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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>
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c417d3f830
@ -71,12 +71,6 @@ static void VKD3D_NORETURN VKD3D_PRINTF_FUNC(1, 2) fatal_error(const char *forma
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exit(1);
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}
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static void free_texture(struct texture *texture)
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{
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free(texture->data);
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memset(texture, 0, sizeof(*texture));
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}
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enum parse_state
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{
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STATE_NONE,
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@ -135,7 +129,7 @@ static void parse_require_directive(struct shader_context *context, const char *
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}
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}
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static void parse_texture_format(struct texture *texture, const char *line)
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static void parse_texture_format(struct texture_params *texture, const char *line)
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{
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static const struct
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{
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@ -228,7 +222,7 @@ static void parse_sampler_directive(struct sampler *sampler, const char *line)
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}
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}
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static void parse_texture_directive(struct texture *texture, const char *line)
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static void parse_texture_directive(struct texture_params *texture, const char *line)
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{
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int ret;
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@ -425,26 +419,29 @@ static struct sampler *get_sampler(struct shader_context *context, unsigned int
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return NULL;
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}
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static struct texture *get_texture(struct shader_context *context, unsigned int slot)
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static void set_texture(struct shader_context *context, struct texture *texture)
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{
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struct texture *texture;
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size_t i;
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for (i = 0; i < context->texture_count; ++i)
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{
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texture = &context->textures[i];
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if (texture->slot == slot)
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return texture;
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if (context->textures[i]->slot == texture->slot)
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{
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context->ops->destroy_texture(context, context->textures[i]);
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context->textures[i] = texture;
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return;
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}
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}
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return NULL;
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context->textures = realloc(context->textures, (context->texture_count + 1) * sizeof(*context->textures));
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context->textures[context->texture_count++] = texture;
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}
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void run_shader_tests(struct shader_context *context, int argc, char **argv, const struct shader_runner_ops *ops)
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{
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size_t shader_source_size = 0, shader_source_len = 0;
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struct sampler *current_sampler = NULL;
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struct texture *current_texture = NULL;
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struct texture_params current_texture;
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enum parse_state state = STATE_NONE;
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unsigned int i, line_number = 0;
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const char *filename = NULL;
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@ -490,7 +487,11 @@ void run_shader_tests(struct shader_context *context, int argc, char **argv, con
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case STATE_REQUIRE:
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case STATE_SAMPLER:
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case STATE_TEST:
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break;
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case STATE_TEXTURE:
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set_texture(context, context->ops->create_texture(context, ¤t_texture));
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free(current_texture.data);
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break;
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case STATE_SHADER_PIXEL:
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@ -623,21 +624,12 @@ void run_shader_tests(struct shader_context *context, int argc, char **argv, con
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{
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state = STATE_TEXTURE;
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if ((current_texture = get_texture(context, index)))
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{
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free_texture(current_texture);
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}
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else
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{
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context->textures = realloc(context->textures,
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++context->texture_count * sizeof(*context->textures));
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current_texture = &context->textures[context->texture_count - 1];
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memset(current_texture, 0, sizeof(*current_texture));
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}
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current_texture->slot = index;
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current_texture->format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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current_texture->data_type = TEXTURE_DATA_FLOAT;
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current_texture->texel_size = 16;
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memset(¤t_texture, 0, sizeof(current_texture));
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current_texture.slot = index;
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current_texture.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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current_texture.data_type = TEXTURE_DATA_FLOAT;
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current_texture.texel_size = 16;
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}
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else if (!strcmp(line, "[test]\n"))
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{
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@ -684,7 +676,7 @@ void run_shader_tests(struct shader_context *context, int argc, char **argv, con
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break;
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case STATE_TEXTURE:
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parse_texture_directive(current_texture, line);
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parse_texture_directive(¤t_texture, line);
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break;
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case STATE_TEST:
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@ -697,7 +689,11 @@ void run_shader_tests(struct shader_context *context, int argc, char **argv, con
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if (context->ps_code)
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ID3D10Blob_Release(context->ps_code);
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for (i = 0; i < context->texture_count; ++i)
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free_texture(&context->textures[i]);
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{
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if (context->textures[i])
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context->ops->destroy_texture(context, context->textures[i]);
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}
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free(context->textures);
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fclose(f);
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}
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@ -45,7 +45,7 @@ struct sampler
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D3D12_TEXTURE_ADDRESS_MODE u_address, v_address, w_address;
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};
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struct texture
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struct texture_params
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{
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unsigned int slot;
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@ -55,6 +55,11 @@ struct texture
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unsigned int width, height;
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uint8_t *data;
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size_t data_size, data_capacity;
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};
