/* * Copyright 2008 Henri Verbeet for CodeWeavers * Copyright 2015 Józef Kucia for CodeWeavers * Copyright 2021 Zebediah Figura for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #ifdef _WIN32 #define COBJMACROS #define CONST_VTABLE #define INITGUID #define VKD3D_TEST_NO_DEFS #include #define __vkd3d_d3dcommon_h__ #define __vkd3d_dxgibase_h__ #define __vkd3d_dxgiformat_h__ #include "vkd3d_d3dcompiler.h" #include "shader_runner.h" #include "vkd3d_test.h" static HRESULT (WINAPI *pCreateDXGIFactory1)(REFIID iid, void **factory); static HRESULT (WINAPI *pD3D11CreateDevice)(IDXGIAdapter *adapter, D3D_DRIVER_TYPE driver_type, HMODULE swrast, UINT flags, const D3D_FEATURE_LEVEL *feature_levels, UINT levels, UINT sdk_version, ID3D11Device **device_out, D3D_FEATURE_LEVEL *obtained_feature_level, ID3D11DeviceContext **immediate_context); struct d3d11_resource { struct resource r; ID3D11Resource *resource; ID3D11Buffer *buffer; ID3D11Texture2D *texture; ID3D11RenderTargetView *rtv; ID3D11DepthStencilView *dsv; ID3D11ShaderResourceView *srv; ID3D11UnorderedAccessView *uav; bool is_uav_counter; }; static struct d3d11_resource *d3d11_resource(struct resource *r) { return CONTAINING_RECORD(r, struct d3d11_resource, r); } struct d3d11_shader_runner { struct shader_runner r; struct shader_runner_caps caps; ID3D11Device *device; HWND window; IDXGISwapChain *swapchain; ID3D11DeviceContext *immediate_context; ID3D11RasterizerState *rasterizer_state; }; static struct d3d11_shader_runner *d3d11_shader_runner(struct shader_runner *r) { return CONTAINING_RECORD(r, struct d3d11_shader_runner, r); } static ID3D10Blob *compile_shader(const struct d3d11_shader_runner *runner, const char *source, const char *type) { ID3D10Blob *blob = NULL, *errors = NULL; char profile[7]; HRESULT hr; static const char *const shader_models[] = { [SHADER_MODEL_2_0] = "4_0", [SHADER_MODEL_3_0] = "4_0", [SHADER_MODEL_4_0] = "4_0", [SHADER_MODEL_4_1] = "4_1", [SHADER_MODEL_5_0] = "5_0", [SHADER_MODEL_5_1] = "5_1", }; sprintf(profile, "%s_%s", type, shader_models[runner->r.minimum_shader_model]); hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", profile, runner->r.compile_options, 0, &blob, &errors); ok(hr == S_OK, "Failed to compile shader, hr %#lx.\n", hr); if (errors) { if (vkd3d_test_state.debug_level) trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors)); ID3D10Blob_Release(errors); } return blob; } static IDXGIAdapter *create_adapter(void) { IDXGIFactory4 *factory4; IDXGIFactory *factory; IDXGIAdapter *adapter; HRESULT hr; if (!pCreateDXGIFactory1) { trace("CreateDXGIFactory1() is not available.\n"); return NULL; } if (FAILED(hr = pCreateDXGIFactory1(&IID_IDXGIFactory, (void **)&factory))) { trace("Failed to create IDXGIFactory, hr %#lx.\n", hr); return NULL; } adapter = NULL; if (test_options.use_warp_device) { if (SUCCEEDED(hr = IDXGIFactory_QueryInterface(factory, &IID_IDXGIFactory4, (void **)&factory4))) { hr = IDXGIFactory4_EnumWarpAdapter(factory4, &IID_IDXGIAdapter, (void **)&adapter); IDXGIFactory4_Release(factory4); } else { trace("Failed to get IDXGIFactory4, hr %#lx.\n", hr); } } else { hr = IDXGIFactory_EnumAdapters(factory, test_options.adapter_idx, &adapter); } IDXGIFactory_Release(factory); if (FAILED(hr)) trace("Failed to get adapter, hr %#lx.\n", hr); return adapter; } static void init_adapter_info(void) { char name[MEMBER_SIZE(DXGI_ADAPTER_DESC, Description)]; IDXGIAdapter *adapter; DXGI_ADAPTER_DESC desc; unsigned int i; HRESULT hr; if (!(adapter = create_adapter())) return; hr = IDXGIAdapter_GetDesc(adapter, &desc); ok(hr == S_OK, "Failed to get adapter desc, hr %#lx.