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tests: Make the "texture" structure more generic.
Use it to hold any type of resource, regardless of type and binding. 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:
parent
3ed4c6fe23
commit
f11f7032cd
@ -229,17 +229,17 @@ 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_params *texture, const char *line)
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static void parse_resource_directive(struct resource_params *resource, const char *line)
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{
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int ret;
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if (match_string(line, "format", &line))
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{
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texture->format = parse_format(line, &texture->data_type, &texture->texel_size, &line);
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resource->format = parse_format(line, &resource->data_type, &resource->texel_size, &line);
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}
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else if (match_string(line, "size", &line))
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{
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ret = sscanf(line, "( %u , %u )", &texture->width, &texture->height);
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ret = sscanf(line, "( %u , %u )", &resource->width, &resource->height);
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if (ret < 2)
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fatal_error("Malformed texture size '%s'.\n", line);
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}
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@ -257,7 +257,7 @@ static void parse_texture_directive(struct texture_params *texture, const char *
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for (;;)
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{
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switch (texture->data_type)
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switch (resource->data_type)
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{
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case TEXTURE_DATA_FLOAT:
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u.f = strtof(line, &rest);
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@ -275,9 +275,9 @@ static void parse_texture_directive(struct texture_params *texture, const char *
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if (rest == line)
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break;
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vkd3d_array_reserve((void **)&texture->data, &texture->data_capacity, texture->data_size + sizeof(u), 1);
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memcpy(texture->data + texture->data_size, &u, sizeof(u));
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texture->data_size += sizeof(u);
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vkd3d_array_reserve((void **)&resource->data, &resource->data_capacity, resource->data_size + sizeof(u), 1);
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memcpy(resource->data + resource->data_size, &u, sizeof(u));
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resource->data_size += sizeof(u);
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line = rest;
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}
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}
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@ -460,29 +460,29 @@ static struct sampler *get_sampler(struct shader_runner *runner, unsigned int sl
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return NULL;
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}
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static void set_texture(struct shader_runner *runner, struct texture *texture)
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static void set_resource(struct shader_runner *runner, struct resource *resource)
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{
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size_t i;
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for (i = 0; i < runner->texture_count; ++i)
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for (i = 0; i < runner->resource_count; ++i)
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{
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if (runner->textures[i]->slot == texture->slot)
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if (runner->resources[i]->slot == resource->slot && runner->resources[i]->type == resource->type)
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{
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runner->ops->destroy_texture(runner, runner->textures[i]);
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runner->textures[i] = texture;
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runner->ops->destroy_resource(runner, runner->resources[i]);
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runner->resources[i] = resource;
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return;
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}
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}
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runner->textures = realloc(runner->textures, (runner->texture_count + 1) * sizeof(*runner->textures));
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runner->textures[runner->texture_count++] = texture;
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runner->resources = realloc(runner->resources, (runner->resource_count + 1) * sizeof(*runner->resources));
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runner->resources[runner->resource_count++] = resource;
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}
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void run_shader_tests(struct shader_runner *runner, 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 resource_params current_resource;
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struct sampler *current_sampler = 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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@ -534,8 +534,8 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
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break;
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case STATE_TEXTURE:
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set_texture(runner, runner->ops->create_texture(runner, ¤t_texture));
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free(current_texture.data);
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set_resource(runner, runner->ops->create_resource(runner, ¤t_resource));
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free(current_resource.data);
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break;
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case STATE_SHADER_PIXEL:
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@ -673,12 +673,13 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
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{
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state = STATE_TEXTURE;
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memset(¤t_texture, 0, sizeof(current_texture));
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memset(¤t_resource, 0, sizeof(current_resource));
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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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current_resource.slot = index;
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current_resource.type = RESOURCE_TYPE_TEXTURE;
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current_resource.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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current_resource.data_type = TEXTURE_DATA_FLOAT;
