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tests: Add support for UAV buffers to d3d12 runner.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
parent
74c0ad0a7a
commit
f470c00453
Notes:
Alexandre Julliard
2023-05-22 23:19:48 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/193
@ -137,31 +137,6 @@ static void uav_barrier(ID3D12GraphicsCommandList *list, ID3D12Resource *resourc
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ID3D12GraphicsCommandList_ResourceBarrier(list, 1, &barrier);
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}
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#define upload_buffer_data(a, b, c, d, e, f) upload_buffer_data_(__LINE__, a, b, c, d, e, f)
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static void upload_buffer_data_(unsigned int line, ID3D12Resource *buffer, size_t offset,
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size_t size, const void *data, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list)
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{
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ID3D12Resource *upload_buffer;
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ID3D12Device *device;
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HRESULT hr;
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hr = ID3D12Resource_GetDevice(buffer, &IID_ID3D12Device, (void **)&device);
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ok_(line)(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr);
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upload_buffer = create_upload_buffer_(line, device, size, data);
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ID3D12GraphicsCommandList_CopyBufferRegion(command_list, buffer, offset,
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upload_buffer, 0, size);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok_(line)(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
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exec_command_list(queue, command_list);
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wait_queue_idle(device, queue);
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ID3D12Resource_Release(upload_buffer);
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ID3D12Device_Release(device);
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}
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static const DXGI_FORMAT depth_stencil_formats[] =
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{
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DXGI_FORMAT_R32G8X24_TYPELESS,
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@ -420,7 +420,6 @@ struct d3d12_resource_readback
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static void get_resource_readback_with_command_list(ID3D12Resource *resource, unsigned int sub_resource,
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struct d3d12_resource_readback *rb, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list)
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{
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D3D12_TEXTURE_COPY_LOCATION dst_location, src_location;
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D3D12_HEAP_PROPERTIES heap_properties;
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D3D12_RESOURCE_DESC resource_desc;
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ID3D12Resource *src_resource;
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@ -434,8 +433,6 @@ static void get_resource_readback_with_command_list(ID3D12Resource *resource, un
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assert_that(hr == S_OK, "Failed to get device, hr %#x.\n", hr);
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resource_desc = ID3D12Resource_GetDesc(resource);
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assert_that(resource_desc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER,
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"Resource %p is not texture.\n", resource);
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miplevel = sub_resource % resource_desc.MipLevels;
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rb->rb.width = max(1, resource_desc.Width >> miplevel);
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@ -444,10 +441,13 @@ static void get_resource_readback_with_command_list(ID3D12Resource *resource, un
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rb->rb.height = align(rb->rb.height, format_block_height(resource_desc.Format));
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rb->rb.depth = resource_desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D
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? max(1, resource_desc.DepthOrArraySize >> miplevel) : 1;
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rb->rb.row_pitch = align(rb->rb.width * format_size(resource_desc.Format), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
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rb->rb.row_pitch = rb->rb.width * format_size(resource_desc.Format);
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if (resource_desc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER)
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rb->rb.row_pitch = align(rb->rb.row_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
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rb->rb.data = NULL;
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if (resource_desc.SampleDesc.Count > 1)
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src_resource = resource;
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if (resource_desc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER && resource_desc.SampleDesc.Count > 1)
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{
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memset(&heap_properties, 0, sizeof(heap_properties));
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heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
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@ -468,28 +468,33 @@ static void get_resource_readback_with_command_list(ID3D12Resource *resource, un
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sub_resource = 0;
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}
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else
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{
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src_resource = resource;
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}
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buffer_size = rb->rb.row_pitch * rb->rb.height * rb->rb.depth;
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rb->resource = create_readback_buffer(device, buffer_size);
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dst_location.pResource = rb->resource;
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dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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dst_location.PlacedFootprint.Offset = 0;
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dst_location.PlacedFootprint.Footprint.Format = resource_desc.Format;
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dst_location.PlacedFootprint.Footprint.Width = rb->rb.width;
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dst_location.PlacedFootprint.Footprint.Height = rb->rb.height;
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dst_location.PlacedFootprint.Footprint.Depth = rb->rb.depth;
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dst_location.PlacedFootprint.Footprint.RowPitch = rb->rb.row_pitch;
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if (resource_desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
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{
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ID3D12GraphicsCommandList_CopyResource(command_list, rb->resource, resource);
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}
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else
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{
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D3D12_TEXTURE_COPY_LOCATION dst_location, src_location;
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src_location.pResource = src_resource;
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src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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src_location.SubresourceIndex = sub_resource;
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dst_location.pResource = rb->resource;
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dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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dst_location.PlacedFootprint.Offset = 0;
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dst_location.PlacedFootprint.Footprint.Format = resource_desc.Format;
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dst_location.PlacedFootprint.Footprint.Width = rb->rb.width;
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dst_location.PlacedFootprint.Footprint.Height = rb->rb.height;
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dst_location.PlacedFootprint.Footprint.Depth = rb->rb.depth;
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dst_location.PlacedFootprint.Footprint.RowPitch = rb->rb.row_pitch;
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ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, 0, 0, 0, &src_location, NULL);
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src_location.pResource = src_resource;
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src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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src_location.SubresourceIndex = sub_resource;
