diff --git a/tests/shader_runner.c b/tests/shader_runner.c index cfa0e2a2..c0b0fed2 100644 --- a/tests/shader_runner.c +++ b/tests/shader_runner.c @@ -496,44 +496,46 @@ static void parse_resource_directive(struct resource_params *resource, const cha { if (match_string(line, "format", &line)) { - resource->format = parse_format(line, &resource->data_type, &resource->texel_size, &resource->is_shadow, &line); + resource->desc.format = parse_format(line, &resource->data_type, + &resource->desc.texel_size, &resource->is_shadow, &line); } else if (match_string(line, "stride", &line)) { if (sscanf(line, "%u", &resource->stride) < 1) fatal_error("Malformed texture stride '%s'.\n", line); - resource->texel_size = resource->stride; - resource->format = DXGI_FORMAT_UNKNOWN; + resource->desc.texel_size = resource->stride; + resource->desc.format = DXGI_FORMAT_UNKNOWN; } else if (match_string(line, "size", &line)) { - if (sscanf(line, "( buffer , %u ) ", &resource->width) == 1) + if (sscanf(line, "( buffer , %u ) ", &resource->desc.width) == 1) { - resource->dimension = RESOURCE_DIMENSION_BUFFER; - resource->height = 1; + resource->desc.dimension = RESOURCE_DIMENSION_BUFFER; + resource->desc.height = 1; } - else if (sscanf(line, "( raw_buffer , %u ) ", &resource->width) == 1) + else if (sscanf(line, "( raw_buffer , %u ) ", &resource->desc.width) == 1) { - resource->dimension = RESOURCE_DIMENSION_BUFFER; - resource->height = 1; + resource->desc.dimension = RESOURCE_DIMENSION_BUFFER; + resource->desc.height = 1; resource->is_raw = true; } - else if (sscanf(line, "( counter_buffer , %u ) ", &resource->width) == 1) + else if (sscanf(line, "( counter_buffer , %u ) ", &resource->desc.width) == 1) { - resource->dimension = RESOURCE_DIMENSION_BUFFER; - resource->height = 1; + resource->desc.dimension = RESOURCE_DIMENSION_BUFFER; + resource->desc.height = 1; resource->is_uav_counter = true; resource->stride = sizeof(uint32_t); - resource->texel_size = resource->stride; - resource->format = DXGI_FORMAT_UNKNOWN; + resource->desc.texel_size = resource->stride; + resource->desc.format = DXGI_FORMAT_UNKNOWN; } - else if (sscanf(line, "( 2d , %u , %u ) ", &resource->width, &resource->height) == 2) + else if (sscanf(line, "( 2d , %u , %u ) ", &resource->desc.width, &resource->desc.height) == 2) { - resource->dimension = RESOURCE_DIMENSION_2D; + resource->desc.dimension = RESOURCE_DIMENSION_2D; } - else if (sscanf(line, "( 2dms , %u , %u , %u ) ", &resource->sample_count, &resource->width, &resource->height) == 3) + else if (sscanf(line, "( 2dms , %u , %u , %u ) ", + &resource->desc.sample_count, &resource->desc.width, &resource->desc.height) == 3) { - resource->dimension = RESOURCE_DIMENSION_2D; + resource->desc.dimension = RESOURCE_DIMENSION_2D; } else { @@ -544,7 +546,7 @@ static void parse_resource_directive(struct resource_params *resource, const cha { char *rest; - resource->level_count = strtoul(line, &rest, 10); + resource->desc.level_count = strtoul(line, &rest, 10); if (rest == line) fatal_error("Malformed texture directive '%s'.\n", line); } @@ -618,14 +620,7 @@ static void parse_input_layout_directive(struct shader_runner *runner, const cha void init_resource(struct resource *resource, const struct resource_params *params) { - resource->type = params->type; - resource->dimension = params->dimension; - resource->slot = params->slot; - resource->format = params->format; - resource->texel_size = params->texel_size; - resource->width = params->width; - resource->height = params->height; - resource->sample_count = params->sample_count; + resource->desc = params->desc; } struct resource *shader_runner_get_resource(struct shader_runner *runner, enum resource_type type, unsigned int slot) @@ -637,7 +632,7 @@ struct resource *shader_runner_get_resource(struct shader_runner *runner, enum r { resource = runner->resources[i]; - if (resource->type == type && resource->slot == slot) + if (resource->desc.type == type && resource->desc.slot == slot) return resource; } @@ -657,24 +652,25 @@ static void set_resource(struct shader_runner *runner, const struct resource_par if (!(resource = runner->ops->create_resource(runner, params))) { - if (!bitmap_is_set(runner->failed_resources[params->type], params->slot)) + if (!bitmap_is_set(runner->failed_resources[params->desc.type], params->desc.slot)) { ++runner->failed_resource_count; - bitmap_set(runner->failed_resources[params->type], params->slot); + bitmap_set(runner->failed_resources[params->desc.type], params->desc.slot); } return; } - if (bitmap_is_set(runner->failed_resources[params->type], params->slot)) + if (bitmap_is_set(runner->failed_resources[params->desc.type], params->desc.slot)) { assert(runner->failed_resource_count); --runner->failed_resource_count; - bitmap_clear(runner->failed_resources[params->type], params->slot); + bitmap_clear(runner->failed_resources[params->desc.type], params->desc.slot); } for (i = 0; i < runner->resource_count; ++i) { - if (runner->resources[i]->slot == resource->slot && runner->resources[i]->type == resource->type) + if (runner->resources[i]->desc.slot == resource->desc.slot + && runner->resources[i]->desc.type == resource->desc.type) { runner->ops->destroy_resource(runner, runner->resources[i]); runner->resources[i] = resource; @@ -903,15 +899,15 @@ static void parse_test_directive(struct shader_runner *runner, const char *line) if (!shader_runner_has_target(runner)) { memset(¶ms, 0, sizeof(params)); - params.slot = 0; - params.type = RESOURCE_TYPE_RENDER_TARGET; - params.dimension = RESOURCE_DIMENSION_2D; - params.format = DXGI_FORMAT_R32G32B32A32_FLOAT; + params.desc.slot = 0; + params.desc.type = RESOURCE_TYPE_RENDER_TARGET; + params.desc.dimension = RESOURCE_DIMENSION_2D; + params.desc.format = DXGI_FORMAT_R32G32B32A32_FLOAT; params.data_type = TEXTURE_DATA_FLOAT; - params.texel_size = 16; - params.width = RENDER_TARGET_WIDTH; - params.height = RENDER_TARGET_HEIGHT; - params.level_count = 1; + params.desc.texel_size = 16; + params.desc.width = RENDER_TARGET_WIDTH; + params.desc.height = RENDER_TARGET_HEIGHT; + params.desc.level_count = 1; set_resource(runner, ¶ms); } @@ -930,10 +926,10 @@ static void parse_test_directive(struct shader_runner *runner, const char *line) runner->input_element_count = 1; memset(¶ms, 0, sizeof(params)); - params.slot = 0; - params.type = RESOURCE_TYPE_VERTEX_BUFFER; - params.dimension = RESOURCE_DIMENSION_BUFFER; - params.width = sizeof(quad); + params.desc.slot = 0; + params.desc.type = RESOURCE_TYPE_VERTEX_BUFFER; + params.desc.dimension = RESOURCE_DIMENSION_BUFFER; + params.desc.width = sizeof(quad); params.data = malloc(sizeof(quad)); memcpy(params.data, quad, sizeof(quad)); params.data_size = sizeof(quad); @@ -957,15 +953,15 @@ static void parse_test_directive(struct shader_runner *runner, const char *line) if (!shader_runner_has_target(runner)) { memset(¶ms, 0, sizeof(params)); - params.slot = 0; - params.type = RESOURCE_TYPE_RENDER_TARGET; - params.dimension = RESOURCE_DIMENSION_2D; - params.format = DXGI_FORMAT_R32G32B32A32_FLOAT; + params.desc.slot = 0; + params.desc.type = RESOURCE_TYPE_RENDER_TARGET; + params.desc.dimension = RESOURCE_DIMENSION_2D; + params.desc.format = DXGI_FORMAT_R32G32B32A32_FLOAT; params.data_type = TEXTURE_DATA_FLOAT; - params.texel_size = 16; - params.width = RENDER_TARGET_WIDTH; - params.height = RENDER_TARGET_HEIGHT; - params.level_count = 1; + params.desc.texel_size = 16; + params.desc.width = RENDER_TARGET_WIDTH; + params.desc.height = RENDER_TARGET_HEIGHT; + params.desc.level_count = 1; set_resource(runner, ¶ms); } @@ -1671,8 +1667,8 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c break; case STATE_RESOURCE: - if (current_resource.type == RESOURCE_TYPE_VERTEX_BUFFER) - current_resource.width = current_resource.data_size; + if (current_resource.desc.type == RESOURCE_TYPE_VERTEX_BUFFER) + current_resource.desc.width = current_resource.data_size; /* Not every backend supports every resource type * (specifically, D3D9 doesn't support UAVs and @@ -1907,12 +1903,12 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c memset(¤t_resource, 0, sizeof(current_resource)); - current_resource.slot = index; - current_resource.type = RESOURCE_TYPE_RENDER_TARGET; - current_resource.format = DXGI_FORMAT_R32G32B32A32_FLOAT; + current_resource.desc.slot = index; + current_resource.desc.type = RESOURCE_TYPE_RENDER_TARGET; + current_resource.desc.format = DXGI_FORMAT_R32G32B32A32_FLOAT; current_resource.data_type = TEXTURE_DATA_FLOAT; - current_resource.texel_size = 16; - current_resource.level_count = 1; + current_resource.desc.texel_size = 16; + current_resource.desc.level_count = 1; } else if (!strcmp(line, "[dsv]\n")) { @@ -1920,13 +1916,13 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c memset(¤t_resource, 0, sizeof(current_resource)); - current_resource.slot = 0; - current_resource.type = RESOURCE_TYPE_DEPTH_STENCIL; - current_resource.format = DXGI_FORMAT_D32_FLOAT; + current_resource.desc.slot = 0; + current_resource.desc.type = RESOURCE_TYPE_DEPTH_STENCIL; + current_resource.desc.format = DXGI_FORMAT_D32_FLOAT; current_resource.is_shadow = true; current_resource.data_type = TEXTURE_DATA_FLOAT; - current_resource.texel_size = 4; - current_resource.level_count = 1; + current_resource.desc.texel_size = 4; + current_resource.desc.level_count = 1; } else if (sscanf(line, "[srv %u]\n", &index)) { @@ -1934,12 +1930,12 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c memset(¤t_resource, 0, sizeof(current_resource)); - current_resource.slot = index; - current_resource.type = RESOURCE_TYPE_TEXTURE; - current_resource.format = DXGI_FORMAT_R32G32B32A32_FLOAT; + current_resource.desc.slot = index; + current_resource.desc.type = RESOURCE_TYPE_TEXTURE; + current_resource.desc.format = DXGI_FORMAT_R32G32B32A32_FLOAT; current_resource.data_type = TEXTURE_DATA_FLOAT; - current_resource.texel_size = 16; - current_resource.level_count = 1; + current_resource.desc.texel_size = 16; + current_resource.desc.level_count = 1; } else if (sscanf(line, "[uav %u]\n", &index)) { @@ -1947,12 +1943,12 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c memset(¤t_resource, 0, sizeof(current_resource)); - current_resource.slot = index; - current_resource.type = RESOURCE_TYPE_UAV; - current_resource.format = DXGI_FORMAT_R32G32B32A32_FLOAT; + current_resource.desc.slot = index; + current_resource.desc.type = RESOURCE_TYPE_UAV; + current_resource.desc.format = DXGI_FORMAT_R32G32B32A32_FLOAT; current_resource.data_type = TEXTURE_DATA_FLOAT; - current_resource.texel_size = 16; - current_resource.level_count = 1; + current_resource.desc.texel_size = 16; + current_resource.desc.level_count = 1; } else if (sscanf(line, "[vb %u]\n", &index)) { @@ -1960,9 +1956,9 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c memset(¤t_resource, 0, sizeof(current_resource)); - current_resource.slot = index; - current_resource.type = RESOURCE_TYPE_VERTEX_BUFFER; - current_resource.dimension = RESOURCE_DIMENSION_BUFFER; + current_resource.desc.slot = index; + current_resource.desc.type = RESOURCE_TYPE_VERTEX_BUFFER; + current_resource.desc.dimension = RESOURCE_DIMENSION_BUFFER; current_resource.data_type = TEXTURE_DATA_FLOAT; } else if (!strcmp(line, "[test]\n")) diff --git a/tests/shader_runner.h b/tests/shader_runner.h index a059dacc..3475cb6c 100644 --- a/tests/shader_runner.h +++ b/tests/shader_runner.h @@ -84,36 +84,36 @@ enum resource_dimension RESOURCE_DIMENSION_2D, }; -struct resource_params +struct resource_desc { unsigned int slot; enum resource_type type; enum resource_dimension dimension; DXGI_FORMAT format; + unsigned int texel_size; + unsigned int width, height; + unsigned int level_count; + unsigned int sample_count; +}; + +struct resource_params +{ + struct resource_desc desc; + bool is_shadow; bool is_raw; bool is_uav_counter; enum texture_data_type data_type; - unsigned int texel_size; unsigned int stride; - unsigned int width, height; - unsigned int level_count; - unsigned int sample_count; + uint8_t *data; size_t data_size, data_capacity; }; struct resource { - unsigned int slot; - enum resource_type type; - enum resource_dimension dimension; - - DXGI_FORMAT format; - unsigned int texel_size; - unsigned int width, height; - unsigned int sample_count; + struct resource_desc desc; }; struct input_element diff --git a/tests/shader_runner_d3d11.c b/tests/shader_runner_d3d11.c index 941709c4..00ac853c 100644 --- a/tests/shader_runner_d3d11.c +++ b/tests/shader_runner_d3d11.c @@ -370,34 +370,35 @@ static bool init_resource_2d(struct d3d11_shader_runner *runner, struct d3d11_re UINT quality_levels; HRESULT hr; - if (params->level_count > ARRAY_SIZE(resource_data)) - fatal_error("Level count %u is too high.\n", params->level_count); + if (params->desc.level_count > ARRAY_SIZE(resource_data)) + fatal_error("Level count %u is too high.\n", params->desc.level_count); - if (params->sample_count > 1) + if (params->desc.sample_count > 1) { - if (params->level_count > 1) + if (params->desc.level_count > 1) fatal_error("Multisampled texture has multiple levels.\n"); if (FAILED(ID3D11Device_CheckMultisampleQualityLevels(device, - params->format, params->sample_count, &quality_levels)) || !quality_levels) + params->desc.format, params->desc.sample_count, &quality_levels)) || !quality_levels) { - trace("Format #%x with sample count %u is not supported; skipping.\n", params->format, params->sample_count); + trace("Format #%x with sample count %u is not supported; skipping.\n", + params->desc.format, params->desc.sample_count); return false; } } - desc.Width = params->width; - desc.Height = params->height; - desc.MipLevels = params->level_count; + desc.Width = params->desc.width; + desc.Height = params->desc.height; + desc.MipLevels = params->desc.level_count; desc.ArraySize = 1; - desc.Format = params->format; - desc.SampleDesc.Count = max(params->sample_count, 1); + desc.Format = params->desc.format; + desc.SampleDesc.Count = max(params->desc.sample_count, 1); desc.Usage = D3D11_USAGE_DEFAULT; - if (params->type == RESOURCE_TYPE_UAV) + if (params->desc.type == RESOURCE_TYPE_UAV) desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS; - else if (params->type == RESOURCE_TYPE_RENDER_TARGET) + else if (params->desc.type == RESOURCE_TYPE_RENDER_TARGET) desc.BindFlags = D3D11_BIND_RENDER_TARGET; - else if (params->type == RESOURCE_TYPE_DEPTH_STENCIL) + else if (params->desc.type == RESOURCE_TYPE_DEPTH_STENCIL) desc.BindFlags = D3D11_BIND_DEPTH_STENCIL; else desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; @@ -406,16 +407,16 @@ static bool init_resource_2d(struct d3d11_shader_runner *runner, struct d3d11_re { unsigned int buffer_offset = 0; - if (params->sample_count > 1) + if (params->desc.sample_count > 1) fatal_error("Cannot upload data to a multisampled texture.\n"); - for (unsigned int level = 0; level < params->level_count; ++level) + for (unsigned int level = 0; level < params->desc.level_count; ++level) { - unsigned int level_width = get_level_dimension(params->width, level); - unsigned int level_height = get_level_dimension(params->height, level); + unsigned int level_width = get_level_dimension(params->desc.width, level); + unsigned int level_height = get_level_dimension(params->desc.height, level); resource_data[level].pSysMem = ¶ms->data[buffer_offset]; - resource_data[level].SysMemPitch = level_width * params->texel_size; + resource_data[level].SysMemPitch = level_width * params->desc.texel_size; resource_data[level].SysMemSlicePitch = level_height * resource_data[level].SysMemPitch; buffer_offset += resource_data[level].SysMemSlicePitch; } @@ -428,11 +429,11 @@ static bool init_resource_2d(struct d3d11_shader_runner *runner, struct d3d11_re ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr); resource->resource = (ID3D11Resource *)resource->texture; - if (params->type == RESOURCE_TYPE_UAV) + if (params->desc.type == RESOURCE_TYPE_UAV) hr = ID3D11Device_CreateUnorderedAccessView(device, resource->resource, NULL, &resource->uav); - else if (params->type == RESOURCE_TYPE_RENDER_TARGET) + else if (params->desc.type == RESOURCE_TYPE_RENDER_TARGET) hr = ID3D11Device_CreateRenderTargetView(device, resource->resource, NULL, &resource->rtv); - else if (params->type == RESOURCE_TYPE_DEPTH_STENCIL) + else if (params->desc.type == RESOURCE_TYPE_DEPTH_STENCIL) hr = ID3D11Device_CreateDepthStencilView(device, resource->resource, NULL, &resource->dsv); else hr = ID3D11Device_CreateShaderResourceView(device, resource->resource, NULL, &resource->srv); @@ -452,10 +453,10 @@ static void init_resource_srv_buffer(struct d3d11_shader_runner *runner, struct params->stride, params->data); resource->resource = (ID3D11Resource *)resource->buffer; - srv_desc.Format = params->format; + srv_desc.Format = params->desc.format; srv_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; srv_desc.Buffer.FirstElement = 0; - srv_desc.Buffer.NumElements = params->data_size / params->texel_size; + srv_desc.Buffer.NumElements = params->data_size / params->desc.texel_size; hr = ID3D11Device_CreateShaderResourceView(device, resource->resource, &srv_desc, &resource->srv); ok(hr == S_OK, "Failed to create view, hr %#lx.