diff --git a/Makefile.am b/Makefile.am index 7d589819..c92d7b83 100644 --- a/Makefile.am +++ b/Makefile.am @@ -392,13 +392,14 @@ TESTS = $(vkd3d_tests) $(vkd3d_cross_tests) $(vkd3d_shader_tests) tests_d3d12_LDADD = $(LDADD) @PTHREAD_LIBS@ @DL_LIBS@ tests_d3d12_invalid_usage_LDADD = $(LDADD) @DL_LIBS@ tests_hlsl_d3d12_LDADD = $(LDADD) @DL_LIBS@ -tests_shader_runner_LDADD = $(LDADD) @DL_LIBS@ -tests_shader_runner_CFLAGS = $(AM_CFLAGS) -I$(builddir)/tests +tests_shader_runner_CFLAGS = $(AM_CFLAGS) -I$(builddir)/tests @OPENGL_CFLAGS@ +tests_shader_runner_LDADD = $(LDADD) @OPENGL_LIBS@ @DL_LIBS@ tests_shader_runner_SOURCES = \ tests/shader_runner.c \ tests/shader_runner_d3d9.c \ tests/shader_runner_d3d11.c \ tests/shader_runner_d3d12.c \ + tests/shader_runner_gl.c \ tests/shader_runner_vulkan.c tests_vkd3d_api_LDADD = libvkd3d.la @DL_LIBS@ tests_vkd3d_shader_api_LDADD = libvkd3d-shader.la diff --git a/configure.ac b/configure.ac index 3f6e6b78..35617c4f 100644 --- a/configure.ac +++ b/configure.ac @@ -9,6 +9,7 @@ AC_ARG_VAR([WIDL], [widl IDL compiler]) AC_ARG_VAR([CROSSCC32], [32-bit Windows cross compiler]) AC_ARG_VAR([CROSSCC64], [64-bit Windows cross compiler]) AC_ARG_WITH([ncurses], AS_HELP_STRING([--with-ncurses], [Build with the ncurses library (default: test)])) +AC_ARG_WITH([opengl], AS_HELP_STRING([--with-opengl], [Build with the OpenGL library (default: test)])) AC_ARG_WITH([spirv-tools], AS_HELP_STRING([--with-spirv-tools], [Build with SPIRV-Tools library (default: disabled)])) AC_ARG_WITH([xcb], AS_HELP_STRING([--with-xcb], [Build with XCB library (default: test)])) @@ -130,6 +131,10 @@ AS_IF([test "x$with_ncurses" != "xno"], [PKG_CHECK_MODULES([NCURSES], [ncurses], [AC_DEFINE([HAVE_NCURSES], [1], [Define to 1 if you have ncurses.]) with_ncurses=yes], [with_ncurses=no])]) +AS_IF([test "x$with_opengl" != "xno"], + [PKG_CHECK_MODULES([OPENGL], [egl opengl], + [AC_DEFINE([HAVE_OPENGL], [1], [Define to 1 if you have OpenGL.]) with_opengl=yes], + [with_opengl=no])]) AS_IF([test "x$with_spirv_tools" = "xyes"], [PKG_CHECK_MODULES([SPIRV_TOOLS], [SPIRV-Tools-shared], [AC_DEFINE([HAVE_SPIRV_TOOLS], [1], [Define to 1 if you have SPIRV-Tools.])])], @@ -187,6 +192,7 @@ AS_ECHO([" widl: ${WIDL} Have ncurses: ${with_ncurses} + Have OpenGL: ${with_opengl} Have SPIRV-Tools: ${with_spirv_tools} Have xcb: ${HAVE_XCB} Have dxcompiler: ${HAVE_DXCOMPILER} diff --git a/gitlab/image.docker b/gitlab/image.docker index b7e40ee0..9b7b17b0 100644 --- a/gitlab/image.docker +++ b/gitlab/image.docker @@ -19,8 +19,10 @@ RUN export DEBIAN_FRONTEND=noninteractive; \ doxygen doxygen-latex graphviz \ mesa-vulkan-drivers mesa-vulkan-drivers:i386 \ vulkan-tools spirv-headers \ + libegl-dev libegl-dev:i386 \ libvulkan-dev libvulkan-dev:i386 \ libncurses-dev libncurses-dev:i386 \ + libopengl-dev libopengl-dev:i386 \ libxcb1-dev libxcb1-dev:i386 \ libxcb-util-dev libxcb-util-dev:i386 \ libxcb-icccm4-dev libxcb-icccm4-dev:i386 \ diff --git a/tests/shader_runner.c b/tests/shader_runner.c index e9fa32c4..2b875440 100644 --- a/tests/shader_runner.c +++ b/tests/shader_runner.c @@ -395,7 +395,7 @@ void init_resource(struct resource *resource, const struct resource_params *para resource->height = params->height; } -static struct resource *get_resource(struct shader_runner *runner, enum resource_type type, unsigned int slot) +struct resource *shader_runner_get_resource(struct shader_runner *runner, enum resource_type type, unsigned int slot) { struct resource *resource; size_t i; @@ -575,7 +575,7 @@ static void parse_test_directive(struct shader_runner *runner, const char *line) "{\n" "}"; - if (!get_resource(runner, RESOURCE_TYPE_RENDER_TARGET, 0)) + if (!shader_runner_get_resource(runner, RESOURCE_TYPE_RENDER_TARGET, 0)) { memset(¶ms, 0, sizeof(params)); params.slot = 0; @@ -620,7 +620,7 @@ static void parse_test_directive(struct shader_runner *runner, const char *line) unsigned int vertex_count; char *rest; - if (!get_resource(runner, RESOURCE_TYPE_RENDER_TARGET, 0)) + if (!shader_runner_get_resource(runner, RESOURCE_TYPE_RENDER_TARGET, 0)) { memset(¶ms, 0, sizeof(params)); params.slot = 0; @@ -667,7 +667,7 @@ static void parse_test_directive(struct shader_runner *runner, const char *line) fatal_error("Malformed UAV index '%s'.\n", line); line = rest; - resource = get_resource(runner, RESOURCE_TYPE_UAV, slot); + resource = shader_runner_get_resource(runner, RESOURCE_TYPE_UAV, slot); } else if (match_string(line, "buffer uav", &line)) { @@ -677,7 +677,7 @@ static void parse_test_directive(struct shader_runner *runner, const char *line) fatal_error("Malformed buffer UAV index '%s'.