tests/hlsl: Add tests for SV_Depth.

This commit is contained in:
Conor McCarthy 2024-04-15 10:33:15 +10:00 committed by Alexandre Julliard
parent dbe3c00a77
commit b68a9ae3ec
Notes: Alexandre Julliard 2024-04-19 22:27:07 +02:00
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/777
10 changed files with 472 additions and 93 deletions

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@ -87,6 +87,7 @@ vkd3d_shader_tests = \
tests/hlsl/cross.shader_test \
tests/hlsl/d3dcolor-to-ubyte4.shader_test \
tests/hlsl/ddxddy.shader_test \
tests/hlsl/depth-out.shader_test \
tests/hlsl/determinant.shader_test \
tests/hlsl/discard.shader_test \
tests/hlsl/distance.shader_test \

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@ -1249,6 +1249,12 @@ static inline D3D12_CPU_DESCRIPTOR_HANDLE get_cpu_rtv_handle(struct test_context
return get_cpu_handle(context->device, heap, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, offset);
}
static inline D3D12_CPU_DESCRIPTOR_HANDLE get_cpu_dsv_handle(struct test_context *context,
ID3D12DescriptorHeap *heap, unsigned int offset)
{
return get_cpu_handle(context->device, heap, D3D12_DESCRIPTOR_HEAP_TYPE_DSV, offset);
}
static inline D3D12_GPU_DESCRIPTOR_HANDLE get_gpu_descriptor_handle(struct test_context *context,
ID3D12DescriptorHeap *heap, unsigned int offset)
{

View File

@ -0,0 +1,35 @@
[require]
shader model >= 4.0
[dsv]
size (2d, 640, 480)
[pixel shader]
float depth;
float main() : SV_Depth
{
return depth;
}
[test]
uniform 0 float 0.0
clear dsv 1.0
depth less
todo(sm>=6 | glsl) draw quad
probe dsv all r (0.0)
uniform 0 float 0.75
clear dsv 1.0
todo(sm>=6 | glsl) draw quad
probe dsv all r (0.75)
clear dsv 0.5
depth greater
todo(sm>=6 | glsl) draw quad
probe dsv all r (0.75)
depth less
clear dsv 0.5
todo(sm>=6 | glsl) draw quad
probe dsv all r (0.5)

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@ -385,6 +385,35 @@ static DXGI_FORMAT parse_format(const char *line, enum texture_data_type *data_t
fatal_error("Unknown format '%s'.\n", line);
}
static D3D12_COMPARISON_FUNC parse_comparison_func(const char *line)
{
static const struct
{
const char *string;
D3D12_COMPARISON_FUNC func;
}
funcs[] =
{
{"less equal", D3D12_COMPARISON_FUNC_LESS_EQUAL},
{"not equal", D3D12_COMPARISON_FUNC_NOT_EQUAL},
{"greater equal", D3D12_COMPARISON_FUNC_GREATER_EQUAL},
{"never", D3D12_COMPARISON_FUNC_NEVER},
{"less", D3D12_COMPARISON_FUNC_LESS},
{"equal", D3D12_COMPARISON_FUNC_EQUAL},
{"greater", D3D12_COMPARISON_FUNC_GREATER},
{"always", D3D12_COMPARISON_FUNC_ALWAYS},
};
unsigned int i;
for (i = 0; i < ARRAY_SIZE(funcs); ++i)
{
if (match_string(line, funcs[i].string, &line))
return funcs[i].func;
}
fatal_error("Unknown comparison func '%s'.\n", line);
}
static D3D12_TEXTURE_ADDRESS_MODE parse_sampler_address_mode(const char *line, const char **rest)
{
if (match_string(line, "border", rest))
@ -444,35 +473,9 @@ static void parse_sampler_directive(struct sampler *sampler, const char *line)
}
else if (match_string(line, "comparison", &line))
{
static const struct
{
const char *string;
D3D12_COMPARISON_FUNC func;
}
funcs[] =
{
{"less equal", D3D12_COMPARISON_FUNC_LESS_EQUAL},
{"not equal", D3D12_COMPARISON_FUNC_NOT_EQUAL},
{"greater equal", D3D12_COMPARISON_FUNC_GREATER_EQUAL},
{"never", D3D12_COMPARISON_FUNC_NEVER},
{"less", D3D12_COMPARISON_FUNC_LESS},
{"equal", D3D12_COMPARISON_FUNC_EQUAL},