\n", hr); /* FIXME: Use debugstr_w(). */ for (i = 0; i < ARRAY_SIZE(desc.Description) && isprint(desc.Description[i]); ++i) name[i] = desc.Description[i]; name[min(i, ARRAY_SIZE(name) - 1)] = '\0'; trace("Adapter: %s, %04x:%04x.\n", name, desc.VendorId, desc.DeviceId); if (desc.VendorId == 0x1414 && desc.DeviceId == 0x008c) { trace("Using WARP device.\n"); test_options.use_warp_device = true; } IDXGIAdapter_Release(adapter); } static ID3D11Device *create_device(void) { static const D3D_FEATURE_LEVEL feature_level[] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, }; IDXGIAdapter *adapter; ID3D11Device *device; UINT flags = 0; HRESULT hr; if (test_options.enable_debug_layer) flags |= D3D11_CREATE_DEVICE_DEBUG; if ((adapter = create_adapter())) { hr = pD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, flags, feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL); IDXGIAdapter_Release(adapter); return SUCCEEDED(hr) ? device : NULL; } if (SUCCEEDED(pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flags, feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL))) return device; if (SUCCEEDED(pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_WARP, NULL, flags, feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL))) return device; if (SUCCEEDED(pD3D11CreateDevice(NULL, D3D_DRIVER_TYPE_REFERENCE, NULL, flags, feature_level, ARRAY_SIZE(feature_level), D3D11_SDK_VERSION, &device, NULL, NULL))) return device; return NULL; } static IDXGISwapChain *create_swapchain(ID3D11Device *device, HWND window) { DXGI_SWAP_CHAIN_DESC dxgi_desc; IDXGISwapChain *swapchain; IDXGIDevice *dxgi_device; IDXGIAdapter *adapter; IDXGIFactory *factory; HRESULT hr; hr = ID3D11Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device); ok(hr == S_OK, "Failed to get DXGI device, hr %#lx.\n", hr); hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter); ok(hr == S_OK, "Failed to get adapter, hr %#lx.\n", hr); IDXGIDevice_Release(dxgi_device); hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory); ok(hr == S_OK, "Failed to get factory, hr %#lx.\n", hr); IDXGIAdapter_Release(adapter); dxgi_desc.BufferDesc.Width = RENDER_TARGET_WIDTH; dxgi_desc.BufferDesc.Height = RENDER_TARGET_HEIGHT; dxgi_desc.BufferDesc.RefreshRate.Numerator = 60; dxgi_desc.BufferDesc.RefreshRate.Denominator = 1; dxgi_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; dxgi_desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; dxgi_desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; dxgi_desc.SampleDesc.Count = 1; dxgi_desc.SampleDesc.Quality = 0; dxgi_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; dxgi_desc.BufferCount = 1; dxgi_desc.OutputWindow = window; dxgi_desc.Windowed = TRUE; dxgi_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; dxgi_desc.Flags = 0; hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &dxgi_desc, &swapchain); ok(hr == S_OK, "Failed to create swapchain, hr %#lx.\n", hr); IDXGIFactory_Release(factory); return swapchain; } static BOOL init_test_context(struct d3d11_shader_runner *runner) { D3D11_FEATURE_DATA_D3D11_OPTIONS2 options2 = {0}; D3D11_FEATURE_DATA_DOUBLES doubles = {0}; unsigned int rt_width, rt_height; D3D11_RASTERIZER_DESC rs_desc; D3D11_VIEWPORT vp; HRESULT hr; RECT rect; memset(runner, 0, sizeof(*runner)); if (!(runner->device = create_device())) { skip("Failed to create device.\n"); return FALSE; } runner->caps.runner = "d3d11.dll"; runner->caps.minimum_shader_model = SHADER_MODEL_4_0; runner->caps.maximum_shader_model = SHADER_MODEL_5_0; hr = ID3D11Device_CheckFeatureSupport(runner->device, D3D11_FEATURE_DOUBLES, &doubles, sizeof(doubles)); ok(hr == S_OK, "Failed to check double precision feature support, hr %#lx.\n", hr); runner->caps.float64 = doubles.DoublePrecisionFloatShaderOps; hr = ID3D11Device_CheckFeatureSupport(runner->device, D3D11_FEATURE_D3D11_OPTIONS2, &options2, sizeof(options2)); ok(hr == S_OK, "Got hr %#lx.