\n", line); line = rest; - resource = get_resource(runner, RESOURCE_TYPE_BUFFER_UAV, slot); + resource = shader_runner_get_resource(runner, RESOURCE_TYPE_BUFFER_UAV, slot); } else if (match_string(line, "render target", &line)) { @@ -687,11 +687,11 @@ static void parse_test_directive(struct shader_runner *runner, const char *line) fatal_error("Malformed render target index '%s'.\n", line); line = rest; - resource = get_resource(runner, RESOURCE_TYPE_RENDER_TARGET, slot); + resource = shader_runner_get_resource(runner, RESOURCE_TYPE_RENDER_TARGET, slot); } else { - resource = get_resource(runner, RESOURCE_TYPE_RENDER_TARGET, 0); + resource = shader_runner_get_resource(runner, RESOURCE_TYPE_RENDER_TARGET, 0); } rb = runner->ops->get_resource_readback(runner, resource); @@ -829,7 +829,7 @@ static void parse_test_directive(struct shader_runner *runner, const char *line) } } -static struct sampler *get_sampler(struct shader_runner *runner, unsigned int slot) +struct sampler *shader_runner_get_sampler(struct shader_runner *runner, unsigned int slot) { struct sampler *sampler; size_t i; @@ -1325,7 +1325,7 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_o { state = STATE_SAMPLER; - if (!(current_sampler = get_sampler(runner, index))) + if (!(current_sampler = shader_runner_get_sampler(runner, index))) { if (runner->sampler_count == MAX_SAMPLERS) fatal_error("Too many samplers declared.\n"); @@ -1640,6 +1640,11 @@ START_TEST(shader_runner) #else trace("Running tests from a Unix build\n"); +# ifdef HAVE_OPENGL + trace("Compiling shaders with vkd3d-shader and executing with OpenGL\n"); + run_shader_tests_gl(); +# endif + trace("Compiling shaders with vkd3d-shader and executing with Vulkan\n"); run_shader_tests_vulkan(); diff --git a/tests/shader_runner.h b/tests/shader_runner.h index bda44a42..a4f0d2fd 100644 --- a/tests/shader_runner.h +++ b/tests/shader_runner.h @@ -164,6 +164,8 @@ unsigned int get_vb_stride(const struct shader_runner *runner, unsigned int slot void init_resource(struct resource *resource, const struct resource_params *params); HRESULT dxc_compiler_compile_shader(void *dxc_compiler, enum shader_type type, unsigned int compile_options, const char *hlsl, ID3D10Blob **blob_out, ID3D10Blob **errors_out); +struct sampler *shader_runner_get_sampler(struct shader_runner *runner, unsigned int slot); +struct resource *shader_runner_get_resource(struct shader_runner *runner, enum resource_type type, unsigned int slot); void run_shader_tests(struct shader_runner *runner, const struct shader_runner_ops *ops, void *dxc_compiler, enum shader_model minimum_shader_model, enum shader_model maximum_shader_model); @@ -172,6 +174,7 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_o void run_shader_tests_d3d9(void); void run_shader_tests_d3d11(void); #else +void run_shader_tests_gl(void); void run_shader_tests_vulkan(void); #endif void run_shader_tests_d3d12(void *dxc_compiler, enum shader_model minimum_shader_model, diff --git a/tests/shader_runner_gl.c b/tests/shader_runner_gl.c new file mode 100644 index 00000000..8db0ed68 --- /dev/null +++ b/tests/shader_runner_gl.c @@ -0,0 +1,1005 @@ +/* + * Copyright 2023 Henri Verbeet for CodeWeavers + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 2.1 of the License, or (at your option) any later version. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA + */ + +#include "config.h" + +#ifdef HAVE_OPENGL + +#define COBJMACROS +#define VKD3D_TEST_NO_DEFS +#define GL_GLEXT_PROTOTYPES +#include +#include +#include +#include "shader_runner.h" +#include "vkd3d_shader.h" +#include "vkd3d_d3dcompiler.h" + +static PFNGLSPECIALIZESHADERPROC p_glSpecializeShader; + +struct format_info +{ + enum DXGI_FORMAT f; + unsigned int component_count; + bool is_integer; + GLenum internal_format; + GLenum format; + GLenum type; +}; + +struct gl_resource +{ + struct resource r; + + const struct format_info *format; + GLuint id, tbo_id; +}; + +static struct gl_resource *gl_resource(struct resource *r) +{ + return CONTAINING_RECORD(r, struct gl_resource, r); +} + +struct gl_runner +{ + struct shader_runner r; + + EGLDisplay display; + EGLContext context; + + uint32_t attribute_map; + GLuint fbo_id; + + struct vkd3d_shader_combined_resource_sampler *combined_samplers; + unsigned int combined_sampler_count; +}; + +static struct gl_runner *gl_runner(struct shader_runner *r) +{ + return CONTAINING_RECORD(r, struct gl_runner, r); +} + +static void debug_output(GLenum source, GLenum type, GLuint id, GLenum severity, + GLsizei length, const GLchar *message, const void *userParam) +{ + if (message[length - 1] == '\n') + --length; + trace("%.