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tests/hlsl: Test SM6.6 dynamic resources.
This commit is contained in:
committed by
Henri Verbeet
parent
d380bc196f
commit
f47f712164
Notes:
Henri Verbeet
2025-11-24 19:12:37 +01:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1812
@@ -123,3 +123,138 @@ u[2:3], space 0, uav 1
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[test]
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todo(msl) draw quad
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probe (0, 0) f32(1.0, 1.0, 1.0, 1.0)
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% Test SM 6.6 dynamic resources on SRVs
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[require]
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shader model >= 6.6
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descriptors
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[pixel shader]
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uniform uint idx;
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float4 main() : SV_Target
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{
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Texture2D<float> t = ResourceDescriptorHeap[idx];
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return t.Load(uint3(0, 0, 0));
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}
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[descriptors]
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[test]
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uniform 0 uint 0
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todo draw quad
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probe (0, 0) f32(1.0, 1.0, 1.0, 1.0)
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uniform 0 uint 1
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todo draw quad
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probe (0, 0) f32(2.0, 2.0, 2.0, 2.0)
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uniform 0 uint 2
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todo draw quad
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probe (0, 0) f32(3.0, 3.0, 3.0, 3.0)
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[descriptors]
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t[1:3], space 0, srv 0
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[test]
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uniform 0 uint 0
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todo draw quad
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probe (0, 0) f32(1.0, 1.0, 1.0, 1.0)
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uniform 0 uint 1
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todo draw quad
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probe (0, 0) f32(2.0, 2.0, 2.0, 2.0)
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uniform 0 uint 2
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todo draw quad
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probe (0, 0) f32(3.0, 3.0, 3.0, 3.0)
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[descriptors]
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t[1:2], space 0, srv 1
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[test]
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uniform 0 uint 0
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todo draw quad
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probe (0, 0) f32(2.0, 2.0, 2.0, 2.0)
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uniform 0 uint 1
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todo draw quad
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probe (0, 0) f32(3.0, 3.0, 3.0, 3.0)
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[descriptors]
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t[1:3], space 0, srv 0
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[pixel shader]
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float4 main(float4 pos : SV_Position) : SV_Target
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{
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uint idx = floor(pos.x);
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idx %= 3;
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Texture2D<float> t = ResourceDescriptorHeap[NonUniformResourceIndex(idx)];
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return t.Load(uint3(0, 0, 0));
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}
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[test]
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todo draw quad
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probe (0, 0) f32(1.0, 1.0, 1.0, 1.0)
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probe (1, 0) f32(2.0, 2.0, 2.0, 2.0)
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probe (2, 0) f32(3.0, 3.0, 3.0, 3.0)
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% Test SM 6.6 dynamic resources on UAVs
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[pixel shader]
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uniform uint idx;
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float4 main() : SV_Target
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{
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RWTexture2D<float> u = ResourceDescriptorHeap[idx];
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return u[uint2(0, 0)];
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}
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[descriptors]
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[test]
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uniform 0 uint 3
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todo draw quad
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probe (0, 0) f32(1.0, 1.0, 1.0, 1.0)
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uniform 0 uint 4
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todo draw quad
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probe (0, 0) f32(2.0, 2.0, 2.0, 2.0)
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uniform 0 uint 5
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todo draw quad
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probe (0, 0) f32(3.0, 3.0, 3.0, 3.0)
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[descriptors]
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u[1:3], space 0, uav 1
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[test]
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uniform 0 uint 0
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todo draw quad
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probe (0, 0) f32(1.0, 1.0, 1.0, 1.0)
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uniform 0 uint 1
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todo draw quad
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probe (0, 0) f32(2.0, 2.0, 2.0, 2.0)
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uniform 0 uint 2
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todo draw quad
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probe (0, 0) f32(3.0, 3.0, 3.0, 3.0)
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[descriptors]
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u[1:2], space 0, uav 2
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[test]
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uniform 0 uint 0
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todo draw quad
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probe (0, 0) f32(2.0, 2.0, 2.0, 2.0)
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uniform 0 uint 1
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todo draw quad
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probe (0, 0) f32(3.0, 3.0, 3.0, 3.0)
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[descriptors]
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[pixel shader]
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float4 main(float4 pos : SV_Position) : SV_Target
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{
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uint idx = floor(pos.x);
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idx %= 3;
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RWTexture2D<float> u = ResourceDescriptorHeap[NonUniformResourceIndex(idx + 3)];
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return u[uint2(0, 0)];
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}
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[test]
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todo draw quad
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probe (0, 0) f32(1.0, 1.0, 1.0, 1.0)
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probe (1, 0) f32(2.0, 2.0, 2.0, 2.0)
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probe (2, 0) f32(3.0, 3.0, 3.0, 3.0)
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@@ -83,6 +83,7 @@ static const char *const sm_strings_dot[] =
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[SHADER_MODEL_5_1] = "5.1",
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[SHADER_MODEL_6_0] = "6.0",
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[SHADER_MODEL_6_2] = "6.2",
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[SHADER_MODEL_6_6] = "6.6",
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};
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static const char *const sm_strings_underscore[] =
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@@ -95,6 +96,7 @@ static const char *const sm_strings_underscore[] =
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[SHADER_MODEL_5_1] = "5_1",
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[SHADER_MODEL_6_0] = "6_0",
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[SHADER_MODEL_6_2] = "6_2",
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[SHADER_MODEL_6_6] = "6_6",
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};
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void fatal_error(const char *format, ...)
