mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
tests/shader_runner: Factor out a resource_desc structure.
This commit is contained in:
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
@ -496,44 +496,46 @@ static void parse_resource_directive(struct resource_params *resource, const cha
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{
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if (match_string(line, "format", &line))
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{
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resource->format = parse_format(line, &resource->data_type, &resource->texel_size, &resource->is_shadow, &line);
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resource->desc.format = parse_format(line, &resource->data_type,
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&resource->desc.texel_size, &resource->is_shadow, &line);
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}
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else if (match_string(line, "stride", &line))
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{
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if (sscanf(line, "%u", &resource->stride) < 1)
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fatal_error("Malformed texture stride '%s'.\n", line);
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resource->texel_size = resource->stride;
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resource->format = DXGI_FORMAT_UNKNOWN;
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resource->desc.texel_size = resource->stride;
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resource->desc.format = DXGI_FORMAT_UNKNOWN;
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}
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else if (match_string(line, "size", &line))
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{
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if (sscanf(line, "( buffer , %u ) ", &resource->width) == 1)
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if (sscanf(line, "( buffer , %u ) ", &resource->desc.width) == 1)
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{
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resource->dimension = RESOURCE_DIMENSION_BUFFER;
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resource->height = 1;
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resource->desc.dimension = RESOURCE_DIMENSION_BUFFER;
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resource->desc.height = 1;
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}
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else if (sscanf(line, "( raw_buffer , %u ) ", &resource->width) == 1)
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else if (sscanf(line, "( raw_buffer , %u ) ", &resource->desc.width) == 1)
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{
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resource->dimension = RESOURCE_DIMENSION_BUFFER;
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resource->height = 1;
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resource->desc.dimension = RESOURCE_DIMENSION_BUFFER;
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resource->desc.height = 1;
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resource->is_raw = true;
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}
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else if (sscanf(line, "( counter_buffer , %u ) ", &resource->width) == 1)
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else if (sscanf(line, "( counter_buffer , %u ) ", &resource->desc.width) == 1)
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{
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resource->dimension = RESOURCE_DIMENSION_BUFFER;
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resource->height = 1;
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resource->desc.dimension = RESOURCE_DIMENSION_BUFFER;
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resource->desc.height = 1;
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resource->is_uav_counter = true;
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resource->stride = sizeof(uint32_t);
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resource->texel_size = resource->stride;
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resource->format = DXGI_FORMAT_UNKNOWN;
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resource->desc.texel_size = resource->stride;
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resource->desc.format = DXGI_FORMAT_UNKNOWN;
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}
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else if (sscanf(line, "( 2d , %u , %u ) ", &resource->width, &resource->height) == 2)
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else if (sscanf(line, "( 2d , %u , %u ) ", &resource->desc.width, &resource->desc.height) == 2)
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{
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resource->dimension = RESOURCE_DIMENSION_2D;
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resource->desc.dimension = RESOURCE_DIMENSION_2D;
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}
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else if (sscanf(line, "( 2dms , %u , %u , %u ) ", &resource->sample_count, &resource->width, &resource->height) == 3)
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else if (sscanf(line, "( 2dms , %u , %u , %u ) ",
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&resource->desc.sample_count, &resource->desc.width, &resource->desc.height) == 3)
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{
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resource->dimension = RESOURCE_DIMENSION_2D;
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resource->desc.dimension = RESOURCE_DIMENSION_2D;
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}
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else
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{
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@ -544,7 +546,7 @@ static void parse_resource_directive(struct resource_params *resource, const cha
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{
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char *rest;
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resource->level_count = strtoul(line, &rest, 10);
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resource->desc.level_count = strtoul(line, &rest, 10);
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if (rest == line)
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fatal_error("Malformed texture directive '%s'.\n", line);
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}
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@ -618,14 +620,7 @@ static void parse_input_layout_directive(struct shader_runner *runner, const cha
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void init_resource(struct resource *resource, const struct resource_params *params)
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{
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resource->type = params->type;
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resource->dimension = params->dimension;
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resource->slot = params->slot;
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resource->format = params->format;
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resource->texel_size = params->texel_size;
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resource->width = params->width;
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resource->height = params->height;
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resource->sample_count = params->sample_count;
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resource->desc = params->desc;
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}
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struct resource *shader_runner_get_resource(struct shader_runner *runner, enum resource_type type, unsigned int slot)