*s\n", length, message); +} + +static bool check_gl_extension(const char *extension, GLint extension_count) +{ + for (GLint i = 0; i < extension_count; ++i) + { + if (!strcmp(extension, (const char *)glGetStringi(GL_EXTENSIONS, i))) + return true; + } + + return false; +} + +static bool check_gl_extensions(void) +{ + GLint count; + + static const char *required_extensions[] = + { + "GL_ARB_clip_control", + "GL_ARB_compute_shader", + "GL_ARB_gl_spirv", + "GL_ARB_sampler_objects", + "GL_ARB_shader_image_load_store", + "GL_ARB_texture_storage", + }; + + glGetIntegerv(GL_NUM_EXTENSIONS, &count); + for (unsigned int i = 0; i < ARRAY_SIZE(required_extensions); ++i) + { + if (!check_gl_extension(required_extensions[i], count)) + return false; + } + + return true; +} + +static bool check_egl_client_extension(const char *extension) +{ + const char *extensions, *p; + size_t len; + + if (!(extensions = eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS))) + return false; + + len = strlen(extension); + for (;;) + { + if (!(p = strchr(extensions, ' '))) + p = &extensions[strlen(extensions)]; + if (p - extensions == len && !memcmp(extensions, extension, len)) + return true; + if (!*p) + break; + extensions = p + 1; + } + return false; +} + +static bool gl_runner_init(struct gl_runner *runner) +{ + PFNEGLQUERYDEVICESEXTPROC eglQueryDevicesEXT; + EGLDeviceEXT *devices; + EGLContext context; + EGLDisplay display; + EGLBoolean ret; + EGLint count; + GLuint vao; + + static const EGLint attributes[] = + { + EGL_CONTEXT_OPENGL_PROFILE_MASK, EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT, + EGL_CONTEXT_FLAGS_KHR, EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR, + EGL_CONTEXT_MAJOR_VERSION, 3, + EGL_CONTEXT_MINOR_VERSION, 2, + EGL_NONE, + }; + + memset(runner, 0, sizeof(*runner)); + + if (!check_egl_client_extension("EGL_EXT_device_enumeration") + || !(eglQueryDevicesEXT = (void *)eglGetProcAddress("eglQueryDevicesEXT"))) + { + skip("Failed to retrieve eglQueryDevicesEXT.\n"); + return false; + } + + ret = eglQueryDevicesEXT(0, NULL, &count); + ok(ret, "Failed to query device count.\n"); + + devices = calloc(count, sizeof(*devices)); + ret = eglQueryDevicesEXT(count, devices, &count); + ok(ret, "Failed to query devices.\n"); + + for (unsigned int i = 0; i < count; ++i) + { + if ((display = eglGetPlatformDisplay(EGL_PLATFORM_DEVICE_EXT, devices[i], NULL)) == EGL_NO_DISPLAY) + { + trace("Failed to get EGL display connection for device %u.\n", i); + continue; + } + + if (!eglInitialize(display, NULL, NULL)) + { + trace("Failed to initialise EGL display connection for device %u.\n", i); + continue; + } + + if (!eglBindAPI(EGL_OPENGL_API)) + { + trace("Failed to bind OpenGL API for device %u.\n", i); + eglTerminate(display); + continue; + } + + if ((context = eglCreateContext(display, NULL, EGL_NO_CONTEXT, attributes)) == EGL_NO_CONTEXT) + { + trace("Failed to create EGL context for device %u.\n", i); + eglTerminate(display); + continue; + } + + if (!eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, context)) + { + trace("Failed to make EGL context current for device %u.\n", i); + eglDestroyContext(display, context); + eglTerminate(display); + continue; + } + + if (!check_gl_extensions()) + { + trace("Device %u lacks required extensions.\n", i); + eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); + eglDestroyContext(display, context); + eglTerminate(display); + continue; + } + + trace("Using device %u.\n", i); + runner->display = display; + runner->context = context; + break; + } + + free(devices); + + if (!runner->context) + { + skip("Failed to find a usable OpenGL device.\n"); + return false; + } + + trace(" GL_VENDOR: %s\n", glGetString(GL_VENDOR)); + trace("GL_RENDERER: %s\n", glGetString(GL_RENDERER)); + trace(" GL_VERSION: %s\n", glGetString(GL_VERSION)); + + p_glSpecializeShader = (void *)eglGetProcAddress("glSpecializeShader"); + + glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_NOTIFICATION, 0, NULL, GL_FALSE); + glDebugMessageCallback(debug_output, NULL); + glClipControl(GL_UPPER_LEFT, GL_ZERO_TO_ONE); + glFrontFace(GL_CW); + glProvokingVertex(GL_FIRST_VERTEX_CONVENTION); + glGenVertexArrays(1, &vao); + glBindVertexArray(vao); + + return true; +} + +static void reset_combined_samplers(struct gl_runner *runner) +{ + free(runner->combined_samplers); + runner->combined_samplers = NULL; + runner->combined_sampler_count = 0; +} + +static void gl_runner_cleanup(struct gl_runner *runner) +{ + EGLBoolean ret; + + reset_combined_samplers(runner); + + if (runner->fbo_id) + glDeleteFramebuffers(1, &runner->fbo_id); + + ret = eglMakeCurrent(runner->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); + ok(ret, "Failed to release current EGL context.