tests/shader_runner: Add support for testing explicit descriptor mapping.

When no descriptor mapping is specified, the backend will just
build the usual default mapping. Otherwise the explicit mapping
is used.

Once all backends support the explicit mapping, we'll be able to
handle generating the default mapping in the shader runner core
rather than having each backend implement its own algorithm.

So far only the d3d12 backend supports explicit descriptor
mapping.
This commit is contained in:
Giovanni Mascellani
2025-10-20 21:58:23 +02:00
committed by Henri Verbeet
parent 6b157cc149
commit da6ce78c1c
Notes: Henri Verbeet 2025-10-30 20:00:19 +01:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1805
5 changed files with 254 additions and 41 deletions

View File

@@ -104,6 +104,7 @@ vkd3d_shader_tests = \
tests/hlsl/default-values.shader_test \
tests/hlsl/depth-bounds.shader_test \
tests/hlsl/depth-out.shader_test \
tests/hlsl/descriptors.shader_test \
tests/hlsl/determinant.shader_test \
tests/hlsl/discard.shader_test \
tests/hlsl/distance.shader_test \

View File

@@ -0,0 +1,98 @@
[require]
shader model >= 5.0
descriptors
[srv 0]
format r32-float
size (2d, 1, 1)
1.0
[srv 1]
format r32-float
size (2d, 1, 1)
2.0
[srv 2]
format r32-float
size (2d, 1, 1)
3.0
[pixel shader]
Texture2D<float> t : register(t1);
float4 main() : SV_Target
{
return t.Load(uint3(0, 0, 0));
}
[test]
draw quad
probe (0, 0) f32(2.0, 2.0, 2.0, 2.0)
[descriptors]
t[1:1], space 0, srv 2
[test]
draw quad
probe (0, 0) f32(3.0, 3.0, 3.0, 3.0)
[descriptors]
t[1:2], space 0, srv 0
[test]
draw quad
probe (0, 0) f32(1.0, 1.0, 1.0, 1.0)
[require]
shader model >= 5.0
descriptors
format r32-float uav-load
[uav 1]
format r32-float
size (2d, 1, 1)
1.0
[uav 2]
format r32-float
size (2d, 1, 1)
2.0
[uav 3]
format r32-float
size (2d, 1, 1)
3.0
[pixel shader]
RWTexture2D<float> u : register(u2);
float4 main() : SV_Target
{
return u[uint2(0, 0)];
}
[descriptors]
[test]
todo(msl) draw quad
probe (0, 0) f32(2.0, 2.0, 2.0, 2.0)
[descriptors]
u[2:2], space 0, uav 3
[test]
draw quad
probe (0, 0) f32(3.0, 3.0, 3.0, 3.0)
[descriptors]
u[2:3], space 0, uav 1
[test]
draw quad
probe (0, 0) f32(1.0, 1.0, 1.0, 1.0)

View File

@@ -102,6 +102,7 @@ void fatal_error(const char *format, ...)
enum parse_state
{
STATE_NONE,
STATE_DESCRIPTORS,
STATE_INPUT_LAYOUT,
STATE_PREPROC,
STATE_PREPROC_INVALID,
@@ -463,6 +464,7 @@ static const char *const shader_cap_strings[] =
[SHADER_CAP_CLIP_PLANES] = "clip-planes",
[SHADER_CAP_CULL_DISTANCE] = "cull-distance",
[SHADER_CAP_DEPTH_BOUNDS] = "depth-bounds",
[SHADER_CAP_DESCRIPTORS] = "descriptors",
[SHADER_CAP_FLOAT64] = "float64",
[SHADER_CAP_FOG] = "fog",
[SHADER_CAP_GEOMETRY_SHADER] = "geometry-shader",
@@ -1756,6 +1758,48 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
}
}
static void parse_descriptors_directive(struct shader_runner *runner, const char *line)
{
struct descriptor_mapping *descriptor;
const char *target_template;
unsigned int register_to;
char type_chr;
int pos;
if (runner->descriptor_count == ARRAY_SIZE(runner->descriptors))
fatal_error("Too many descriptors (%u).\n", runner->descriptor_count);
descriptor = &runner->descriptors[runner->descriptor_count++];
if (sscanf(line, " %c [ %u : %u ] , space %u ,%n", &type_chr, &descriptor->register_idx,
&register_to, &descriptor->register_space, &pos) < 4)
fatal_error("Malformed descriptors directive '%s'.\n", line);
descriptor->count = register_to - descriptor->register_idx + 1;
switch (type_chr)
{
case 't':
descriptor->type = VKD3D_SHADER_DESCRIPTOR_TYPE_SRV;
target_template = " srv %u";
break;
case 'u':
descriptor->type = VKD3D_SHADER_DESCRIPTOR_TYPE_UAV;
target_template = " uav %u";
break;
/* Samplers and CBVs are not supported yet. */
default:
fatal_error("Malformed descriptors directive '%s'.\n", line);
break;
}
if (sscanf(&line[pos], target_template, &descriptor->target_idx) < 1)
fatal_error("Malformed descriptors directive '%s'.\n", line);
}
struct sampler *shader_runner_get_sampler(struct shader_runner *runner, unsigned int slot)
{
struct sampler *sampler;
@@ -2427,6 +2471,7 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
case STATE_INPUT_LAYOUT:
case STATE_NONE:
case STATE_SAMPLER:
case STATE_DESCRIPTORS:
break;
case STATE_TEST:
@@ -2722,6 +2767,11 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
free(runner->input_elements[i].name);
runner->input_element_count = 0;
}
else if (!strcmp(line, "[descriptors]\n"))
{
state = STATE_DESCRIPTORS;
runner->descriptor_count = 0;
}
else
{
fatal_error("Unknown directive '%s'.\n", line);
@@ -2775,6 +2825,10 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
&& SUCCEEDED(runner->hlsl_hrs[runner->minimum_shader_model]))
parse_test_directive(runner, line);
break;
case STATE_DESCRIPTORS:
parse_descriptors_directive(runner, line);
break;
}
}
}

