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

@@ -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,
};