tests/shader_runner: Factor out a resource_desc structure.

This commit is contained in:
Elizabeth Figura
2024-06-17 16:01:04 -05:00
committed by Henri Verbeet
parent fa570ee1f3
commit fe21318b5f
Notes: Henri Verbeet 2024-07-11 00:41:24 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/924
7 changed files with 308 additions and 311 deletions

View File

@@ -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 = &params->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;
}