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current_resource.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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@ -742,7 +743,7 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
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break;
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case STATE_TEXTURE:
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parse_texture_directive(¤t_texture, line);
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parse_resource_directive(¤t_resource, line);
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break;
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case STATE_TEST:
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@ -757,12 +758,12 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
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free(runner->input_elements);
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free(runner->vs_source);
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free(runner->ps_source);
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for (i = 0; i < runner->texture_count; ++i)
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for (i = 0; i < runner->resource_count; ++i)
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{
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if (runner->textures[i])
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runner->ops->destroy_texture(runner, runner->textures[i]);
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if (runner->resources[i])
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runner->ops->destroy_resource(runner, runner->resources[i]);
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}
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free(runner->textures);
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free(runner->resources);
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fclose(f);
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@ -51,9 +51,15 @@ 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_params
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enum resource_type
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{
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RESOURCE_TYPE_TEXTURE,
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};
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struct resource_params
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{
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unsigned int slot;
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enum resource_type type;
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DXGI_FORMAT format;
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enum texture_data_type data_type;
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@ -63,9 +69,10 @@ struct texture_params
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size_t data_size, data_capacity;
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};
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struct texture
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struct resource
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{
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unsigned int slot;
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enum resource_type type;
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};
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struct input_element
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@ -88,8 +95,8 @@ struct shader_runner
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uint32_t *uniforms;
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size_t uniform_count, uniform_capacity;
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struct texture **textures;
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size_t texture_count;
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struct resource **resources;
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size_t resource_count;
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struct sampler *samplers;
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size_t sampler_count;
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@ -100,8 +107,8 @@ struct shader_runner
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struct shader_runner_ops
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{
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struct texture *(*create_texture)(struct shader_runner *runner, const struct texture_params *params);
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void (*destroy_texture)(struct shader_runner *runner, struct texture *texture);
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struct resource *(*create_resource)(struct shader_runner *runner, const struct resource_params *params);
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void (*destroy_resource)(struct shader_runner *runner, struct resource *resource);
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void (*draw_quad)(struct shader_runner *runner);
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void (*probe_vec4)(struct shader_runner *runner, const RECT *rect, const struct vec4 *v, unsigned int ulps);
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};
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@ -38,17 +38,17 @@ static HRESULT (WINAPI *pD3D11CreateDevice)(IDXGIAdapter *adapter, D3D_DRIVER_TY
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UINT sdk_version, ID3D11Device **device_out, D3D_FEATURE_LEVEL *obtained_feature_level,
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ID3D11DeviceContext **immediate_context);
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struct d3d11_texture
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struct d3d11_resource
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{
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struct texture t;
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struct resource r;
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ID3D11Texture2D *texture;
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ID3D11ShaderResourceView *srv;
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};
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static struct d3d11_texture *d3d11_texture(struct texture *t)
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static struct d3d11_resource *d3d11_resource(struct resource *r)
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{
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return CONTAINING_RECORD(t, struct d3d11_texture, t);
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return CONTAINING_RECORD(r, struct d3d11_resource, r);
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}
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struct d3d11_shader_runner
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@ -365,48 +365,56 @@ static ID3D11Buffer *create_buffer(ID3D11Device *device, unsigned int bind_flags
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return buffer;
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}
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static struct texture *d3d11_runner_create_texture(struct shader_runner *r, const struct texture_params *params)
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static struct resource *d3d11_runner_create_resource(struct shader_runner *r, const struct resource_params *params)
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{
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struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
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ID3D11Device *device = runner->device;
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D3D11_SUBRESOURCE_DATA resource_data;
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D3D11_TEXTURE2D_DESC desc = {0};
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struct d3d11_texture *texture;
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struct d3d11_resource *resource;
