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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:
committed by
Alexandre Julliard
parent
3ed4c6fe23
commit
f11f7032cd
@@ -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,
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NULL, get_cpu_descriptor_handle(test_context, runner->heap, params->slot));
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return &texture->t;
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return &resource->r;
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}
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static void d3d12_runner_destroy_texture(struct shader_runner *r, struct texture *t)
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static void d3d12_runner_destroy_resource(struct shader_runner *r, struct resource *res)
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{
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struct d3d12_texture *texture = d3d12_texture(t);
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struct d3d12_resource *resource = d3d12_resource(res);
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ID3D12Resource_Release(texture->resource);
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free(texture);
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ID3D12Resource_Release(resource->resource);
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free(resource);
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}
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static void d3d12_runner_draw_quad(struct shader_runner *r)
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@@ -169,25 +174,30 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
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root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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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 d3d12_texture *texture = d3d12_texture(runner->r.textures[i]);
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struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]);
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D3D12_DESCRIPTOR_RANGE *range;
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range = &texture->descriptor_range;
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switch (resource->r.type)
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{
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case RESOURCE_TYPE_TEXTURE:
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range = &resource->descriptor_range;
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texture->root_index = root_signature_desc.NumParameters++;
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root_param = &root_params[texture->root_index];
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root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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root_param->DescriptorTable.NumDescriptorRanges = 1;
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root_param->DescriptorTable.pDescriptorRanges = range;
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root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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resource->root_index = root_signature_desc.NumParameters++;
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root_param = &root_params[resource->root_index];
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root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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root_param->DescriptorTable.NumDescriptorRanges = 1;
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root_param->DescriptorTable.pDescriptorRanges = range;
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root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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range->NumDescriptors = 1;
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range->BaseShaderRegister = texture->t.slot;
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range->RegisterSpace = 0;
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range->OffsetInDescriptorsFromTableStart = 0;
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range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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range->NumDescriptors = 1;
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range->BaseShaderRegister = resource->r.slot;
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range->RegisterSpace = 0;
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range->OffsetInDescriptorsFromTableStart = 0;
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break;
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}
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}
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assert(root_signature_desc.NumParameters <= ARRAY_SIZE(root_params));
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@@ -248,12 +258,17 @@ static void d3d12_runner_draw_quad(struct shader_runner *r)
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if (runner->r.uniform_count)
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, uniform_index,
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runner->r.uniform_count, runner->r.uniforms, 0);
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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 d3d12_texture *texture = d3d12_texture(runner->r.textures[i]);
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struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]);
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, texture->root_index,
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get_gpu_descriptor_handle(test_context, runner->heap, texture->t.slot));
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switch (resource->r.type)
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{
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case RESOURCE_TYPE_TEXTURE:
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, resource->root_index,
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get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
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break;
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}
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}
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &test_context->rtv, false, NULL);
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@@ -290,8 +305,8 @@ static void d3d12_runner_probe_vec4(struct shader_runner *r,
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static const struct shader_runner_ops d3d12_runner_ops =
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{
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.create_texture = d3d12_runner_create_texture,
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.destroy_texture = d3d12_runner_destroy_texture,
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.create_resource = d3d12_runner_create_resource,
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.destroy_resource = d3d12_runner_destroy_resource,
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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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