/* * 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 */ /* * This application contains code derived from piglit, the license for which * follows: * * Copyright © 2010 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ #ifdef __MINGW32__ # define _HRESULT_DEFINED typedef int HRESULT; #endif #define COBJMACROS #define CONST_VTABLE #include "config.h" #include #include #include #include #include #include "vkd3d_windows.h" #include "vkd3d_d3dcommon.h" #include "vkd3d_d3dcompiler.h" #include "vkd3d_test.h" #include "shader_runner.h" void fatal_error(const char *format, ...) { va_list args; va_start(args, format); vfprintf(stderr, format, args); va_end(args); exit(1); } enum parse_state { STATE_NONE, STATE_INPUT_LAYOUT, STATE_PREPROC, STATE_PREPROC_INVALID, STATE_REQUIRE, STATE_SAMPLER, STATE_SHADER_INVALID_PIXEL, STATE_SHADER_INVALID_PIXEL_TODO, STATE_SHADER_PIXEL, STATE_SHADER_VERTEX, STATE_TEXTURE, STATE_TEST, STATE_VERTEX_BUFFER, }; static bool match_string(const char *line, const char *token, const char **const rest) { size_t len = strlen(token); while (isspace(*line)) ++line; if (strncmp(line, token, len) || !isspace(line[len])) return false; if (rest) { *rest = line + len; while (isspace(**rest)) ++*rest; } return true; } static void parse_require_directive(struct shader_runner *runner, const char *line) { if (match_string(line, "shader model >=", &line)) { static const char *const model_strings[] = { [SHADER_MODEL_2_0] = "2.0", [SHADER_MODEL_4_0] = "4.0", [SHADER_MODEL_4_1] = "4.1", [SHADER_MODEL_5_0] = "5.0", [SHADER_MODEL_5_1] = "5.1", }; unsigned int i; for (i = 0; i < ARRAY_SIZE(model_strings); ++i) { if (match_string(line, model_strings[i], &line)) { runner->minimum_shader_model = i; return; } } fatal_error("Unknown shader model '%s'.\n", line); } else { fatal_error("Unknown require directive '%s'.\n", line); } } static DXGI_FORMAT parse_format(const char *line, enum texture_data_type *data_type, unsigned int *texel_size, const char **rest) { static const struct { const char *string; enum texture_data_type data_type; unsigned int texel_size; DXGI_FORMAT format; } formats[] = { {"r32g32b32a32 float", TEXTURE_DATA_FLOAT, 16, DXGI_FORMAT_R32G32B32A32_FLOAT}, {"r32g32 float", TEXTURE_DATA_FLOAT, 8, DXGI_FORMAT_R32G32_FLOAT}, {"r32g32 uint", TEXTURE_DATA_UINT, 8, DXGI_FORMAT_R32G32_UINT}, {"r32 float", TEXTURE_DATA_FLOAT, 4, DXGI_FORMAT_R32_FLOAT}, {"r32 sint", TEXTURE_DATA_SINT, 4, DXGI_FORMAT_R32_SINT}, {"r32 uint", TEXTURE_DATA_UINT, 4, DXGI_FORMAT_R32_UINT}, }; unsigned int i; for (i = 0; i < ARRAY_SIZE(formats); ++i) { if (match_string(line, formats[i].string, rest)) { if (data_type) *data_type = formats[i].data_type; *texel_size = formats[i].texel_size; return formats[i].format; } } fatal_error("Unknown format '%s'.\n", line); } static D3D12_TEXTURE_ADDRESS_MODE parse_sampler_address_mode(const char *line, const char **rest) { if (match_string(line, "border", rest)) return D3D12_TEXTURE_ADDRESS_MODE_BORDER; if (match_string(line, "clamp", rest)) return D3D12_TEXTURE_ADDRESS_MODE_CLAMP; if (match_string(line, "mirror_once", rest)) return D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE; if (match_string(line, "mirror", rest)) return D3D12_TEXTURE_ADDRESS_MODE_MIRROR; if (match_string(line, "wrap", rest)) return D3D12_TEXTURE_ADDRESS_MODE_WRAP; fatal_error("Unknown sampler address mode '%s'.