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@ -637,7 +632,7 @@ struct resource *shader_runner_get_resource(struct shader_runner *runner, enum r
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{
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resource = runner->resources[i];
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if (resource->type == type && resource->slot == slot)
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if (resource->desc.type == type && resource->desc.slot == slot)
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return resource;
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}
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@ -657,24 +652,25 @@ static void set_resource(struct shader_runner *runner, const struct resource_par
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if (!(resource = runner->ops->create_resource(runner, params)))
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{
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if (!bitmap_is_set(runner->failed_resources[params->type], params->slot))
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if (!bitmap_is_set(runner->failed_resources[params->desc.type], params->desc.slot))
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{
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++runner->failed_resource_count;
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bitmap_set(runner->failed_resources[params->type], params->slot);
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bitmap_set(runner->failed_resources[params->desc.type], params->desc.slot);
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}
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return;
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}
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if (bitmap_is_set(runner->failed_resources[params->type], params->slot))
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if (bitmap_is_set(runner->failed_resources[params->desc.type], params->desc.slot))
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{
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assert(runner->failed_resource_count);
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--runner->failed_resource_count;
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bitmap_clear(runner->failed_resources[params->type], params->slot);
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bitmap_clear(runner->failed_resources[params->desc.type], params->desc.slot);
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}
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for (i = 0; i < runner->resource_count; ++i)
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{
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if (runner->resources[i]->slot == resource->slot && runner->resources[i]->type == resource->type)
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if (runner->resources[i]->desc.slot == resource->desc.slot
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&& runner->resources[i]->desc.type == resource->desc.type)
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{
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runner->ops->destroy_resource(runner, runner->resources[i]);
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runner->resources[i] = resource;
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@ -903,15 +899,15 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
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if (!shader_runner_has_target(runner))
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{
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memset(¶ms, 0, sizeof(params));
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params.slot = 0;
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params.type = RESOURCE_TYPE_RENDER_TARGET;
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params.dimension = RESOURCE_DIMENSION_2D;
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params.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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params.desc.slot = 0;
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params.desc.type = RESOURCE_TYPE_RENDER_TARGET;
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params.desc.dimension = RESOURCE_DIMENSION_2D;
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params.desc.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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params.data_type = TEXTURE_DATA_FLOAT;
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params.texel_size = 16;
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params.width = RENDER_TARGET_WIDTH;
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params.height = RENDER_TARGET_HEIGHT;
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params.level_count = 1;
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params.desc.texel_size = 16;
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params.desc.width = RENDER_TARGET_WIDTH;
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params.desc.height = RENDER_TARGET_HEIGHT;
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params.desc.level_count = 1;
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set_resource(runner, ¶ms);
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}
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@ -930,10 +926,10 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
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runner->input_element_count = 1;
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memset(¶ms, 0, sizeof(params));
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params.slot = 0;
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params.type = RESOURCE_TYPE_VERTEX_BUFFER;
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params.dimension = RESOURCE_DIMENSION_BUFFER;
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params.width = sizeof(quad);
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params.desc.slot = 0;
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params.desc.type = RESOURCE_TYPE_VERTEX_BUFFER;
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params.desc.dimension = RESOURCE_DIMENSION_BUFFER;
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params.desc.width = sizeof(quad);
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params.data = malloc(sizeof(quad));
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memcpy(params.data, quad, sizeof(quad));
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params.data_size = sizeof(quad);
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@ -957,15 +953,15 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
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if (!shader_runner_has_target(runner))
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{
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memset(¶ms, 0, sizeof(params));
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params.slot = 0;
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params.type = RESOURCE_TYPE_RENDER_TARGET;
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params.dimension = RESOURCE_DIMENSION_2D;
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params.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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params.desc.slot = 0;
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params.desc.type = RESOURCE_TYPE_RENDER_TARGET;
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params.desc.dimension = RESOURCE_DIMENSION_2D;
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params.desc.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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params.data_type = TEXTURE_DATA_FLOAT;
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params.texel_size = 16;
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params.width = RENDER_TARGET_WIDTH;
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params.height = RENDER_TARGET_HEIGHT;
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params.level_count = 1;
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params.desc.texel_size = 16;