\n", hr); } @@ -472,10 +473,10 @@ static void init_resource_uav_buffer(struct d3d11_shader_runner *runner, struct resource->resource = (ID3D11Resource *)resource->buffer; resource->is_uav_counter = params->is_uav_counter; - uav_desc.Format = params->format; + uav_desc.Format = params->desc.format; uav_desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; uav_desc.Buffer.FirstElement = 0; - uav_desc.Buffer.NumElements = params->data_size / params->texel_size; + uav_desc.Buffer.NumElements = params->data_size / params->desc.texel_size; if (params->is_raw) uav_desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW; else if (params->is_uav_counter) @@ -495,19 +496,19 @@ static struct resource *d3d11_runner_create_resource(struct shader_runner *r, co resource = calloc(1, sizeof(*resource)); init_resource(&resource->r, params); - switch (params->type) + switch (params->desc.type) { case RESOURCE_TYPE_RENDER_TARGET: case RESOURCE_TYPE_DEPTH_STENCIL: case RESOURCE_TYPE_TEXTURE: - if (params->dimension == RESOURCE_DIMENSION_BUFFER) + if (params->desc.dimension == RESOURCE_DIMENSION_BUFFER) init_resource_srv_buffer(runner, resource, params); else if (!init_resource_2d(runner, resource, params)) return NULL; break; case RESOURCE_TYPE_UAV: - if (params->dimension == RESOURCE_DIMENSION_BUFFER) + if (params->desc.dimension == RESOURCE_DIMENSION_BUFFER) init_resource_uav_buffer(runner, resource, params); else if (!init_resource_2d(runner, resource, params)) return NULL; @@ -590,14 +591,14 @@ static bool d3d11_runner_dispatch(struct shader_runner *r, unsigned int x, unsig { struct d3d11_resource *resource = d3d11_resource(runner->r.resources[i]); - switch (resource->r.type) + switch (resource->r.desc.type) { case RESOURCE_TYPE_TEXTURE: - ID3D11DeviceContext_CSSetShaderResources(context, resource->r.slot, 1, &resource->srv); + ID3D11DeviceContext_CSSetShaderResources(context, resource->r.desc.slot, 1, &resource->srv); break; case RESOURCE_TYPE_UAV: - ID3D11DeviceContext_CSSetUnorderedAccessViews(context, resource->r.slot, 1, &resource->uav, NULL); + ID3D11DeviceContext_CSSetUnorderedAccessViews(context, resource->r.desc.slot, 1, &resource->uav, NULL); break; case RESOURCE_TYPE_RENDER_TARGET: @@ -631,7 +632,7 @@ static void d3d11_runner_clear(struct shader_runner *r, struct resource *res, co ID3D11DeviceContext *context = runner->immediate_context; struct d3d11_resource *resource = d3d11_resource(res); - switch (resource->r.type) + switch (resource->r.desc.type) { case RESOURCE_TYPE_RENDER_TARGET: ID3D11DeviceContext_ClearRenderTargetView(context, resource->rtv, (const float *)clear_value); @@ -642,7 +643,7 @@ static void d3d11_runner_clear(struct shader_runner *r, struct resource *res, co break; default: - fatal_error("Clears are not implemented for resource type %u.\n", resource->r.type); + fatal_error("Clears are not implemented for resource type %u.\n", resource->r.desc.type); } } @@ -757,14 +758,14 @@ static bool d3d11_runner_draw(struct shader_runner *r, for (i = 0; i < runner->r.resource_count; ++i) { struct d3d11_resource *resource = d3d11_resource(runner->r.resources[i]); - unsigned int stride = get_vb_stride(&runner->r, resource->r.slot); + unsigned int stride = get_vb_stride(&runner->r, resource->r.desc.slot); unsigned int offset = 0; - switch (resource->r.type) + switch (resource->r.desc.type) { case RESOURCE_TYPE_RENDER_TARGET: - rtvs[resource->r.slot] = resource->rtv; - rtv_count = max(rtv_count, resource->r.slot + 1); + rtvs[resource->r.desc.slot] = resource->rtv; + rtv_count = max(rtv_count, resource->r.desc.slot + 1); break; case RESOURCE_TYPE_DEPTH_STENCIL: @@ -778,16 +779,16 @@ static bool d3d11_runner_draw(struct shader_runner *r, break; case RESOURCE_TYPE_TEXTURE: - ID3D11DeviceContext_PSSetShaderResources(context, resource->r.slot, 1, &resource->srv); + ID3D11DeviceContext_PSSetShaderResources(context, resource->r.desc.slot, 1, &resource->srv); break; case RESOURCE_TYPE_UAV: - uavs[resource->r.slot] = resource->uav; - min_uav_slot = min(min_uav_slot, resource->r.slot); + uavs[resource->r.desc.slot] = resource->uav; + min_uav_slot = min(min_uav_slot, resource->r.desc.slot); break; case RESOURCE_TYPE_VERTEX_BUFFER: - ID3D11DeviceContext_IASetVertexBuffers(context, resource->r.slot, 1, + ID3D11DeviceContext_IASetVertexBuffers(context, resource->r.desc.slot, 1, (ID3D11Buffer **)&resource->resource, &stride, &offset); break; } @@ -884,12 +885,12 @@ static struct resource_readback *d3d11_runner_get_resource_readback(struct shade HRESULT hr; src_resource = resource->resource; - switch (resource->r.type) + switch (resource->r.desc.type) { case RESOURCE_TYPE_RENDER_TARGET: case RESOURCE_TYPE_DEPTH_STENCIL: case RESOURCE_TYPE_UAV: - if (resource->r.dimension == RESOURCE_DIMENSION_BUFFER) + if (resource->r.desc.dimension == RESOURCE_DIMENSION_BUFFER) { ID3D11Buffer_GetDesc(resource->buffer, &buffer_desc); buffer_desc.Usage = D3D11_USAGE_STAGING; @@ -941,8 +942,8 @@ static struct resource_readback *d3d11_runner_get_resource_readback(struct shade rb->rb.data = map_desc.pData; rb->rb.row_pitch = map_desc.RowPitch; - rb->rb.width = resource->r.width; - rb->rb.height = resource->r.height; + rb->rb.width = resource->r.desc.width; + rb->rb.height = resource->r.desc.height; rb->rb.depth = 1; return &rb->rb; } diff --git a/tests/shader_runner_d3d12.c b/tests/shader_runner_d3d12.c index 0ec5e855..7c80a3a4 100644 --- a/tests/shader_runner_d3d12.c +++ b/tests/shader_runner_d3d12.c @@ -114,48 +114,48 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co unsigned int buffer_offset = 0; D3D12_RESOURCE_STATES state; - if (params->level_count > ARRAY_SIZE(resource_data)) - fatal_error("Level count %u is too high.\n", params->level_count); + if (params->desc.level_count > ARRAY_SIZE(resource_data)) + fatal_error("Level count %u is too high.\n", params->desc.level_count); resource = calloc(1, sizeof(*resource)); init_resource(&resource->r, params); - for (unsigned int level = 0; level < params->level_count; ++level) + for (unsigned int level = 0; level < params->desc.level_count; ++level) { - unsigned int level_width = get_level_dimension(params->width, level); - unsigned int level_height = get_level_dimension(params->height, level); + unsigned int level_width = get_level_dimension(params->desc.width, level); + unsigned int level_height = get_level_dimension(params->desc.height, level); resource_data[level].pData = ¶ms->data[buffer_offset]; - resource_data[level].RowPitch = level_width * params->texel_size; + resource_data[level].RowPitch = level_width * params->desc.texel_size; resource_data[level].SlicePitch = level_height * resource_data[level].RowPitch; buffer_offset += resource_data[level].SlicePitch; } - switch (params->type) + switch (params->desc.type) { case RESOURCE_TYPE_RENDER_TARGET: if (!runner->rtv_heap) runner->rtv_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, MAX_RESOURCE_DESCRIPTORS); - if (params->slot >= D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT) - fatal_error("RTV slot %u is too high.\n", params->slot); - if (params->sample_count > 1 && params->level_count > 1) + if (params->desc.slot >= D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT) + fatal_error("RTV slot %u is too high.\n", params->desc.slot); + if (params->desc.sample_count > 1 && params->desc.level_count > 1) fatal_error("Multisampled texture has multiple levels.