\n"); + ret = eglDestroyContext(runner->display, runner->context); + ok(ret, "Failed to destroy EGL context.\n"); + ret = eglTerminate(runner->display); + ok(ret, "Failed to terminate EGL display connection.\n"); +} + +static const struct format_info *get_format_info(enum DXGI_FORMAT format) +{ + size_t i; + + static const struct format_info format_info[] = + { + {DXGI_FORMAT_R32G32B32A32_FLOAT, 4, false, GL_RGBA32F, GL_RGBA, GL_FLOAT}, + {DXGI_FORMAT_R32G32B32A32_UINT, 4, true, GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT}, + {DXGI_FORMAT_R32G32_FLOAT, 2, false, GL_RG32F, GL_RG, GL_FLOAT}, + {DXGI_FORMAT_R32G32_UINT, 2, true, GL_RG32UI, GL_RG_INTEGER, GL_UNSIGNED_INT}, + {DXGI_FORMAT_R32G32_SINT, 2, true, GL_RG32I, GL_RG_INTEGER, GL_INT}, + {DXGI_FORMAT_R32_FLOAT, 1, false, GL_R32F, GL_RED, GL_FLOAT}, + {DXGI_FORMAT_R32_UINT, 1, true, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT}, + {DXGI_FORMAT_R32_SINT, 1, true, GL_R32I, GL_RED_INTEGER, GL_INT}, + }; + + for (i = 0; i < ARRAY_SIZE(format_info); ++i) + { + if (format_info[i].f == format) + return &format_info[i]; + } + + fatal_error("Failed to find format info for format %#x.\n", format); +} + +static struct resource *gl_runner_create_resource(struct shader_runner *r, const struct resource_params *params) +{ + struct gl_resource *resource; + unsigned int offset, w, h, i; + + resource = calloc(1, sizeof(*resource)); + init_resource(&resource->r, params); + + switch (params->type) + { + case RESOURCE_TYPE_RENDER_TARGET: + case RESOURCE_TYPE_TEXTURE: + case RESOURCE_TYPE_UAV: + resource->format = get_format_info(params->format); + glGenTextures(1, &resource->id); + glBindTexture(GL_TEXTURE_2D, resource->id); + glTexStorage2D(GL_TEXTURE_2D, params->level_count, + resource->format->internal_format, params->width, params->height); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); + if (!params->data) + break; + + for (i = 0, offset = 0; i < params->level_count; ++i) + { + w = get_level_dimension(params->width, i); + h = get_level_dimension(params->height, i); + glTexSubImage2D(GL_TEXTURE_2D, i, 0, 0, w, h, resource->format->format, + resource->format->type, params->data + offset); + offset += w * h * params->texel_size; + } + break; + + case RESOURCE_TYPE_BUFFER_UAV: + resource->format = get_format_info(params->format); + + glGenBuffers(1, &resource->id); + glBindBuffer(GL_TEXTURE_BUFFER, resource->id); + glBufferData(GL_TEXTURE_BUFFER, params->data_size, params->data, GL_STATIC_DRAW); + + glGenTextures(1, &resource->tbo_id); + glBindTexture(GL_TEXTURE_BUFFER, resource->tbo_id); + glTexBuffer(GL_TEXTURE_BUFFER, resource->format->internal_format, resource->id); + break; + + case RESOURCE_TYPE_VERTEX_BUFFER: + glGenBuffers(1, &resource->id); + glBindBuffer(GL_ARRAY_BUFFER, resource->id); + glBufferData(GL_ARRAY_BUFFER, params->data_size, params->data, GL_STATIC_DRAW); + break; + } + + return &resource->r; +} + +static void gl_runner_destroy_resource(struct shader_runner *r, struct resource *res) +{ + struct gl_resource *resource = gl_resource(res); + + switch (resource->r.type) + { + case RESOURCE_TYPE_RENDER_TARGET: + case RESOURCE_TYPE_TEXTURE: + case RESOURCE_TYPE_UAV: + glDeleteTextures(1, &resource->id); + break; + + case RESOURCE_TYPE_BUFFER_UAV: + glDeleteTextures(1, &resource->tbo_id); + /* Fall-through. */ + case RESOURCE_TYPE_VERTEX_BUFFER: + glDeleteBuffers(1, &resource->id); + break; + } + + free(resource); +} + +static ID3DBlob *compile_hlsl(const struct shader_runner *runner, const char *source, const char *type) +{ + ID3DBlob *blob = NULL, *errors = NULL; + char profile[7]; + + static const char *const shader_models[] = + { + [SHADER_MODEL_4_0] = "4_0", + [SHADER_MODEL_4_1] = "4_1", + [SHADER_MODEL_5_0] = "5_0", + [SHADER_MODEL_5_1] = "5_1", + }; + + sprintf(profile, "%s_%s", type, shader_models[runner->minimum_shader_model]); + D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", + profile, runner->compile_options, 0, &blob, &errors); + if (errors) + { + trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors)); + ID3D10Blob_Release(errors); + } + + return blob; +} + +static bool compile_shader(struct gl_runner *runner, ID3DBlob *blob, struct vkd3d_shader_code *out) +{ + struct vkd3d_shader_spirv_target_info spirv_info = {.type = VKD3D_SHADER_STRUCTURE_TYPE_SPIRV_TARGET_INFO}; + struct vkd3d_shader_interface_info interface_info = {.type = VKD3D_SHADER_STRUCTURE_TYPE_INTERFACE_INFO}; + struct vkd3d_shader_compile_info info = {.type = VKD3D_SHADER_STRUCTURE_TYPE_COMPILE_INFO}; + struct vkd3d_shader_resource_binding bindings[MAX_RESOURCES + 1 /* CBV */]; + struct vkd3d_shader_scan_combined_resource_sampler_info combined_sampler_info; + struct vkd3d_shader_combined_resource_sampler *sampler; + struct vkd3d_shader_resource_binding *binding; + unsigned int count, i; + char *messages; + int ret; + + static const struct vkd3d_shader_compile_option options[] = + { + {VKD3D_SHADER_COMPILE_OPTION_API_VERSION, VKD3D_SHADER_API_VERSION_1_9}, + {VKD3D_SHADER_COMPILE_OPTION_FRAGMENT_COORDINATE_ORIGIN, + VKD3D_SHADER_COMPILE_OPTION_FRAGMENT_COORDINATE_ORIGIN_LOWER_LEFT}, + }; + + info.next = &combined_sampler_info; + info.source.code = ID3D10Blob_GetBufferPointer(blob); + info.source.size = ID3D10Blob_GetBufferSize(blob); + info.source_type = VKD3D_SHADER_SOURCE_DXBC_TPF; + info.target_type = VKD3D_SHADER_TARGET_SPIRV_BINARY; + info.options = options; + info.option_count = ARRAY_SIZE(options); + info.log_level = VKD3D_SHADER_LOG_WARNING; + + combined_sampler_info.type = VKD3D_SHADER_STRUCTURE_TYPE_SCAN_COMBINED_RESOURCE_SAMPLER_INFO; + combined_sampler_info.next = NULL; + + ret = vkd3d_shader_scan(&info, &messages); + if (messages && vkd3d_test_state.debug_level) + trace("%s\n", messages); + vkd3d_shader_free_messages(messages); + if (ret) + return false; + + count = runner->combined_sampler_count + combined_sampler_info.combined_sampler_count; + if (count && !(runner->combined_samplers = realloc(runner->combined_samplers, + count * sizeof(*runner->combined_samplers)))) + fatal_error("Failed to allocate combined samplers array.\n"); + for (i = 0; i < combined_sampler_info.combined_sampler_count; ++i) + { + const struct vkd3d_shader_combined_resource_sampler_info *s = &combined_sampler_info.combined_samplers[i]; + + sampler = &runner->combined_samplers[runner->combined_sampler_count]; + sampler->resource_space = s->resource_space; + sampler->resource_index = s->resource_index; + sampler->sampler_space = s->sampler_space; + sampler->sampler_index = s->sampler_index; + sampler->shader_visibility = VKD3D_SHADER_VISIBILITY_ALL; + sampler->flags = VKD3D_SHADER_BINDING_FLAG_IMAGE; + sampler->binding.set = 0; + sampler->binding.binding = runner->combined_sampler_count++; + sampler->binding.count = 1; + } + vkd3d_shader_free_scan_combined_resource_sampler_info(&combined_sampler_info); + + info.next = &spirv_info; + spirv_info.next = &interface_info; + spirv_info.environment = VKD3D_SHADER_SPIRV_ENVIRONMENT_OPENGL_4_5; + + if (runner->r.uniform_count) + { + binding = &bindings[interface_info.binding_count++]; + binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_CBV; + binding->register_space = 0; + binding->register_index = 0; + binding->shader_visibility = VKD3D_SHADER_VISIBILITY_ALL; + binding->flags = VKD3D_SHADER_BINDING_FLAG_BUFFER; + binding->binding.set = 0; + binding->binding.binding = 0; + binding->binding.count = 1; + } + + for (i = 0; i < runner->r.resource_count; ++i) + { + const struct gl_resource *resource = gl_resource(runner->r.resources[i]); + + switch (resource->r.type) + { + case RESOURCE_TYPE_UAV: + case RESOURCE_TYPE_BUFFER_UAV: + binding = &bindings[interface_info.binding_count++]; + binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_UAV; + binding->register_space = 0; + binding->register_index = resource->r.slot; + binding->shader_visibility = VKD3D_SHADER_VISIBILITY_ALL; + if (resource->r.type == RESOURCE_TYPE_BUFFER_UAV) + binding->flags = VKD3D_SHADER_BINDING_FLAG_BUFFER; + else + binding->flags = VKD3D_SHADER_BINDING_FLAG_IMAGE; + binding->binding.set = 0; + binding->binding.binding = resource->r.slot; + binding->binding.count = 1; + break; + + default: + break; + } + } + + interface_info.bindings = bindings; + interface_info.combined_samplers = runner->combined_samplers; + interface_info.combined_sampler_count = runner->combined_sampler_count; + + ret = vkd3d_shader_compile(&info, out, &messages); + if (messages && vkd3d_test_state.debug_level) + trace("%s\n", messages); + vkd3d_shader_free_messages(messages); + if (ret) + return false; + + return true; +} + +static void trace_info_log(GLuint id, bool program) +{ + const char *p, *end, *line; + GLint length = 0; + char *log; + + if (program) + glGetProgramiv(id, GL_INFO_LOG_LENGTH, &length); + else + glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length); + + if (length <= 1) + return; + + log = malloc(length); + if (program) + glGetProgramInfoLog(id, length, NULL, log); + else + glGetShaderInfoLog(id, length, NULL, log); + log[length - 1] = '\n'; + + trace("Info log received from %s #%u:\n", program ? "program" : "shader", id); + + p = log; + end = &log[length]; + while (p < end) + { + line = p; + if ((p = memchr(line, '\n', end - line))) + ++p; + else + p = end; + trace(" %.