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tests/shader_runner: Factor out a resource_desc structure.
This commit is contained in:
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
@@ -114,48 +114,48 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
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unsigned int buffer_offset = 0;
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D3D12_RESOURCE_STATES state;
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if (params->level_count > ARRAY_SIZE(resource_data))
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fatal_error("Level count %u is too high.\n", params->level_count);
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if (params->desc.level_count > ARRAY_SIZE(resource_data))
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fatal_error("Level count %u is too high.\n", params->desc.level_count);
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resource = calloc(1, sizeof(*resource));
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init_resource(&resource->r, params);
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for (unsigned int level = 0; level < params->level_count; ++level)
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for (unsigned int level = 0; level < params->desc.level_count; ++level)
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{
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unsigned int level_width = get_level_dimension(params->width, level);
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unsigned int level_height = get_level_dimension(params->height, level);
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unsigned int level_width = get_level_dimension(params->desc.width, level);
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unsigned int level_height = get_level_dimension(params->desc.height, level);
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resource_data[level].pData = ¶ms->data[buffer_offset];
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resource_data[level].RowPitch = level_width * params->texel_size;
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resource_data[level].RowPitch = level_width * params->desc.texel_size;
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resource_data[level].SlicePitch = level_height * resource_data[level].RowPitch;
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buffer_offset += resource_data[level].SlicePitch;
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}
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switch (params->type)
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switch (params->desc.type)
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{
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case RESOURCE_TYPE_RENDER_TARGET:
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if (!runner->rtv_heap)
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runner->rtv_heap = create_cpu_descriptor_heap(device,
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D3D12_DESCRIPTOR_HEAP_TYPE_RTV, MAX_RESOURCE_DESCRIPTORS);
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if (params->slot >= D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT)
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fatal_error("RTV slot %u is too high.\n", params->slot);
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if (params->sample_count > 1 && params->level_count > 1)
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if (params->desc.slot >= D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT)
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fatal_error("RTV slot %u is too high.\n", params->desc.slot);
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if (params->desc.sample_count > 1 && params->desc.level_count > 1)
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fatal_error("Multisampled texture has multiple levels.\n");
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resource->resource = create_default_texture_(__LINE__, device, D3D12_RESOURCE_DIMENSION_TEXTURE2D,
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params->width, params->height, 1, params->level_count, params->sample_count, params->format,
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params->desc.width, params->desc.height, 1, params->desc.level_count, params->desc.sample_count, params->desc.format,
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D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_RESOURCE_STATE_RENDER_TARGET);
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ID3D12Device_CreateRenderTargetView(device, resource->resource,
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NULL, get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->r.slot));
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NULL, get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->r.desc.slot));
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break;
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case RESOURCE_TYPE_DEPTH_STENCIL:
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if (!runner->dsv_heap)
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runner->dsv_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1);
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resource->resource = create_default_texture2d(device, params->width, params->height, 1, params->level_count,
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params->format, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, D3D12_RESOURCE_STATE_DEPTH_WRITE);
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resource->resource = create_default_texture2d(device, params->desc.width, params->desc.height, 1, params->desc.level_count,
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params->desc.format, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, D3D12_RESOURCE_STATE_DEPTH_WRITE);
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ID3D12Device_CreateDepthStencilView(device, resource->resource,
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NULL, get_cpu_dsv_handle(test_context, runner->dsv_heap, 0));
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break;
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@@ -165,7 +165,7 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
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runner->heap = create_gpu_descriptor_heap(device,
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
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if (params->dimension == RESOURCE_DIMENSION_BUFFER)
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if (params->desc.dimension == RESOURCE_DIMENSION_BUFFER)
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{
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D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = { 0 };
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@@ -177,38 +177,38 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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reset_command_list(test_context->list, test_context->allocator);
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srv_desc.Format = params->format;
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srv_desc.Format = params->desc.format;
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srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
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srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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srv_desc.Buffer.NumElements = params->width * params->height;
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srv_desc.Buffer.NumElements = params->desc.width * params->desc.height;
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ID3D12Device_CreateShaderResourceView(device, resource->resource,
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&srv_desc, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
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&srv_desc, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.desc.slot));
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}
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else
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{
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if (params->sample_count > 1 && params->level_count > 1)
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if (params->desc.sample_count > 1 && params->desc.level_count > 1)
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fatal_error("Multisampled texture has multiple levels.\n");
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resource->resource = create_default_texture_(__LINE__, device, D3D12_RESOURCE_DIMENSION_TEXTURE2D,
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params->width, params->height, 1, params->level_count, params->sample_count, params->format,
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params->desc.width, params->desc.height, 1, params->desc.level_count, params->desc.sample_count, params->desc.format,
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/* Multisampled textures must have ALLOW_RENDER_TARGET set. */
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(params->sample_count > 1) ? D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET : 0,
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(params->desc.sample_count > 1) ? D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET : 0,
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D3D12_RESOURCE_STATE_COPY_DEST);
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if (params->data)
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{
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if (params->sample_count > 1)
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if (params->desc.sample_count > 1)
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fatal_error("Cannot upload data to a multisampled texture.\n");