\n"); resource->resource = create_default_texture_(__LINE__, device, D3D12_RESOURCE_DIMENSION_TEXTURE2D, - params->width, params->height, 1, params->level_count, params->sample_count, params->format, + params->desc.width, params->desc.height, 1, params->desc.level_count, params->desc.sample_count, params->desc.format, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_RESOURCE_STATE_RENDER_TARGET); ID3D12Device_CreateRenderTargetView(device, resource->resource, - NULL, get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->r.slot)); + NULL, get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->r.desc.slot)); break; case RESOURCE_TYPE_DEPTH_STENCIL: if (!runner->dsv_heap) runner->dsv_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1); - resource->resource = create_default_texture2d(device, params->width, params->height, 1, params->level_count, - params->format, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, D3D12_RESOURCE_STATE_DEPTH_WRITE); + resource->resource = create_default_texture2d(device, params->desc.width, params->desc.height, 1, params->desc.level_count, + params->desc.format, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, D3D12_RESOURCE_STATE_DEPTH_WRITE); ID3D12Device_CreateDepthStencilView(device, resource->resource, NULL, get_cpu_dsv_handle(test_context, runner->dsv_heap, 0)); break; @@ -165,7 +165,7 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co runner->heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS); - if (params->dimension == RESOURCE_DIMENSION_BUFFER) + if (params->desc.dimension == RESOURCE_DIMENSION_BUFFER) { D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = { 0 }; @@ -177,38 +177,38 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); reset_command_list(test_context->list, test_context->allocator); - srv_desc.Format = params->format; + srv_desc.Format = params->desc.format; srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER; srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; - srv_desc.Buffer.NumElements = params->width * params->height; + srv_desc.Buffer.NumElements = params->desc.width * params->desc.height; ID3D12Device_CreateShaderResourceView(device, resource->resource, - &srv_desc, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot)); + &srv_desc, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.desc.slot)); } else { - if (params->sample_count > 1 && params->level_count > 1) + if (params->desc.sample_count > 1 && params->desc.level_count > 1) fatal_error("Multisampled texture has multiple levels.\n"); resource->resource = create_default_texture_(__LINE__, device, D3D12_RESOURCE_DIMENSION_TEXTURE2D, - params->width, params->height, 1, params->level_count, params->sample_count, params->format, + params->desc.width, params->desc.height, 1, params->desc.level_count, params->desc.sample_count, params->desc.format, /* Multisampled textures must have ALLOW_RENDER_TARGET set. */ - (params->sample_count > 1) ? D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET : 0, + (params->desc.sample_count > 1) ? D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET : 0, D3D12_RESOURCE_STATE_COPY_DEST); if (params->data) { - if (params->sample_count > 1) + if (params->desc.sample_count > 1) fatal_error("Cannot upload data to a multisampled texture.\n"); upload_texture_data_with_states(resource->resource, resource_data, - params->level_count, test_context->queue, test_context->list, + params->desc.level_count, test_context->queue, test_context->list, RESOURCE_STATE_DO_NOT_CHANGE, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); reset_command_list(test_context->list, test_context->allocator); } ID3D12Device_CreateShaderResourceView(device, resource->resource, - NULL, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot)); + NULL, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.desc.slot)); } break; @@ -217,7 +217,7 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co runner->heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS); - if (params->dimension == RESOURCE_DIMENSION_BUFFER) + if (params->desc.dimension == RESOURCE_DIMENSION_BUFFER) { D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = { 0 }; @@ -228,30 +228,30 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co RESOURCE_STATE_DO_NOT_CHANGE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); reset_command_list(test_context->list, test_context->allocator); - uav_desc.Format = params->format; + uav_desc.Format = params->desc.format; uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; - uav_desc.Buffer.NumElements = params->width * params->height; + uav_desc.Buffer.NumElements = params->desc.width * params->desc.height; uav_desc.Buffer.StructureByteStride = params->stride; uav_desc.Buffer.Flags = params->is_raw ? D3D12_BUFFER_UAV_FLAG_RAW : 0; ID3D12Device_CreateUnorderedAccessView(device, resource->resource, params->is_uav_counter ? resource->resource : NULL, &uav_desc, - get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES)); + get_cpu_descriptor_handle(test_context, runner->heap, resource->r.desc.slot + MAX_RESOURCES)); } else { state = params->data ? D3D12_RESOURCE_STATE_COPY_DEST : D3D12_RESOURCE_STATE_UNORDERED_ACCESS; - resource->resource = create_default_texture2d(device, params->width, params->height, 1, params->level_count, - params->format, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, state); + resource->resource = create_default_texture2d(device, params->desc.width, params->desc.height, 1, params->desc.level_count, + params->desc.format, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, state); if (params->data) { upload_texture_data_with_states(resource->resource, resource_data, - params->level_count, test_context->queue, test_context->list, + params->desc.level_count, test_context->queue, test_context->list, RESOURCE_STATE_DO_NOT_CHANGE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); reset_command_list(test_context->list, test_context->allocator); } ID3D12Device_CreateUnorderedAccessView(device, resource->resource, NULL, NULL, - get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES)); + get_cpu_descriptor_handle(test_context, runner->heap, resource->r.desc.slot + MAX_RESOURCES)); } break; @@ -306,13 +306,13 @@ static ID3D12RootSignature *d3d12_runner_create_root_signature(struct d3d12_shad struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]); D3D12_DESCRIPTOR_RANGE *range; - switch (resource->r.type) + switch (resource->r.desc.type) { case RESOURCE_TYPE_TEXTURE: case RESOURCE_TYPE_UAV: range = &resource->descriptor_range; - if (base_resource && resource->r.type == base_resource->r.type && resource->r.slot == slot + 1) + if (base_resource && resource->r.desc.type == base_resource->r.desc.type && resource->r.desc.slot == slot + 1) { ++base_resource->descriptor_range.NumDescriptors; resource->descriptor_range.NumDescriptors = 0; @@ -327,17 +327,17 @@ static ID3D12RootSignature *d3d12_runner_create_root_signature(struct d3d12_shad root_param->DescriptorTable.pDescriptorRanges = range; root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; - if (resource->r.type == RESOURCE_TYPE_UAV) + if (resource->r.desc.type == RESOURCE_TYPE_UAV) range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; else range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; range->NumDescriptors = 1; - range->BaseShaderRegister = resource->r.slot; + range->BaseShaderRegister = resource->r.desc.slot; range->RegisterSpace = 0; range->OffsetInDescriptorsFromTableStart = 0; base_resource = resource; - slot = resource->r.slot; + slot = resource->r.desc.slot; break; case RESOURCE_TYPE_RENDER_TARGET: @@ -424,18 +424,18 @@ static bool d3d12_runner_dispatch(struct shader_runner *r, unsigned int x, unsig { struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]); - switch (resource->r.type) + switch (resource->r.desc.type) { case RESOURCE_TYPE_TEXTURE: if (resource->descriptor_range.NumDescriptors) ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, resource->root_index, - get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot)); + get_gpu_descriptor_handle(test_context, runner->heap, resource->r.desc.slot)); break; case RESOURCE_TYPE_UAV: if (resource->descriptor_range.NumDescriptors) ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, resource->root_index, - get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES)); + get_gpu_descriptor_handle(test_context, runner->heap, resource->r.desc.slot + MAX_RESOURCES)); break; case RESOURCE_TYPE_RENDER_TARGET: @@ -472,10 +472,10 @@ static void d3d12_runner_clear(struct shader_runner *r, struct resource *resourc D3D12_CPU_DESCRIPTOR_HANDLE view; HRESULT hr; - switch (resource->type) + switch (resource->desc.type) { case RESOURCE_TYPE_RENDER_TARGET: - view = get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->slot); + view = get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->desc.slot); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, view, (const float *)clear_value, 0, NULL); break; @@ -486,7 +486,7 @@ static void d3d12_runner_clear(struct shader_runner *r, struct resource *resourc break; default: - fatal_error("Clears are not implemented for resource type %u.