{"greater", D3D12_COMPARISON_FUNC_GREATER},
{"always", D3D12_COMPARISON_FUNC_ALWAYS},
};
unsigned int i;
for (i = 0; i < ARRAY_SIZE(funcs); ++i)
{
if (match_string(line, funcs[i].string, &line))
{
sampler->filter |= D3D12_FILTER_REDUCTION_TYPE_COMPARISON << D3D12_FILTER_REDUCTION_TYPE_SHIFT;
sampler->func = funcs[i].func;
return;
}
}
fatal_error("Unknown sampler func '%s'.\n", line);
sampler->filter |= D3D12_FILTER_REDUCTION_TYPE_COMPARISON << D3D12_FILTER_REDUCTION_TYPE_SHIFT;
sampler->func = parse_comparison_func(line);
return;
}
else
{
@ -627,6 +630,12 @@ struct resource *shader_runner_get_resource(struct shader_runner *runner, enum r
return NULL;
}
static bool shader_runner_has_target(struct shader_runner *runner)
{
return shader_runner_get_resource(runner, RESOURCE_TYPE_RENDER_TARGET, 0)
|| shader_runner_get_resource(runner, RESOURCE_TYPE_DEPTH_STENCIL, 0);
}
static void set_resource(struct shader_runner *runner, const struct resource_params *params)
{
struct resource *resource;
@ -825,6 +834,22 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
runner->last_render_failed = !runner->ops->dispatch(runner, x, y, z);
}
else if (match_string(line, "clear dsv", &line))
{
struct resource *resource;
struct vec4 v = {0};
if (!sscanf(line, "%f", &v.x))
fatal_error("Malformed dsv clear arguments '%s'.\n", line);
if (!(resource = shader_runner_get_resource(runner, RESOURCE_TYPE_DEPTH_STENCIL, 0)))
fatal_error("Resource not found.\n");
runner->ops->clear(runner, resource, &v);
}
else if (match_string(line, "depth", &line))
{
runner->depth_func = parse_comparison_func(line);
}
else if (match_string(line, "draw quad", &line))
{
struct resource_params params;
@ -848,7 +873,7 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
if (!runner->hs_source != !runner->ds_source)
fatal_error("Have a domain or hull shader but not both.\n");
if (!shader_runner_get_resource(runner, RESOURCE_TYPE_RENDER_TARGET, 0))
if (!shader_runner_has_target(runner))
{
memset(&params, 0, sizeof(params));
params.slot = 0;
@ -901,7 +926,7 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
if (!runner->hs_source != !runner->ds_source)
fatal_error("Have a domain or hull shader but not both.\n");
if (!shader_runner_get_resource(runner, RESOURCE_TYPE_RENDER_TARGET, 0))
if (!shader_runner_has_target(runner))
{
memset(&params, 0, sizeof(params));
params.slot = 0;
@ -970,6 +995,10 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
resource = shader_runner_get_resource(runner, RESOURCE_TYPE_RENDER_TARGET, slot);
}
else if (match_string(line, "dsv", &line))
{
resource = shader_runner_get_resource(runner, RESOURCE_TYPE_DEPTH_STENCIL, 0);
}
else
{
resource = shader_runner_get_resource(runner, RESOURCE_TYPE_RENDER_TARGET, 0);
@ -1813,6 +1842,20 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
current_resource.texel_size = 16;
current_resource.level_count = 1;
}
else if (!strcmp(line, "[dsv]\n"))
{
state = STATE_RESOURCE;
memset(&current_resource, 0, sizeof(current_resource));
current_resource.slot = 0;
current_resource.type = RESOURCE_TYPE_DEPTH_STENCIL;
current_resource.format = DXGI_FORMAT_D32_FLOAT;
current_resource.is_shadow = true;
current_resource.data_type = TEXTURE_DATA_FLOAT;
current_resource.texel_size = 4;
current_resource.level_count = 1;
}
else if (sscanf(line, "[srv %u]\n", &index))
{
state = STATE_RESOURCE;