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params.desc.width = RENDER_TARGET_WIDTH;
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params.desc.height = RENDER_TARGET_HEIGHT;
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params.desc.level_count = 1;
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set_resource(runner, ¶ms);
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}
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@ -1671,8 +1667,8 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
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break;
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case STATE_RESOURCE:
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if (current_resource.type == RESOURCE_TYPE_VERTEX_BUFFER)
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current_resource.width = current_resource.data_size;
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if (current_resource.desc.type == RESOURCE_TYPE_VERTEX_BUFFER)
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current_resource.desc.width = current_resource.data_size;
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/* Not every backend supports every resource type
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* (specifically, D3D9 doesn't support UAVs and
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@ -1907,12 +1903,12 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
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memset(¤t_resource, 0, sizeof(current_resource));
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current_resource.slot = index;
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current_resource.type = RESOURCE_TYPE_RENDER_TARGET;
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current_resource.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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current_resource.desc.slot = index;
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current_resource.desc.type = RESOURCE_TYPE_RENDER_TARGET;
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current_resource.desc.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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current_resource.data_type = TEXTURE_DATA_FLOAT;
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current_resource.texel_size = 16;
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current_resource.level_count = 1;
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current_resource.desc.texel_size = 16;
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current_resource.desc.level_count = 1;
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}
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else if (!strcmp(line, "[dsv]\n"))
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{
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@ -1920,13 +1916,13 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
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memset(¤t_resource, 0, sizeof(current_resource));
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current_resource.slot = 0;
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current_resource.type = RESOURCE_TYPE_DEPTH_STENCIL;
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current_resource.format = DXGI_FORMAT_D32_FLOAT;
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current_resource.desc.slot = 0;
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current_resource.desc.type = RESOURCE_TYPE_DEPTH_STENCIL;
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current_resource.desc.format = DXGI_FORMAT_D32_FLOAT;
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current_resource.is_shadow = true;
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current_resource.data_type = TEXTURE_DATA_FLOAT;
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current_resource.texel_size = 4;
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current_resource.level_count = 1;
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current_resource.desc.texel_size = 4;
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current_resource.desc.level_count = 1;
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}
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else if (sscanf(line, "[srv %u]\n", &index))
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{
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@ -1934,12 +1930,12 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
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memset(¤t_resource, 0, sizeof(current_resource));
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current_resource.slot = index;
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current_resource.type = RESOURCE_TYPE_TEXTURE;
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current_resource.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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current_resource.desc.slot = index;
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current_resource.desc.type = RESOURCE_TYPE_TEXTURE;
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current_resource.desc.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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current_resource.data_type = TEXTURE_DATA_FLOAT;
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current_resource.texel_size = 16;
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current_resource.level_count = 1;
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current_resource.desc.texel_size = 16;
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current_resource.desc.level_count = 1;
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}
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else if (sscanf(line, "[uav %u]\n", &index))
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{
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@ -1947,12 +1943,12 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
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memset(¤t_resource, 0, sizeof(current_resource));
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current_resource.slot = index;
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current_resource.type = RESOURCE_TYPE_UAV;
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current_resource.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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current_resource.desc.slot = index;
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current_resource.desc.type = RESOURCE_TYPE_UAV;
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current_resource.desc.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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current_resource.data_type = TEXTURE_DATA_FLOAT;
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current_resource.texel_size = 16;
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current_resource.level_count = 1;
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current_resource.desc.texel_size = 16;
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current_resource.desc.level_count = 1;
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}
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else if (sscanf(line, "[vb %u]\n", &index))
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{
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@ -1960,9 +1956,9 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
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memset(¤t_resource, 0, sizeof(current_resource));
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current_resource.slot = index;
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current_resource.type = RESOURCE_TYPE_VERTEX_BUFFER;
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current_resource.dimension = RESOURCE_DIMENSION_BUFFER;
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current_resource.desc.slot = index;
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current_resource.desc.type = RESOURCE_TYPE_VERTEX_BUFFER;
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current_resource.desc.dimension = RESOURCE_DIMENSION_BUFFER;