\n", resource->type); + fatal_error("Clears are not implemented for resource type %u.\n", resource->desc.type); } hr = ID3D12GraphicsCommandList_Close(command_list); @@ -588,18 +588,18 @@ static bool d3d12_runner_draw(struct shader_runner *r, { struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]); - if (resource->r.type == RESOURCE_TYPE_RENDER_TARGET) + if (resource->r.desc.type == RESOURCE_TYPE_RENDER_TARGET) { - pso_desc.RTVFormats[resource->r.slot] = resource->r.format; - pso_desc.NumRenderTargets = max(pso_desc.NumRenderTargets, resource->r.slot + 1); - pso_desc.BlendState.RenderTarget[resource->r.slot].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; - if (resource->r.sample_count) - sample_count = resource->r.sample_count; + pso_desc.RTVFormats[resource->r.desc.slot] = resource->r.desc.format; + pso_desc.NumRenderTargets = max(pso_desc.NumRenderTargets, resource->r.desc.slot + 1); + pso_desc.BlendState.RenderTarget[resource->r.desc.slot].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; + if (resource->r.desc.sample_count) + sample_count = resource->r.desc.sample_count; } - else if (resource->r.type == RESOURCE_TYPE_DEPTH_STENCIL) + else if (resource->r.desc.type == RESOURCE_TYPE_DEPTH_STENCIL) { - assert(!resource->r.slot); - pso_desc.DSVFormat = resource->r.format; + assert(!resource->r.desc.slot); + pso_desc.DSVFormat = resource->r.desc.format; pso_desc.DepthStencilState.DepthEnable = true; pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; pso_desc.DepthStencilState.DepthFunc = runner->r.depth_func; @@ -675,11 +675,11 @@ static bool d3d12_runner_draw(struct shader_runner *r, struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]); D3D12_VERTEX_BUFFER_VIEW vbv; - switch (resource->r.type) + switch (resource->r.desc.type) { case RESOURCE_TYPE_RENDER_TARGET: - rtvs[resource->r.slot] = get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->r.slot); - rtv_count = max(rtv_count, resource->r.slot + 1); + rtvs[resource->r.desc.slot] = get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->r.desc.slot); + rtv_count = max(rtv_count, resource->r.desc.slot + 1); break; case RESOURCE_TYPE_DEPTH_STENCIL: @@ -689,21 +689,21 @@ static bool d3d12_runner_draw(struct shader_runner *r, case RESOURCE_TYPE_TEXTURE: if (resource->descriptor_range.NumDescriptors) ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, resource->root_index, - get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot)); + get_gpu_descriptor_handle(test_context, runner->heap, resource->r.desc.slot)); break; case RESOURCE_TYPE_UAV: if (resource->descriptor_range.NumDescriptors) ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, resource->root_index, - get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES)); + get_gpu_descriptor_handle(test_context, runner->heap, resource->r.desc.slot + MAX_RESOURCES)); break; case RESOURCE_TYPE_VERTEX_BUFFER: vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(resource->resource); - vbv.StrideInBytes = get_vb_stride(&runner->r, resource->r.slot); - vbv.SizeInBytes = resource->r.width; + vbv.StrideInBytes = get_vb_stride(&runner->r, resource->r.desc.slot); + vbv.SizeInBytes = resource->r.desc.width; - ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, resource->r.slot, 1, &vbv); + ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, resource->r.desc.slot, 1, &vbv); break; } } @@ -734,9 +734,9 @@ static struct resource_readback *d3d12_runner_get_resource_readback(struct shade struct d3d12_resource *resource = d3d12_resource(res); D3D12_RESOURCE_STATES state; - if (resource->r.type == RESOURCE_TYPE_RENDER_TARGET) + if (resource->r.desc.type == RESOURCE_TYPE_RENDER_TARGET) state = D3D12_RESOURCE_STATE_RENDER_TARGET; - else if (resource->r.type == RESOURCE_TYPE_DEPTH_STENCIL) + else if (resource->r.desc.type == RESOURCE_TYPE_DEPTH_STENCIL) state = D3D12_RESOURCE_STATE_DEPTH_WRITE; else state = D3D12_RESOURCE_STATE_UNORDERED_ACCESS; diff --git a/tests/shader_runner_d3d9.c b/tests/shader_runner_d3d9.c index d427576d..fbfa2d12 100644 --- a/tests/shader_runner_d3d9.c +++ b/tests/shader_runner_d3d9.c @@ -201,7 +201,7 @@ static struct resource *d3d9_runner_create_resource(struct shader_runner *r, con resource = calloc(1, sizeof(*resource)); init_resource(&resource->r, params); - switch (params->format) + switch (params->desc.format) { case DXGI_FORMAT_R32G32B32A32_FLOAT: format = D3DFMT_A32B32G32R32F; @@ -216,10 +216,10 @@ static struct resource *d3d9_runner_create_resource(struct shader_runner *r, con break; } - switch (params->type) + switch (params->desc.type) { case RESOURCE_TYPE_RENDER_TARGET: - hr = IDirect3DDevice9_CreateRenderTarget(device, params->width, params->height, + hr = IDirect3DDevice9_CreateRenderTarget(device, params->desc.width, params->desc.height, format, D3DMULTISAMPLE_NONE, 0, FALSE, &resource->surface, NULL); ok(hr == D3D_OK, "Failed to create render target, hr %#lx.\n", hr); break; @@ -230,7 +230,7 @@ static struct resource *d3d9_runner_create_resource(struct shader_runner *r, con case RESOURCE_TYPE_TEXTURE: { - if (params->dimension == RESOURCE_DIMENSION_BUFFER) + if (params->desc.dimension == RESOURCE_DIMENSION_BUFFER) { fatal_error("Buffer resources are not supported.\n"); break; @@ -238,15 +238,15 @@ static struct resource *d3d9_runner_create_resource(struct shader_runner *r, con unsigned int src_buffer_offset = 0; - hr = IDirect3DDevice9_CreateTexture(device, params->width, params->height, - params->level_count, 0, format, D3DPOOL_MANAGED, &resource->texture, NULL); + hr = IDirect3DDevice9_CreateTexture(device, params->desc.width, params->desc.height, + params->desc.level_count, 0, format, D3DPOOL_MANAGED, &resource->texture, NULL); ok(hr == D3D_OK, "Failed to create texture, hr %#lx.\n", hr); - for (unsigned int level = 0; level < params->level_count; ++level) + for (unsigned int level = 0; level < params->desc.level_count; ++level) { - unsigned int level_width = get_level_dimension(params->width, level); - unsigned int level_height = get_level_dimension(params->height, level); - unsigned int src_row_pitch = level_width * params->texel_size; + unsigned int level_width = get_level_dimension(params->desc.width, level); + unsigned int level_height = get_level_dimension(params->desc.height, level); + unsigned int src_row_pitch = level_width * params->desc.texel_size; unsigned int src_slice_pitch = level_height * src_row_pitch; hr = IDirect3DTexture9_LockRect(resource->texture, level, &map_desc, NULL, 0); @@ -387,10 +387,10 @@ static bool d3d9_runner_draw(struct shader_runner *r, struct d3d9_resource *resource = d3d9_resource(runner->r.resources[i]); unsigned int stride = 0; - switch (resource->r.type) + switch (resource->r.desc.type) { case RESOURCE_TYPE_RENDER_TARGET: - hr = IDirect3DDevice9_SetRenderTarget(device, resource->r.slot, resource->surface); + hr = IDirect3DDevice9_SetRenderTarget(device, resource->r.desc.slot, resource->surface); ok(hr == D3D_OK, "Failed to set render target, hr %#lx.\n", hr); break; @@ -398,9 +398,9 @@ static bool d3d9_runner_draw(struct shader_runner *r, vkd3d_unreachable(); case RESOURCE_TYPE_TEXTURE: - assert(resource->r.dimension != RESOURCE_DIMENSION_BUFFER); + assert(resource->r.desc.dimension != RESOURCE_DIMENSION_BUFFER); - hr = IDirect3DDevice9_SetTexture(device, resource->r.slot, (IDirect3DBaseTexture9 *)resource->texture); + hr = IDirect3DDevice9_SetTexture(device, resource->r.desc.slot, (IDirect3DBaseTexture9 *)resource->texture); ok(hr == D3D_OK, "Failed to set texture, hr %#lx.\n", hr); break; @@ -410,14 +410,14 @@ static bool d3d9_runner_draw(struct shader_runner *r, case RESOURCE_TYPE_VERTEX_BUFFER: for (j = 0; j < runner->r.input_element_count; ++j) { - if (runner->r.input_elements[j].slot == resource->r.slot) + if (runner->r.input_elements[j].slot == resource->r.desc.slot) { decl_elements[j].Offset = stride; stride += runner->r.input_elements[j].texel_size; } } - hr = IDirect3DDevice9_SetStreamSource(device, resource->r.slot, resource->vb, 0, stride); + hr = IDirect3DDevice9_SetStreamSource(device, resource->r.desc.slot, resource->vb, 0, stride); ok(hr == D3D_OK, "Failed to set vertex buffer, hr %#lx.