tests/hlsl: Test SM6.6 dynamic resources.

This commit is contained in:
Giovanni Mascellani
2025-11-18 14:49:08 +01:00
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
4 changed files with 178 additions and 9 deletions

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@@ -123,3 +123,138 @@ u[2:3], space 0, uav 1
[test] [test]
todo(msl) draw quad todo(msl) draw quad
probe (0, 0) f32(1.0, 1.0, 1.0, 1.0) probe (0, 0) f32(1.0, 1.0, 1.0, 1.0)
% Test SM 6.6 dynamic resources on SRVs
[require]
shader model >= 6.6
descriptors
[pixel shader]
uniform uint idx;
float4 main() : SV_Target
{
Texture2D<float> t = ResourceDescriptorHeap[idx];
return t.Load(uint3(0, 0, 0));
}
[descriptors]
[test]
uniform 0 uint 0
todo draw quad
probe (0, 0) f32(1.0, 1.0, 1.0, 1.0)
uniform 0 uint 1
todo draw quad
probe (0, 0) f32(2.0, 2.0, 2.0, 2.0)
uniform 0 uint 2
todo draw quad
probe (0, 0) f32(3.0, 3.0, 3.0, 3.0)
[descriptors]
t[1:3], space 0, srv 0
[test]
uniform 0 uint 0
todo draw quad
probe (0, 0) f32(1.0, 1.0, 1.0, 1.0)
uniform 0 uint 1
todo draw quad
probe (0, 0) f32(2.0, 2.0, 2.0, 2.0)
uniform 0 uint 2
todo draw quad
probe (0, 0) f32(3.0, 3.0, 3.0, 3.0)
[descriptors]
t[1:2], space 0, srv 1
[test]
uniform 0 uint 0
todo draw quad
probe (0, 0) f32(2.0, 2.0, 2.0, 2.0)
uniform 0 uint 1
todo draw quad
probe (0, 0) f32(3.0, 3.0, 3.0, 3.0)
[descriptors]
t[1:3], space 0, srv 0
[pixel shader]
float4 main(float4 pos : SV_Position) : SV_Target
{
uint idx = floor(pos.x);
idx %= 3;
Texture2D<float> t = ResourceDescriptorHeap[NonUniformResourceIndex(idx)];
return t.Load(uint3(0, 0, 0));
}
[test]
todo draw quad
probe (0, 0) f32(1.0, 1.0, 1.0, 1.0)
probe (1, 0) f32(2.0, 2.0, 2.0, 2.0)
probe (2, 0) f32(3.0, 3.0, 3.0, 3.0)
% Test SM 6.6 dynamic resources on UAVs
[pixel shader]
uniform uint idx;
float4 main() : SV_Target
{
RWTexture2D<float> u = ResourceDescriptorHeap[idx];
return u[uint2(0, 0)];
}
[descriptors]
[test]
uniform 0 uint 3
todo draw quad
probe (0, 0) f32(1.0, 1.0, 1.0, 1.0)
uniform 0 uint 4
todo draw quad
probe (0, 0) f32(2.0, 2.0, 2.0, 2.0)
uniform 0 uint 5
todo draw quad
probe (0, 0) f32(3.0, 3.0, 3.0, 3.0)
[descriptors]
u[1:3], space 0, uav 1
[test]
uniform 0 uint 0
todo draw quad
probe (0, 0) f32(1.0, 1.0, 1.0, 1.0)
uniform 0 uint 1
todo draw quad
probe (0, 0) f32(2.0, 2.0, 2.0, 2.0)
uniform 0 uint 2
todo draw quad
probe (0, 0) f32(3.0, 3.0, 3.0, 3.0)
[descriptors]
u[1:2], space 0, uav 2
[test]
uniform 0 uint 0
todo draw quad
probe (0, 0) f32(2.0, 2.0, 2.0, 2.0)
uniform 0 uint 1
todo draw quad
probe (0, 0) f32(3.0, 3.0, 3.0, 3.0)
[descriptors]
[pixel shader]
float4 main(float4 pos : SV_Position) : SV_Target
{
uint idx = floor(pos.x);
idx %= 3;
RWTexture2D<float> u = ResourceDescriptorHeap[NonUniformResourceIndex(idx + 3)];
return u[uint2(0, 0)];
}
[test]
todo draw quad
probe (0, 0) f32(1.0, 1.0, 1.0, 1.0)
probe (1, 0) f32(2.0, 2.0, 2.0, 2.0)
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[] =
[SHADER_MODEL_5_1] = "5.1", [SHADER_MODEL_5_1] = "5.1",
[SHADER_MODEL_6_0] = "6.0", [SHADER_MODEL_6_0] = "6.0",
[SHADER_MODEL_6_2] = "6.2", [SHADER_MODEL_6_2] = "6.2",
[SHADER_MODEL_6_6] = "6.6",
}; };
static const char *const sm_strings_underscore[] = static const char *const sm_strings_underscore[] =
@@ -95,6 +96,7 @@ static const char *const sm_strings_underscore[] =
[SHADER_MODEL_5_1] = "5_1", [SHADER_MODEL_5_1] = "5_1",
[SHADER_MODEL_6_0] = "6_0", [SHADER_MODEL_6_0] = "6_0",
[SHADER_MODEL_6_2] = "6_2", [SHADER_MODEL_6_2] = "6_2",
[SHADER_MODEL_6_6] = "6_6",
}; };
void fatal_error(const char *format, ...) void fatal_error(const char *format, ...)