View File

@@ -138,6 +138,7 @@ struct viewport
float height;
};
#define MAX_DESCRIPTORS 32
#define MAX_RESOURCES 32
#define MAX_SAMPLERS 32
#define DXGI_FORMAT_COUNT (DXGI_FORMAT_B4G4R4A4_UNORM + 1)
@@ -152,6 +153,7 @@ enum shader_cap
SHADER_CAP_CLIP_PLANES,
SHADER_CAP_CULL_DISTANCE,
SHADER_CAP_DEPTH_BOUNDS,
SHADER_CAP_DESCRIPTORS,
SHADER_CAP_FLOAT64,
SHADER_CAP_FOG,
SHADER_CAP_GEOMETRY_SHADER,
@@ -230,6 +232,15 @@ enum source_format
SOURCE_FORMAT_DXBC_DXIL_HEX,
};
struct descriptor_mapping
{
enum vkd3d_shader_descriptor_type type;
unsigned int register_idx;
unsigned int register_space;
unsigned int count;
unsigned int target_idx;
};
struct shader_runner
{
const struct shader_runner_ops *ops;
@@ -295,6 +306,9 @@ struct shader_runner
struct viewport viewports[4];
unsigned int viewport_count;
struct descriptor_mapping descriptors[MAX_DESCRIPTORS];
unsigned int descriptor_count;
};
struct shader_runner_ops