\n", line); } static void parse_sampler_directive(struct sampler *sampler, const char *line) { if (match_string(line, "address", &line)) { sampler->u_address = parse_sampler_address_mode(line, &line); sampler->v_address = parse_sampler_address_mode(line, &line); sampler->w_address = parse_sampler_address_mode(line, &line); } else if (match_string(line, "filter", &line)) { static const struct { const char *string; D3D12_FILTER filter; } filters[] = { {"point point point", D3D12_FILTER_MIN_MAG_MIP_POINT}, {"point point linear", D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR}, {"point linear point", D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT}, {"point linear linear", D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR}, {"linear point point", D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT}, {"linear point linear", D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR}, {"linear linear point", D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT}, {"linear linear linear", D3D12_FILTER_MIN_MAG_MIP_LINEAR}, }; unsigned int i; for (i = 0; i < ARRAY_SIZE(filters); ++i) { if (match_string(line, filters[i].string, &line)) { sampler->filter = filters[i].filter; return; } } fatal_error("Unknown sampler filter '%s'.\n", line); } else { fatal_error("Unknown sampler directive '%s'.\n", line); } } static void parse_resource_directive(struct resource_params *resource, const char *line) { int ret; if (match_string(line, "format", &line)) { resource->format = parse_format(line, &resource->data_type, &resource->texel_size, &line); } else if (match_string(line, "size", &line)) { ret = sscanf(line, "( %u , %u )", &resource->width, &resource->height); if (ret < 2) fatal_error("Malformed texture size '%s'.\n", line); } else { union { float f; int32_t i; uint32_t u; } u; char *rest; u.u = 0; for (;;) { switch (resource->data_type) { case TEXTURE_DATA_FLOAT: u.f = strtof(line, &rest); break; case TEXTURE_DATA_SINT: u.i = strtol(line, &rest, 10); break; case TEXTURE_DATA_UINT: u.u = strtoul(line, &rest, 10); break; } if (rest == line) break; vkd3d_array_reserve((void **)&resource->data, &resource->data_capacity, resource->data_size + sizeof(u), 1); memcpy(resource->data + resource->data_size, &u, sizeof(u)); resource->data_size += sizeof(u); line = rest; } } } static void parse_input_layout_directive(struct shader_runner *runner, const char *line) { struct input_element *element; const char *rest; vkd3d_array_reserve((void **)&runner->input_elements, &runner->input_element_capacity, runner->input_element_count + 1, sizeof(*runner->input_elements)); element = &runner->input_elements[runner->input_element_count++]; element->slot = strtoul(line, (char **)&rest, 10); if (rest == line) fatal_error("Malformed input layout directive '%s'.\n", line); line = rest; element->format = parse_format(line, NULL, &element->texel_size, &line); if (!(rest = strpbrk(line, " \n"))) rest = line + strlen(line); element->name = malloc(rest - line + 1); memcpy(element->name, line, rest - line); element->name[rest - line] = 0; line = rest; element->index = strtoul(line, (char **)&rest, 10); if (rest == line) element->index = 0; } static void set_resource(struct shader_runner *runner, struct resource *resource) { size_t i; for (i = 0; i < runner->resource_count; ++i) { if (runner->resources[i]->slot == resource->slot && runner->resources[i]->type == resource->type) { runner->ops->destroy_resource(runner, runner->resources[i]); runner->resources[i] = resource; return; } } if (runner->resource_count == MAX_RESOURCES) fatal_error("Too many resources declared.\n"); runner->resources[runner->resource_count++] = resource; } static void set_uniforms(struct shader_runner *runner, size_t offset, size_t count, const void *uniforms) { runner->uniform_count = align(max(runner->uniform_count, offset + count), 4); vkd3d_array_reserve((void **)&runner->uniforms, &runner->uniform_capacity, runner->uniform_count, sizeof(*runner->uniforms)); memcpy(runner->uniforms + offset, uniforms, count * sizeof(*runner->uniforms)); } static void parse_test_directive(struct shader_runner *runner, const char *line) { runner->is_todo = false; if (match_string(line, "todo", &line)) runner->is_todo = true; if (match_string(line, "draw quad", &line)) { struct resource_params params; struct input_element *element; /* For simplicity, draw a large triangle instead. */ static const struct vec2 quad[] = { {-2.0f, -2.0f}, {-2.0f, 4.0f}, { 4.0f, -2.0f}, }; static const char vs_source[] = "void main(inout float4 position : sv_position)\n" "{\n" "}"; vkd3d_array_reserve((void **)&runner->input_elements, &runner->input_element_capacity, 1, sizeof(*runner->input_elements)); element = &runner->input_elements[0]; element->name = strdup("sv_position"); element->slot = 0; element->format = DXGI_FORMAT_R32G32_FLOAT; element->texel_size = sizeof(*quad); element->index = 0; runner->input_element_count = 1; memset(¶ms, 0, sizeof(params)); params.slot = 0; params.type = RESOURCE_TYPE_VERTEX_BUFFER; params.data = malloc(sizeof(quad)); memcpy(params.data, quad, sizeof(quad)); params.data_size = sizeof(quad); set_resource(runner, runner->ops->create_resource(runner, ¶ms)); if (!runner->vs_source) runner->vs_source = strdup(vs_source); runner->last_render_failed = !runner->ops->draw(runner, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3); } else if (match_string(line, "draw", &line)) { D3D_PRIMITIVE_TOPOLOGY topology; unsigned int vertex_count; char *rest; if (match_string(line, "triangle list", &line)) topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; else if (match_string(line, "triangle strip", &line)) topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; else fatal_error("Unknown primitive topology '%s'.\n", line); vertex_count = strtoul(line, &rest, 10); if (line == rest) fatal_error("Malformed vertex count '%s'.\n", line); runner->last_render_failed = !runner->ops->draw(runner, topology, vertex_count); } else if (match_string(line, "probe", &line)) { unsigned int left, top, right, bottom, ulps; struct resource_readback *rb; int ret, len; RECT rect; if (runner->last_render_failed) return; if (match_string(line, "all", &line)) { set_rect(&rect, 0, 0, RENDER_TARGET_WIDTH, RENDER_TARGET_HEIGHT); } else if (sscanf(line, "( %d , %d , %d , %d )%n", &left, &top, &right, &bottom, &len) == 4) { set_rect(&rect, left, top, right, bottom); line += len; } else if (sscanf(line, "( %u , %u )%n", &left, &top, &len) == 2) { set_rect(&rect, left, top, left + 1, top + 1); line += len; } else { fatal_error("Malformed probe arguments '%s'.\n", line); } rb = runner->ops->get_rt_readback(runner); if (match_string(line, "rgba", &line)) { struct vec4 v; ret = sscanf(line, "( %f , %f , %f , %f ) %u", &v.x, &v.y, &v.z, &v.w, &ulps); if (ret < 4) fatal_error("Malformed probe arguments '%s'.\n", line); if (ret < 5) ulps = 0; todo_if(runner->is_todo) check_readback_data_vec4(rb, &rect, &v, ulps); } else if (match_string(line, "r", &line)) { float expect; ret = sscanf(line, "( %f ) %u", &expect, &ulps); if (ret < 1) fatal_error("Malformed probe arguments '%s'.\n", line); if (ret < 2) ulps = 0; todo_if(runner->is_todo) check_readback_data_float(rb, &rect, expect, ulps); } else { fatal_error("Malformed probe arguments '%s'.\n", line); } runner->ops->release_readback(runner, rb); } else if (match_string(line, "uniform", &line)) { unsigned int offset; if (!sscanf(line, "%u", &offset)) fatal_error("Unknown uniform type '%s'.\n", line); line = strchr(line, ' ') + 1; if (match_string(line, "float4", &line)) { struct vec4 v; if (sscanf(line, "%f %f %f %f", &v.x, &v.y, &v.z, &v.w) < 4) fatal_error("Malformed float4 constant '%s'.\n", line); set_uniforms(runner, offset, 4, &v); } else if (match_string(line, "float", &line)) { float f; if (sscanf(line, "%f", &f) < 1) fatal_error("Malformed float constant '%s'.\n", line); set_uniforms(runner, offset, 1, &f); } else if (match_string(line, "int4", &line)) { int v[4]; if (sscanf(line, "%d %d %d %d", &v[0], &v[1], &v[2], &v[3]) < 4) fatal_error("Malformed int4 constant '%s'.\n", line); set_uniforms(runner, offset, 4, v); } else if (match_string(line, "int", &line)) { int i; if (sscanf(line, "%i", &i) < 1) fatal_error("Malformed int constant '%s'.\n", line); set_uniforms(runner, offset, 1, &i); } else if (match_string(line, "uint", &line)) { unsigned int u; if (sscanf(line, "%u", &u) < 1) fatal_error("Malformed uint constant '%s'.\n", line); set_uniforms(runner, offset, 1, &u); } } else { fatal_error("Unknown test directive '%s'.