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@ -71,6 +71,7 @@ struct sampler
enum resource_type
{
RESOURCE_TYPE_RENDER_TARGET,
RESOURCE_TYPE_DEPTH_STENCIL,
RESOURCE_TYPE_TEXTURE,
RESOURCE_TYPE_UAV,
RESOURCE_TYPE_VERTEX_BUFFER,
@ -186,12 +187,15 @@ struct shader_runner
size_t input_element_count, input_element_capacity;
unsigned int compile_options;
D3D12_COMPARISON_FUNC depth_func;
};
struct shader_runner_ops
{
struct resource *(*create_resource)(struct shader_runner *runner, const struct resource_params *params);
void (*destroy_resource)(struct shader_runner *runner, struct resource *resource);
void (*clear)(struct shader_runner *runner, struct resource *resource, const struct vec4 *clear_value);
bool (*draw)(struct shader_runner *runner, D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count);
bool (*dispatch)(struct shader_runner *runner, unsigned int x, unsigned int y, unsigned int z);
struct resource_readback *(*get_resource_readback)(struct shader_runner *runner, struct resource *resource);

View File

@ -47,6 +47,7 @@ struct d3d11_resource
ID3D11Buffer *buffer;
ID3D11Texture2D *texture;
ID3D11RenderTargetView *rtv;
ID3D11DepthStencilView *dsv;
ID3D11ShaderResourceView *srv;
ID3D11UnorderedAccessView *uav;
bool is_uav_counter;
@ -391,6 +392,8 @@ static bool init_resource_2d(struct d3d11_shader_runner *runner, struct d3d11_re
desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
else if (params->type == RESOURCE_TYPE_RENDER_TARGET)
desc.BindFlags = D3D11_BIND_RENDER_TARGET;
else if (params->type == RESOURCE_TYPE_DEPTH_STENCIL)
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
else
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
@ -424,6 +427,8 @@ static bool init_resource_2d(struct d3d11_shader_runner *runner, struct d3d11_re
hr = ID3D11Device_CreateUnorderedAccessView(device, resource->resource, NULL, &resource->uav);
else if (params->type == RESOURCE_TYPE_RENDER_TARGET)
hr = ID3D11Device_CreateRenderTargetView(device, resource->resource, NULL, &resource->rtv);
else if (params->type == RESOURCE_TYPE_DEPTH_STENCIL)
hr = ID3D11Device_CreateDepthStencilView(device, resource->resource, NULL, &resource->dsv);
else
hr = ID3D11Device_CreateShaderResourceView(device, resource->resource, NULL, &resource->srv);
ok(hr == S_OK, "Failed to create view, hr %#lx.\n", hr);
@ -481,6 +486,7 @@ static struct resource *d3d11_runner_create_resource(struct shader_runner *r, co
switch (params->type)
{
case RESOURCE_TYPE_RENDER_TARGET:
case RESOURCE_TYPE_DEPTH_STENCIL:
case RESOURCE_TYPE_TEXTURE:
if (params->dimension == RESOURCE_DIMENSION_BUFFER)
init_resource_srv_buffer(runner, resource, params);
@ -511,6 +517,8 @@ static void d3d11_runner_destroy_resource(struct shader_runner *r, struct resour
ID3D11Resource_Release(resource->resource);
if (resource->rtv)
ID3D11RenderTargetView_Release(resource->rtv);
if (resource->dsv)
ID3D11DepthStencilView_Release(resource->dsv);
if (resource->srv)
ID3D11ShaderResourceView_Release(resource->srv);
if (resource->uav)
@ -580,6 +588,7 @@ static bool d3d11_runner_dispatch(struct shader_runner *r, unsigned int x, unsig
break;
case RESOURCE_TYPE_RENDER_TARGET:
case RESOURCE_TYPE_DEPTH_STENCIL:
case RESOURCE_TYPE_VERTEX_BUFFER:
break;
}
@ -603,6 +612,23 @@ static bool d3d11_runner_dispatch(struct shader_runner *r, unsigned int x, unsig
return true;
}
static void d3d11_runner_clear(struct shader_runner *r, struct resource *res, const struct vec4 *clear_value)
{
struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
ID3D11DeviceContext *context = runner->immediate_context;
struct d3d11_resource *resource = d3d11_resource(res);
switch (resource->r.type)
{
case RESOURCE_TYPE_DEPTH_STENCIL:
ID3D11DeviceContext_ClearDepthStencilView(context, resource->dsv, D3D11_CLEAR_DEPTH, clear_value->x, 0);
break;
default:
fatal_error("Clears are not implemented for resource type %u.\n", resource->r.type);
}
}
static bool d3d11_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
{
@ -612,7 +638,10 @@ static bool d3d11_runner_draw(struct shader_runner *r,
struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
ID3D11DeviceContext *context = runner->immediate_context;
unsigned int min_uav_slot = ARRAY_SIZE(uavs);
ID3D11DepthStencilState *ds_state = NULL;
D3D11_DEPTH_STENCIL_DESC ds_desc = {0};
ID3D11Device *device = runner->device;
ID3D11DepthStencilView *dsv = NULL;
unsigned int rtv_count = 0;
ID3D11Buffer *cb = NULL;
ID3D11VertexShader *vs;
@ -703,6 +732,16 @@ static bool d3d11_runner_draw(struct shader_runner *r,
rtv_count = max(rtv_count, resource->r.slot + 1);
break;
case RESOURCE_TYPE_DEPTH_STENCIL:
dsv = resource->dsv;
ds_desc.DepthEnable = TRUE;
ds_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
ds_desc.DepthFunc = runner->r.depth_func;
hr = ID3D11Device_CreateDepthStencilState(device, &ds_desc, &ds_state);
ok(hr == S_OK, "Failed to create depth/stencil state, hr %#lx.\n", hr);
ID3D11DeviceContext_OMSetDepthStencilState(context, ds_state, 0);
break;
case RESOURCE_TYPE_TEXTURE:
ID3D11DeviceContext_PSSetShaderResources(context, resource->r.slot, 1, &resource->srv);
break;
@ -719,7 +758,7 @@ static bool d3d11_runner_draw(struct shader_runner *r,
}
}
ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, rtv_count, rtvs, NULL,
ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, rtv_count, rtvs, dsv,
min_uav_slot, ARRAY_SIZE(uavs) - min_uav_slot, &uavs[min_uav_slot], NULL);
for (i = 0; i < runner->r.sampler_count; ++i)
@ -779,6 +818,8 @@ static bool d3d11_runner_draw(struct shader_runner *r,
ID3D11DomainShader_Release(ds);
if (cb)
ID3D11Buffer_Release(cb);
if (ds_state)
ID3D11DepthStencilState_Release(ds_state);
return true;
}
@ -805,6 +846,7 @@ static struct resource_readback *d3d11_runner_get_resource_readback(struct shade
switch (resource->r.type)
{
case RESOURCE_TYPE_RENDER_TARGET:
case RESOURCE_TYPE_DEPTH_STENCIL:
case RESOURCE_TYPE_UAV:
if (resource->r.dimension == RESOURCE_DIMENSION_BUFFER)
{
@ -879,6 +921,7 @@ static const struct shader_runner_ops d3d11_runner_ops =
.create_resource = d3d11_runner_create_resource,
.destroy_resource = d3d11_runner_destroy_resource,
.dispatch = d3d11_runner_dispatch,
.clear = d3d11_runner_clear,
.draw = d3d11_runner_draw,
.get_resource_readback = d3d11_runner_get_resource_readback,
.release_readback = d3d11_runner_release_readback,

