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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:
committed by
Alexandre Julliard
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
@@ -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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