\n", hr); runner->caps.rov = options2.ROVsSupported; rt_width = RENDER_TARGET_WIDTH; rt_height = RENDER_TARGET_HEIGHT; SetRect(&rect, 0, 0, rt_width, rt_height); AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE); runner->window = CreateWindowA("static", "d3dcompiler_test", WS_OVERLAPPEDWINDOW, 0, 0, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, NULL, NULL); runner->swapchain = create_swapchain(runner->device, runner->window); ID3D11Device_GetImmediateContext(runner->device, &runner->immediate_context); vp.TopLeftX = 0.0f; vp.TopLeftY = 0.0f; vp.Width = rt_width; vp.Height = rt_height; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; ID3D11DeviceContext_RSSetViewports(runner->immediate_context, 1, &vp); rs_desc.FillMode = D3D11_FILL_SOLID; rs_desc.CullMode = D3D11_CULL_NONE; rs_desc.FrontCounterClockwise = FALSE; rs_desc.DepthBias = 0; rs_desc.DepthBiasClamp = 0.0f; rs_desc.SlopeScaledDepthBias = 0.0f; rs_desc.DepthClipEnable = TRUE; rs_desc.ScissorEnable = FALSE; rs_desc.MultisampleEnable = FALSE; rs_desc.AntialiasedLineEnable = FALSE; hr = ID3D11Device_CreateRasterizerState(runner->device, &rs_desc, &runner->rasterizer_state); ok(hr == S_OK, "Failed to create rasterizer state.\n"); return TRUE; } static void destroy_test_context(struct d3d11_shader_runner *runner) { ULONG ref; ID3D11RasterizerState_Release(runner->rasterizer_state); ID3D11DeviceContext_Release(runner->immediate_context); IDXGISwapChain_Release(runner->swapchain); DestroyWindow(runner->window); ref = ID3D11Device_Release(runner->device); ok(!ref, "Device has %lu references left.\n", ref); } static ID3D11Buffer *create_buffer(ID3D11Device *device, unsigned int bind_flags, unsigned int size, bool is_raw, unsigned int stride, const void *data) { D3D11_SUBRESOURCE_DATA resource_data; D3D11_BUFFER_DESC buffer_desc; ID3D11Buffer *buffer; HRESULT hr; buffer_desc.ByteWidth = size; buffer_desc.Usage = D3D11_USAGE_DEFAULT; buffer_desc.BindFlags = bind_flags; buffer_desc.CPUAccessFlags = 0; if (is_raw) buffer_desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS; else if (stride) buffer_desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED; else buffer_desc.MiscFlags = 0; buffer_desc.StructureByteStride = stride; resource_data.pSysMem = data; resource_data.SysMemPitch = 0; resource_data.SysMemSlicePitch = 0; hr = ID3D11Device_CreateBuffer(device, &buffer_desc, data ? &resource_data : NULL, &buffer); ok(hr == S_OK, "Failed to create buffer, hr %#lx.\n", hr); return buffer; } static bool init_resource_2d(struct d3d11_shader_runner *runner, struct d3d11_resource *resource, const struct resource_params *params) { D3D11_SUBRESOURCE_DATA resource_data[3]; ID3D11Device *device = runner->device; D3D11_TEXTURE2D_DESC desc = {0}; UINT quality_levels; HRESULT hr; if (params->desc.level_count > ARRAY_SIZE(resource_data)) fatal_error("Level count %u is too high.\n", params->desc.level_count); if (params->desc.sample_count > 1) { if (params->desc.level_count > 1) fatal_error("Multisampled texture has multiple levels.\n"); if (FAILED(ID3D11Device_CheckMultisampleQualityLevels(device, params->desc.format, params->desc.sample_count, &quality_levels)) || !quality_levels) { trace("Format #%x with sample count %u is not supported; skipping.