tests: Compile HLSL shaders at runtime in test_create_compute_pipeline_state().

This commit is contained in:
Giovanni Mascellani 2023-09-09 22:45:28 +02:00 committed by Alexandre Julliard
parent 06399d128a
commit f7354ff9e3
Notes: Alexandre Julliard 2023-09-13 23:18:26 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/337
2 changed files with 33 additions and 12 deletions

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@ -28,6 +28,20 @@ struct test_options test_options = {0};
static PFN_D3D12_CREATE_VERSIONED_ROOT_SIGNATURE_DESERIALIZER pfn_D3D12CreateVersionedRootSignatureDeserializer;
static PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE pfn_D3D12SerializeVersionedRootSignature;
static ID3D10Blob *compile_shader(const char *source, size_t len, const char *profile)
{
ID3D10Blob *bytecode = NULL, *errors = NULL;
HRESULT hr;
hr = D3DCompile(source, len, NULL, NULL, NULL, "main", profile, 0, 0, &bytecode, &errors);
ok(hr == S_OK, "Cannot compile shader, hr %#x.\n", hr);
ok(!!bytecode, "Compilation didn't produce any bytecode.\n");
if (errors)
ID3D10Blob_Release(errors);
return bytecode;
}
struct dvec2
{
double x, y;
@ -2885,24 +2899,23 @@ static void test_create_compute_pipeline_state(void)
ID3D12RootSignature *root_signature;
ID3D12PipelineState *pipeline_state;
ID3D12Device *device, *tmp_device;
ID3D10Blob *bytecode;
ULONG refcount;
HRESULT hr;
static const DWORD dxbc_code[] =
{
#if 0
[numthreads(1, 1, 1)]
void main() { }
#endif
0x43425844, 0x1acc3ad0, 0x71c7b057, 0xc72c4306, 0xf432cb57, 0x00000001, 0x00000074, 0x00000003,
0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000020, 0x00050050, 0x00000008, 0x0100086a,
0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x0100003e,
};
static const char shader_code[] =
"[numthreads(1, 1, 1)]\n"
"void main() { }\n";
bytecode = compile_shader(shader_code, sizeof(shader_code) - 1, "cs_4_0");
if (!(device = create_device()))
{
skip("Failed to create device.\n");
refcount = ID3D10Blob_Release(bytecode);
ok(!refcount, "ID3D10Blob has %u references left.\n", (unsigned int)refcount);
return;
}
@ -2919,7 +2932,7 @@ static void test_create_compute_pipeline_state(void)
memset(&pipeline_state_desc, 0, sizeof(pipeline_state_desc));
pipeline_state_desc.pRootSignature = root_signature;
pipeline_state_desc.CS = shader_bytecode(dxbc_code, sizeof(dxbc_code));
pipeline_state_desc.CS = shader_bytecode_from_blob(bytecode);
pipeline_state_desc.NodeMask = 0;
pipeline_state_desc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
@ -2951,6 +2964,9 @@ static void test_create_compute_pipeline_state(void)
refcount = ID3D12Device_Release(device);
ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
refcount = ID3D10Blob_Release(bytecode);
ok(!refcount, "ID3D10Blob has %u references left.\n", (unsigned int)refcount);
}
static void test_create_graphics_pipeline_state(void)

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@ -88,6 +88,11 @@ static D3D12_SHADER_BYTECODE shader_bytecode(const DWORD *code, size_t size)
return shader_bytecode;
}
static inline D3D12_SHADER_BYTECODE shader_bytecode_from_blob(ID3D10Blob *blob)
{
return shader_bytecode(ID3D10Blob_GetBufferPointer(blob), ID3D10Blob_GetBufferSize(blob));
}
static void exec_command_list(ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *list)
{
ID3D12CommandList *lists[] = {(ID3D12CommandList *)list};