr == S_OK, "Failed to compile shader, hr %#lx.\n", hr);
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if (errors)
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{
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if (vkd3d_test_state.debug_level)
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trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
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ID3D10Blob_Release(errors);
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}
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return blob;
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}
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static void init_adapter_info(void)
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{
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D3DADAPTER_IDENTIFIER9 identifier;
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@ -362,10 +337,10 @@ static bool d3d9_runner_draw(struct shader_runner *r,
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if (instance_count > 1)
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fatal_error("Unhandled instance count %u.\n", instance_count);
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if (!(vs_code = compile_shader(runner, SHADER_TYPE_VS)))
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if (!(vs_code = compile_hlsl(&runner->r, SHADER_TYPE_VS)))
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return false;
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if (!(ps_code = compile_shader(runner, SHADER_TYPE_PS)))
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if (!(ps_code = compile_hlsl(&runner->r, SHADER_TYPE_PS)))
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{
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ID3D10Blob_Release(vs_code);
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return false;
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@ -533,32 +533,6 @@ static void gl_runner_destroy_resource(struct shader_runner *r, struct resource
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free(resource);
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}
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static ID3DBlob *compile_hlsl(const struct shader_runner *runner, enum shader_type type)
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{
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const char *source = runner->shader_source[type];
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ID3DBlob *blob = NULL, *errors = NULL;
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char profile[7];
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static const char *const shader_models[] =
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{
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[SHADER_MODEL_4_0] = "4_0",
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[SHADER_MODEL_4_1] = "4_1",
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[SHADER_MODEL_5_0] = "5_0",
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[SHADER_MODEL_5_1] = "5_1",
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};
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sprintf(profile, "%s_%s", shader_type_string(type), shader_models[runner->minimum_shader_model]);
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D3DCompile(source, strlen(source), NULL, NULL, NULL, "main",
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profile, runner->compile_options, 0, &blob, &errors);
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if (errors)
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{
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trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
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ID3D10Blob_Release(errors);
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}
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return blob;
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}
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static bool compile_shader(struct gl_runner *runner, ID3DBlob *blob, struct vkd3d_shader_code *out)
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{
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struct vkd3d_shader_spirv_target_info spirv_info = {.type = VKD3D_SHADER_STRUCTURE_TYPE_SPIRV_TARGET_INFO};
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