/* * 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 VKD3D_TEST_NO_DEFS #include #include "vkd3d_d3dcommon.h" #include "vkd3d_d3dcompiler.h" #include "shader_runner.h" #include "vkd3d_test.h" #ifdef VKD3D_CROSSTEST static const char HLSL_COMPILER[] = "d3dcompiler47.dll"; #else static const char HLSL_COMPILER[] = "vkd3d-shader"; #endif struct d3d9_resource { struct resource r; IDirect3DSurface9 *surface; IDirect3DTexture9 *texture; IDirect3DVertexBuffer9 *vb; }; static struct d3d9_resource *d3d9_resource(struct resource *r) { return CONTAINING_RECORD(r, struct d3d9_resource, r); } struct d3d9_shader_runner { struct shader_runner r; IDirect3DDevice9 *device; HWND window; }; static struct d3d9_shader_runner *d3d9_shader_runner(struct shader_runner *r) { return CONTAINING_RECORD(r, struct d3d9_shader_runner, r); } static IDirect3D9 *(WINAPI *pDirect3DCreate9)(UINT sdk_version); static ID3D10Blob *compile_shader(const struct d3d9_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] = "2_0", [SHADER_MODEL_3_0] = "3_0", }; 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 void init_adapter_info(void) { D3DADAPTER_IDENTIFIER9 identifier; IDirect3D9 *d3d; HRESULT hr; d3d = pDirect3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); hr = IDirect3D9_GetAdapterIdentifier(d3d, test_options.adapter_idx, 0, &identifier); ok(hr == S_OK, "Failed to get adapter identifier, hr %#lx.\n", hr); trace("Driver string: %s.\n", identifier.Driver); trace("Device: %s, %04lx:%04lx.\n", identifier.Description, identifier.VendorId, identifier.DeviceId); if (identifier.VendorId == 0x1414 && identifier.DeviceId == 0x008c) trace("Using WARP device.\n"); IDirect3D9_Release(d3d); } static bool init_test_context(struct d3d9_shader_runner *runner) { D3DPRESENT_PARAMETERS present_parameters = { .Windowed = TRUE, .SwapEffect = D3DSWAPEFFECT_DISCARD, .BackBufferWidth = RENDER_TARGET_WIDTH, .BackBufferHeight = RENDER_TARGET_HEIGHT, .BackBufferFormat = D3DFMT_A8R8G8B8, }; RECT rect = {0, 0, RENDER_TARGET_WIDTH, RENDER_TARGET_HEIGHT}; IDirect3D9 *d3d; D3DCAPS9 caps; HRESULT hr; memset(runner, 0, sizeof(*runner)); 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); ok(!!runner->window, "Failed to create a window.\n"); d3d = pDirect3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); present_parameters.hDeviceWindow = runner->window; hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, runner->window, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &runner->device); IDirect3D9_Release(d3d); if (FAILED(hr)) { skip("Failed to create a 3D device, hr %#lx.\n", hr); DestroyWindow(runner->window); return false; } hr = IDirect3DDevice9_GetDeviceCaps(runner->device, &caps); ok(hr == D3D_OK, "Failed to get device caps, hr %#lx.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0) || caps.VertexShaderVersion < D3DVS_VERSION(2, 0)) { skip("No shader model 2 support.\n"); IDirect3DDevice9_Release(runner->device); DestroyWindow(runner->window); return false; } return true; } static void destroy_test_context(struct d3d9_shader_runner *runner) { ULONG ref; ref = IDirect3DDevice9_Release(runner->device); ok(!ref, "Device has %lu references left.\n", ref); DestroyWindow(runner->window); } static D3DTEXTUREADDRESS sampler_address_to_d3d9(D3D12_TEXTURE_ADDRESS_MODE address) { switch (address) { case D3D12_TEXTURE_ADDRESS_MODE_WRAP: return D3DTADDRESS_WRAP; case D3D12_TEXTURE_ADDRESS_MODE_MIRROR: return D3DTADDRESS_MIRROR; case D3D12_TEXTURE_ADDRESS_MODE_CLAMP: return D3DTADDRESS_CLAMP; case D3D12_TEXTURE_ADDRESS_MODE_BORDER: return D3DTADDRESS_BORDER; case D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE: return D3DTADDRESS_MIRRORONCE; } vkd3d_unreachable(); } static bool d3d9_runner_check_requirements(struct shader_runner *r) { struct d3d9_shader_runner *runner = d3d9_shader_runner(r); if (runner->r.minimum_shader_model >= SHADER_MODEL_4_0) return false; if (runner->r.require_rov) return false; return true; } static struct resource *d3d9_runner_create_resource(struct shader_runner *r, const struct resource_params *params) { struct d3d9_shader_runner *runner = d3d9_shader_runner(r); IDirect3DDevice9 *device = runner->device; struct d3d9_resource *resource; D3DLOCKED_RECT map_desc; D3DFORMAT format; HRESULT hr; void *data; resource = calloc(1, sizeof(*resource)); init_resource(&resource->r, params); switch (params->format) { case DXGI_FORMAT_R32G32B32A32_FLOAT: format = D3DFMT_A32B32G32R32F; break; case DXGI_FORMAT_R32_FLOAT: format = D3DFMT_R32F; break; default: format = D3DFMT_UNKNOWN; break; } switch (params->type) { case RESOURCE_TYPE_RENDER_TARGET: hr = IDirect3DDevice9_CreateRenderTarget(device, params->width, params->height, format, D3DMULTISAMPLE_NONE, 0, FALSE, &resource->surface, NULL); ok(hr == D3D_OK, "Failed to create render target, hr %#lx.\n", hr); break; case RESOURCE_TYPE_TEXTURE: { if (params->dimension == RESOURCE_DIMENSION_BUFFER) { fatal_error("Buffer resources are not supported.\n"); break; } unsigned int src_buffer_offset = 0; hr = IDirect3DDevice9_CreateTexture(device, params->width, params->height, params->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) { 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 src_slice_pitch = level_height * src_row_pitch; hr = IDirect3DTexture9_LockRect(resource->texture, level, &map_desc, NULL, 0); ok(hr == D3D_OK, "Failed to map texture, hr %#lx.\n", hr); for (unsigned int y = 0; y < level_height; ++y) memcpy(&((char *)map_desc.pBits)[y * map_desc.Pitch], ¶ms->data[src_buffer_offset + y * src_row_pitch], src_row_pitch); hr = IDirect3DTexture9_UnlockRect(resource->texture, level); ok(hr == D3D_OK, "Failed to unmap texture, hr %#lx.\n", hr); src_buffer_offset += src_slice_pitch; } break; } case RESOURCE_TYPE_UAV: fatal_error("UAVs are not supported.\n"); break; case RESOURCE_TYPE_VERTEX_BUFFER: hr = IDirect3DDevice9_CreateVertexBuffer(device, params->data_size, D3DUSAGE_DYNAMIC, 0, D3DPOOL_DEFAULT, &resource->vb, NULL); ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#lx.\n", hr); hr = IDirect3DVertexBuffer9_Lock(resource->vb, 0, 0, &data, D3DLOCK_DISCARD); ok(hr == D3D_OK, "Failed to map texture, hr %#lx.\n", hr); memcpy(data, params->data, params->data_size); hr = IDirect3DVertexBuffer9_Unlock(resource->vb); ok(hr == D3D_OK, "Failed to unmap texture, hr %#lx.\n", hr); break; } return &resource->r; } static void d3d9_runner_destroy_resource(struct shader_runner *r, struct resource *res) { struct d3d9_resource *resource = d3d9_resource(res); if (resource->surface) IDirect3DSurface9_Release(resource->surface); if (resource->texture) IDirect3DTexture9_Release(resource->texture); if (resource->vb) IDirect3DVertexBuffer9_Release(resource->vb); free(resource); } static D3DDECLTYPE vertex_decl_type_from_format(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_R32G32_FLOAT: return D3DDECLTYPE_FLOAT2; case DXGI_FORMAT_R32G32B32A32_FLOAT: return D3DDECLTYPE_FLOAT4; default: fatal_error("Cannot translate format %#x to a d3d9 vertex buffer format.\n", format); } } static D3DDECLUSAGE vertex_decl_usage_from_name(const char *name) { if (!strcasecmp(name, "position") || !strcasecmp(name, "sv_position")) return D3DDECLUSAGE_POSITION; if (!strcasecmp(name, "texcoord")) return D3DDECLUSAGE_TEXCOORD; fatal_error("Cannot translate usage \"%s\" to a d3d9 usage.\n", name); } static bool d3d9_runner_dispatch(struct shader_runner *r, unsigned int x, unsigned int y, unsigned int z) { fatal_error("Compute shaders are not supported.