\n", params->desc.format, params->desc.sample_count); return false; } } desc.Width = params->desc.width; desc.Height = params->desc.height; desc.MipLevels = params->desc.level_count; desc.ArraySize = 1; desc.Format = params->desc.format; desc.SampleDesc.Count = max(params->desc.sample_count, 1); desc.Usage = D3D11_USAGE_DEFAULT; if (params->desc.type == RESOURCE_TYPE_UAV) desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS; else if (params->desc.type == RESOURCE_TYPE_RENDER_TARGET) desc.BindFlags = D3D11_BIND_RENDER_TARGET; else if (params->desc.type == RESOURCE_TYPE_DEPTH_STENCIL) desc.BindFlags = D3D11_BIND_DEPTH_STENCIL; else desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; if (params->data) { unsigned int buffer_offset = 0; if (params->desc.sample_count > 1) fatal_error("Cannot upload data to a multisampled texture.\n"); for (unsigned int level = 0; level < params->desc.level_count; ++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->desc.texel_size; resource_data[level].SysMemSlicePitch = level_height * resource_data[level].SysMemPitch; buffer_offset += resource_data[level].SysMemSlicePitch; } hr = ID3D11Device_CreateTexture2D(device, &desc, resource_data, &resource->texture); } else { hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &resource->texture); } ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr); resource->resource = (ID3D11Resource *)resource->texture; if (params->desc.type == RESOURCE_TYPE_UAV) hr = ID3D11Device_CreateUnorderedAccessView(device, resource->resource, NULL, &resource->uav); else if (params->desc.type == RESOURCE_TYPE_RENDER_TARGET) hr = ID3D11Device_CreateRenderTargetView(device, resource->resource, NULL, &resource->rtv); 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); ok(hr == S_OK, "Failed to create view, hr %#lx.\n", hr); return true; } static void init_resource_srv_buffer(struct d3d11_shader_runner *runner, struct d3d11_resource *resource, const struct resource_params *params) { D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc; ID3D11Device *device = runner->device; HRESULT hr; resource->buffer = create_buffer(device, D3D11_BIND_SHADER_RESOURCE, params->data_size, params->is_raw, params->stride, params->data); resource->resource = (ID3D11Resource *)resource->buffer; 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->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); } static void init_resource_uav_buffer(struct d3d11_shader_runner *runner, struct d3d11_resource *resource, const struct resource_params *params) { D3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc; ID3D11Device *device = runner->device; HRESULT hr; resource->buffer = create_buffer(device, D3D11_BIND_UNORDERED_ACCESS, params->data_size, params->is_raw, params->stride, params->data); resource->resource = (ID3D11Resource *)resource->buffer; resource->is_uav_counter = params->is_uav_counter; 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->desc.texel_size; if (params->is_raw) uav_desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW; else if (params->is_uav_counter) uav_desc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_COUNTER; else uav_desc.Buffer.Flags = 0; hr = ID3D11Device_CreateUnorderedAccessView(device, resource->resource, &uav_desc, &resource->uav); ok(hr == S_OK, "Failed to create view, hr %#lx.\n", hr); } static struct resource *d3d11_runner_create_resource(struct shader_runner *r, const struct resource_params *params) { struct d3d11_shader_runner *runner = d3d11_shader_runner(r); ID3D11Device *device = runner->device; struct d3d11_resource *resource; resource = calloc(1, sizeof(*resource)); init_resource(&resource->r, params); switch (params->desc.type) { case RESOURCE_TYPE_RENDER_TARGET: case RESOURCE_TYPE_DEPTH_STENCIL: case RESOURCE_TYPE_TEXTURE: 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->desc.dimension == RESOURCE_DIMENSION_BUFFER) init_resource_uav_buffer(runner, resource, params); else if (!init_resource_2d(runner, resource, params)) return NULL; break; case RESOURCE_TYPE_VERTEX_BUFFER: resource->buffer = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, params->data_size, params->is_raw, params->stride, params->data); resource->resource = (ID3D11Resource *)resource->buffer; break; } return &resource->r; } static void d3d11_runner_destroy_resource(struct shader_runner *r, struct resource *res) { struct d3d11_resource *resource = d3d11_resource(res); ID3D11Resource_Release(resource->resource); if (resource->rtv) ID3D11RenderTargetView_Release(resource->rtv); if (resource->dsv) ID3D11DepthStencilView_Release(resource->dsv); if (resource->srv) ID3D11ShaderResourceView_Release(resource->srv); if (resource->uav) ID3D11UnorderedAccessView_Release(resource->uav); free(resource); } static ID3D11SamplerState *create_sampler(ID3D11Device *device, const struct sampler *sampler) { ID3D11SamplerState *d3d11_sampler; D3D11_SAMPLER_DESC desc = {0}; HRESULT hr; /* Members of D3D11_FILTER are compatible with D3D12_FILTER. */ desc.Filter = (D3D11_FILTER)sampler->filter; /* Members of D3D11_TEXTURE_ADDRESS_MODE are compatible with D3D12_TEXTURE_ADDRESS_MODE. */ desc.AddressU = (D3D11_TEXTURE_ADDRESS_MODE)sampler->u_address; desc.AddressV = (D3D11_TEXTURE_ADDRESS_MODE)sampler->v_address; desc.AddressW = (D3D11_TEXTURE_ADDRESS_MODE)sampler->w_address; desc.ComparisonFunc = sampler->func; desc.MaxLOD = D3D11_FLOAT32_MAX; hr = ID3D11Device_CreateSamplerState(device, &desc, &d3d11_sampler); ok(hr == S_OK, "Failed to create sampler state, hr %#lx.\n", hr); return d3d11_sampler; } static bool d3d11_runner_dispatch(struct shader_runner *r, unsigned int x, unsigned int y, unsigned int z) { struct d3d11_shader_runner *runner = d3d11_shader_runner(r); ID3D11DeviceContext *context = runner->immediate_context; ID3D11Device *device = runner->device; ID3D11ComputeShader *cs; ID3D10Blob *cs_code; HRESULT hr; size_t i; if (!(cs_code = compile_shader(runner, runner->r.cs_source, "cs"))) return false; hr = ID3D11Device_CreateComputeShader(device, ID3D10Blob_GetBufferPointer(cs_code), ID3D10Blob_GetBufferSize(cs_code), NULL, &cs); ok(hr == S_OK, "Failed to create compute shader, hr %#lx.\n", hr); if (runner->r.uniform_count) { ID3D11Buffer *cb; cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, runner->r.uniform_count * sizeof(*runner->r.uniforms), false, 0, runner->r.uniforms); ID3D11DeviceContext_CSSetConstantBuffers(context, 0, 1, &cb); ID3D11Buffer_Release(cb); } for (i = 0; i < runner->r.resource_count; ++i) { struct d3d11_resource *resource = d3d11_resource(runner->r.resources[i]); switch (resource->r.desc.type) { case RESOURCE_TYPE_TEXTURE: ID3D11DeviceContext_CSSetShaderResources(context, resource->r.desc.slot, 1, &resource->srv); break; case RESOURCE_TYPE_UAV: ID3D11DeviceContext_CSSetUnorderedAccessViews(context, resource->r.desc.slot, 1, &resource->uav, NULL); break; case RESOURCE_TYPE_RENDER_TARGET: case RESOURCE_TYPE_DEPTH_STENCIL: case RESOURCE_TYPE_VERTEX_BUFFER: break; } } for (i = 0; i < runner->r.sampler_count; ++i) { struct sampler *sampler = &runner->r.samplers[i]; ID3D11SamplerState *d3d11_sampler; d3d11_sampler = create_sampler(device, sampler); ID3D11DeviceContext_CSSetSamplers(context, sampler->slot, 1, &d3d11_sampler); ID3D11SamplerState_Release(d3d11_sampler); } ID3D11DeviceContext_CSSetShader(context, cs, NULL, 0); ID3D11DeviceContext_Dispatch(context, x, y, z); ID3D11ComputeShader_Release(cs); return true; } static void d3d11_runner_clear(struct shader_runner *r, struct resource *res, const struct vec4 *clear_value) { struct d3d11_shader_runner *runner = d3d11_shader_runner(r); ID3D11DeviceContext *context = runner->immediate_context; struct d3d11_resource *resource = d3d11_resource(res); switch (resource->r.desc.type) { case RESOURCE_TYPE_RENDER_TARGET: ID3D11DeviceContext_ClearRenderTargetView(context, resource->rtv, (const float *)clear_value); break; case RESOURCE_TYPE_DEPTH_STENCIL: ID3D11DeviceContext_ClearDepthStencilView(context, resource->dsv, D3D11_CLEAR_DEPTH, clear_value->x, 0); break; default: fatal_error("Clears are not implemented for resource type %u.