\n", hr); break; } @@ -507,7 +507,7 @@ static struct resource_readback *d3d9_runner_get_resource_readback(struct shader D3DSURFACE_DESC desc; HRESULT hr; - assert(resource->r.type == RESOURCE_TYPE_RENDER_TARGET); + assert(resource->r.desc.type == RESOURCE_TYPE_RENDER_TARGET); hr = IDirect3DSurface9_GetDesc(resource->surface, &desc); ok(hr == D3D_OK, "Failed to get surface desc, hr %#lx.\n", hr); diff --git a/tests/shader_runner_gl.c b/tests/shader_runner_gl.c index a1544336..6bdf2207 100644 --- a/tests/shader_runner_gl.c +++ b/tests/shader_runner_gl.c @@ -357,36 +357,36 @@ static bool init_resource_2d(struct gl_resource *resource, const struct resource { unsigned int offset, w, h, i; - resource->format = get_format_info(params->format, params->is_shadow); + resource->format = get_format_info(params->desc.format, params->is_shadow); - if (params->sample_count > 1) + if (params->desc.sample_count > 1) { GLint max_sample_count; glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, resource->format->internal_format, GL_SAMPLES, 1, &max_sample_count); - if (max_sample_count < params->sample_count) + if (max_sample_count < params->desc.sample_count) { - trace("Format #%x with sample count %u is not supported; skipping.\n", params->format, params->sample_count); + trace("Format #%x with sample count %u is not supported; skipping.\n", params->desc.format, params->desc.sample_count); return false; } } glGenTextures(1, &resource->id); glBindTexture(GL_TEXTURE_2D, resource->id); - glTexStorage2D(GL_TEXTURE_2D, params->level_count, - resource->format->internal_format, params->width, params->height); + glTexStorage2D(GL_TEXTURE_2D, params->desc.level_count, + resource->format->internal_format, params->desc.width, params->desc.height); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); if (!params->data) return true; - for (i = 0, offset = 0; i < params->level_count; ++i) + for (i = 0, offset = 0; i < params->desc.level_count; ++i) { - w = get_level_dimension(params->width, i); - h = get_level_dimension(params->height, i); + w = get_level_dimension(params->desc.width, i); + h = get_level_dimension(params->desc.height, i); glTexSubImage2D(GL_TEXTURE_2D, i, 0, 0, w, h, resource->format->format, resource->format->type, params->data + offset); - offset += w * h * params->texel_size; + offset += w * h * params->desc.texel_size; } return true; @@ -394,7 +394,7 @@ static bool init_resource_2d(struct gl_resource *resource, const struct resource static void init_resource_buffer(struct gl_resource *resource, const struct resource_params *params) { - resource->format = get_format_info(params->format, false); + resource->format = get_format_info(params->desc.format, false); glGenBuffers(1, &resource->id); glBindBuffer(GL_TEXTURE_BUFFER, resource->id); @@ -412,13 +412,13 @@ static struct resource *gl_runner_create_resource(struct shader_runner *r, const resource = calloc(1, sizeof(*resource)); init_resource(&resource->r, params); - switch (params->type) + switch (params->desc.type) { case RESOURCE_TYPE_RENDER_TARGET: case RESOURCE_TYPE_DEPTH_STENCIL: case RESOURCE_TYPE_TEXTURE: case RESOURCE_TYPE_UAV: - if (params->dimension == RESOURCE_DIMENSION_BUFFER) + if (params->desc.dimension == RESOURCE_DIMENSION_BUFFER) init_resource_buffer(resource, params); else if (!init_resource_2d(resource, params)) return NULL; @@ -438,13 +438,13 @@ static void gl_runner_destroy_resource(struct shader_runner *r, struct resource { struct gl_resource *resource = gl_resource(res); - switch (resource->r.type) + switch (resource->r.desc.type) { case RESOURCE_TYPE_RENDER_TARGET: case RESOURCE_TYPE_DEPTH_STENCIL: case RESOURCE_TYPE_TEXTURE: case RESOURCE_TYPE_UAV: - if (res->dimension == RESOURCE_DIMENSION_BUFFER) + if (res->desc.dimension == RESOURCE_DIMENSION_BUFFER) { glDeleteTextures(1, &resource->tbo_id); glDeleteBuffers(1, &resource->id); @@ -580,20 +580,20 @@ static bool compile_shader(struct gl_runner *runner, ID3DBlob *blob, struct vkd3 { const struct gl_resource *resource = gl_resource(runner->r.resources[i]); - switch (resource->r.type) + switch (resource->r.desc.type) { case RESOURCE_TYPE_UAV: binding = &bindings[interface_info.binding_count++]; binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_UAV; binding->register_space = 0; - binding->register_index = resource->r.slot; + binding->register_index = resource->r.desc.slot; binding->shader_visibility = VKD3D_SHADER_VISIBILITY_ALL; - if (resource->r.dimension == RESOURCE_DIMENSION_BUFFER) + if (resource->r.desc.dimension == RESOURCE_DIMENSION_BUFFER) binding->flags = VKD3D_SHADER_BINDING_FLAG_BUFFER; else binding->flags = VKD3D_SHADER_BINDING_FLAG_IMAGE; binding->binding.set = 0; - binding->binding.binding = resource->r.slot; + binding->binding.binding = resource->r.desc.slot; binding->binding.count = 1; break; @@ -725,7 +725,7 @@ static bool gl_runner_dispatch(struct shader_runner *r, unsigned int x, unsigned { struct gl_resource *resource = gl_resource(runner->r.resources[i]); - switch (resource->r.type) + switch (resource->r.desc.type) { case RESOURCE_TYPE_RENDER_TARGET: case RESOURCE_TYPE_DEPTH_STENCIL: @@ -734,8 +734,8 @@ static bool gl_runner_dispatch(struct shader_runner *r, unsigned int x, unsigned break; case RESOURCE_TYPE_UAV: - if (resource->r.dimension != RESOURCE_DIMENSION_BUFFER) - glBindImageTexture(resource->r.slot, resource->id, 0, GL_TRUE, + if (resource->r.desc.dimension != RESOURCE_DIMENSION_BUFFER) + glBindImageTexture(resource->r.desc.slot, resource->id, 0, GL_TRUE, 0, GL_READ_WRITE, resource->format->internal_format); break; } @@ -957,7 +957,7 @@ static void gl_runner_clear(struct shader_runner *r, struct resource *res, const glGenFramebuffers(1, &runner->fbo_id); glBindFramebuffer(GL_FRAMEBUFFER, runner->fbo_id); - switch (resource->r.type) + switch (resource->r.desc.type) { case RESOURCE_TYPE_RENDER_TARGET: glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, resource->id, 0); @@ -974,10 +974,10 @@ static void gl_runner_clear(struct shader_runner *r, struct resource *res, const break; default: - fatal_error("Clears are not implemented for resource type %u.\n", resource->r.type); + fatal_error("Clears are not implemented for resource type %u.\n", resource->r.desc.type); } - glScissor(0, 0, res->width, res->height); + glScissor(0, 0, res->desc.width, res->desc.height); glClear(clear_mask); } @@ -1053,7 +1053,7 @@ static bool gl_runner_draw(struct shader_runner *r, if (!(resource = shader_runner_get_resource(r, RESOURCE_TYPE_TEXTURE, s->resource_index))) fatal_error("Resource not found.\n"); - if (resource->dimension == RESOURCE_DIMENSION_BUFFER) + if (resource->desc.dimension == RESOURCE_DIMENSION_BUFFER) { glActiveTexture(GL_TEXTURE0 + s->binding.binding); glBindTexture(GL_TEXTURE_BUFFER, gl_resource(resource)->tbo_id); @@ -1078,15 +1078,15 @@ static bool gl_runner_draw(struct shader_runner *r, { struct gl_resource *resource = gl_resource(runner->r.resources[i]); - switch (resource->r.type) + switch (resource->r.desc.type) { case RESOURCE_TYPE_RENDER_TARGET: - glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + resource->r.slot, resource->id, 0); - if (resource->r.slot >= ARRAY_SIZE(draw_buffers)) - fatal_error("Unsupported render target index %u.\n", resource->r.slot); - draw_buffers[resource->r.slot] = GL_COLOR_ATTACHMENT0 + resource->r.slot; - if (resource->r.slot >= rt_count) - rt_count = resource->r.slot + 1; + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + resource->r.desc.slot, resource->id, 0); + if (resource->r.desc.slot >= ARRAY_SIZE(draw_buffers)) + fatal_error("Unsupported render target index %u.