*s", (int)(p - line), line); + } + free(log); +} + +static GLuint compile_compute_shader_program(struct gl_runner *runner) +{ + struct vkd3d_shader_code cs_code; + GLuint program_id, cs_id; + ID3D10Blob *cs_blob; + GLint status; + bool ret; + + reset_combined_samplers(runner); + if (!(cs_blob = compile_hlsl(&runner->r, runner->r.cs_source, "cs"))) + return false; + ret = compile_shader(runner, cs_blob, &cs_code); + ID3D10Blob_Release(cs_blob); + if (!ret) + return false; + + cs_id = glCreateShader(GL_COMPUTE_SHADER); + glShaderBinary(1, &cs_id, GL_SHADER_BINARY_FORMAT_SPIR_V, cs_code.code, cs_code.size); + vkd3d_shader_free_shader_code(&cs_code); + p_glSpecializeShader(cs_id, "main", 0, NULL, NULL); + glGetShaderiv(cs_id, GL_COMPILE_STATUS, &status); + ok(status, "Failed to compile compute shader.\n"); + trace_info_log(cs_id, false); + + program_id = glCreateProgram(); + glAttachShader(program_id, cs_id); + glLinkProgram(program_id); + glGetProgramiv(program_id, GL_LINK_STATUS, &status); + ok(status, "Failed to link program.\n"); + trace_info_log(program_id, true); + + glDeleteShader(cs_id); + + return program_id; +} + +static bool gl_runner_dispatch(struct shader_runner *r, unsigned int x, unsigned int y, unsigned int z) +{ + struct gl_runner *runner = gl_runner(r); + GLuint program_id, ubo_id = 0; + unsigned int i; + + program_id = compile_compute_shader_program(runner); + todo_if(runner->r.is_todo) ok(program_id, "Failed to compile shader program.\n"); + if (!program_id) + return false; + glUseProgram(program_id); + + if (runner->r.uniform_count) + { + glGenBuffers(1, &ubo_id); + glBindBufferBase(GL_UNIFORM_BUFFER, 0, ubo_id); + glBufferData(GL_UNIFORM_BUFFER, runner->r.uniform_count * sizeof(*runner->r.uniforms), + runner->r.uniforms, GL_STATIC_DRAW); + } + + for (i = 0; i < runner->r.resource_count; ++i) + { + struct gl_resource *resource = gl_resource(runner->r.resources[i]); + + switch (resource->r.type) + { + case RESOURCE_TYPE_RENDER_TARGET: + case RESOURCE_TYPE_VERTEX_BUFFER: + break; + + case RESOURCE_TYPE_TEXTURE: + case RESOURCE_TYPE_BUFFER_UAV: + trace("RESOURCE TYPE %#x.\n", resource->r.type); + break; + + case RESOURCE_TYPE_UAV: + glBindImageTexture(resource->r.slot, resource->id, 0, GL_TRUE, + 0, GL_READ_WRITE, resource->format->internal_format); + break; + } + } + + glDispatchCompute(x, y, z); + + glDeleteBuffers(1, &ubo_id); + glDeleteProgram(program_id); + + return true; +} + +static GLenum get_topology_gl(D3D_PRIMITIVE_TOPOLOGY topology) +{ + switch (topology) + { + case D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST: + return GL_TRIANGLES; + + case D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP: + return GL_TRIANGLE_STRIP; + + default: + fatal_error("Unhandled topology %#x.\n", topology); + } +} + +static GLenum get_texture_wrap_gl(D3D12_TEXTURE_ADDRESS_MODE mode) +{ + switch (mode) + { + case D3D12_TEXTURE_ADDRESS_MODE_WRAP: + return GL_REPEAT; + + case D3D12_TEXTURE_ADDRESS_MODE_MIRROR: + return GL_MIRRORED_REPEAT; + + case D3D12_TEXTURE_ADDRESS_MODE_CLAMP: + return GL_CLAMP_TO_EDGE; + + case D3D12_TEXTURE_ADDRESS_MODE_BORDER: + return GL_CLAMP_TO_BORDER_ARB; + + case D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE: + return GL_MIRROR_CLAMP_TO_EDGE; + + default: + fatal_error("Unhandled address mode %#x.\n", mode); + } +} + +static GLenum get_texture_filter_mag_gl(D3D12_FILTER filter) +{ + return filter & 0x4 ? GL_LINEAR : GL_NEAREST; +} + +static GLenum get_texture_filter_min_gl(D3D12_FILTER filter) +{ + if (filter & 0x1) + return filter & 0x10 ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR_MIPMAP_NEAREST; + else + return filter & 0x10 ? GL_NEAREST_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST; +} + +static GLuint compile_graphics_shader_program(struct gl_runner *runner, ID3D10Blob **vs_blob) +{ + struct vkd3d_shader_code vs_code, fs_code; + GLuint program_id, vs_id, fs_id; + ID3D10Blob *fs_blob; + GLint status; + + reset_combined_samplers(runner); + + if (!(*vs_blob = compile_hlsl(&runner->r, runner->r.vs_source, "vs"))) + return false; + + if (!