View File

@@ -304,11 +304,20 @@ static void d3d12_runner_destroy_resource(struct shader_runner *r, struct resour
free(resource);
}
static const D3D12_DESCRIPTOR_RANGE_TYPE range_types[] =
{
[VKD3D_SHADER_DESCRIPTOR_TYPE_SRV] = D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
[VKD3D_SHADER_DESCRIPTOR_TYPE_UAV] = D3D12_DESCRIPTOR_RANGE_TYPE_UAV,
[VKD3D_SHADER_DESCRIPTOR_TYPE_CBV] = D3D12_DESCRIPTOR_RANGE_TYPE_CBV,
[VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER] = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
};
static ID3D12RootSignature *d3d12_runner_create_root_signature(struct d3d12_shader_runner *runner,
ID3D12CommandQueue *queue, ID3D12CommandAllocator *allocator,
ID3D12GraphicsCommandList *command_list, unsigned int *uniform_index)
{
D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0};
D3D12_DESCRIPTOR_RANGE root_ranges[MAX_DESCRIPTORS];
D3D12_ROOT_PARAMETER root_params[17], *root_param;
D3D12_STATIC_SAMPLER_DESC static_samplers[7];
struct d3d12_resource *base_resource = NULL;
@@ -323,6 +332,32 @@ static ID3D12RootSignature *d3d12_runner_create_root_signature(struct d3d12_shad
root_signature_desc.pStaticSamplers = static_samplers;
root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
if (runner->r.descriptor_count)
{
root_param = &root_params[root_signature_desc.NumParameters++];
root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
root_param->DescriptorTable.NumDescriptorRanges = 0;
root_param->DescriptorTable.pDescriptorRanges = root_ranges;
for (i = 0; i < runner->r.descriptor_count; ++i)
{
D3D12_DESCRIPTOR_RANGE *range = &root_ranges[root_param->DescriptorTable.NumDescriptorRanges++];
struct descriptor_mapping *descriptor = &runner->r.descriptors[i];
range->RangeType = range_types[descriptor->type];
range->BaseShaderRegister = descriptor->register_idx;
range->RegisterSpace = descriptor->register_space;
range->NumDescriptors = descriptor->count;
range->OffsetInDescriptorsFromTableStart = descriptor->target_idx;
if (descriptor->type == VKD3D_SHADER_DESCRIPTOR_TYPE_UAV)
range->OffsetInDescriptorsFromTableStart += MAX_RESOURCES;
}
}
else
{
for (i = 0; i < runner->r.resource_count; ++i)
{
struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]);
@@ -334,7 +369,8 @@ static ID3D12RootSignature *d3d12_runner_create_root_signature(struct d3d12_shad
case RESOURCE_TYPE_UAV:
range = &resource->descriptor_range;
if (base_resource && resource->r.desc.type == base_resource->r.desc.type && resource->r.desc.slot == slot + 1)
if (base_resource && resource->r.desc.type == base_resource->r.desc.type
&& resource->r.desc.slot == slot + 1)
{
++base_resource->descriptor_range.NumDescriptors;
resource->descriptor_range.NumDescriptors = 0;
@@ -368,6 +404,7 @@ static ID3D12RootSignature *d3d12_runner_create_root_signature(struct d3d12_shad
break;
}
}
}
if (runner->r.uniform_count)
{
@@ -461,13 +498,13 @@ static bool d3d12_runner_dispatch(struct shader_runner *r, unsigned int x, unsig
switch (resource->r.desc.type)
{
case RESOURCE_TYPE_TEXTURE:
if (resource->descriptor_range.NumDescriptors)
if (resource->descriptor_range.NumDescriptors && !r->descriptor_count)
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, resource->root_index,
get_gpu_descriptor_handle(test_context, runner->heap, resource->r.desc.slot));
break;
case RESOURCE_TYPE_UAV:
if (resource->descriptor_range.NumDescriptors)
if (resource->descriptor_range.NumDescriptors && !r->descriptor_count)
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, resource->root_index,
get_gpu_descriptor_handle(test_context, runner->heap, resource->r.desc.slot + MAX_RESOURCES));
break;
@@ -479,6 +516,10 @@ static bool d3d12_runner_dispatch(struct shader_runner *r, unsigned int x, unsig
}
}
if (r->descriptor_count)
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0,
get_gpu_descriptor_handle(test_context, runner->heap, 0));
ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
ID3D12GraphicsCommandList_Dispatch(command_list, x, y, z);
ID3D12RootSignature_Release(root_signature);
@@ -806,8 +847,8 @@ static ID3D12PipelineState *create_pipeline_device2(struct d3d12_shader_runner *
return pso;
}
static bool d3d12_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count, unsigned int instance_count)
static bool d3d12_runner_draw(struct shader_runner *r, D3D_PRIMITIVE_TOPOLOGY primitive_topology,
unsigned int vertex_count, unsigned int instance_count)
{
struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
struct test_context *test_context = &runner->test_context;
@@ -921,13 +962,13 @@ static bool d3d12_runner_draw(struct shader_runner *r,
break;
case RESOURCE_TYPE_TEXTURE:
if (resource->descriptor_range.NumDescriptors)
if (resource->descriptor_range.NumDescriptors && !r->descriptor_count)
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, resource->root_index,
get_gpu_descriptor_handle(test_context, runner->heap, resource->r.desc.slot));
break;
case RESOURCE_TYPE_UAV:
if (resource->descriptor_range.NumDescriptors)
if (resource->descriptor_range.NumDescriptors && !r->descriptor_count)
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, resource->root_index,
get_gpu_descriptor_handle(test_context, runner->heap, resource->r.desc.slot + MAX_RESOURCES));
break;
@@ -942,6 +983,10 @@ static bool d3d12_runner_draw(struct shader_runner *r,
}
}
if (r->descriptor_count)
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0,
get_gpu_descriptor_handle(test_context, runner->heap, 0));
set_rect(&test_context->scissor_rect, 0, 0, fb_width, fb_height);
set_viewport(&test_context->viewport, 0.0f, 0.0f, fb_width, fb_height, 0.0f, 1.0f);
viewports[0] = test_context->viewport;
@@ -1112,6 +1157,7 @@ static void d3d12_runner_init_caps(struct d3d12_shader_runner *runner,
if (is_cull_distance_supported(device))
runner->caps.shader_caps[SHADER_CAP_CULL_DISTANCE] = true;
runner->caps.shader_caps[SHADER_CAP_DEPTH_BOUNDS] = options2.DepthBoundsTestSupported;
runner->caps.shader_caps[SHADER_CAP_DESCRIPTORS] = true;
runner->caps.shader_caps[SHADER_CAP_FLOAT64] = options.DoublePrecisionFloatShaderOps;
if (is_geometry_shader_supported(device))
runner->caps.shader_caps[SHADER_CAP_GEOMETRY_SHADER] = true;