\n", resource->r.desc.type); } } static bool d3d11_runner_draw(struct shader_runner *r, D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count, unsigned int instance_count) { ID3D10Blob *vs_code, *ps_code, *hs_code = NULL, *ds_code = NULL, *gs_code = NULL; ID3D11UnorderedAccessView *uavs[D3D11_PS_CS_UAV_REGISTER_COUNT] = {0}; ID3D11RenderTargetView *rtvs[D3D11_PS_CS_UAV_REGISTER_COUNT] = {0}; struct d3d11_shader_runner *runner = d3d11_shader_runner(r); ID3D11DeviceContext *context = runner->immediate_context; unsigned int min_uav_slot = ARRAY_SIZE(uavs); ID3D11DepthStencilState *ds_state = NULL; D3D11_DEPTH_STENCIL_DESC ds_desc = {0}; ID3D11Device *device = runner->device; ID3D11DepthStencilView *dsv = NULL; unsigned int rtv_count = 0; ID3D11GeometryShader *gs; ID3D11Buffer *cb = NULL; ID3D11VertexShader *vs; ID3D11DomainShader *ds; ID3D11PixelShader *ps; ID3D11HullShader *hs; bool succeeded; unsigned int i; HRESULT hr; vs_code = compile_shader(runner, runner->r.vs_source, "vs"); ps_code = compile_shader(runner, runner->r.ps_source, "ps"); succeeded = vs_code && ps_code; if (runner->r.hs_source) { hs_code = compile_shader(runner, runner->r.hs_source, "hs"); succeeded = succeeded && hs_code; } if (runner->r.ds_source) { ds_code = compile_shader(runner, runner->r.ds_source, "ds"); succeeded = succeeded && ds_code; } if (runner->r.gs_source) { gs_code = compile_shader(runner, runner->r.gs_source, "gs"); succeeded = succeeded && gs_code; } if (!succeeded) { if (ps_code) ID3D10Blob_Release(ps_code); if (vs_code) ID3D10Blob_Release(vs_code); if (hs_code) ID3D10Blob_Release(hs_code); if (ds_code) ID3D10Blob_Release(ds_code); if (gs_code) ID3D10Blob_Release(gs_code); return false; } hr = ID3D11Device_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_code), ID3D10Blob_GetBufferSize(vs_code), NULL, &vs); ok(hr == S_OK, "Failed to create vertex shader, hr %#lx.\n", hr); hr = ID3D11Device_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(ps_code), ID3D10Blob_GetBufferSize(ps_code), NULL, &ps); ok(hr == S_OK, "Failed to create pixel shader, hr %#lx.\n", hr); if (hs_code) { hr = ID3D11Device_CreateHullShader(device, ID3D10Blob_GetBufferPointer(hs_code), ID3D10Blob_GetBufferSize(hs_code), NULL, &hs); ok(hr == S_OK, "Failed to create hull shader, hr %#lx.\n", hr); } if (ds_code) { hr = ID3D11Device_CreateDomainShader(device, ID3D10Blob_GetBufferPointer(ds_code), ID3D10Blob_GetBufferSize(ds_code), NULL, &ds); ok(hr == S_OK, "Failed to create domain shader, hr %#lx.\n", hr); } if (gs_code) { hr = ID3D11Device_CreateGeometryShader(device, ID3D10Blob_GetBufferPointer(gs_code), ID3D10Blob_GetBufferSize(gs_code), NULL, &gs); ok(hr == S_OK, "Failed to create geometry shader, hr %#lx.\n", hr); } ID3D10Blob_Release(ps_code); if (hs_code) ID3D10Blob_Release(hs_code); if (ds_code) ID3D10Blob_Release(ds_code); if (gs_code) ID3D10Blob_Release(gs_code); if (runner->r.uniform_count) { cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, runner->r.uniform_count * sizeof(*runner->r.uniforms), false, 0, runner->r.uniforms); ID3D11DeviceContext_VSSetConstantBuffers(context, 0, 1, &cb); ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb); if (hs_code) ID3D11DeviceContext_HSSetConstantBuffers(context, 0, 1, &cb); if (ds_code) ID3D11DeviceContext_DSSetConstantBuffers(context, 0, 1, &cb); if (gs_code) ID3D11DeviceContext_GSSetConstantBuffers(context, 0, 1, &cb); } 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.desc.slot); unsigned int offset = 0; switch (resource->r.desc.type) { case RESOURCE_TYPE_RENDER_TARGET: rtvs[resource->r.desc.slot] = resource->rtv; rtv_count = max(rtv_count, resource->r.desc.slot + 1); break; case RESOURCE_TYPE_DEPTH_STENCIL: dsv = resource->dsv; ds_desc.DepthEnable = TRUE; ds_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; ds_desc.DepthFunc = runner->r.depth_func; hr = ID3D11Device_CreateDepthStencilState(device, &ds_desc, &ds_state); ok(hr == S_OK, "Failed to create depth/stencil state, hr %#lx.