tests: Make texture allocation and destruction into separate shader_runner ops.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2022-01-26 19:40:29 -06:00 committed by Alexandre Julliard
parent 09e3018b6d
commit c417d3f830
3 changed files with 75 additions and 61 deletions

View File

@ -71,12 +71,6 @@ static void VKD3D_NORETURN VKD3D_PRINTF_FUNC(1, 2) fatal_error(const char *forma
exit(1);
}
static void free_texture(struct texture *texture)
{
free(texture->data);
memset(texture, 0, sizeof(*texture));
}
enum parse_state
{
STATE_NONE,
@ -135,7 +129,7 @@ static void parse_require_directive(struct shader_context *context, const char *
}
}
static void parse_texture_format(struct texture *texture, const char *line)
static void parse_texture_format(struct texture_params *texture, const char *line)
{
static const struct
{
@ -228,7 +222,7 @@ static void parse_sampler_directive(struct sampler *sampler, const char *line)
}
}
static void parse_texture_directive(struct texture *texture, const char *line)
static void parse_texture_directive(struct texture_params *texture, const char *line)
{
int ret;
@ -425,26 +419,29 @@ static struct sampler *get_sampler(struct shader_context *context, unsigned int
return NULL;
}
static struct texture *get_texture(struct shader_context *context, unsigned int slot)
static void set_texture(struct shader_context *context, struct texture *texture)
{
struct texture *texture;
size_t i;
for (i = 0; i < context->texture_count; ++i)
{
texture = &context->textures[i];
if (texture->slot == slot)
return texture;
if (context->textures[i]->slot == texture->slot)
{
context->ops->destroy_texture(context, context->textures[i]);
context->textures[i] = texture;
return;
}
}
return NULL;
context->textures = realloc(context->textures, (context->texture_count + 1) * sizeof(*context->textures));
context->textures[context->texture_count++] = texture;
}
void run_shader_tests(struct shader_context *context, int argc, char **argv, const struct shader_runner_ops *ops)
{
size_t shader_source_size = 0, shader_source_len = 0;
struct sampler *current_sampler = NULL;
struct texture *current_texture = NULL;
struct texture_params current_texture;
enum parse_state state = STATE_NONE;
unsigned int i, line_number = 0;
const char *filename = NULL;
@ -490,7 +487,11 @@ void run_shader_tests(struct shader_context *context, int argc, char **argv, con
case STATE_REQUIRE:
case STATE_SAMPLER:
case STATE_TEST:
break;
case STATE_TEXTURE:
set_texture(context, context->ops->create_texture(context, &current_texture));
free(current_texture.data);
break;
case STATE_SHADER_PIXEL:
@ -623,21 +624,12 @@ void run_shader_tests(struct shader_context *context, int argc, char **argv, con
{
state = STATE_TEXTURE;
if ((current_texture = get_texture(context, index)))
{
free_texture(current_texture);
}
else
{
context->textures = realloc(context->textures,
++context->texture_count * sizeof(*context->textures));
current_texture = &context->textures[context->texture_count - 1];
memset(current_texture, 0, sizeof(*current_texture));
}
current_texture->slot = index;
current_texture->format = DXGI_FORMAT_R32G32B32A32_FLOAT;
current_texture->data_type = TEXTURE_DATA_FLOAT;
current_texture->texel_size = 16;
memset(&current_texture, 0, sizeof(current_texture));
current_texture.slot = index;
current_texture.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
current_texture.data_type = TEXTURE_DATA_FLOAT;
current_texture.texel_size = 16;
}
else if (!strcmp(line, "[test]\n"))
{
@ -684,7 +676,7 @@ void run_shader_tests(struct shader_context *context, int argc, char **argv, con
break;
case STATE_TEXTURE:
parse_texture_directive(current_texture, line);
parse_texture_directive(&current_texture, line);
break;
case STATE_TEST:
@ -697,7 +689,11 @@ void run_shader_tests(struct shader_context *context, int argc, char **argv, con
if (context->ps_code)
ID3D10Blob_Release(context->ps_code);
for (i = 0; i < context->texture_count; ++i)
free_texture(&context->textures[i]);
{
if (context->textures[i])
context->ops->destroy_texture(context, context->textures[i]);
}
free(context->textures);
fclose(f);
}

