/* * 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 */ #include #include #include "vkd3d_windows.h" #include "vkd3d_d3dcommon.h" #include "vkd3d_d3d12.h" #include "vkd3d_dxgiformat.h" #include "vkd3d_common.h" #include "vkd3d_shader.h" #include "utils.h" #define RENDER_TARGET_WIDTH 640 #define RENDER_TARGET_HEIGHT 480 enum shader_model { SHADER_MODEL_2_0, SHADER_MODEL_3_0, SHADER_MODEL_4_0, SHADER_MODEL_4_1, SHADER_MODEL_5_0, SHADER_MODEL_5_1, SHADER_MODEL_6_0, }; enum shader_type { SHADER_TYPE_CS, SHADER_TYPE_PS, SHADER_TYPE_VS, SHADER_TYPE_HS, SHADER_TYPE_DS, SHADER_TYPE_GS, SHADER_TYPE_FX, }; const char *shader_type_string(enum shader_type type); enum texture_data_type { TEXTURE_DATA_FLOAT, TEXTURE_DATA_SINT, TEXTURE_DATA_UINT, }; struct sampler { unsigned int slot; D3D12_FILTER filter; D3D12_TEXTURE_ADDRESS_MODE u_address, v_address, w_address; D3D12_COMPARISON_FUNC func; }; enum resource_type { RESOURCE_TYPE_RENDER_TARGET, RESOURCE_TYPE_DEPTH_STENCIL, RESOURCE_TYPE_TEXTURE, RESOURCE_TYPE_UAV, RESOURCE_TYPE_VERTEX_BUFFER, }; enum resource_dimension { RESOURCE_DIMENSION_BUFFER, RESOURCE_DIMENSION_2D, }; struct resource_desc { unsigned int slot; enum resource_type type; enum resource_dimension dimension; DXGI_FORMAT format; unsigned int texel_size; unsigned int width, height; unsigned int level_count; unsigned int sample_count; }; struct resource_params { struct resource_desc desc; bool is_shadow; bool is_raw; bool is_uav_counter; bool explicit_format; enum texture_data_type data_type; unsigned int stride; uint8_t *data; size_t data_size, data_capacity; }; struct resource { struct resource_desc desc; }; struct input_element { char *name; unsigned int slot; DXGI_FORMAT format; unsigned int texel_size; unsigned int index; }; #define MAX_RESOURCES 32 #define MAX_SAMPLERS 32 #define DXGI_FORMAT_COUNT (DXGI_FORMAT_B4G4R4A4_UNORM + 1) enum format_cap { FORMAT_CAP_UAV_LOAD = 0x00000001, }; struct shader_runner_caps { const char *runner; const char *const *tags; size_t tag_count; enum shader_model minimum_shader_model; enum shader_model maximum_shader_model; bool float64; bool int64; bool rov; bool wave_ops; bool depth_bounds; uint32_t format_caps[DXGI_FORMAT_COUNT]; }; static inline unsigned int shader_runner_caps_get_feature_flags(const struct shader_runner_caps *caps) { unsigned int flags = 0; if (caps->int64) flags |= VKD3D_SHADER_COMPILE_OPTION_FEATURE_INT64; if (caps->float64) flags |= VKD3D_SHADER_COMPILE_OPTION_FEATURE_FLOAT64; return flags; } struct shader_runner { const struct shader_runner_ops *ops; const struct shader_runner_caps *caps; bool is_todo; char *vs_source; char *ps_source; char *cs_source; char *fx_source; char *hs_source; char *ds_source; char *gs_source; enum shader_model minimum_shader_model; enum shader_model maximum_shader_model; bool require_float64; bool require_int64; bool require_rov; bool require_wave_ops; bool require_depth_bounds; uint32_t require_format_caps[DXGI_FORMAT_COUNT]; bool last_render_failed; uint32_t *uniforms; size_t uniform_count, uniform_capacity; uint32_t sample_mask; struct resource *resources[MAX_RESOURCES]; size_t resource_count; uint32_t failed_resources[RESOURCE_TYPE_VERTEX_BUFFER + 1][VKD3D_BITMAP_SIZE(MAX_RESOURCES)]; unsigned int failed_resource_count; uint32_t sample_count; struct sampler samplers[MAX_SAMPLERS]; size_t sampler_count; struct input_element *input_elements; size_t input_element_count, input_element_capacity; unsigned int compile_options; D3D12_COMPARISON_FUNC depth_func; bool depth_bounds; float depth_min, depth_max; enum vkd3d_shader_comparison_func alpha_test_func; float alpha_test_ref; bool flat_shading; }; struct shader_runner_ops { struct resource *(*create_resource)(struct shader_runner *runner, const struct resource_params *params); void (*destroy_resource)(struct shader_runner *runner, struct resource *resource); void (*clear)(struct shader_runner *runner, struct resource *resource, const struct vec4 *clear_value); bool (*draw)(struct shader_runner *runner, D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count, unsigned int instance_count); bool (*dispatch)(struct shader_runner *runner, unsigned int x, unsigned int y, unsigned int z); struct resource_readback *(*get_resource_readback)(struct shader_runner *runner, struct resource *resource); void (*release_readback)(struct shader_runner *runner, struct resource_readback *rb); }; static inline unsigned int get_level_dimension(unsigned int dimension, unsigned int level) { return max(1, dimension >> level); } void fatal_error(const char *format, ...) VKD3D_NORETURN VKD3D_PRINTF_FUNC(1, 2); unsigned int get_vb_stride(const struct shader_runner *runner, unsigned int slot); void init_resource(struct resource *resource, const struct resource_params *params); HRESULT dxc_compiler_compile_shader(void *dxc_compiler, enum shader_type type, unsigned int compile_options, const char *hlsl, ID3D10Blob **blob_out, ID3D10Blob **errors_out); struct sampler *shader_runner_get_sampler(struct shader_runner *runner, unsigned int slot); struct resource *shader_runner_get_resource(struct shader_runner *runner, enum resource_type type, unsigned int slot); void run_shader_tests(struct shader_runner *runner, const struct shader_runner_caps *caps, const struct shader_runner_ops *ops, void *dxc_compiler); #ifdef _WIN32 void run_shader_tests_d3d9(void); void run_shader_tests_d3d11(void); #else void run_shader_tests_gl(void); void run_shader_tests_vulkan(void); #endif void run_shader_tests_d3d12(void *dxc_compiler);