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struct texture
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{
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unsigned int slot;
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D3D12_DESCRIPTOR_RANGE descriptor_range;
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ID3D12DescriptorHeap *heap;
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@ -72,7 +77,7 @@ struct shader_context
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uint32_t *uniforms;
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size_t uniform_count;
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struct texture *textures;
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struct texture **textures;
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size_t texture_count;
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struct sampler *samplers;
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@ -82,6 +87,8 @@ struct shader_context
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struct shader_runner_ops
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{
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ID3D10Blob *(*compile_shader)(struct shader_context *context, const char *source, enum shader_model minimum_shader_model);
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struct texture *(*create_texture)(struct shader_context *context, const struct texture_params *params);
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void (*destroy_texture)(struct shader_context *context, struct texture *texture);
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void (*draw_quad)(struct shader_context *context);
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void (*probe_vec4)(struct shader_context *context, const RECT *rect, const struct vec4 *v, unsigned int ulps);
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};
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@ -62,6 +62,40 @@ static ID3D10Blob *d3d12_runner_compile_shader(struct shader_context *c,
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return blob;
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}
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static struct texture *d3d12_runner_create_texture(struct shader_context *c, const struct texture_params *params)
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{
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struct d3d12_shader_context *context = d3d12_shader_context(c);
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struct test_context *test_context = &context->test_context;
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ID3D12Device *device = test_context->device;
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D3D12_SUBRESOURCE_DATA resource_data;
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struct texture *texture;
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texture = calloc(1, sizeof(*texture));
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texture->slot = params->slot;
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texture->heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
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texture->resource = create_default_texture(device, params->width, params->height,
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params->format, 0, D3D12_RESOURCE_STATE_COPY_DEST);
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resource_data.pData = params->data;
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resource_data.SlicePitch = resource_data.RowPitch = params->width * params->texel_size;
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upload_texture_data(texture->resource, &resource_data, 1, test_context->queue, test_context->list);
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reset_command_list(test_context->list, test_context->allocator);
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transition_resource_state(test_context->list, texture->resource, D3D12_RESOURCE_STATE_COPY_DEST,
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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ID3D12Device_CreateShaderResourceView(device, texture->resource,
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NULL, get_cpu_descriptor_handle(test_context, texture->heap, 0));
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return texture;
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}
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static void d3d12_runner_destroy_texture(struct shader_context *c, struct texture *texture)
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{
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ID3D12DescriptorHeap_Release(texture->heap);
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ID3D12Resource_Release(texture->resource);
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free(texture);
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}
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static void d3d12_runner_draw_quad(struct shader_context *c)
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{
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struct d3d12_shader_context *context = d3d12_shader_context(c);
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@ -99,10 +133,8 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
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for (i = 0; i < context->c.texture_count; ++i)
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{
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struct texture *texture = &context->c.textures[i];
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D3D12_SUBRESOURCE_DATA resource_data;
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struct texture *texture = context->c.textures[i];
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D3D12_DESCRIPTOR_RANGE *range;
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ID3D12Resource *resource;
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range = &texture->descriptor_range;
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@ -118,20 +150,6 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
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range->BaseShaderRegister = texture->slot;
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range->RegisterSpace = 0;
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range->OffsetInDescriptorsFromTableStart = 0;
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texture->heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
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resource = create_default_texture(device, texture->width, texture->height,
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texture->format, 0, D3D12_RESOURCE_STATE_COPY_DEST);
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resource_data.pData = texture->data;
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resource_data.SlicePitch = resource_data.RowPitch = texture->width * texture->texel_size;
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upload_texture_data(resource, &resource_data, 1, queue, command_list);
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reset_command_list(command_list, test_context->allocator);
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transition_resource_state(command_list, resource, D3D12_RESOURCE_STATE_COPY_DEST,
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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ID3D12Device_CreateShaderResourceView(device, resource,
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NULL, get_cpu_descriptor_handle(test_context, texture->heap, 0));
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texture->resource = resource;
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}
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assert(root_signature_desc.NumParameters <= ARRAY_SIZE(root_params));
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@ -170,7 +188,7 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
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context->c.uniform_count, context->c.uniforms, 0);
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for (i = 0; i < context->c.texture_count; ++i)
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{
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struct texture *texture = &context->c.textures[i];
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struct texture *texture = context->c.textures[i];
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, texture->root_index,
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get_gpu_descriptor_handle(test_context, texture->heap, 0));
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@ -192,15 +210,6 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
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exec_command_list(queue, command_list);
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wait_queue_idle(device, queue);
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reset_command_list(command_list, test_context->allocator);
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for (i = 0; i < context->c.texture_count; ++i)
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{
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struct texture *texture = &context->c.textures[i];
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ID3D12DescriptorHeap_Release(texture->heap);
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ID3D12Resource_Release(texture->resource);
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free(texture);
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}
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}
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static void d3d12_runner_probe_vec4(struct shader_context *c,
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@ -220,6 +229,8 @@ static void d3d12_runner_probe_vec4(struct shader_context *c,
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static const struct shader_runner_ops d3d12_runner_ops =
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{
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.compile_shader = d3d12_runner_compile_shader,
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.create_texture = d3d12_runner_create_texture,
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.destroy_texture = d3d12_runner_destroy_texture,
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.draw_quad = d3d12_runner_draw_quad,
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.probe_vec4 = d3d12_runner_probe_vec4,
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};
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