/* * Copyright 2020-2021 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 "config.h" #include #define COBJMACROS #define CONST_VTABLE #define VKD3D_TEST_NO_DEFS #include "d3d12_crosstest.h" #include "shader_runner.h" struct d3d12_texture { struct texture t; D3D12_DESCRIPTOR_RANGE descriptor_range; ID3D12DescriptorHeap *heap; ID3D12Resource *resource; unsigned int root_index; }; static struct d3d12_texture *d3d12_texture(struct texture *t) { return CONTAINING_RECORD(t, struct d3d12_texture, t); } struct d3d12_shader_context { struct shader_context c; struct test_context test_context; }; static struct d3d12_shader_context *d3d12_shader_context(struct shader_context *c) { return CONTAINING_RECORD(c, struct d3d12_shader_context, c); } static ID3D10Blob *compile_shader(const char *source, enum shader_model shader_model) { ID3D10Blob *blob = NULL, *errors = NULL; HRESULT hr; static const char *const shader_models[] = { [SHADER_MODEL_2_0] = "ps_4_0", [SHADER_MODEL_4_0] = "ps_4_0", [SHADER_MODEL_4_1] = "ps_4_1", [SHADER_MODEL_5_0] = "ps_5_0", [SHADER_MODEL_5_1] = "ps_5_1", }; hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", shader_models[shader_model], 0, 0, &blob, &errors); ok(hr == S_OK, "Failed to compile shader, hr %#x.\n", hr); if (errors) { if (vkd3d_test_state.debug_level) trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors)); ID3D10Blob_Release(errors); } return blob; } static struct texture *d3d12_runner_create_texture(struct shader_context *c, const struct texture_params *params) { struct d3d12_shader_context *context = d3d12_shader_context(c); struct test_context *test_context = &context->test_context; ID3D12Device *device = test_context->device; D3D12_SUBRESOURCE_DATA resource_data; struct d3d12_texture *texture; texture = calloc(1, sizeof(*texture)); texture->t.slot = params->slot; texture->heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); texture->resource = create_default_texture(device, params->width, params->height, params->format, 0, D3D12_RESOURCE_STATE_COPY_DEST); resource_data.pData = params->data; resource_data.SlicePitch = resource_data.RowPitch = params->width * params->texel_size; upload_texture_data(texture->resource, &resource_data, 1, test_context->queue, test_context->list); reset_command_list(test_context->list, test_context->allocator); transition_resource_state(test_context->list, texture->resource, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); ID3D12Device_CreateShaderResourceView(device, texture->resource, NULL, get_cpu_descriptor_handle(test_context, texture->heap, 0)); return &texture->t; } static void d3d12_runner_destroy_texture(struct shader_context *c, struct texture *t) { struct d3d12_texture *texture = d3d12_texture(t); ID3D12DescriptorHeap_Release(texture->heap); ID3D12Resource_Release(texture->resource); free(texture); } static void d3d12_runner_draw_quad(struct shader_context *c) { struct d3d12_shader_context *context = d3d12_shader_context(c); struct test_context *test_context = &context->test_context; ID3D12GraphicsCommandList *command_list = test_context->list; D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0}; D3D12_ROOT_PARAMETER root_params[3], *root_param; ID3D12CommandQueue *queue = test_context->queue; D3D12_STATIC_SAMPLER_DESC static_samplers[1]; ID3D12Device *device = test_context->device; static const float clear_color[4]; unsigned int uniform_index; D3D12_SHADER_BYTECODE ps; ID3D12PipelineState *pso; ID3D10Blob *ps_code; HRESULT hr; size_t i; if (!(ps_code = compile_shader(context->c.ps_source, context->c.minimum_shader_model))) return; root_signature_desc.NumParameters = 0; root_signature_desc.pParameters = root_params; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = static_samplers; if (context->c.uniform_count) { uniform_index = root_signature_desc.NumParameters++; root_param = &root_params[uniform_index]; root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; root_param->Constants.ShaderRegister = 0; root_param->Constants.RegisterSpace = 0; root_param->Constants.Num32BitValues = context->c.uniform_count; root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; } for (i = 0; i < context->c.texture_count; ++i) { struct d3d12_texture *texture = d3d12_texture(context->c.textures[i]); D3D12_DESCRIPTOR_RANGE *range; range = &texture->descriptor_range; texture->root_index = root_signature_desc.NumParameters++; root_param = &root_params[texture->root_index]; root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_param->DescriptorTable.NumDescriptorRanges = 1; root_param->DescriptorTable.pDescriptorRanges = range; root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; range->NumDescriptors = 1; range->BaseShaderRegister = texture->t.slot; range->RegisterSpace = 0; range->OffsetInDescriptorsFromTableStart = 0; } assert(root_signature_desc.NumParameters <= ARRAY_SIZE(root_params)); for (i = 0; i < context->c.sampler_count; ++i) { D3D12_STATIC_SAMPLER_DESC *sampler_desc = &static_samplers[root_signature_desc.NumStaticSamplers++]; const struct sampler *sampler = &context->c.samplers[i]; memset(sampler_desc, 0, sizeof(*sampler_desc)); sampler_desc->Filter = sampler->filter; sampler_desc->AddressU = sampler->u_address; sampler_desc->AddressV = sampler->v_address; sampler_desc->AddressW = sampler->w_address; sampler_desc->ShaderRegister = sampler->slot; sampler_desc->RegisterSpace = 0; sampler_desc->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; } if (test_context->root_signature) ID3D12RootSignature_Release(test_context->root_signature); hr = create_root_signature(device, &root_signature_desc, &test_context->root_signature); ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr); ps.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps_code); ps.BytecodeLength = ID3D10Blob_GetBufferSize(ps_code); pso = create_pipeline_state(device, test_context->root_signature, test_context->render_target_desc.Format, NULL, &ps, NULL); ID3D10Blob_Release(ps_code); if (!pso) return; vkd3d_array_reserve((void **)&test_context->pso, &test_context->pso_capacity, test_context->pso_count + 1, sizeof(*test_context->pso)); test_context->pso[test_context->pso_count++] = pso; ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, test_context->root_signature); if (context->c.uniform_count) ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, uniform_index, context->c.uniform_count, context->c.uniforms, 0); for (i = 0; i < context->c.texture_count; ++i) { struct d3d12_texture *texture = d3d12_texture(context->c.textures[i]); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, texture->root_index, get_gpu_descriptor_handle(test_context, texture->heap, 0)); } ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &test_context->rtv, false, NULL); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &test_context->scissor_rect); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &test_context->viewport); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, test_context->rtv, clear_color, 0, NULL); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, test_context->render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); /* Finish the command list so that we can destroy objects. */ hr = ID3D12GraphicsCommandList_Close(command_list); ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr); exec_command_list(queue, command_list); wait_queue_idle(device, queue); reset_command_list(command_list, test_context->allocator); } static void d3d12_runner_probe_vec4(struct shader_context *c, const RECT *rect, const struct vec4 *v, unsigned int ulps) { struct d3d12_shader_context *context = d3d12_shader_context(c); struct test_context *test_context = &context->test_context; struct resource_readback rb; get_texture_readback_with_command_list(test_context->render_target, 0, &rb, test_context->queue, test_context->list); check_readback_data_vec4(&rb, rect, v, ulps); release_resource_readback(&rb); reset_command_list(test_context->list, test_context->allocator); } static const struct shader_runner_ops d3d12_runner_ops = { .create_texture = d3d12_runner_create_texture, .destroy_texture = d3d12_runner_destroy_texture, .draw_quad = d3d12_runner_draw_quad, .probe_vec4 = d3d12_runner_probe_vec4, }; void run_shader_tests_d3d12(int argc, char **argv) { static const struct test_context_desc desc = { .rt_width = 640, .rt_height = 480, .no_root_signature = true, .rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT, }; struct d3d12_shader_context context; parse_args(argc, argv); enable_d3d12_debug_layer(argc, argv); init_adapter_info(); init_test_context(&context.test_context, &desc); run_shader_tests(&context.c, argc, argv, &d3d12_runner_ops); destroy_test_context(&context.test_context); }