\n", hr); ID3D11DeviceContext_OMSetDepthStencilState(context, ds_state, 0); break; case RESOURCE_TYPE_TEXTURE: ID3D11DeviceContext_PSSetShaderResources(context, resource->r.desc.slot, 1, &resource->srv); break; case RESOURCE_TYPE_UAV: 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.desc.slot, 1, (ID3D11Buffer **)&resource->resource, &stride, &offset); break; } } ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, rtv_count, rtvs, dsv, min_uav_slot, ARRAY_SIZE(uavs) - min_uav_slot, &uavs[min_uav_slot], NULL); for (i = 0; i < runner->r.sampler_count; ++i) { struct sampler *sampler = &runner->r.samplers[i]; ID3D11SamplerState *d3d11_sampler; d3d11_sampler = create_sampler(device, sampler); ID3D11DeviceContext_PSSetSamplers(context, sampler->slot, 1, &d3d11_sampler); ID3D11SamplerState_Release(d3d11_sampler); } if (runner->r.input_element_count) { D3D11_INPUT_ELEMENT_DESC *descs; ID3D11InputLayout *input_layout; descs = calloc(runner->r.input_element_count, sizeof(*descs)); for (i = 0; i < runner->r.input_element_count; ++i) { const struct input_element *element = &runner->r.input_elements[i]; D3D11_INPUT_ELEMENT_DESC *desc = &descs[i]; desc->SemanticName = element->name; desc->SemanticIndex = element->index; desc->Format = element->format; desc->InputSlot = element->slot; desc->AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; desc->InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; } hr = ID3D11Device_CreateInputLayout(device, descs, runner->r.input_element_count, ID3D10Blob_GetBufferPointer(vs_code), ID3D10Blob_GetBufferSize(vs_code), &input_layout); ok(hr == S_OK, "Failed to create input layout, hr %#lx.\n", hr); ID3D11DeviceContext_IASetInputLayout(context, input_layout); ID3D11InputLayout_Release(input_layout); } ID3D10Blob_Release(vs_code); if (r->sample_mask) ID3D11DeviceContext_OMSetBlendState(context, NULL, NULL, r->sample_mask); ID3D11DeviceContext_IASetPrimitiveTopology(context, primitive_topology); ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0); ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); if (hs_code) ID3D11DeviceContext_HSSetShader(context, hs, NULL, 0); if (ds_code) ID3D11DeviceContext_DSSetShader(context, ds, NULL, 0); if (gs_code) ID3D11DeviceContext_GSSetShader(context, gs, NULL, 0); ID3D11DeviceContext_RSSetState(context, runner->rasterizer_state); ID3D11DeviceContext_DrawInstanced(context, vertex_count, instance_count, 0, 0); ID3D11PixelShader_Release(ps); ID3D11VertexShader_Release(vs); if (hs_code) ID3D11HullShader_Release(hs); if (ds_code) ID3D11DomainShader_Release(ds); if (gs_code) ID3D11GeometryShader_Release(gs); if (cb) ID3D11Buffer_Release(cb); if (ds_state) ID3D11DepthStencilState_Release(ds_state); return true; } struct d3d11_resource_readback { struct resource_readback rb; ID3D11Resource *resource; }; static struct resource_readback *d3d11_runner_get_resource_readback(struct shader_runner *r, struct resource *res) { struct d3d11_shader_runner *runner = d3d11_shader_runner(r); struct d3d11_resource_readback *rb = malloc(sizeof(*rb)); ID3D11Resource *resolved_resource = NULL, *src_resource; struct d3d11_resource *resource = d3d11_resource(res); D3D11_TEXTURE2D_DESC