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HRESULT hr;
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texture = calloc(1, sizeof(*texture));
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resource = calloc(1, sizeof(*resource));
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texture->t.slot = params->slot;
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resource->r.slot = params->slot;
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resource->r.type = params->type;
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desc.Width = params->width;
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desc.Height = params->height;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = params->format;
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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switch (params->type)
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{
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case RESOURCE_TYPE_TEXTURE:
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{
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D3D11_TEXTURE2D_DESC desc = {0};
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resource_data.pSysMem = params->data;
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resource_data.SysMemPitch = params->width * params->texel_size;
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resource_data.SysMemSlicePitch = params->height * resource_data.SysMemPitch;
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desc.Width = params->width;
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desc.Height = params->height;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = params->format;
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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hr = ID3D11Device_CreateTexture2D(device, &desc, &resource_data, &texture->texture);
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ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
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hr = ID3D11Device_CreateShaderResourceView(device,
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(ID3D11Resource *)texture->texture, NULL, &texture->srv);
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ok(hr == S_OK, "Failed to create shader resource view, hr %#lx.\n", hr);
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resource_data.pSysMem = params->data;
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resource_data.SysMemPitch = params->width * params->texel_size;
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resource_data.SysMemSlicePitch = params->height * resource_data.SysMemPitch;
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return &texture->t;
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hr = ID3D11Device_CreateTexture2D(device, &desc, &resource_data, &resource->texture);
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ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
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hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)resource->texture, NULL, &resource->srv);
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ok(hr == S_OK, "Failed to create shader resource view, hr %#lx.\n", hr);
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break;
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}
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}
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return &resource->r;
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}
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static void d3d11_runner_destroy_texture(struct shader_runner *r, struct texture *t)
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static void d3d11_runner_destroy_resource(struct shader_runner *r, struct resource *res)
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{
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struct d3d11_texture *texture = d3d11_texture(t);
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struct d3d11_resource *resource = d3d11_resource(res);
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ID3D11Texture2D_Release(texture->texture);
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ID3D11ShaderResourceView_Release(texture->srv);
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free(texture);
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ID3D11Texture2D_Release(resource->texture);
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ID3D11ShaderResourceView_Release(resource->srv);
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free(resource);
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}
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static void d3d11_runner_draw_quad(struct shader_runner *r)
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@ -445,11 +453,16 @@ static void d3d11_runner_draw_quad(struct shader_runner *r)
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ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
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}
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for (i = 0; i < runner->r.texture_count; ++i)
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for (i = 0; i < runner->r.resource_count; ++i)
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{
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struct d3d11_texture *texture = d3d11_texture(runner->r.textures[i]);
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struct d3d11_resource *resource = d3d11_resource(runner->r.resources[i]);
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ID3D11DeviceContext_PSSetShaderResources(context, texture->t.slot, 1, &texture->srv);
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switch (resource->r.type)
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{
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case RESOURCE_TYPE_TEXTURE:
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ID3D11DeviceContext_PSSetShaderResources(context, resource->r.slot, 1, &resource->srv);
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break;
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}
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}
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for (i = 0; i < runner->r.sampler_count; ++i)
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@ -583,8 +596,8 @@ static void d3d11_runner_probe_vec4(struct shader_runner *r, const RECT *rect, c
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static const struct shader_runner_ops d3d11_runner_ops =
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{
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.create_texture = d3d11_runner_create_texture,
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.destroy_texture = d3d11_runner_destroy_texture,
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.create_resource = d3d11_runner_create_resource,
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.destroy_resource = d3d11_runner_destroy_resource,
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.draw_quad = d3d11_runner_draw_quad,
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.probe_vec4 = d3d11_runner_probe_vec4,
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};
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@ -24,18 +24,18 @@
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#include "d3d12_crosstest.h"
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#include "shader_runner.h"
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struct d3d12_texture
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struct d3d12_resource
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{
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struct texture t;
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struct resource r;
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D3D12_DESCRIPTOR_RANGE descriptor_range;
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ID3D12Resource *resource;
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unsigned int root_index;