(fs_blob = compile_hlsl(&runner->r, runner->r.ps_source, "ps"))) + { + ID3D10Blob_Release(*vs_blob); + return false; + } + + if (!compile_shader(runner, *vs_blob, &vs_code)) + { + ID3D10Blob_Release(fs_blob); + ID3D10Blob_Release(*vs_blob); + return false; + } + + if (!compile_shader(runner, fs_blob, &fs_code)) + { + vkd3d_shader_free_shader_code(&vs_code); + ID3D10Blob_Release(fs_blob); + ID3D10Blob_Release(*vs_blob); + return false; + } + ID3D10Blob_Release(fs_blob); + + vs_id = glCreateShader(GL_VERTEX_SHADER); + glShaderBinary(1, &vs_id, GL_SHADER_BINARY_FORMAT_SPIR_V, vs_code.code, vs_code.size); + vkd3d_shader_free_shader_code(&vs_code); + p_glSpecializeShader(vs_id, "main", 0, NULL, NULL); + glGetShaderiv(vs_id, GL_COMPILE_STATUS, &status); + ok(status, "Failed to compile vertex shader.\n"); + trace_info_log(vs_id, false); + + fs_id = glCreateShader(GL_FRAGMENT_SHADER); + glShaderBinary(1, &fs_id, GL_SHADER_BINARY_FORMAT_SPIR_V, fs_code.code, fs_code.size); + vkd3d_shader_free_shader_code(&fs_code); + p_glSpecializeShader(fs_id, "main", 0, NULL, NULL); + glGetShaderiv(fs_id, GL_COMPILE_STATUS, &status); + ok(status, "Failed to compile fragment shader.\n"); + trace_info_log(fs_id, false); + + program_id = glCreateProgram(); + glAttachShader(program_id, vs_id); + glAttachShader(program_id, fs_id); + glLinkProgram(program_id); + glGetProgramiv(program_id, GL_LINK_STATUS, &status); + ok(status, "Failed to link program.\n"); + trace_info_log(program_id, true); + + glDeleteShader(fs_id); + glDeleteShader(vs_id); + + return program_id; +} + +static bool gl_runner_draw(struct shader_runner *r, + D3D_PRIMITIVE_TOPOLOGY topology, unsigned int vertex_count) +{ + struct vkd3d_shader_signature vs_input_signature; + unsigned int attribute_idx, rt_count, i, j; + struct gl_runner *runner = gl_runner(r); + struct vkd3d_shader_code vs_dxbc; + uint8_t *attribute_offsets[32]; + struct + { + GLuint id; + GLsizei stride; + } vbo_info[MAX_RESOURCES]; + GLuint program_id, ubo_id = 0; + ID3D10Blob *vs_blob; + uint32_t map; + int ret; + struct + { + GLuint id; + } sampler_info[MAX_SAMPLERS]; + GLenum draw_buffers[8]; + + program_id = compile_graphics_shader_program(runner, &vs_blob); + todo_if(runner->r.is_todo) ok(program_id, "Failed to compile shader program.\n"); + if (!program_id) + return false; + glUseProgram(program_id); + + if (runner->r.uniform_count) + { + glGenBuffers(1, &ubo_id); + glBindBufferBase(GL_UNIFORM_BUFFER, 0, ubo_id); + glBufferData(GL_UNIFORM_BUFFER, runner->r.uniform_count * sizeof(*runner->r.uniforms), + runner->r.uniforms, GL_STATIC_DRAW); + } + + if (!runner->fbo_id) + glGenFramebuffers(1, &runner->fbo_id); + glBindFramebuffer(GL_FRAMEBUFFER, runner->fbo_id); + + for (i = 0; i < runner->r.sampler_count; ++i) + { + struct sampler *sampler = &runner->r.samplers[i]; + GLuint id; + + glGenSamplers(1, &id); + glSamplerParameteri(id, GL_TEXTURE_WRAP_S, get_texture_wrap_gl(sampler->u_address)); + glSamplerParameteri(id, GL_TEXTURE_WRAP_T, get_texture_wrap_gl(sampler->v_address)); + glSamplerParameteri(id, GL_TEXTURE_WRAP_R, get_texture_wrap_gl(sampler->w_address)); + glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, get_texture_filter_mag_gl(sampler->filter)); + glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, get_texture_filter_min_gl(sampler->filter)); + sampler_info[i].id = id; + } + + for (i = 0; i < runner->combined_sampler_count; ++i) + { + const struct vkd3d_shader_combined_resource_sampler *s = &runner->combined_samplers[i]; + struct resource *resource; + struct sampler *sampler; + + if (s->resource_space || s->sampler_space) + fatal_error("Unsupported register space.\n"); + + if (!(resource = shader_runner_get_resource(r, RESOURCE_TYPE_TEXTURE, s->resource_index))) + fatal_error("Resource not found.\n"); + + glActiveTexture(GL_TEXTURE0 + s->binding.binding); + glBindTexture(GL_TEXTURE_2D, gl_resource(resource)->id); + if (s->sampler_index == VKD3D_SHADER_DUMMY_SAMPLER_INDEX) + continue; + + if (!(sampler = shader_runner_get_sampler(r, s->sampler_index))) + fatal_error("Sampler not found.\n"); + glBindSampler(s->binding.binding, sampler_info[sampler - r->samplers].id); + } + + memset(vbo_info, 0, sizeof(vbo_info)); + memset(draw_buffers, 0, sizeof(draw_buffers)); + for (i = 0, rt_count = 0; i < runner->r.resource_count; ++i) + { + struct gl_resource *resource = gl_resource(runner->r.resources[i]); + + switch (resource->r.type) + { + case RESOURCE_TYPE_RENDER_TARGET: + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + resource->r.slot, resource->id, 0); + if (resource->r.slot >= ARRAY_SIZE(draw_buffers)) + fatal_error("Unsupported render target index %u.