\n", resource->r.desc.slot); + draw_buffers[resource->r.desc.slot] = GL_COLOR_ATTACHMENT0 + resource->r.desc.slot; + if (resource->r.desc.slot >= rt_count) + rt_count = resource->r.desc.slot + 1; break; case RESOURCE_TYPE_DEPTH_STENCIL: @@ -1100,28 +1100,28 @@ static bool gl_runner_draw(struct shader_runner *r, break; case RESOURCE_TYPE_UAV: - if (resource->r.dimension == RESOURCE_DIMENSION_BUFFER) + if (resource->r.desc.dimension == RESOURCE_DIMENSION_BUFFER) { - glBindImageTexture(resource->r.slot, resource->tbo_id, 0, GL_TRUE, + glBindImageTexture(resource->r.desc.slot, resource->tbo_id, 0, GL_TRUE, 0, GL_READ_WRITE, resource->format->internal_format); } else { - glBindImageTexture(resource->r.slot, resource->id, 0, GL_TRUE, + glBindImageTexture(resource->r.desc.slot, resource->id, 0, GL_TRUE, 0, GL_READ_WRITE, resource->format->internal_format); } break; case RESOURCE_TYPE_VERTEX_BUFFER: - assert(resource->r.slot < ARRAY_SIZE(vbo_info)); - vbo_info[resource->r.slot].id = resource->id; + assert(resource->r.desc.slot < ARRAY_SIZE(vbo_info)); + vbo_info[resource->r.desc.slot].id = resource->id; for (j = 0; j < runner->r.input_element_count; ++j) { - if (runner->r.input_elements[j].slot != resource->r.slot) + if (runner->r.input_elements[j].slot != resource->r.desc.slot) continue; assert(j < ARRAY_SIZE(attribute_offsets)); - attribute_offsets[j] = (uint8_t *)(uintptr_t)vbo_info[resource->r.slot].stride; - vbo_info[resource->r.slot].stride += runner->r.input_elements[j].texel_size; + attribute_offsets[j] = (uint8_t *)(uintptr_t)vbo_info[resource->r.desc.slot].stride; + vbo_info[resource->r.desc.slot].stride += runner->r.input_elements[j].texel_size; } break; } @@ -1193,20 +1193,20 @@ static struct resource_readback *gl_runner_get_resource_readback(struct shader_r struct gl_resource *resource = gl_resource(res); struct resource_readback *rb; - if (resource->r.type != RESOURCE_TYPE_RENDER_TARGET && resource->r.type != RESOURCE_TYPE_DEPTH_STENCIL - && resource->r.type != RESOURCE_TYPE_UAV) - fatal_error("Unhandled resource type %#x.\n", resource->r.type); + if (resource->r.desc.type != RESOURCE_TYPE_RENDER_TARGET && resource->r.desc.type != RESOURCE_TYPE_DEPTH_STENCIL + && resource->r.desc.type != RESOURCE_TYPE_UAV) + fatal_error("Unhandled resource type %#x.\n", resource->r.desc.type); rb = malloc(sizeof(*rb)); - rb->width = resource->r.width; - rb->height = resource->r.height; + rb->width = resource->r.desc.width; + rb->height = resource->r.desc.height; rb->depth = 1; - rb->row_pitch = rb->width * resource->r.texel_size; + rb->row_pitch = rb->width * resource->r.desc.texel_size; rb->data = malloc(rb->row_pitch * rb->height); - if (resource->r.dimension == RESOURCE_DIMENSION_BUFFER) + if (resource->r.desc.dimension == RESOURCE_DIMENSION_BUFFER) { glBindBuffer(GL_TEXTURE_BUFFER, resource->id); glGetBufferSubData(GL_TEXTURE_BUFFER, 0, rb->row_pitch * rb->height, rb->data); diff --git a/tests/shader_runner_vulkan.c b/tests/shader_runner_vulkan.c index 18a80a9f..349ea0dc 100644 --- a/tests/shader_runner_vulkan.c +++ b/tests/shader_runner_vulkan.c @@ -268,20 +268,20 @@ static void resource_init_2d(struct vulkan_shader_runner *runner, struct vulkan_ { VkImageUsageFlagBits usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT; VkImageLayout layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; - VkFormat format = vkd3d_get_vk_format(params->format); + VkFormat format = vkd3d_get_vk_format(params->desc.format); VkDevice device = runner->device; unsigned int buffer_offset = 0; VkDeviceMemory staging_memory; VkBuffer staging_buffer; void *data; - if (params->type == RESOURCE_TYPE_UAV) + if (params->desc.type == RESOURCE_TYPE_UAV) { layout = VK_IMAGE_LAYOUT_GENERAL; usage |= VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT; } - resource->image = create_2d_image(runner, params->width, params->height, params->level_count, + resource->image = create_2d_image(runner, params->desc.width, params->desc.height, params->desc.level_count, usage, format, &resource->memory); resource->image_view = create_2d_image_view(runner, resource->image, format, VK_IMAGE_ASPECT_COLOR_BIT); @@ -305,10 +305,10 @@ static void resource_init_2d(struct vulkan_shader_runner *runner, struct vulkan_ transition_image_layout(runner, resource->image, VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL); - for (unsigned int level = 0; level < params->level_count; ++level) + for (unsigned int level = 0; level < params->desc.level_count; ++level) { - unsigned int level_width = get_level_dimension(params->width, level); - unsigned int level_height = get_level_dimension(params->height, level); + unsigned int level_width = get_level_dimension(params->desc.width, level); + unsigned int level_height = get_level_dimension(params->desc.height, level); VkBufferImageCopy region = {0}; region.bufferOffset = buffer_offset; @@ -321,7 +321,7 @@ static void resource_init_2d(struct vulkan_shader_runner *runner, struct vulkan_ VK_CALL(vkCmdCopyBufferToImage(runner->cmd_buffer, staging_buffer, resource->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion)); - buffer_offset += level_width * level_height * params->texel_size; + buffer_offset += level_width * level_height * params->desc.texel_size; } transition_image_layout(runner, resource->image, VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, layout); @@ -335,12 +335,12 @@ static void resource_init_2d(struct vulkan_shader_runner *runner, struct vulkan_ static void resource_init_buffer(struct vulkan_shader_runner *runner, struct vulkan_resource *resource, const struct resource_params *params) { - VkFormat format = vkd3d_get_vk_format(params->format); + VkFormat format = vkd3d_get_vk_format(params->desc.format); VkDevice device = runner->device; VkBufferUsageFlagBits usage; void *data; - if (params->type == RESOURCE_TYPE_UAV) + if (params->desc.type == RESOURCE_TYPE_UAV) usage = VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT; else usage = VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT; @@ -369,12 +369,12 @@ static struct resource *vulkan_runner_create_resource(struct shader_runner *r, c resource = calloc(1, sizeof(*resource)); init_resource(&resource->r, params); - switch (params->type) + switch (params->desc.type) { case RESOURCE_TYPE_RENDER_TARGET: - format = vkd3d_get_vk_format(params->format); + format = vkd3d_get_vk_format(params->desc.format); - resource->image = create_2d_image(runner, params->width, params->height, params->level_count, + resource->image = create_2d_image(runner, params->desc.width, params->desc.height, params->desc.level_count, VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, format, &resource->memory); resource->image_view = create_2d_image_view(runner, resource->image, format, VK_IMAGE_ASPECT_COLOR_BIT); @@ -385,9 +385,9 @@ static struct resource *vulkan_runner_create_resource(struct shader_runner *r, c break; case RESOURCE_TYPE_DEPTH_STENCIL: - format = vkd3d_get_vk_format(params->format); + format = vkd3d_get_vk_format(params->desc.format); - resource->image = create_2d_image(runner, params->width, params->height, params->level_count, + resource->image = create_2d_image(runner, params->desc.width, params->desc.height, params->desc.level_count, VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, format, &resource->memory); resource->image_view = create_2d_image_view(runner, resource->image, format, VK_IMAGE_ASPECT_DEPTH_BIT); @@ -400,7 +400,7 @@ static struct resource *vulkan_runner_create_resource(struct shader_runner *r, c case RESOURCE_TYPE_TEXTURE: case RESOURCE_TYPE_UAV: - if (params->dimension == RESOURCE_DIMENSION_BUFFER) + if (params->desc.dimension == RESOURCE_DIMENSION_BUFFER) resource_init_buffer(runner, resource, params); else resource_init_2d(runner, resource, params); @@ -553,7 +553,7 @@ static bool compile_shader(struct vulkan_shader_runner *runner, const char *sour { const struct vulkan_resource *resource = vulkan_resource(runner->r.resources[i]); - switch (resource->r.type) + switch (resource->r.desc.type) { case RESOURCE_TYPE_RENDER_TARGET: case RESOURCE_TYPE_DEPTH_STENCIL: @@ -563,14 +563,14 @@ static bool compile_shader(struct vulkan_shader_runner *runner, const char *sour case RESOURCE_TYPE_TEXTURE: case RESOURCE_TYPE_UAV: binding = &bindings[interface_info.binding_count++]; - if (resource->r.type == RESOURCE_TYPE_UAV) + if (resource->r.desc.type == RESOURCE_TYPE_UAV) binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_UAV; else binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_SRV; binding->register_space = 0; - binding->register_index = resource->r.slot; + binding->register_index = resource->r.desc.slot; binding->shader_visibility = VKD3D_SHADER_VISIBILITY_ALL; - if (resource->r.dimension == RESOURCE_DIMENSION_BUFFER) + if (resource->r.desc.dimension == RESOURCE_DIMENSION_BUFFER) binding->flags = VKD3D_SHADER_BINDING_FLAG_BUFFER; else binding->flags = VKD3D_SHADER_BINDING_FLAG_IMAGE; @@ -792,7 +792,7 @@ static VkPipeline create_graphics_pipeline(struct vulkan_shader_runner *runner, { const struct vulkan_resource *resource = vulkan_resource(runner->r.resources[i]); - switch (resource->r.type) + switch (resource->r.desc.type) { case RESOURCE_TYPE_TEXTURE: case RESOURCE_TYPE_UAV: @@ -822,13 +822,13 @@ static VkPipeline create_graphics_pipeline(struct vulkan_shader_runner *runner, { VkVertexInputBindingDescription *binding = &input_bindings[input_desc.vertexBindingDescriptionCount++]; - binding->binding = resource->r.slot; + binding->binding = resource->r.desc.slot; binding->stride = 0; binding->inputRate = VK_VERTEX_INPUT_RATE_VERTEX; for (j = 0; j < runner->r.input_element_count; ++j) { - if (runner->r.input_elements[j].slot == resource->r.slot) + if (runner->r.input_elements[j].slot == resource->r.desc.slot) { input_attributes[j].offset = binding->stride; binding->stride += runner->r.input_elements[j].texel_size; @@ -943,7 +943,7 @@ static VkDescriptorSetLayout create_descriptor_set_layout(struct vulkan_shader_r { struct vulkan_resource *resource = vulkan_resource(runner->r.resources[i]); - switch (resource->r.type) + switch (resource->r.desc.type) { case RESOURCE_TYPE_RENDER_TARGET: case RESOURCE_TYPE_DEPTH_STENCIL: @@ -957,16 +957,16 @@ static VkDescriptorSetLayout create_descriptor_set_layout(struct vulkan_shader_r resource->binding = binding_index++; binding->binding = resource->binding; - if (resource->r.type == RESOURCE_TYPE_UAV) + if (resource->r.desc.type == RESOURCE_TYPE_UAV) { - if (resource->r.dimension == RESOURCE_DIMENSION_BUFFER) + if (resource->r.desc.dimension == RESOURCE_DIMENSION_BUFFER) binding->descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER; else binding->descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE; } else { - if (resource->r.dimension == RESOURCE_DIMENSION_BUFFER) + if (resource->r.desc.dimension == RESOURCE_DIMENSION_BUFFER) binding->descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER; else binding->descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE; @@ -1032,11 +1032,11 @@ static void bind_resources(struct vulkan_shader_runner *runner, VkPipelineBindPo static const VkDeviceSize zero_offset; VkDescriptorImageInfo image_info; - switch (resource->r.type) + switch (resource->r.desc.type) { case RESOURCE_TYPE_TEXTURE: case RESOURCE_TYPE_UAV: - if (resource->r.dimension == RESOURCE_DIMENSION_BUFFER) + if (resource->r.desc.dimension == RESOURCE_DIMENSION_BUFFER) { write.dstSet = descriptor_set; write.dstBinding = resource->binding; @@ -1045,7 +1045,7 @@ static void bind_resources(struct vulkan_shader_runner *runner, VkPipelineBindPo write.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER; write.pTexelBufferView = &resource->buffer_view; - if (resource->r.type == RESOURCE_TYPE_UAV) + if (resource->r.desc.type == RESOURCE_TYPE_UAV) write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER; VK_CALL(vkUpdateDescriptorSets(runner->device, 1, &write, 0, NULL)); @@ -1062,7 +1062,7 @@ static void bind_resources(struct vulkan_shader_runner *runner, VkPipelineBindPo write.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE; write.pImageInfo = &image_info; - if (resource->r.type == RESOURCE_TYPE_UAV) + if (resource->r.desc.type == RESOURCE_TYPE_UAV) { image_info.imageLayout = VK_IMAGE_LAYOUT_GENERAL; write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE; @@ -1074,7 +1074,7 @@ static void bind_resources(struct vulkan_shader_runner *runner, VkPipelineBindPo case RESOURCE_TYPE_VERTEX_BUFFER: if (bind_point == VK_PIPELINE_BIND_POINT_GRAPHICS) - VK_CALL(vkCmdBindVertexBuffers(cmd_buffer, resource->r.slot, 1, &resource->buffer, &zero_offset)); + VK_CALL(vkCmdBindVertexBuffers(cmd_buffer, resource->r.desc.slot, 1, &resource->buffer, &zero_offset)); break; case RESOURCE_TYPE_RENDER_TARGET: @@ -1111,13 +1111,13 @@ static void create_render_pass_and_framebuffer(struct vulkan_shader_runner *runn VkAttachmentDescription *attachment_desc = &attachment_descs[view_count]; VkAttachmentReference *color_ref = &color_refs[color_ref_count]; - if (resource->r.type != RESOURCE_TYPE_RENDER_TARGET && resource->r.type != RESOURCE_TYPE_DEPTH_STENCIL) + if (resource->r.desc.type != RESOURCE_TYPE_RENDER_TARGET && resource->r.desc.type != RESOURCE_TYPE_DEPTH_STENCIL) continue; - is_ds = resource->r.type == RESOURCE_TYPE_DEPTH_STENCIL; + is_ds = resource->r.desc.type == RESOURCE_TYPE_DEPTH_STENCIL; layout = is_ds ? VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL : VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; - attachment_desc->format = vkd3d_get_vk_format(resource->r.format); + attachment_desc->format = vkd3d_get_vk_format(resource->r.desc.format); attachment_desc->samples = VK_SAMPLE_COUNT_1_BIT; attachment_desc->loadOp = VK_ATTACHMENT_LOAD_OP_LOAD; attachment_desc->storeOp = VK_ATTACHMENT_STORE_OP_STORE; @@ -1211,7 +1211,7 @@ static void vulkan_runner_clear(struct shader_runner *r, struct resource *res, c struct vulkan_shader_runner *runner = vulkan_shader_runner(r); struct vulkan_resource *resource = vulkan_resource(res); - size_t width = resource->r.width, height = resource->r.height; + size_t width = resource->r.desc.width, height = resource->r.desc.height; VkSubpassDescription sub_pass_desc = {0}; VkAttachmentDescription attachment_desc; VkRenderPassCreateInfo pass_desc = {0}; @@ -1224,7 +1224,7 @@ static void vulkan_runner_clear(struct shader_runner *r, struct resource *res, c VkFramebuffer fb; attachment_desc.flags = 0; - attachment_desc.format = vkd3d_get_vk_format(resource->r.format); + attachment_desc.format = vkd3d_get_vk_format(resource->r.desc.format); attachment_desc.samples = VK_SAMPLE_COUNT_1_BIT; attachment_desc.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; attachment_desc.storeOp = VK_ATTACHMENT_STORE_OP_STORE; @@ -1234,7 +1234,7 @@ static void vulkan_runner_clear(struct shader_runner *r, struct resource *res, c sub_pass_desc.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS; - switch (resource->r.type) + switch (resource->r.desc.type) { case RESOURCE_TYPE_RENDER_TARGET: attachment_desc.initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; @@ -1251,7 +1251,7 @@ static void vulkan_runner_clear(struct shader_runner *r, struct resource *res, c break; default: - fatal_error("Clears are not implemented for resource type %u.\n", resource->r.type); + fatal_error("Clears are not implemented for resource type %u.\n", resource->r.desc.type); } attachment_desc.finalLayout = attachment_desc.initialLayout; @@ -1374,16 +1374,16 @@ static struct resource_readback *vulkan_runner_get_resource_readback(struct shad VkBufferImageCopy region = {0}; VkImageLayout layout; - rb->rb.width = resource->r.width; - rb->rb.height = resource->r.height; + rb->rb.width = resource->r.desc.width; + rb->rb.height = resource->r.desc.height; rb->rb.depth = 1; - rb->rb.row_pitch = rb->rb.width * resource->r.texel_size; + rb->rb.row_pitch = rb->rb.width * resource->r.desc.texel_size; rb->buffer = create_buffer(runner, rb->rb.row_pitch * rb->rb.height, VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &rb->memory); - if (resource->r.type == RESOURCE_TYPE_UAV && resource->r.dimension == RESOURCE_DIMENSION_BUFFER) + if (resource->r.desc.type == RESOURCE_TYPE_UAV && resource->r.desc.dimension == RESOURCE_DIMENSION_BUFFER) { void *data; @@ -1394,12 +1394,12 @@ static struct resource_readback *vulkan_runner_get_resource_readback(struct shad } else { - aspect_mask = (resource->r.type == RESOURCE_TYPE_DEPTH_STENCIL) + aspect_mask = (resource->r.desc.type == RESOURCE_TYPE_DEPTH_STENCIL) ? VK_IMAGE_ASPECT_DEPTH_BIT : VK_IMAGE_ASPECT_COLOR_BIT; - if (resource->r.type == RESOURCE_TYPE_RENDER_TARGET) + if (resource->r.desc.type == RESOURCE_TYPE_RENDER_TARGET) layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; - else if (resource->r.type == RESOURCE_TYPE_DEPTH_STENCIL) + else if (resource->r.desc.type == RESOURCE_TYPE_DEPTH_STENCIL) layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; else layout = VK_IMAGE_LAYOUT_GENERAL; @@ -1410,8 +1410,8 @@ static struct resource_readback *vulkan_runner_get_resource_readback(struct shad region.imageSubresource.aspectMask = aspect_mask; region.imageSubresource.layerCount = 1; - region.imageExtent.width = resource->r.width; - region.imageExtent.height = resource->r.height; + region.imageExtent.width = resource->r.desc.width; + region.imageExtent.height = resource->r.desc.height; region.imageExtent.depth = 1; VK_CALL(vkCmdCopyImageToBuffer(runner->cmd_buffer, resource->image,