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};
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static struct d3d12_texture *d3d12_texture(struct texture *t)
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static struct d3d12_resource *d3d12_resource(struct resource *r)
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{
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return CONTAINING_RECORD(t, struct d3d12_texture, t);
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return CONTAINING_RECORD(r, struct d3d12_resource, r);
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}
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struct d3d12_shader_runner
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@ -81,45 +81,50 @@ static ID3D10Blob *compile_shader(const char *source, const char *type, enum sha
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#define MAX_RESOURCE_DESCRIPTORS 256
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static struct texture *d3d12_runner_create_texture(struct shader_runner *r, const struct texture_params *params)
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static struct resource *d3d12_runner_create_resource(struct shader_runner *r, const struct resource_params *params)
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{
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struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
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struct test_context *test_context = &runner->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 d3d12_texture *texture;
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struct d3d12_resource *resource;
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if (!runner->heap)
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runner->heap = create_gpu_descriptor_heap(device,
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
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resource = calloc(1, sizeof(*resource));
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resource->r.slot = params->slot;
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resource->r.type = params->type;
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if (params->slot >= MAX_RESOURCE_DESCRIPTORS)
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fatal_error("Resource slot %u is too high; please increase MAX_RESOURCE_DESCRIPTORS.\n", params->slot);
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switch (params->type)
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{
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case RESOURCE_TYPE_TEXTURE:
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if (!runner->heap)
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runner->heap = create_gpu_descriptor_heap(device,
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
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texture = calloc(1, sizeof(*texture));
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if (params->slot >= MAX_RESOURCE_DESCRIPTORS)
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fatal_error("Resource slot %u is too high; please increase MAX_RESOURCE_DESCRIPTORS.\n", params->slot);
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texture->t.slot = params->slot;
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resource->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(resource->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, resource->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->resource,
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NULL, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
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break;
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}
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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,
|
||||
NULL, get_cpu_descriptor_handle(test_context, runner->heap, params->slot));
|
||||
|
||||
return &texture->t;
|
||||
return &resource->r;
|
||||
}
|
||||
|
||||
static void d3d12_runner_destroy_texture(struct shader_runner *r, struct texture *t)
|
||||
static void d3d12_runner_destroy_resource(struct shader_runner *r, struct resource *res)
|
||||
{
|
||||
struct d3d12_texture *texture = d3d12_texture(t);
|
||||
struct d3d12_resource *resource = d3d12_resource(res);
|
||||
|
||||
ID3D12Resource_Release(texture->resource);
|
||||
free(texture);
|
||||
ID3D12Resource_Release(resource->resource);
|
||||
free(resource);
|
||||
}
|
||||
|
||||
static void d3d12_runner_draw_quad(struct shader_runner *r)
|
||||
@ -169,25 +174,30 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
|
||||
root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
|
||||
}
|
||||
|
||||
for (i = 0; i < runner->r.texture_count; ++i)
|
||||
for (i = 0; i < runner->r.resource_count; ++i)
|
||||
{
|
||||
struct d3d12_texture *texture = d3d12_texture(runner->r.textures[i]);
|
||||
struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]);
|
||||
D3D12_DESCRIPTOR_RANGE *range;
|
||||
|
||||
range = &texture->descriptor_range;
|
||||
switch (resource->r.type)
|
||||
{
|
||||
case RESOURCE_TYPE_TEXTURE:
|
||||
range = &resource->descriptor_range;
|
||||
|
||||
texture->root_index = root_signature_desc.NumParameters++;
|
||||
root_param = &root_params[texture->root_index];
|
||||
root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
|
||||
root_param->DescriptorTable.NumDescriptorRanges = 1;
|
||||
root_param->DescriptorTable.pDescriptorRanges = range;
|
||||
root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
|
||||
resource->root_index = root_signature_desc.NumParameters++;
|
||||
root_param = &root_params[resource->root_index];
|
||||
root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
|
||||
root_param->DescriptorTable.NumDescriptorRanges = 1;
|
||||
root_param->DescriptorTable.pDescriptorRanges = range;
|
||||
root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
|
||||
|
||||
range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
|
||||
range->NumDescriptors = 1;
|
||||
range->BaseShaderRegister = texture->t.slot;
|
||||
range->RegisterSpace = 0;
|
||||
range->OffsetInDescriptorsFromTableStart = 0;
|
||||
range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
|
||||
range->NumDescriptors = 1;
|
||||
range->BaseShaderRegister = resource->r.slot;
|
||||
range->RegisterSpace = 0;
|
||||
range->OffsetInDescriptorsFromTableStart = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
assert(root_signature_desc.NumParameters <= ARRAY_SIZE(root_params));
|
||||
@ -248,12 +258,17 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
|
||||
if (runner->r.uniform_count)
|
||||
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, uniform_index,
|
||||
runner->r.uniform_count, runner->r.uniforms, 0);
|
||||
for (i = 0; i < runner->r.texture_count; ++i)
|
||||
for (i = 0; i < runner->r.resource_count; ++i)
|
||||
{
|
||||
struct d3d12_texture *texture = d3d12_texture(runner->r.textures[i]);
|
||||
struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]);
|
||||
|
||||
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, texture->root_index,
|
||||
get_gpu_descriptor_handle(test_context, runner->heap, texture->t.slot));
|
||||
switch (resource->r.type)
|
||||
{
|
||||
case RESOURCE_TYPE_TEXTURE:
|
||||
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, resource->root_index,
|
||||
get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &test_context->rtv, false, NULL);
|
||||
@ -290,8 +305,8 @@ static void d3d12_runner_probe_vec4(struct shader_runner *r,
|
||||
|
||||
static const struct shader_runner_ops d3d12_runner_ops =
|
||||
{
|
||||
.create_texture = d3d12_runner_create_texture,
|
||||
.destroy_texture = d3d12_runner_destroy_texture,
|
||||
.create_resource = d3d12_runner_create_resource,
|
||||
.destroy_resource = d3d12_runner_destroy_resource,
|
||||
.draw_quad = d3d12_runner_draw_quad,
|
||||
.probe_vec4 = d3d12_runner_probe_vec4,
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user