\n", line); } } static struct sampler *get_sampler(struct shader_runner *runner, unsigned int slot) { struct sampler *sampler; size_t i; for (i = 0; i < runner->sampler_count; ++i) { sampler = &runner->samplers[i]; if (sampler->slot == slot) return sampler; } return NULL; } unsigned int get_vb_stride(const struct shader_runner *runner, unsigned int slot) { unsigned int stride = 0; size_t i; /* We currently don't deal with vertex formats less than 32 bits, so don't * bother with alignment. */ for (i = 0; i < runner->input_element_count; ++i) { const struct input_element *element = &runner->input_elements[i]; if (element->slot == slot) stride += element->texel_size; } return stride; } void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const struct shader_runner_ops *ops) { size_t shader_source_size = 0, shader_source_len = 0; struct resource_params current_resource; struct sampler *current_sampler = NULL; enum parse_state state = STATE_NONE; unsigned int i, line_number = 0; const char *filename = NULL; char *shader_source = NULL; char line[256]; FILE *f; runner->minimum_shader_model = SHADER_MODEL_2_0; for (i = 1; i < argc; ++i) { if (argv[i][0] != '-') { filename = argv[i]; break; } } if (!filename) { fprintf(stderr, "Usage: %s [file]\n", argv[0]); return; } if (!(f = fopen(filename, "r"))) { fatal_error("Unable to open '%s' for reading: %s\n", argv[1], strerror(errno)); return; } memset(runner, 0, sizeof(*runner)); runner->ops = ops; for (;;) { char *ret = fgets(line, sizeof(line), f); ++line_number; if (!ret || line[0] == '[') { switch (state) { case STATE_INPUT_LAYOUT: case STATE_NONE: case STATE_SAMPLER: case STATE_TEST: break; case STATE_REQUIRE: if (runner->ops->check_requirements && !runner->ops->check_requirements(runner)) goto out; break; case STATE_TEXTURE: case STATE_VERTEX_BUFFER: set_resource(runner, runner->ops->create_resource(runner, ¤t_resource)); free(current_resource.data); break; case STATE_SHADER_PIXEL: free(runner->ps_source); runner->ps_source = shader_source; shader_source = NULL; shader_source_len = 0; shader_source_size = 0; break; case STATE_SHADER_VERTEX: free(runner->vs_source); runner->vs_source = shader_source; shader_source = NULL; shader_source_len = 0; shader_source_size = 0; break; case STATE_SHADER_INVALID_PIXEL: case STATE_SHADER_INVALID_PIXEL_TODO: { ID3D10Blob *blob = NULL, *errors = NULL; HRESULT hr; hr = D3DCompile(shader_source, strlen(shader_source), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &blob, &errors); todo_if (state == STATE_SHADER_INVALID_PIXEL_TODO) ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); if (hr == S_OK) { ID3D10Blob_Release(blob); } else { ok(!blob, "Expected no compiled shader blob.\n"); ok(!!errors, "Expected non-NULL error blob.\n"); } if (errors) { if (vkd3d_test_state.debug_level) trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors)); ID3D10Blob_Release(errors); } shader_source_len = 0; break; } case STATE_PREPROC_INVALID: { ID3D10Blob *blob = NULL, *errors = NULL; HRESULT hr; hr = D3DPreprocess(shader_source, strlen(shader_source), NULL, NULL, NULL, &blob, &errors); ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); ok(!blob, "Expected no compiled shader blob.\n"); ok(!!errors, "Expected non-NULL error blob.\n"); if (errors) { if (vkd3d_test_state.debug_level) trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors)); ID3D10Blob_Release(errors); } shader_source_len = 0; break; } case STATE_PREPROC: { ID3D10Blob *blob = NULL, *errors = NULL; SIZE_T size; HRESULT hr; char *text; hr = D3DPreprocess(shader_source, strlen(shader_source), NULL, NULL, NULL, &blob, &errors); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); if (hr == S_OK) { if (errors) { if (vkd3d_test_state.debug_level) trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors)); ID3D10Blob_Release(errors); } text = ID3D10Blob_GetBufferPointer(blob); size = ID3D10Blob_GetBufferSize(blob); ok(vkd3d_memmem(text, size, "pass", strlen("pass")), "'pass' not found in preprocessed shader.