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upload_texture_data_with_states(resource->resource, resource_data,
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params->level_count, test_context->queue, test_context->list,
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params->desc.level_count, test_context->queue, test_context->list,
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RESOURCE_STATE_DO_NOT_CHANGE,
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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reset_command_list(test_context->list, test_context->allocator);
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}
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ID3D12Device_CreateShaderResourceView(device, resource->resource,
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NULL, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
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NULL, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.desc.slot));
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}
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break;
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@@ -217,7 +217,7 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
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runner->heap = create_gpu_descriptor_heap(device,
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
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if (params->dimension == RESOURCE_DIMENSION_BUFFER)
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if (params->desc.dimension == RESOURCE_DIMENSION_BUFFER)
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{
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D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = { 0 };
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@@ -228,30 +228,30 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
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RESOURCE_STATE_DO_NOT_CHANGE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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reset_command_list(test_context->list, test_context->allocator);
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uav_desc.Format = params->format;
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uav_desc.Format = params->desc.format;
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uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
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uav_desc.Buffer.NumElements = params->width * params->height;
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uav_desc.Buffer.NumElements = params->desc.width * params->desc.height;
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uav_desc.Buffer.StructureByteStride = params->stride;
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uav_desc.Buffer.Flags = params->is_raw ? D3D12_BUFFER_UAV_FLAG_RAW : 0;
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ID3D12Device_CreateUnorderedAccessView(device, resource->resource,
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params->is_uav_counter ? resource->resource : NULL, &uav_desc,
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get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
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get_cpu_descriptor_handle(test_context, runner->heap, resource->r.desc.slot + MAX_RESOURCES));
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}
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else
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{
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state = params->data ? D3D12_RESOURCE_STATE_COPY_DEST : D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
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resource->resource = create_default_texture2d(device, params->width, params->height, 1, params->level_count,
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params->format, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, state);
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resource->resource = create_default_texture2d(device, params->desc.width, params->desc.height, 1, params->desc.level_count,
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params->desc.format, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, state);
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if (params->data)
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{
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upload_texture_data_with_states(resource->resource, resource_data,
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params->level_count, test_context->queue, test_context->list,
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params->desc.level_count, test_context->queue, test_context->list,
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RESOURCE_STATE_DO_NOT_CHANGE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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reset_command_list(test_context->list, test_context->allocator);
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}
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ID3D12Device_CreateUnorderedAccessView(device, resource->resource, NULL, NULL,
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get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
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get_cpu_descriptor_handle(test_context, runner->heap, resource->r.desc.slot + MAX_RESOURCES));
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}
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break;
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@@ -306,13 +306,13 @@ static ID3D12RootSignature *d3d12_runner_create_root_signature(struct d3d12_shad
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struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]);
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D3D12_DESCRIPTOR_RANGE *range;
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switch (resource->r.type)
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switch (resource->r.desc.type)
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{
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case RESOURCE_TYPE_TEXTURE:
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case RESOURCE_TYPE_UAV:
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range = &resource->descriptor_range;
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if (base_resource && resource->r.type == base_resource->r.type && resource->r.slot == slot + 1)
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if (base_resource && resource->r.desc.type == base_resource->r.desc.type && resource->r.desc.slot == slot + 1)
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{
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++base_resource->descriptor_range.NumDescriptors;
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resource->descriptor_range.NumDescriptors = 0;
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@@ -327,17 +327,17 @@ static ID3D12RootSignature *d3d12_runner_create_root_signature(struct d3d12_shad
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root_param->DescriptorTable.pDescriptorRanges = range;
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root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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if (resource->r.type == RESOURCE_TYPE_UAV)
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if (resource->r.desc.type == RESOURCE_TYPE_UAV)
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range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
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else
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range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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range->NumDescriptors = 1;
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range->BaseShaderRegister = resource->r.slot;
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range->BaseShaderRegister = resource->r.desc.slot;
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range->RegisterSpace = 0;
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range->OffsetInDescriptorsFromTableStart = 0;
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base_resource = resource;
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slot = resource->r.slot;
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slot = resource->r.desc.slot;
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break;
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case RESOURCE_TYPE_RENDER_TARGET:
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@@ -424,18 +424,18 @@ static bool d3d12_runner_dispatch(struct shader_runner *r, unsigned int x, unsig
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{
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struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]);
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switch (resource->r.type)
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switch (resource->r.desc.type)
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{
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case RESOURCE_TYPE_TEXTURE:
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if (resource->descriptor_range.NumDescriptors)
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ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, resource->root_index,
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get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
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get_gpu_descriptor_handle(test_context, runner->heap, resource->r.desc.slot));
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break;
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case RESOURCE_TYPE_UAV:
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if (resource->descriptor_range.NumDescriptors)
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ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, resource->root_index,
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get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
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get_gpu_descriptor_handle(test_context, runner->heap, resource->r.desc.slot + MAX_RESOURCES));
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break;
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case RESOURCE_TYPE_RENDER_TARGET:
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@@ -472,10 +472,10 @@ static void d3d12_runner_clear(struct shader_runner *r, struct resource *resourc
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D3D12_CPU_DESCRIPTOR_HANDLE view;
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HRESULT hr;
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switch (resource->type)
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switch (resource->desc.type)
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{
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case RESOURCE_TYPE_RENDER_TARGET:
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view = get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->slot);
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view = get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->desc.slot);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, view, (const float *)clear_value, 0, NULL);
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break;
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@@ -486,7 +486,7 @@ static void d3d12_runner_clear(struct shader_runner *r, struct resource *resourc
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break;
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default:
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fatal_error("Clears are not implemented for resource type %u.\n", resource->type);
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fatal_error("Clears are not implemented for resource type %u.\n", resource->desc.type);
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}
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hr = ID3D12GraphicsCommandList_Close(command_list);
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@@ -588,18 +588,18 @@ static bool d3d12_runner_draw(struct shader_runner *r,
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{
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struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]);
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if (resource->r.type == RESOURCE_TYPE_RENDER_TARGET)
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if (resource->r.desc.type == RESOURCE_TYPE_RENDER_TARGET)
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{
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pso_desc.RTVFormats[resource->r.slot] = resource->r.format;
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pso_desc.NumRenderTargets = max(pso_desc.NumRenderTargets, resource->r.slot + 1);
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pso_desc.BlendState.RenderTarget[resource->r.slot].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
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if (resource->r.sample_count)
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sample_count = resource->r.sample_count;
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pso_desc.RTVFormats[resource->r.desc.slot] = resource->r.desc.format;
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pso_desc.NumRenderTargets = max(pso_desc.NumRenderTargets, resource->r.desc.slot + 1);
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pso_desc.BlendState.RenderTarget[resource->r.desc.slot].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
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if (resource->r.desc.sample_count)
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sample_count = resource->r.desc.sample_count;
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}
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else if (resource->r.type == RESOURCE_TYPE_DEPTH_STENCIL)
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else if (resource->r.desc.type == RESOURCE_TYPE_DEPTH_STENCIL)
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{
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assert(!resource->r.slot);
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pso_desc.DSVFormat = resource->r.format;
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assert(!resource->r.desc.slot);
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pso_desc.DSVFormat = resource->r.desc.format;
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pso_desc.DepthStencilState.DepthEnable = true;
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pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
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pso_desc.DepthStencilState.DepthFunc = runner->r.depth_func;
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@@ -675,11 +675,11 @@ static bool d3d12_runner_draw(struct shader_runner *r,
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struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]);
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D3D12_VERTEX_BUFFER_VIEW vbv;
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switch (resource->r.type)
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switch (resource->r.desc.type)
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{
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case RESOURCE_TYPE_RENDER_TARGET:
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rtvs[resource->r.slot] = get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->r.slot);
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rtv_count = max(rtv_count, resource->r.slot + 1);
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rtvs[resource->r.desc.slot] = get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->r.desc.slot);
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rtv_count = max(rtv_count, resource->r.desc.slot + 1);
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break;
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case RESOURCE_TYPE_DEPTH_STENCIL:
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@@ -689,21 +689,21 @@ static bool d3d12_runner_draw(struct shader_runner *r,
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case RESOURCE_TYPE_TEXTURE:
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if (resource->descriptor_range.NumDescriptors)
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, resource->root_index,
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get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
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get_gpu_descriptor_handle(test_context, runner->heap, resource->r.desc.slot));
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break;
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case RESOURCE_TYPE_UAV:
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if (resource->descriptor_range.NumDescriptors)
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, resource->root_index,
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get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
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get_gpu_descriptor_handle(test_context, runner->heap, resource->r.desc.slot + MAX_RESOURCES));
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break;
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case RESOURCE_TYPE_VERTEX_BUFFER:
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vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(resource->resource);
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vbv.StrideInBytes = get_vb_stride(&runner->r, resource->r.slot);
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vbv.SizeInBytes = resource->r.width;
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vbv.StrideInBytes = get_vb_stride(&runner->r, resource->r.desc.slot);
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vbv.SizeInBytes = resource->r.desc.width;
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ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, resource->r.slot, 1, &vbv);
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ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, resource->r.desc.slot, 1, &vbv);
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break;
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}
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}
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@@ -734,9 +734,9 @@ static struct resource_readback *d3d12_runner_get_resource_readback(struct shade
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struct d3d12_resource *resource = d3d12_resource(res);
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D3D12_RESOURCE_STATES state;
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if (resource->r.type == RESOURCE_TYPE_RENDER_TARGET)
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if (resource->r.desc.type == RESOURCE_TYPE_RENDER_TARGET)
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state = D3D12_RESOURCE_STATE_RENDER_TARGET;
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else if (resource->r.type == RESOURCE_TYPE_DEPTH_STENCIL)
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else if (resource->r.desc.type == RESOURCE_TYPE_DEPTH_STENCIL)
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state = D3D12_RESOURCE_STATE_DEPTH_WRITE;
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else
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state = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
||||
|
Reference in New Issue
Block a user