View File

@ -46,7 +46,7 @@ struct d3d12_shader_runner
struct test_context test_context;
ID3D12DescriptorHeap *heap, *rtv_heap;
ID3D12DescriptorHeap *heap, *rtv_heap, *dsv_heap;
ID3D12CommandQueue *compute_queue;
ID3D12CommandAllocator *compute_allocator;
@ -145,6 +145,16 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
NULL, get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->r.slot));
break;
case RESOURCE_TYPE_DEPTH_STENCIL:
if (!runner->dsv_heap)
runner->dsv_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1);
resource->resource = create_default_texture2d(device, params->width, params->height, 1, params->level_count,
params->format, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, D3D12_RESOURCE_STATE_DEPTH_WRITE);
ID3D12Device_CreateDepthStencilView(device, resource->resource,
NULL, get_cpu_dsv_handle(test_context, runner->dsv_heap, 0));
break;
case RESOURCE_TYPE_TEXTURE:
if (!runner->heap)
runner->heap = create_gpu_descriptor_heap(device,
@ -325,6 +335,7 @@ static ID3D12RootSignature *d3d12_runner_create_root_signature(struct d3d12_shad
break;
case RESOURCE_TYPE_RENDER_TARGET:
case RESOURCE_TYPE_DEPTH_STENCIL:
case RESOURCE_TYPE_VERTEX_BUFFER:
break;
}
@ -422,6 +433,7 @@ static bool d3d12_runner_dispatch(struct shader_runner *r, unsigned int x, unsig
break;
case RESOURCE_TYPE_RENDER_TARGET:
case RESOURCE_TYPE_DEPTH_STENCIL:
case RESOURCE_TYPE_VERTEX_BUFFER:
break;
}
@ -443,6 +455,36 @@ static bool d3d12_runner_dispatch(struct shader_runner *r, unsigned int x, unsig
return true;
}
static void d3d12_runner_clear(struct shader_runner *r, struct resource *resource, const struct vec4 *clear_value)
{
struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
struct test_context *test_context = &runner->test_context;
ID3D12GraphicsCommandList *command_list = test_context->list;
ID3D12CommandQueue *queue = test_context->queue;
ID3D12Device *device = test_context->device;
D3D12_CPU_DESCRIPTOR_HANDLE view;
HRESULT hr;
switch (resource->type)
{
case RESOURCE_TYPE_DEPTH_STENCIL:
view = get_cpu_dsv_handle(test_context, runner->dsv_heap, 0);
ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, view,
D3D12_CLEAR_FLAG_DEPTH, clear_value->x, 0, 0, NULL);
break;
default:
fatal_error("Clears are not implemented for resource type %u.\n", resource->type);
}
hr = ID3D12GraphicsCommandList_Close(command_list);
ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
exec_command_list(queue, command_list);
wait_queue_idle(device, queue);
reset_command_list(command_list, test_context->allocator);
}
static bool d3d12_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
{
@ -452,12 +494,12 @@ static bool d3d12_runner_draw(struct shader_runner *r,
D3D12_CPU_DESCRIPTOR_HANDLE rtvs[D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT] = {0};
ID3D10Blob *vs_code, *ps_code, *hs_code = NULL, *ds_code = NULL;
ID3D12GraphicsCommandList *command_list = test_context->list;
unsigned int uniform_index, sample_count, rtv_count = 0;
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = {0};
ID3D12CommandQueue *queue = test_context->queue;
D3D12_INPUT_ELEMENT_DESC *input_element_descs;
ID3D12Device *device = test_context->device;
unsigned int uniform_index, sample_count;
unsigned int rtv_count = 0;
D3D12_CPU_DESCRIPTOR_HANDLE dsv = {0};
ID3D12PipelineState *pso;
bool succeeded;
HRESULT hr;
@ -511,6 +553,14 @@ static bool d3d12_runner_draw(struct shader_runner *r,
if (resource->r.sample_count)
sample_count = resource->r.sample_count;
}
else if (resource->r.type == RESOURCE_TYPE_DEPTH_STENCIL)
{
assert(!resource->r.slot);
pso_desc.DSVFormat = resource->r.format;
pso_desc.DepthStencilState.DepthEnable = true;
pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
pso_desc.DepthStencilState.DepthFunc = runner->r.depth_func;
}
}
pso_desc.VS.pShaderBytecode = ID3D10Blob_GetBufferPointer(vs_code);
@ -586,6 +636,10 @@ static bool d3d12_runner_draw(struct shader_runner *r,
rtv_count = max(rtv_count, resource->r.slot + 1);
break;
case RESOURCE_TYPE_DEPTH_STENCIL:
dsv = get_cpu_dsv_handle(test_context, runner->dsv_heap, 0);
break;
case RESOURCE_TYPE_TEXTURE:
if (resource->descriptor_range.NumDescriptors)
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, resource->root_index,
@ -608,7 +662,7 @@ static bool d3d12_runner_draw(struct shader_runner *r,
}
}
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, rtv_count, rtvs, false, NULL);
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, rtv_count, rtvs, false, dsv.ptr ? &dsv : NULL);
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &test_context->scissor_rect);
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &test_context->viewport);
@ -636,6 +690,8 @@ static struct resource_readback *d3d12_runner_get_resource_readback(struct shade
if (resource->r.type == RESOURCE_TYPE_RENDER_TARGET)
state = D3D12_RESOURCE_STATE_RENDER_TARGET;
else if (resource->r.type == RESOURCE_TYPE_DEPTH_STENCIL)
state = D3D12_RESOURCE_STATE_DEPTH_WRITE;
else
state = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
@ -659,6 +715,7 @@ static const struct shader_runner_ops d3d12_runner_ops =
.create_resource = d3d12_runner_create_resource,
.destroy_resource = d3d12_runner_destroy_resource,
.dispatch = d3d12_runner_dispatch,
.clear = d3d12_runner_clear,
.draw = d3d12_runner_draw,
.get_resource_readback = d3d12_runner_get_resource_readback,
.release_readback = d3d12_runner_release_readback,
@ -737,5 +794,7 @@ void run_shader_tests_d3d12(void *dxc_compiler)
ID3D12DescriptorHeap_Release(runner.heap);
if (runner.rtv_heap)
ID3D12DescriptorHeap_Release(runner.rtv_heap);
if (runner.dsv_heap)
ID3D12DescriptorHeap_Release(runner.dsv_heap);
destroy_test_context(&runner.test_context);
}

View File

@ -224,6 +224,10 @@ static struct resource *d3d9_runner_create_resource(struct shader_runner *r, con
ok(hr == D3D_OK, "Failed to create render target, hr %#lx.\n", hr);
break;
case RESOURCE_TYPE_DEPTH_STENCIL:
fatal_error("DSVs are not supported.\n");
break;
case RESOURCE_TYPE_TEXTURE:
{
if (params->dimension == RESOURCE_DIMENSION_BUFFER)
@ -320,6 +324,11 @@ static bool d3d9_runner_dispatch(struct shader_runner *r, unsigned int x, unsign
fatal_error("Compute shaders are not supported.\n");
}
static void d3d9_runner_clear(struct shader_runner *r, struct resource *resource, const struct vec4 *clear_value)
{
fatal_error("Clears are not implemented.\n");
}
static bool d3d9_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
{
@ -382,6 +391,9 @@ static bool d3d9_runner_draw(struct shader_runner *r,
ok(hr == D3D_OK, "Failed to set render target, hr %#lx.\n", hr);
break;
case RESOURCE_TYPE_DEPTH_STENCIL:
vkd3d_unreachable();
case RESOURCE_TYPE_TEXTURE:
assert(resource->r.dimension != RESOURCE_DIMENSION_BUFFER);
@ -528,6 +540,7 @@ static const struct shader_runner_ops d3d9_runner_ops =
.create_resource = d3d9_runner_create_resource,
.destroy_resource = d3d9_runner_destroy_resource,
.dispatch = d3d9_runner_dispatch,
.clear = d3d9_runner_clear,
.draw = d3d9_runner_draw,
.get_resource_readback = d3d9_runner_get_resource_readback,
.release_readback = d3d9_runner_release_readback,