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@@ -46,7 +46,8 @@ enum shader_model
SHADER_MODEL_5_1, SHADER_MODEL_5_1,
SHADER_MODEL_6_0, SHADER_MODEL_6_0,
SHADER_MODEL_6_2, SHADER_MODEL_6_2,
SHADER_MODEL_MAX = SHADER_MODEL_6_2, SHADER_MODEL_6_6,
SHADER_MODEL_MAX = SHADER_MODEL_6_6,
}; };
enum shader_type enum shader_type

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@@ -276,6 +276,9 @@ static ID3D12RootSignature *d3d12_runner_create_root_signature(struct d3d12_shad
root_signature_desc.pStaticSamplers = static_samplers; root_signature_desc.pStaticSamplers = static_samplers;
root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
if (runner->r.minimum_shader_model >= SHADER_MODEL_6_6)
root_signature_desc.Flags |= D3D12_ROOT_SIGNATURE_FLAG_CBV_SRV_UAV_HEAP_DIRECTLY_INDEXED;
/* Native d3d12 doesn't like an empty root descriptor table. */ /* Native d3d12 doesn't like an empty root descriptor table. */
if (runner->r.descriptor_count) if (runner->r.descriptor_count)
{ {
@@ -477,8 +480,9 @@ static bool d3d12_runner_dispatch(struct shader_runner *r, unsigned int x, unsig
return false; return false;
} }
ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature); /* With dynamic resources descriptor heaps must be set before the root signature. */
ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &runner->heap); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &runner->heap);
ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature);
if (runner->r.uniform_count) if (runner->r.uniform_count)
ID3D12GraphicsCommandList_SetComputeRoot32BitConstants(command_list, uniform_index, ID3D12GraphicsCommandList_SetComputeRoot32BitConstants(command_list, uniform_index,
runner->r.uniform_count, runner->r.uniforms, 0); runner->r.uniform_count, runner->r.uniforms, 0);
@@ -902,11 +906,13 @@ static bool d3d12_runner_draw(struct shader_runner *r, D3D_PRIMITIVE_TOPOLOGY pr
fb_width = ~0u; fb_width = ~0u;
fb_height = ~0u; fb_height = ~0u;
/* With dynamic resources descriptor heaps must be set before the root signature. */
ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &runner->heap);
ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, test_context->root_signature); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, test_context->root_signature);
if (runner->r.uniform_count) if (runner->r.uniform_count)
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, uniform_index, ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, uniform_index,
runner->r.uniform_count, runner->r.uniforms, 0); runner->r.uniform_count, runner->r.uniforms, 0);
ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &runner->heap);
for (i = 0; i < runner->r.resource_count; ++i) for (i = 0; i < runner->r.resource_count; ++i)
{ {
struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]); struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]);
@@ -1176,14 +1182,37 @@ static void d3d12_runner_init_caps(struct d3d12_shader_runner *runner,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS); D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
} }
static bool device_supports_shader_model_6_0(ID3D12Device *device) static enum shader_model get_supported_shader_model(ID3D12Device *device)
{ {
D3D12_FEATURE_DATA_SHADER_MODEL sm = {D3D_SHADER_MODEL_6_0}; D3D12_FEATURE_DATA_SHADER_MODEL sm_feature;
D3D_SHADER_MODEL sm;
unsigned int i;
HRESULT hr; HRESULT hr;
hr = ID3D12Device_CheckFeatureSupport(device, D3D12_FEATURE_SHADER_MODEL, &sm, sizeof(sm)); static const D3D_SHADER_MODEL d3d_shader_models[] =
ok(hr == S_OK, "Failed to check feature shader model support, hr %#x.\n", hr); {
return sm.HighestShaderModel >= D3D_SHADER_MODEL_6_0; [SHADER_MODEL_5_1] = D3D_SHADER_MODEL_5_1,
[SHADER_MODEL_6_0] = D3D_SHADER_MODEL_6_0,
[SHADER_MODEL_6_2] = D3D_SHADER_MODEL_6_2,
[SHADER_MODEL_6_6] = D3D_SHADER_MODEL_6_6,
};
for (i = ARRAY_SIZE(d3d_shader_models) - 1; i != UINT_MAX; --i)
{
if (!(sm = d3d_shader_models[i]))
continue;
sm_feature.HighestShaderModel = sm;
hr = ID3D12Device_CheckFeatureSupport(device, D3D12_FEATURE_SHADER_MODEL, &sm_feature, sizeof(sm_feature));
/* Might return E_INVALIDARG is the runtime doesn't know about modern SMs. */
ok(hr == S_OK || hr == E_INVALIDARG, "Failed to check feature shader model support, hr %#x.\n", hr);
if (hr == S_OK && sm_feature.HighestShaderModel >= sm)
return i;
}
fatal_error("Maximum shader model is smaller than 5.1.\n");
} }
static void run_shader_tests_for_model_range(void *dxc_compiler, static void run_shader_tests_for_model_range(void *dxc_compiler,
@@ -1204,7 +1233,9 @@ static void run_shader_tests_for_model_range(void *dxc_compiler,
return; return;
device = runner.test_context.device; device = runner.test_context.device;
if (minimum_shader_model >= SHADER_MODEL_6_0 && !device_supports_shader_model_6_0(device)) maximum_shader_model = min(maximum_shader_model, get_supported_shader_model(device));
if (minimum_shader_model >= SHADER_MODEL_6_0 && maximum_shader_model < SHADER_MODEL_6_0)
{ {
skip("The device does not support shader model 6.0.\n"); skip("The device does not support shader model 6.0.\n");
destroy_test_context(&runner.test_context); destroy_test_context(&runner.test_context);