\n", resource->r.slot); + draw_buffers[resource->r.slot] = GL_COLOR_ATTACHMENT0 + resource->r.slot; + if (resource->r.slot >= rt_count) + rt_count = resource->r.slot + 1; + break; + + case RESOURCE_TYPE_TEXTURE: + break; + + case RESOURCE_TYPE_UAV: + glBindImageTexture(resource->r.slot, resource->id, 0, GL_TRUE, + 0, GL_READ_WRITE, resource->format->internal_format); + break; + + case RESOURCE_TYPE_BUFFER_UAV: + glBindImageTexture(resource->r.slot, resource->tbo_id, 0, GL_TRUE, + 0, GL_READ_WRITE, resource->format->internal_format); + break; + + case RESOURCE_TYPE_VERTEX_BUFFER: + assert(resource->r.slot < ARRAY_SIZE(vbo_info)); + vbo_info[resource->r.slot].id = resource->id; + for (j = 0; j < runner->r.input_element_count; ++j) + { + if (runner->r.input_elements[j].slot != resource->r.slot) + continue; + assert(j < ARRAY_SIZE(attribute_offsets)); + attribute_offsets[j] = (uint8_t *)(uintptr_t)vbo_info[resource->r.slot].stride; + vbo_info[resource->r.slot].stride += runner->r.input_elements[j].texel_size; + } + break; + } + } + + glViewport(0, 0, RENDER_TARGET_WIDTH, RENDER_TARGET_HEIGHT); + glScissor(0, 0, RENDER_TARGET_WIDTH, RENDER_TARGET_HEIGHT); + glDrawBuffers(rt_count, draw_buffers); + + vs_dxbc.code = ID3D10Blob_GetBufferPointer(vs_blob); + vs_dxbc.size = ID3D10Blob_GetBufferSize(vs_blob); + ret = vkd3d_shader_parse_input_signature(&vs_dxbc, &vs_input_signature, NULL); + ok(!ret, "Failed to parse input signature, error %d.\n", ret); + + map = runner->attribute_map; + for (i = 0, runner->attribute_map = 0; i < runner->r.input_element_count; ++i) + { + const struct input_element *element = &runner->r.input_elements[i]; + const struct vkd3d_shader_signature_element *signature_element; + const struct format_info *format; + + signature_element = vkd3d_shader_find_signature_element(&vs_input_signature, + element->name, element->index, 0); + attribute_idx = signature_element->register_index; + format = get_format_info(element->format); + + glBindBuffer(GL_ARRAY_BUFFER, vbo_info[element->slot].id); + if (format->is_integer) + glVertexAttribIPointer(attribute_idx, format->component_count, format->type, + vbo_info[element->slot].stride, attribute_offsets[i]); + else + glVertexAttribPointer(attribute_idx, format->component_count, format->type, + GL_FALSE, vbo_info[element->slot].stride, attribute_offsets[i]); + glEnableVertexAttribArray(attribute_idx); + runner->attribute_map |= attribute_idx; + } + vkd3d_shader_free_shader_signature(&vs_input_signature); + map &= ~runner->attribute_map; + for (attribute_idx = 0; map; ++attribute_idx, map >>= 1) + { + if (map & 1) + glDisableVertexAttribArray(attribute_idx); + } + + glDrawArrays(get_topology_gl(topology), 0, vertex_count); + + for (i = 0; i < runner->r.sampler_count; ++i) + { + glDeleteSamplers(1, &sampler_info[i].id); + } + glDeleteBuffers(1, &ubo_id); + + ID3D10Blob_Release(vs_blob); + glDeleteProgram(program_id); + + return true; +} + +struct gl_resource_readback +{ + struct resource_readback rb; +}; + +static struct resource_readback *gl_runner_get_resource_readback(struct shader_runner *r, struct resource *res) +{ + 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 + && resource->r.type != RESOURCE_TYPE_BUFFER_UAV) + fatal_error("Unhandled resource type %#x.\n", resource->r.type); + + rb = malloc(sizeof(*rb)); + + rb->width = resource->r.width; + rb->height = resource->r.height; + rb->depth = 1; + + rb->row_pitch = rb->width * resource->r.texel_size; + rb->data = malloc(rb->row_pitch * rb->height); + + if (resource->r.type == RESOURCE_TYPE_BUFFER_UAV) + { + glBindBuffer(GL_TEXTURE_BUFFER, resource->id); + glGetBufferSubData(GL_TEXTURE_BUFFER, 0, rb->row_pitch * rb->height, rb->data); + } + else + { + glBindTexture(GL_TEXTURE_2D, resource->id); + glGetTexImage(GL_TEXTURE_2D, 0, resource->format->format, resource->format->type, rb->data); + } + + return rb; +} + +static void gl_runner_release_readback(struct shader_runner *runner, struct resource_readback *rb) +{ + free(rb->data); + free(rb); +} + +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, + .draw = gl_runner_draw, + .get_resource_readback = gl_runner_get_resource_readback, + .release_readback = gl_runner_release_readback, +}; + +void run_shader_tests_gl(void) +{ + struct gl_runner runner; + const char *test_name; + + test_name = vkd3d_test_name; + vkd3d_test_name = "shader_runner_gl"; + if (!gl_runner_init(&runner)) + goto done; + run_shader_tests(&runner.r, &gl_runner_ops, NULL, SHADER_MODEL_4_0, SHADER_MODEL_5_1); + gl_runner_cleanup(&runner); +done: + vkd3d_test_name = test_name; +} + +#endif