View File

@ -335,6 +335,7 @@ static const struct format_info *get_format_info(enum DXGI_FORMAT format, bool i
{DXGI_FORMAT_R32G32_SINT, 2, true, false, GL_RG32I, GL_RG_INTEGER, GL_INT},
{DXGI_FORMAT_R32_FLOAT, 1, false, false, GL_R32F, GL_RED, GL_FLOAT},
{DXGI_FORMAT_R32_FLOAT, 1, false, true, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT},
{DXGI_FORMAT_D32_FLOAT, 1, false, true, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT},
{DXGI_FORMAT_R32_UINT, 1, true, false, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT},
{DXGI_FORMAT_R32_SINT, 1, true, false, GL_R32I, GL_RED_INTEGER, GL_INT},
};
@ -410,6 +411,7 @@ static struct resource *gl_runner_create_resource(struct shader_runner *r, const
switch (params->type)
{
case RESOURCE_TYPE_RENDER_TARGET:
case RESOURCE_TYPE_DEPTH_STENCIL:
case RESOURCE_TYPE_TEXTURE:
case RESOURCE_TYPE_UAV:
if (params->dimension == RESOURCE_DIMENSION_BUFFER)
@ -435,6 +437,7 @@ static void gl_runner_destroy_resource(struct shader_runner *r, struct resource
switch (resource->r.type)
{
case RESOURCE_TYPE_RENDER_TARGET:
case RESOURCE_TYPE_DEPTH_STENCIL:
case RESOURCE_TYPE_TEXTURE:
case RESOURCE_TYPE_UAV:
if (res->dimension == RESOURCE_DIMENSION_BUFFER)
@ -721,6 +724,7 @@ static bool gl_runner_dispatch(struct shader_runner *r, unsigned int x, unsigned
switch (resource->r.type)
{
case RESOURCE_TYPE_RENDER_TARGET:
case RESOURCE_TYPE_DEPTH_STENCIL:
case RESOURCE_TYPE_VERTEX_BUFFER:
case RESOURCE_TYPE_TEXTURE:
break;
@ -932,6 +936,31 @@ static GLuint compile_graphics_shader_program(struct gl_runner *runner, ID3D10Bl
return program_id;
}
static void gl_runner_clear(struct shader_runner *r, struct resource *res, const struct vec4 *clear_value)
{
struct gl_resource *resource = gl_resource(res);
struct gl_runner *runner = gl_runner(r);
if (!runner->fbo_id)
glGenFramebuffers(1, &runner->fbo_id);
glBindFramebuffer(GL_FRAMEBUFFER, runner->fbo_id);
switch (resource->r.type)
{
case RESOURCE_TYPE_DEPTH_STENCIL:
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, resource->id, 0);
glDepthMask(GL_TRUE);
glClearDepthf(clear_value->x);
break;
default:
fatal_error("Clears are not implemented for resource type %u.\n", resource->r.type);
}
glScissor(0, 0, res->width, res->height);
glClear(GL_DEPTH_BUFFER_BIT);
}
static bool gl_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY topology, unsigned int vertex_count)
{
@ -1040,6 +1069,13 @@ static bool gl_runner_draw(struct shader_runner *r,
rt_count = resource->r.slot + 1;
break;
case RESOURCE_TYPE_DEPTH_STENCIL:
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, resource->id, 0);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(get_compare_op_gl(runner->r.depth_func));
break;
case RESOURCE_TYPE_TEXTURE:
break;
@ -1135,7 +1171,8 @@ static struct resource_readback *gl_runner_get_resource_readback(struct shader_r
struct gl_resource *resource = gl_resource(res);
struct resource_readback *rb;
if (resource->r.type != RESOURCE_TYPE_RENDER_TARGET && resource->r.type != RESOURCE_TYPE_UAV)
if (resource->r.type != RESOURCE_TYPE_RENDER_TARGET && resource->r.type != RESOURCE_TYPE_DEPTH_STENCIL
&& resource->r.type != RESOURCE_TYPE_UAV)
fatal_error("Unhandled resource type %#x.\n", resource->r.type);
rb = malloc(sizeof(*rb));
@ -1172,6 +1209,7 @@ static const struct shader_runner_ops gl_runner_ops =
.create_resource = gl_runner_create_resource,
.destroy_resource = gl_runner_destroy_resource,
.dispatch = gl_runner_dispatch,
.clear = gl_runner_clear,
.draw = gl_runner_draw,
.get_resource_readback = gl_runner_get_resource_readback,
.release_readback = gl_runner_release_readback,