texture_desc; D3D11_MAPPED_SUBRESOURCE map_desc; D3D11_BUFFER_DESC buffer_desc; bool is_ms = false; HRESULT hr; src_resource = resource->resource; switch (resource->r.desc.type) { case RESOURCE_TYPE_RENDER_TARGET: case RESOURCE_TYPE_DEPTH_STENCIL: case RESOURCE_TYPE_UAV: if (resource->r.desc.dimension == RESOURCE_DIMENSION_BUFFER) { ID3D11Buffer_GetDesc(resource->buffer, &buffer_desc); buffer_desc.Usage = D3D11_USAGE_STAGING; buffer_desc.BindFlags = 0; buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; buffer_desc.MiscFlags = 0; hr = ID3D11Device_CreateBuffer(runner->device, &buffer_desc, NULL, (ID3D11Buffer **)&rb->resource); ok(hr == S_OK, "Failed to create buffer, hr %#lx.\n", hr); } else { ID3D11Texture2D_GetDesc(resource->texture, &texture_desc); is_ms = texture_desc.SampleDesc.Count > 1; texture_desc.SampleDesc.Count = 1; texture_desc.SampleDesc.Quality = 0; texture_desc.Usage = D3D11_USAGE_STAGING; texture_desc.BindFlags = 0; texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; texture_desc.MiscFlags = 0; hr = ID3D11Device_CreateTexture2D(runner->device, &texture_desc, NULL, (ID3D11Texture2D **)&rb->resource); ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr); if (is_ms) { texture_desc.Usage = D3D11_USAGE_DEFAULT; hr = ID3D11Device_CreateTexture2D(runner->device, &texture_desc, NULL, (ID3D11Texture2D **)&resolved_resource); ok(hr == S_OK, "Failed to create multisampled texture, hr %#lx.\n", hr); ID3D11DeviceContext_ResolveSubresource(runner->immediate_context, resolved_resource, 0, resource->resource, 0, texture_desc.Format); src_resource = resolved_resource; } } break; case RESOURCE_TYPE_VERTEX_BUFFER: case RESOURCE_TYPE_TEXTURE: assert(0); } if (resource->is_uav_counter) ID3D11DeviceContext_CopyStructureCount(runner->immediate_context, (ID3D11Buffer *)rb->resource, 0, resource->uav); else ID3D11DeviceContext_CopyResource(runner->immediate_context, rb->resource, src_resource); hr = ID3D11DeviceContext_Map(runner->immediate_context, rb->resource, 0, D3D11_MAP_READ, 0, &map_desc); ok(hr == S_OK, "Failed to map texture, hr %#lx.\n", hr); if (resolved_resource) ID3D11Resource_Release(resolved_resource); rb->rb.data = map_desc.pData; rb->rb.row_pitch = map_desc.RowPitch; rb->rb.width = resource->r.desc.width; rb->rb.height = resource->r.desc.height; rb->rb.depth = 1; return &rb->rb; } static void d3d11_runner_release_readback(struct shader_runner *r, struct resource_readback *rb) { struct d3d11_resource_readback *d3d11_rb = CONTAINING_RECORD(rb, struct d3d11_resource_readback, rb); struct d3d11_shader_runner *runner = d3d11_shader_runner(r); ID3D11DeviceContext_Unmap(runner->immediate_context, d3d11_rb->resource, 0); ID3D11Resource_Release(d3d11_rb->resource); free(d3d11_rb); } static const struct shader_runner_ops d3d11_runner_ops = { .create_resource = d3d11_runner_create_resource, .destroy_resource = d3d11_runner_destroy_resource, .dispatch = d3d11_runner_dispatch, .clear = d3d11_runner_clear, .draw = d3d11_runner_draw, .get_resource_readback = d3d11_runner_get_resource_readback, .release_readback = d3d11_runner_release_readback, }; void run_shader_tests_d3d11(void) { struct d3d11_shader_runner runner; HMODULE dxgi_module, d3d11_module; d3d11_module = LoadLibraryA("d3d11.dll"); dxgi_module = LoadLibraryA("dxgi.dll"); if (d3d11_module && dxgi_module) { pCreateDXGIFactory1 = (void *)GetProcAddress(dxgi_module, "CreateDXGIFactory1"); pD3D11CreateDevice = (void *)GetProcAddress(d3d11_module, "D3D11CreateDevice"); init_adapter_info(); if (init_test_context(&runner)) { run_shader_tests(&runner.r, &runner.caps, &d3d11_runner_ops, NULL); destroy_test_context(&runner); } } FreeLibrary(d3d11_module); FreeLibrary(dxgi_module); } #endif