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ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, 0, 0, 0, &src_location, NULL);
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}
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hr = ID3D12GraphicsCommandList_Close(command_list);
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assert_that(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
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@ -696,18 +701,25 @@ static inline void upload_texture_data_(unsigned int line, ID3D12Resource *textu
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}
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ID3D12Resource_Unmap(upload_buffer, 0, NULL);
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for (i = 0; i < sub_resource_count; ++i)
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if (resource_desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
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{
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dst_location.pResource = texture;
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dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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dst_location.SubresourceIndex = i;
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ID3D12GraphicsCommandList_CopyResource(command_list, texture, upload_buffer);
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}
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else
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{
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for (i = 0; i < sub_resource_count; ++i)
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{
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dst_location.pResource = texture;
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dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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dst_location.SubresourceIndex = i;
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src_location.pResource = upload_buffer;
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src_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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src_location.PlacedFootprint = layouts[i];
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src_location.pResource = upload_buffer;
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src_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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src_location.PlacedFootprint = layouts[i];
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ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
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&dst_location, 0, 0, 0, &src_location, NULL);
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ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
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&dst_location, 0, 0, 0, &src_location, NULL);
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}
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}
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hr = ID3D12GraphicsCommandList_Close(command_list);
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@ -724,6 +736,31 @@ static inline void upload_texture_data_(unsigned int line, ID3D12Resource *textu
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free(row_sizes);
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}
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#define upload_buffer_data(a, b, c, d, e, f) upload_buffer_data_(__LINE__, a, b, c, d, e, f)
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static inline void upload_buffer_data_(unsigned int line, ID3D12Resource *buffer, size_t offset,
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size_t size, const void *data, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list)
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{
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ID3D12Resource *upload_buffer;
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ID3D12Device *device;
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HRESULT hr;
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hr = ID3D12Resource_GetDevice(buffer, &IID_ID3D12Device, (void **)&device);
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ok_(line)(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr);
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upload_buffer = create_upload_buffer_(line, device, size, data);
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ID3D12GraphicsCommandList_CopyBufferRegion(command_list, buffer, offset,
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upload_buffer, 0, size);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok_(line)(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
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exec_command_list(queue, command_list);
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wait_queue_idle(device, queue);
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ID3D12Resource_Release(upload_buffer);
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ID3D12Device_Release(device);
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}
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static HRESULT create_root_signature(ID3D12Device *device, const D3D12_ROOT_SIGNATURE_DESC *desc,
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ID3D12RootSignature **root_signature)
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{
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@ -145,7 +145,6 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
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break;
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case RESOURCE_TYPE_UAV:
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case RESOURCE_TYPE_BUFFER_UAV:
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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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@ -161,6 +160,30 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
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NULL, NULL, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
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break;
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case RESOURCE_TYPE_BUFFER_UAV:
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{
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D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = { 0 };
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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->resource = create_default_buffer(device, params->data_size,
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D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST);
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upload_buffer_data(resource->resource, 0, params->data_size, resource_data,
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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,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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uav_desc.Format = params->format;
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uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
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uav_desc.Buffer.NumElements = params->width * params->height;
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ID3D12Device_CreateUnorderedAccessView(device, resource->resource,
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NULL, &uav_desc, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
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break;
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}
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case RESOURCE_TYPE_VERTEX_BUFFER:
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resource->resource = create_upload_buffer(device, params->data_size, params->data);
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break;
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@ -224,7 +247,7 @@ static ID3D12RootSignature *d3d12_runner_create_root_signature(struct d3d12_shad
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root_param->DescriptorTable.pDescriptorRanges = range;
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root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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if (resource->r.type == RESOURCE_TYPE_UAV)
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if (resource->r.type == RESOURCE_TYPE_UAV || resource->r.type == RESOURCE_TYPE_BUFFER_UAV)
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range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
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else
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range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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@ -432,6 +455,8 @@ static bool d3d12_runner_draw(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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if (runner->heap)
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ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &runner->heap);
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for (i = 0; i < runner->r.resource_count; ++i)
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{
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struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]);
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