View File

@ -120,7 +120,7 @@ static void end_command_buffer(struct vulkan_shader_runner *runner)
}
static void transition_image_layout(struct vulkan_shader_runner *runner,
VkImage image, VkImageLayout src_layout, VkImageLayout dst_layout)
VkImage image, VkImageAspectFlags aspect_mask, VkImageLayout src_layout, VkImageLayout dst_layout)
{
VkImageMemoryBarrier barrier = {.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER};
@ -131,7 +131,7 @@ static void transition_image_layout(struct vulkan_shader_runner *runner,
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.aspectMask = aspect_mask;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS;
barrier.subresourceRange.baseArrayLayer = 0;
@ -240,7 +240,8 @@ static VkImage create_2d_image(const struct vulkan_shader_runner *runner, uint32
return image;
}
static VkImageView create_2d_image_view(const struct vulkan_shader_runner *runner, VkImage image, VkFormat format)
static VkImageView create_2d_image_view(const struct vulkan_shader_runner *runner, VkImage image, VkFormat format,
VkImageAspectFlags aspect_mask)
{
VkImageViewCreateInfo view_info = {.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO};
VkImageView view;
@ -252,7 +253,7 @@ static VkImageView create_2d_image_view(const struct vulkan_shader_runner *runne
view_info.components.g = VK_COMPONENT_SWIZZLE_IDENTITY;
view_info.components.b = VK_COMPONENT_SWIZZLE_IDENTITY;
view_info.components.a = VK_COMPONENT_SWIZZLE_IDENTITY;
view_info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
view_info.subresourceRange.aspectMask = aspect_mask;
view_info.subresourceRange.baseMipLevel = 0;
view_info.subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS;
view_info.subresourceRange.baseArrayLayer = 0;
@ -282,12 +283,12 @@ static void resource_init_2d(struct vulkan_shader_runner *runner, struct vulkan_
resource->image = create_2d_image(runner, params->width, params->height, params->level_count,
usage, format, &resource->memory);
resource->image_view = create_2d_image_view(runner, resource->image, format);
resource->image_view = create_2d_image_view(runner, resource->image, format, VK_IMAGE_ASPECT_COLOR_BIT);
if (!params->data)
{
begin_command_buffer(runner);
transition_image_layout(runner, resource->image,
transition_image_layout(runner, resource->image, VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_UNDEFINED, layout);
end_command_buffer(runner);
return;
@ -301,7 +302,7 @@ static void resource_init_2d(struct vulkan_shader_runner *runner, struct vulkan_
begin_command_buffer(runner);
transition_image_layout(runner, resource->image,
transition_image_layout(runner, resource->image, VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
for (unsigned int level = 0; level < params->level_count; ++level)
@ -323,7 +324,7 @@ static void resource_init_2d(struct vulkan_shader_runner *runner, struct vulkan_
buffer_offset += level_width * level_height * params->texel_size;
}
transition_image_layout(runner, resource->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, layout);
transition_image_layout(runner, resource->image, VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, layout);
end_command_buffer(runner);
@ -375,14 +376,28 @@ static struct resource *vulkan_runner_create_resource(struct shader_runner *r, c
resource->image = create_2d_image(runner, params->width, params->height, params->level_count,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, format, &resource->memory);
resource->image_view = create_2d_image_view(runner, resource->image, format);
resource->image_view = create_2d_image_view(runner, resource->image, format, VK_IMAGE_ASPECT_COLOR_BIT);
begin_command_buffer(runner);
transition_image_layout(runner, resource->image,
transition_image_layout(runner, resource->image, VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
end_command_buffer(runner);
break;
case RESOURCE_TYPE_DEPTH_STENCIL:
format = vkd3d_get_vk_format(params->format);
resource->image = create_2d_image(runner, params->width, params->height, params->level_count,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, format,
&resource->memory);
resource->image_view = create_2d_image_view(runner, resource->image, format, VK_IMAGE_ASPECT_DEPTH_BIT);
begin_command_buffer(runner);
transition_image_layout(runner, resource->image, VK_IMAGE_ASPECT_DEPTH_BIT,
VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
end_command_buffer(runner);
break;
case RESOURCE_TYPE_TEXTURE:
case RESOURCE_TYPE_UAV:
if (params->dimension == RESOURCE_DIMENSION_BUFFER)
@ -541,6 +556,7 @@ static bool compile_shader(struct vulkan_shader_runner *runner, const char *sour
switch (resource->r.type)
{
case RESOURCE_TYPE_RENDER_TARGET:
case RESOURCE_TYPE_DEPTH_STENCIL:
case RESOURCE_TYPE_VERTEX_BUFFER:
break;
@ -669,6 +685,31 @@ static VkPipelineLayout create_pipeline_layout(const struct vulkan_shader_runner
return pipeline_layout;
}
static enum VkCompareOp vk_compare_op_from_d3d12(D3D12_COMPARISON_FUNC op)
{
switch (op)
{
case D3D12_COMPARISON_FUNC_NEVER:
return VK_COMPARE_OP_NEVER;
case D3D12_COMPARISON_FUNC_LESS:
return VK_COMPARE_OP_LESS;
case D3D12_COMPARISON_FUNC_EQUAL:
return VK_COMPARE_OP_EQUAL;
case D3D12_COMPARISON_FUNC_LESS_EQUAL:
return VK_COMPARE_OP_LESS_OR_EQUAL;
case D3D12_COMPARISON_FUNC_GREATER:
return VK_COMPARE_OP_GREATER;
case D3D12_COMPARISON_FUNC_NOT_EQUAL:
return VK_COMPARE_OP_NOT_EQUAL;
case D3D12_COMPARISON_FUNC_GREATER_EQUAL:
return VK_COMPARE_OP_GREATER_OR_EQUAL;
case D3D12_COMPARISON_FUNC_ALWAYS:
return VK_COMPARE_OP_ALWAYS;
default:
fatal_error("Unhandled compare op %#x.\n", op);
}
}
static VkPipeline create_graphics_pipeline(struct vulkan_shader_runner *runner, VkRenderPass render_pass,