\n"); ok(!vkd3d_memmem(text, size, "fail", strlen("fail")), "'fail' found in preprocessed shader.\n"); ID3D10Blob_Release(blob); } shader_source_len = 0; break; } } } if (!ret) break; if (line[0] == '[') { unsigned int index; if (!strcmp(line, "[require]\n")) { state = STATE_REQUIRE; } else if (!strcmp(line, "[pixel shader]\n")) { state = STATE_SHADER_PIXEL; } else if (!strcmp(line, "[pixel shader fail]\n")) { state = STATE_SHADER_INVALID_PIXEL; } else if (!strcmp(line, "[pixel shader fail todo]\n")) { state = STATE_SHADER_INVALID_PIXEL_TODO; } else if (sscanf(line, "[sampler %u]\n", &index)) { state = STATE_SAMPLER; if (!(current_sampler = get_sampler(runner, index))) { if (runner->sampler_count == MAX_SAMPLERS) fatal_error("Too many samplers declared.\n"); current_sampler = &runner->samplers[runner->sampler_count++]; } memset(current_sampler, 0, sizeof(*current_sampler)); current_sampler->slot = index; current_sampler->filter = D3D12_FILTER_MIN_MAG_MIP_POINT; current_sampler->u_address = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; current_sampler->v_address = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; current_sampler->w_address = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; } else if (sscanf(line, "[texture %u]\n", &index)) { state = STATE_TEXTURE; memset(¤t_resource, 0, sizeof(current_resource)); current_resource.slot = index; current_resource.type = RESOURCE_TYPE_TEXTURE; current_resource.format = DXGI_FORMAT_R32G32B32A32_FLOAT; current_resource.data_type = TEXTURE_DATA_FLOAT; current_resource.texel_size = 16; } else if (sscanf(line, "[vertex buffer %u]\n", &index)) { state = STATE_VERTEX_BUFFER; memset(¤t_resource, 0, sizeof(current_resource)); current_resource.slot = index; current_resource.type = RESOURCE_TYPE_VERTEX_BUFFER; current_resource.data_type = TEXTURE_DATA_FLOAT; } else if (!strcmp(line, "[test]\n")) { state = STATE_TEST; } else if (!strcmp(line, "[preproc]\n")) { state = STATE_PREPROC; } else if (!strcmp(line, "[preproc fail]\n")) { state = STATE_PREPROC_INVALID; } else if (!strcmp(line, "[vertex shader]\n")) { state = STATE_SHADER_VERTEX; } else if (!strcmp(line, "[input layout]\n")) { state = STATE_INPUT_LAYOUT; for (i = 0; i < runner->input_element_count; ++i) free(runner->input_elements[i].name); runner->input_element_count = 0; } vkd3d_test_set_context("Section %.*s, line %u", strlen(line) - 1, line, line_number); } else if (line[0] != '%' && line[0] != '\n') { switch (state) { case STATE_NONE: fatal_error("Malformed line '%s'.\n", line); break; case STATE_INPUT_LAYOUT: parse_input_layout_directive(runner, line); break; case STATE_PREPROC: case STATE_PREPROC_INVALID: case STATE_SHADER_INVALID_PIXEL: case STATE_SHADER_INVALID_PIXEL_TODO: case STATE_SHADER_PIXEL: case STATE_SHADER_VERTEX: { size_t len = strlen(line); vkd3d_array_reserve((void **)&shader_source, &shader_source_size, shader_source_len + len + 1, 1); memcpy(shader_source + shader_source_len, line, len + 1); shader_source_len += len; break; } case STATE_REQUIRE: parse_require_directive(runner, line); break; case STATE_SAMPLER: parse_sampler_directive(current_sampler, line); break; case STATE_TEXTURE: case STATE_VERTEX_BUFFER: parse_resource_directive(¤t_resource, line); break; case STATE_TEST: parse_test_directive(runner, line); break; } } } out: for (i = 0; i < runner->input_element_count; ++i) free(runner->input_elements[i].name); free(runner->input_elements); free(runner->vs_source); free(runner->ps_source); for (i = 0; i < runner->resource_count; ++i) { if (runner->resources[i]) runner->ops->destroy_resource(runner, runner->resources[i]); } fclose(f); vkd3d_test_set_context(NULL); } START_TEST(shader_runner) { #ifdef _WIN32 run_shader_tests_d3d9(argc, argv); run_shader_tests_d3d11(argc, argv); #else run_shader_tests_vulkan(argc, argv); #endif run_shader_tests_d3d12(argc, argv); }