\n"); } static bool d3d9_runner_draw(struct shader_runner *r, D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count) { static const D3DVERTEXELEMENT9 decl_element_end = D3DDECL_END(); struct d3d9_shader_runner *runner = d3d9_shader_runner(r); IDirect3DVertexDeclaration9 *vertex_declaration; IDirect3DDevice9 *device = runner->device; D3DVERTEXELEMENT9 *decl_elements; ID3D10Blob *vs_code, *ps_code; IDirect3DVertexShader9 *vs; IDirect3DPixelShader9 *ps; unsigned int i, j; HRESULT hr; if (!(vs_code = compile_shader(runner, runner->r.vs_source, "vs"))) return false; if (!(ps_code = compile_shader(runner, runner->r.ps_source, "ps"))) { ID3D10Blob_Release(vs_code); return false; } if (runner->r.uniform_count) { hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, (const float *)runner->r.uniforms, runner->r.uniform_count / 4); ok(hr == D3D_OK, "Failed to set uniforms, hr %#lx.\n", hr); } decl_elements = calloc(runner->r.input_element_count + 1, sizeof(*decl_elements)); for (i = 0; i < runner->r.input_element_count; ++i) { const struct input_element *src_element = &runner->r.input_elements[i]; D3DVERTEXELEMENT9 *dst_element = &decl_elements[i]; dst_element->Stream = src_element->slot; dst_element->Type = vertex_decl_type_from_format(src_element->format); dst_element->Method = D3DDECLMETHOD_DEFAULT; dst_element->Usage = vertex_decl_usage_from_name(src_element->name); dst_element->UsageIndex = src_element->index; /* The offset will be filled below. */ } decl_elements[runner->r.input_element_count] = decl_element_end; for (i = 0; i < runner->r.resource_count; ++i) { struct d3d9_resource *resource = d3d9_resource(runner->r.resources[i]); unsigned int stride = 0; switch (resource->r.type) { case RESOURCE_TYPE_RENDER_TARGET: hr = IDirect3DDevice9_SetRenderTarget(device, resource->r.slot, resource->surface); ok(hr == D3D_OK, "Failed to set render target, hr %#lx.\n", hr); break; case RESOURCE_TYPE_TEXTURE: assert(resource->r.dimension != RESOURCE_DIMENSION_BUFFER); hr = IDirect3DDevice9_SetTexture(device, resource->r.slot, (IDirect3DBaseTexture9 *)resource->texture); ok(hr == D3D_OK, "Failed to set texture, hr %#lx.\n", hr); break; case RESOURCE_TYPE_UAV: vkd3d_unreachable(); 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) { decl_elements[j].Offset = stride; stride += runner->r.input_elements[j].texel_size; } } hr = IDirect3DDevice9_SetStreamSource(device, resource->r.slot, resource->vb, 0, stride); ok(hr == D3D_OK, "Failed to set vertex buffer, hr %#lx.\n", hr); break; } } for (i = 0; i < runner->r.sampler_count; ++i) { const struct sampler *sampler = &runner->r.samplers[i]; hr = IDirect3DDevice9_SetSamplerState(device, sampler->slot, D3DSAMP_ADDRESSU, sampler_address_to_d3d9(sampler->u_address)); ok(hr == D3D_OK, "Failed to set sampler state, hr %#lx.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, sampler->slot, D3DSAMP_ADDRESSV, sampler_address_to_d3d9(sampler->v_address)); ok(hr == D3D_OK, "Failed to set sampler state, hr %#lx.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, sampler->slot, D3DSAMP_ADDRESSW, sampler_address_to_d3d9(sampler->w_address)); ok(hr == D3D_OK, "Failed to set sampler state, hr %#lx.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, sampler->slot, D3DSAMP_MINFILTER, (sampler->filter & 0x1) ? D3DTEXF_LINEAR : D3DTEXF_POINT); ok(hr == D3D_OK, "Failed to set sampler state, hr %#lx.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, sampler->slot, D3DSAMP_MAGFILTER, (sampler->filter & 0x4) ? D3DTEXF_LINEAR : D3DTEXF_POINT); ok(hr == D3D_OK, "Failed to set sampler state, hr %#lx.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, sampler->slot, D3DSAMP_MIPFILTER, (sampler->filter & 0x10) ? D3DTEXF_LINEAR : D3DTEXF_POINT); ok(hr == D3D_OK, "Failed to set sampler state, hr %#lx.\n", hr); } hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); ok(hr == D3D_OK, "Failed to create vertex declaration, hr %#lx.