VkPipelineLayout pipeline_layout, D3D_PRIMITIVE_TOPOLOGY primitive_topology)
{
@ -685,6 +726,7 @@ static VkPipeline create_graphics_pipeline(struct vulkan_shader_runner *runner,
VkPipelineColorBlendAttachmentState attachment_desc[MAX_RESOURCES] = {0};
VkPipelineTessellationStateCreateInfo tessellation_info;
VkVertexInputAttributeDescription input_attributes[32];
VkPipelineDepthStencilStateCreateInfo ds_desc = {0};
VkVertexInputBindingDescription input_bindings[32];
VkPipelineShaderStageCreateInfo stage_desc[4];
struct vkd3d_shader_code vs_dxbc;
@ -752,6 +794,20 @@ static VkPipeline create_graphics_pipeline(struct vulkan_shader_runner *runner,
| VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
break;
case RESOURCE_TYPE_DEPTH_STENCIL:
ds_desc.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
ds_desc.pNext = NULL;
ds_desc.flags = 0;
ds_desc.depthTestEnable = VK_TRUE;
ds_desc.depthWriteEnable = VK_TRUE;
ds_desc.depthCompareOp = vk_compare_op_from_d3d12(runner->r.depth_func);
ds_desc.depthBoundsTestEnable = VK_FALSE;
ds_desc.stencilTestEnable = VK_FALSE;
ds_desc.minDepthBounds = 0.0f;
ds_desc.maxDepthBounds = 1.0f;
pipeline_desc.pDepthStencilState = &ds_desc;
break;
case RESOURCE_TYPE_VERTEX_BUFFER:
{
VkVertexInputBindingDescription *binding = &input_bindings[input_desc.vertexBindingDescriptionCount++];
@ -858,31 +914,6 @@ static VkSamplerAddressMode vk_address_mode_from_d3d12(D3D12_TEXTURE_ADDRESS_MOD
}
}
static enum VkCompareOp vk_compare_op_from_d3d12(D3D12_COMPARISON_FUNC op)
{
switch (op)
{
case D3D12_COMPARISON_FUNC_NEVER:
return VK_COMPARE_OP_NEVER;
case D3D12_COMPARISON_FUNC_LESS:
return VK_COMPARE_OP_LESS;
case D3D12_COMPARISON_FUNC_EQUAL:
return VK_COMPARE_OP_EQUAL;
case D3D12_COMPARISON_FUNC_LESS_EQUAL:
return VK_COMPARE_OP_LESS_OR_EQUAL;
case D3D12_COMPARISON_FUNC_GREATER:
return VK_COMPARE_OP_GREATER;
case D3D12_COMPARISON_FUNC_NOT_EQUAL:
return VK_COMPARE_OP_NOT_EQUAL;
case D3D12_COMPARISON_FUNC_GREATER_EQUAL:
return VK_COMPARE_OP_GREATER_OR_EQUAL;
case D3D12_COMPARISON_FUNC_ALWAYS:
return VK_COMPARE_OP_ALWAYS;
default:
fatal_error("Unhandled compare op %#x.\n", op);
}
}
static VkDescriptorSetLayout create_descriptor_set_layout(struct vulkan_shader_runner *runner)
{
VkDescriptorSetLayoutCreateInfo set_desc = {.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO};
@ -904,6 +935,7 @@ static VkDescriptorSetLayout create_descriptor_set_layout(struct vulkan_shader_r
switch (resource->r.type)
{
case RESOURCE_TYPE_RENDER_TARGET:
case RESOURCE_TYPE_DEPTH_STENCIL:
case RESOURCE_TYPE_VERTEX_BUFFER:
break;
@ -1035,6 +1067,7 @@ static void bind_resources(struct vulkan_shader_runner *runner, VkPipelineBindPo
break;
case RESOURCE_TYPE_RENDER_TARGET:
case RESOURCE_TYPE_DEPTH_STENCIL:
break;
}
}
@ -1053,44 +1086,56 @@ static void create_render_pass_and_framebuffer(struct vulkan_shader_runner *runn
{
VkRenderPassCreateInfo render_pass_desc = {.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO};
VkFramebufferCreateInfo fb_desc = {.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO};
VkAttachmentReference ds_ref = {0}, color_refs[MAX_RESOURCES] = {0};
VkAttachmentDescription attachment_descs[MAX_RESOURCES] = {0};
VkAttachmentReference color_refs[MAX_RESOURCES] = {0};
unsigned int i, color_ref_count = 0, view_count = 0;
VkSubpassDescription subpass_desc = {0};
VkImageView rtvs[MAX_RESOURCES];
unsigned int rt_count = 0;
unsigned int i;
VkImageView views[MAX_RESOURCES];
VkImageLayout layout;
bool is_ds;
for (i = 0; i < runner->r.resource_count; ++i)
{
const struct vulkan_resource *resource = vulkan_resource(runner->r.resources[i]);
VkAttachmentDescription *attachment_desc = &attachment_descs[rt_count];
VkAttachmentReference *color_ref = &color_refs[rt_count];
VkAttachmentDescription *attachment_desc = &attachment_descs[view_count];
VkAttachmentReference *color_ref = &color_refs[color_ref_count];
if (resource->r.type != RESOURCE_TYPE_RENDER_TARGET)
if (resource->r.type != RESOURCE_TYPE_RENDER_TARGET && resource->r.type != RESOURCE_TYPE_DEPTH_STENCIL)
continue;
is_ds = resource->r.type == RESOURCE_TYPE_DEPTH_STENCIL;
layout = is_ds ? VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL : VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachment_desc->format = vkd3d_get_vk_format(resource->r.format);
attachment_desc->samples = VK_SAMPLE_COUNT_1_BIT;
attachment_desc->loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
attachment_desc->storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachment_desc->stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment_desc->stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachment_desc->initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachment_desc->finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachment_desc->initialLayout = layout;
attachment_desc->finalLayout = layout;
color_ref->attachment = rt_count;
color_ref->layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
if (is_ds)
{
ds_ref.attachment = view_count;
ds_ref.layout = layout;
subpass_desc.pDepthStencilAttachment = &ds_ref;
}
else
{
color_ref->attachment = view_count;
color_ref->layout = layout;
++color_ref_count;
}
rtvs[rt_count] = resource->image_view;
++rt_count;
views[view_count++] = resource->image_view;
}
subpass_desc.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass_desc.colorAttachmentCount = rt_count;
subpass_desc.colorAttachmentCount = color_ref_count;
subpass_desc.pColorAttachments = color_refs;
render_pass_desc.attachmentCount = rt_count;
render_pass_desc.attachmentCount = view_count;
render_pass_desc.pAttachments = attachment_descs;
render_pass_desc.subpassCount = 1;
render_pass_desc.pSubpasses = &subpass_desc;