View File

@ -45,7 +45,7 @@ struct sampler
D3D12_TEXTURE_ADDRESS_MODE u_address, v_address, w_address;
};
struct texture
struct texture_params
{
unsigned int slot;
@ -55,6 +55,11 @@ struct texture
unsigned int width, height;
uint8_t *data;
size_t data_size, data_capacity;
};
struct texture
{
unsigned int slot;
D3D12_DESCRIPTOR_RANGE descriptor_range;
ID3D12DescriptorHeap *heap;
@ -72,7 +77,7 @@ struct shader_context
uint32_t *uniforms;
size_t uniform_count;
struct texture *textures;
struct texture **textures;
size_t texture_count;
struct sampler *samplers;
@ -82,6 +87,8 @@ struct shader_context
struct shader_runner_ops
{
ID3D10Blob *(*compile_shader)(struct shader_context *context, const char *source, enum shader_model minimum_shader_model);
struct texture *(*create_texture)(struct shader_context *context, const struct texture_params *params);
void (*destroy_texture)(struct shader_context *context, struct texture *texture);
void (*draw_quad)(struct shader_context *context);
void (*probe_vec4)(struct shader_context *context, const RECT *rect, const struct vec4 *v, unsigned int ulps);
};

View File

@ -62,6 +62,40 @@ static ID3D10Blob *d3d12_runner_compile_shader(struct shader_context *c,
return blob;
}
static struct texture *d3d12_runner_create_texture(struct shader_context *c, const struct texture_params *params)
{
struct d3d12_shader_context *context = d3d12_shader_context(c);
struct test_context *test_context = &context->test_context;
ID3D12Device *device = test_context->device;
D3D12_SUBRESOURCE_DATA resource_data;
struct texture *texture;
texture = calloc(1, sizeof(*texture));
texture->slot = params->slot;
texture->heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
texture->resource = create_default_texture(device, params->width, params->height,
params->format, 0, D3D12_RESOURCE_STATE_COPY_DEST);
resource_data.pData = params->data;
resource_data.SlicePitch = resource_data.RowPitch = params->width * params->texel_size;
upload_texture_data(texture->resource, &resource_data, 1, test_context->queue, test_context->list);
reset_command_list(test_context->list, test_context->allocator);
transition_resource_state(test_context->list, texture->resource, D3D12_RESOURCE_STATE_COPY_DEST,
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
ID3D12Device_CreateShaderResourceView(device, texture->resource,
NULL, get_cpu_descriptor_handle(test_context, texture->heap, 0));
return texture;
}
static void d3d12_runner_destroy_texture(struct shader_context *c, struct texture *texture)
{
ID3D12DescriptorHeap_Release(texture->heap);
ID3D12Resource_Release(texture->resource);
free(texture);
}
static void d3d12_runner_draw_quad(struct shader_context *c)
{
struct d3d12_shader_context *context = d3d12_shader_context(c);
@ -99,10 +133,8 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
for (i = 0; i < context->c.texture_count; ++i)
{
struct texture *texture = &context->c.textures[i];
D3D12_SUBRESOURCE_DATA resource_data;
struct texture *texture = context->c.textures[i];
D3D12_DESCRIPTOR_RANGE *range;
ID3D12Resource *resource;
range = &texture->descriptor_range;
@ -118,20 +150,6 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
range->BaseShaderRegister = texture->slot;
range->RegisterSpace = 0;
range->OffsetInDescriptorsFromTableStart = 0;
texture->heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
resource = create_default_texture(device, texture->width, texture->height,
texture->format, 0, D3D12_RESOURCE_STATE_COPY_DEST);
resource_data.pData = texture->data;
resource_data.SlicePitch = resource_data.RowPitch = texture->width * texture->texel_size;
upload_texture_data(resource, &resource_data, 1, queue, command_list);
reset_command_list(command_list, test_context->allocator);
transition_resource_state(command_list, resource, D3D12_RESOURCE_STATE_COPY_DEST,
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
ID3D12Device_CreateShaderResourceView(device, resource,
NULL, get_cpu_descriptor_handle(test_context, texture->heap, 0));
texture->resource = resource;
}
assert(root_signature_desc.NumParameters <= ARRAY_SIZE(root_params));
@ -170,7 +188,7 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
context->c.uniform_count, context->c.uniforms, 0);
for (i = 0; i < context->c.texture_count; ++i)
{
struct texture *texture = &context->c.textures[i];
struct texture *texture = context->c.textures[i];
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, texture->root_index,
get_gpu_descriptor_handle(test_context, texture->heap, 0));
@ -192,15 +210,6 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
exec_command_list(queue, command_list);
wait_queue_idle(device, queue);
reset_command_list(command_list, test_context->allocator);
for (i = 0; i < context->c.texture_count; ++i)
{
struct texture *texture = &context->c.textures[i];
ID3D12DescriptorHeap_Release(texture->heap);
ID3D12Resource_Release(texture->resource);
free(texture);
}
}
static void d3d12_runner_probe_vec4(struct shader_context *c,
@ -220,6 +229,8 @@ static void d3d12_runner_probe_vec4(struct shader_context *c,
static const struct shader_runner_ops d3d12_runner_ops =
{
.compile_shader = d3d12_runner_compile_shader,
.create_texture = d3d12_runner_create_texture,
.destroy_texture = d3d12_runner_destroy_texture,
.draw_quad = d3d12_runner_draw_quad,
.probe_vec4 = d3d12_runner_probe_vec4,
};