\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_code), &vs); ok(hr == D3D_OK, "Failed to create vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(ps_code), &ps); ok(hr == D3D_OK, "Failed to create pixel shader, hr %#lx.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); ok(hr == D3D_OK, "Failed to set vertex declaration, hr %#lx.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, vs); ok(hr == D3D_OK, "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(hr == D3D_OK, "Failed to set pixel shader, hr %#lx.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); ok(hr == D3D_OK, "Failed to set cull mode, hr %#lx.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "Failed to draw, hr %#lx.\n", hr); switch (primitive_topology) { case D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST: hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLELIST, 0, vertex_count / 3); break; case D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP: hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, vertex_count - 2); break; default: fatal_error("Cannot translate topology %#x to a d3d9 topology.\n", primitive_topology); } ok(hr == D3D_OK, "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "Failed to draw, hr %#lx.\n", hr); IDirect3DVertexDeclaration9_Release(vertex_declaration); IDirect3DVertexShader9_Release(vs); IDirect3DPixelShader9_Release(ps); return true; } struct d3d9_resource_readback { struct resource_readback rb; IDirect3DSurface9 *surface; }; static struct resource_readback *d3d9_runner_get_resource_readback(struct shader_runner *r, struct resource *res) { struct d3d9_shader_runner *runner = d3d9_shader_runner(r); struct d3d9_resource_readback *rb = malloc(sizeof(*rb)); struct d3d9_resource *resource = d3d9_resource(res); D3DLOCKED_RECT map_desc; D3DSURFACE_DESC desc; HRESULT hr; assert(resource->r.type == RESOURCE_TYPE_RENDER_TARGET); hr = IDirect3DSurface9_GetDesc(resource->surface, &desc); ok(hr == D3D_OK, "Failed to get surface desc, hr %#lx.\n", hr); hr = IDirect3DDevice9Ex_CreateOffscreenPlainSurface(runner->device, desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &rb->surface, NULL); ok(hr == D3D_OK, "Failed to create surface, hr %#lx.\n", hr); hr = IDirect3DDevice9Ex_GetRenderTargetData(runner->device, resource->surface, rb->surface); ok(hr == D3D_OK, "Failed to get render target data, hr %#lx.\n", hr); hr = IDirect3DSurface9_LockRect(rb->surface, &map_desc, NULL, D3DLOCK_READONLY); ok(hr == D3D_OK, "Failed to lock surface, hr %#lx.\n", hr); rb->rb.data = map_desc.pBits; rb->rb.row_pitch = map_desc.Pitch; rb->rb.width = desc.Width; rb->rb.height = desc.Height; rb->rb.depth = 1; return &rb->rb; } static void d3d9_runner_release_readback(struct shader_runner *r, struct resource_readback *rb) { struct d3d9_resource_readback *d3d9_rb = CONTAINING_RECORD(rb, struct d3d9_resource_readback, rb); IDirect3DSurface9_UnlockRect(d3d9_rb->surface); IDirect3DSurface9_Release(d3d9_rb->surface); free(d3d9_rb); } static const struct shader_runner_ops d3d9_runner_ops = { .check_requirements = d3d9_runner_check_requirements, .create_resource = d3d9_runner_create_resource, .destroy_resource = d3d9_runner_destroy_resource, .dispatch = d3d9_runner_dispatch, .draw = d3d9_runner_draw, .get_resource_readback = d3d9_runner_get_resource_readback, .release_readback = d3d9_runner_release_readback, }; void run_shader_tests_d3d9(void) { struct d3d9_shader_runner runner; HMODULE d3d9_module; trace("Compiling SM2-SM3 shaders with %s and executing with d3d9.dll\n", HLSL_COMPILER); d3d9_module = LoadLibraryA("d3d9.dll"); if (d3d9_module) { pDirect3DCreate9 = (void *)GetProcAddress(d3d9_module, "Direct3DCreate9"); init_adapter_info(); init_test_context(&runner); run_shader_tests(&runner.r, &d3d9_runner_ops, NULL, SHADER_MODEL_2_0, SHADER_MODEL_3_0); destroy_test_context(&runner); } FreeLibrary(d3d9_module); } #endif