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current_resource.data_type = TEXTURE_DATA_FLOAT;
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}
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else if (!strcmp(line, "[test]\n"))
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@ -84,36 +84,36 @@ enum resource_dimension
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RESOURCE_DIMENSION_2D,
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};
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struct resource_params
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struct resource_desc
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{
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unsigned int slot;
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enum resource_type type;
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enum resource_dimension dimension;
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DXGI_FORMAT format;
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unsigned int texel_size;
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unsigned int width, height;
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unsigned int level_count;
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unsigned int sample_count;
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};
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struct resource_params
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{
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struct resource_desc desc;
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bool is_shadow;
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bool is_raw;
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bool is_uav_counter;
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enum texture_data_type data_type;
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unsigned int texel_size;
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unsigned int stride;
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unsigned int width, height;
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unsigned int level_count;
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unsigned int sample_count;
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uint8_t *data;
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size_t data_size, data_capacity;
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};
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struct resource
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{
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unsigned int slot;
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enum resource_type type;
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enum resource_dimension dimension;
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DXGI_FORMAT format;
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unsigned int texel_size;
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unsigned int width, height;
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unsigned int sample_count;
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struct resource_desc desc;
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};
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struct input_element
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@ -370,34 +370,35 @@ static bool init_resource_2d(struct d3d11_shader_runner *runner, struct d3d11_re
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UINT quality_levels;
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HRESULT hr;
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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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if (params->sample_count > 1)
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if (params->desc.sample_count > 1)
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{
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if (params->level_count > 1)
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if (params->desc.level_count > 1)
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fatal_error("Multisampled texture has multiple levels.\n");
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if (FAILED(ID3D11Device_CheckMultisampleQualityLevels(device,
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params->format, params->sample_count, &quality_levels)) || !quality_levels)
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params->desc.format, params->desc.sample_count, &quality_levels)) || !quality_levels)
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{
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trace("Format #%x with sample count %u is not supported; skipping.\n", params->format, params->sample_count);
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trace("Format #%x with sample count %u is not supported; skipping.\n",
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params->desc.format, params->desc.sample_count);
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return false;
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}
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}
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desc.Width = params->width;
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desc.Height = params->height;
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desc.MipLevels = params->level_count;
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desc.Width = params->desc.width;
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desc.Height = params->desc.height;
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desc.MipLevels = params->desc.level_count;
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desc.ArraySize = 1;
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desc.Format = params->format;
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desc.SampleDesc.Count = max(params->sample_count, 1);
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desc.Format = params->desc.format;
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desc.SampleDesc.Count = max(params->desc.sample_count, 1);
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desc.Usage = D3D11_USAGE_DEFAULT;
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if (params->type == RESOURCE_TYPE_UAV)
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if (params->desc.type == RESOURCE_TYPE_UAV)
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desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
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else if (params->type == RESOURCE_TYPE_RENDER_TARGET)
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else if (params->desc.type == RESOURCE_TYPE_RENDER_TARGET)
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desc.BindFlags = D3D11_BIND_RENDER_TARGET;
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else if (params->type == RESOURCE_TYPE_DEPTH_STENCIL)
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else if (params->desc.type == RESOURCE_TYPE_DEPTH_STENCIL)
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desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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else
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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@ -406,16 +407,16 @@ static bool init_resource_2d(struct d3d11_shader_runner *runner, struct d3d11_re
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{
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unsigned int buffer_offset = 0;
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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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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;
|
||||
}
|
||||
|
@ -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;
|
||||
|
@ -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);
|
||||
|
@ -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);
|
||||
|
@ -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,
|
||||
|
Loading…
Reference in New Issue
Block a user