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@@ -46,7 +46,8 @@ enum shader_model
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SHADER_MODEL_5_1,
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SHADER_MODEL_6_0,
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SHADER_MODEL_6_2,
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SHADER_MODEL_MAX = SHADER_MODEL_6_2,
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SHADER_MODEL_6_6,
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SHADER_MODEL_MAX = SHADER_MODEL_6_6,
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};
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enum shader_type
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@@ -276,6 +276,9 @@ static ID3D12RootSignature *d3d12_runner_create_root_signature(struct d3d12_shad
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root_signature_desc.pStaticSamplers = static_samplers;
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root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
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if (runner->r.minimum_shader_model >= SHADER_MODEL_6_6)
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root_signature_desc.Flags |= D3D12_ROOT_SIGNATURE_FLAG_CBV_SRV_UAV_HEAP_DIRECTLY_INDEXED;
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/* Native d3d12 doesn't like an empty root descriptor table. */
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if (runner->r.descriptor_count)
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{
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@@ -477,8 +480,9 @@ static bool d3d12_runner_dispatch(struct shader_runner *r, unsigned int x, unsig
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return false;
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}
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ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature);
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/* With dynamic resources descriptor heaps must be set before the root signature. */
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ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &runner->heap);
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ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature);
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if (runner->r.uniform_count)
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ID3D12GraphicsCommandList_SetComputeRoot32BitConstants(command_list, uniform_index,
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runner->r.uniform_count, runner->r.uniforms, 0);
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@@ -902,11 +906,13 @@ static bool d3d12_runner_draw(struct shader_runner *r, D3D_PRIMITIVE_TOPOLOGY pr
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fb_width = ~0u;
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fb_height = ~0u;
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/* With dynamic resources descriptor heaps must be set before the root signature. */
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ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &runner->heap);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, test_context->root_signature);
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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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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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@@ -1176,14 +1182,37 @@ static void d3d12_runner_init_caps(struct d3d12_shader_runner *runner,
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
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}
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static bool device_supports_shader_model_6_0(ID3D12Device *device)
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static enum shader_model get_supported_shader_model(ID3D12Device *device)
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{
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D3D12_FEATURE_DATA_SHADER_MODEL sm = {D3D_SHADER_MODEL_6_0};
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D3D12_FEATURE_DATA_SHADER_MODEL sm_feature;
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D3D_SHADER_MODEL sm;
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unsigned int i;
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HRESULT hr;
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hr = ID3D12Device_CheckFeatureSupport(device, D3D12_FEATURE_SHADER_MODEL, &sm, sizeof(sm));
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ok(hr == S_OK, "Failed to check feature shader model support, hr %#x.\n", hr);
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return sm.HighestShaderModel >= D3D_SHADER_MODEL_6_0;
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static const D3D_SHADER_MODEL d3d_shader_models[] =
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{
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[SHADER_MODEL_5_1] = D3D_SHADER_MODEL_5_1,
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[SHADER_MODEL_6_0] = D3D_SHADER_MODEL_6_0,
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[SHADER_MODEL_6_2] = D3D_SHADER_MODEL_6_2,
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[SHADER_MODEL_6_6] = D3D_SHADER_MODEL_6_6,
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};
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for (i = ARRAY_SIZE(d3d_shader_models) - 1; i != UINT_MAX; --i)
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{
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if (!(sm = d3d_shader_models[i]))
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continue;
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sm_feature.HighestShaderModel = sm;
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hr = ID3D12Device_CheckFeatureSupport(device, D3D12_FEATURE_SHADER_MODEL, &sm_feature, sizeof(sm_feature));
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/* Might return E_INVALIDARG is the runtime doesn't know about modern SMs. */
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ok(hr == S_OK || hr == E_INVALIDARG, "Failed to check feature shader model support, hr %#x.\n", hr);
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if (hr == S_OK && sm_feature.HighestShaderModel >= sm)
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return i;
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}
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fatal_error("Maximum shader model is smaller than 5.1.\n");
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}
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static void run_shader_tests_for_model_range(void *dxc_compiler,
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@@ -1204,7 +1233,9 @@ static void run_shader_tests_for_model_range(void *dxc_compiler,
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return;
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device = runner.test_context.device;
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if (minimum_shader_model >= SHADER_MODEL_6_0 && !device_supports_shader_model_6_0(device))
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maximum_shader_model = min(maximum_shader_model, get_supported_shader_model(device));
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if (minimum_shader_model >= SHADER_MODEL_6_0 && maximum_shader_model < SHADER_MODEL_6_0)
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{
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skip("The device does not support shader model 6.0.\n");
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destroy_test_context(&runner.test_context);
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