@ -1098,8 +1143,8 @@ static void create_render_pass_and_framebuffer(struct vulkan_shader_runner *runn
VK_CALL(vkCreateRenderPass(runner->device, &render_pass_desc, NULL, render_pass));
fb_desc.renderPass = *render_pass;
fb_desc.attachmentCount = rt_count;
fb_desc.pAttachments = rtvs;
fb_desc.attachmentCount = view_count;
fb_desc.pAttachments = views;
fb_desc.width = RENDER_TARGET_WIDTH;
fb_desc.height = RENDER_TARGET_HEIGHT;
fb_desc.layers = 1;
@ -1150,6 +1195,91 @@ out:
return ret;
}
static void vulkan_runner_clear(struct shader_runner *r, struct resource *res, const struct vec4 *clear_value)
{
struct vulkan_shader_runner *runner = vulkan_shader_runner(r);
struct vulkan_resource *resource = vulkan_resource(res);
size_t width = resource->r.width, height = resource->r.height;
VkSubpassDescription sub_pass_desc = {0};
VkAttachmentDescription attachment_desc;
VkRenderPassCreateInfo pass_desc = {0};
VkAttachmentReference attachment_ref;
VkDevice device = runner->device;
VkRenderPassBeginInfo begin_desc;
VkFramebufferCreateInfo fb_desc;
VkClearValue vk_clear_value;
VkRenderPass render_pass;
VkFramebuffer fb;
attachment_desc.flags = 0;
attachment_desc.format = vkd3d_get_vk_format(resource->r.format);
attachment_desc.samples = VK_SAMPLE_COUNT_1_BIT;
attachment_desc.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachment_desc.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
/* TODO: formats with a stencil component would a clear op here. */
attachment_desc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment_desc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
sub_pass_desc.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
switch (resource->r.type)
{
case RESOURCE_TYPE_DEPTH_STENCIL:
attachment_desc.initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
sub_pass_desc.pDepthStencilAttachment = &attachment_ref;
vk_clear_value.depthStencil.depth = clear_value->x;
vk_clear_value.depthStencil.stencil = 0;
break;
default:
fatal_error("Clears are not implemented for resource type %u.\n", resource->r.type);
}
attachment_desc.finalLayout = attachment_desc.initialLayout;
attachment_ref.attachment = 0;
attachment_ref.layout = attachment_desc.initialLayout;
begin_command_buffer(runner);
pass_desc.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
pass_desc.attachmentCount = 1;
pass_desc.pAttachments = &attachment_desc;
pass_desc.subpassCount = 1;
pass_desc.pSubpasses = &sub_pass_desc;
VK_CALL(vkCreateRenderPass(device, &pass_desc, NULL, &render_pass));
fb_desc.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
fb_desc.pNext = NULL;
fb_desc.flags = 0;
fb_desc.renderPass = render_pass;
fb_desc.attachmentCount = 1;
fb_desc.pAttachments = &resource->image_view;
fb_desc.width = width;
fb_desc.height = height;
fb_desc.layers = 1;
VK_CALL(vkCreateFramebuffer(device, &fb_desc, NULL, &fb));
begin_desc.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
begin_desc.pNext = NULL;
begin_desc.renderPass = render_pass;
begin_desc.framebuffer = fb;
begin_desc.clearValueCount = 1;
begin_desc.pClearValues = &vk_clear_value;
begin_desc.renderArea.offset.x = 0;
begin_desc.renderArea.offset.y = 0;
begin_desc.renderArea.extent.width = width;
begin_desc.renderArea.extent.height = height;
VK_CALL(vkCmdBeginRenderPass(runner->cmd_buffer, &begin_desc, VK_SUBPASS_CONTENTS_INLINE));
VK_CALL(vkCmdEndRenderPass(runner->cmd_buffer));
end_command_buffer(runner);
VK_CALL(vkDestroyRenderPass(device, render_pass, NULL));
VK_CALL(vkDestroyFramebuffer(device, fb, NULL));
}
static bool vulkan_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
{
@ -1222,6 +1352,7 @@ static struct resource_readback *vulkan_runner_get_resource_readback(struct shad
struct vulkan_resource_readback *rb = malloc(sizeof(*rb));
struct vulkan_resource *resource = vulkan_resource(res);
VkDevice device = runner->device;
VkImageAspectFlags aspect_mask;
VkBufferImageCopy region = {0};
VkImageLayout layout;
@ -1245,16 +1376,21 @@ static struct resource_readback *vulkan_runner_get_resource_readback(struct shad
}
else
{
aspect_mask = (resource->r.type == RESOURCE_TYPE_DEPTH_STENCIL)
? VK_IMAGE_ASPECT_DEPTH_BIT : VK_IMAGE_ASPECT_COLOR_BIT;
if (resource->r.type == RESOURCE_TYPE_RENDER_TARGET)
layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
else if (resource->r.type == RESOURCE_TYPE_DEPTH_STENCIL)
layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
else
layout = VK_IMAGE_LAYOUT_GENERAL;
begin_command_buffer(runner);
transition_image_layout(runner, resource->image, layout, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
transition_image_layout(runner, resource->image, aspect_mask, layout, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.aspectMask = aspect_mask;
region.imageSubresource.layerCount = 1;
region.imageExtent.width = resource->r.width;
region.imageExtent.height = resource->r.height;
@ -1263,7 +1399,7 @@ static struct resource_readback *vulkan_runner_get_resource_readback(struct shad
VK_CALL(vkCmdCopyImageToBuffer(runner->cmd_buffer, resource->image,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, rb->buffer, 1, &region));
transition_image_layout(runner, resource->image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, layout);
transition_image_layout(runner, resource->image, aspect_mask, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, layout);
end_command_buffer(runner);
@ -1291,6 +1427,7 @@ static const struct shader_runner_ops vulkan_runner_ops =
.create_resource = vulkan_runner_create_resource,
.destroy_resource = vulkan_runner_destroy_resource,
.dispatch = vulkan_runner_dispatch,
.clear = vulkan_runner_clear,
.draw = vulkan_runner_draw,
.get_resource_readback = vulkan_runner_get_resource_readback,
.release_readback = vulkan_runner_release_readback,