/* * 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 "vkd3d_windows.h" #include "vkd3d_d3dcommon.h" #include "vkd3d_d3d12.h" #include "vkd3d_dxgiformat.h" #include "vkd3d_common.h" #include "utils.h" #define RENDER_TARGET_WIDTH 640 #define RENDER_TARGET_HEIGHT 480 enum shader_model { SHADER_MODEL_2_0, SHADER_MODEL_4_0, SHADER_MODEL_4_1, SHADER_MODEL_5_0, SHADER_MODEL_5_1, }; 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; }; enum resource_type { RESOURCE_TYPE_RENDER_TARGET, RESOURCE_TYPE_TEXTURE, RESOURCE_TYPE_UAV, RESOURCE_TYPE_VERTEX_BUFFER, }; struct resource_params { unsigned int slot; enum resource_type type; DXGI_FORMAT format; enum texture_data_type data_type; unsigned int texel_size; unsigned int width, height; uint8_t *data; size_t data_size, data_capacity; }; struct resource { unsigned int slot; enum resource_type type; DXGI_FORMAT format; unsigned int size; unsigned int texel_size; unsigned int width, height; }; 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 struct shader_runner { const struct shader_runner_ops *ops; bool is_todo; char *vs_source; char *ps_source; char *cs_source; enum shader_model minimum_shader_model; bool last_render_failed; uint32_t *uniforms; size_t uniform_count, uniform_capacity; struct resource *resources[MAX_RESOURCES]; size_t resource_count; struct sampler samplers[MAX_SAMPLERS]; size_t sampler_count; struct input_element *input_elements; size_t input_element_count, input_element_capacity; }; struct shader_runner_ops { /* Returns false if unable to run the given tests. If NULL, all tests are * run. */ bool (*check_requirements)(struct shader_runner *runner); struct resource *(*create_resource)(struct shader_runner *runner, const struct resource_params *params); void (*destroy_resource)(struct shader_runner *runner, struct resource *resource); bool (*draw)(struct shader_runner *runner, D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_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); }; 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); void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const struct shader_runner_ops *ops); #ifdef _WIN32 void run_shader_tests_d3d9(int argc, char **argv); void run_shader_tests_d3d11(int argc, char **argv); #else void run_shader_tests_vulkan(int argc, char **argv); #endif void run_shader_tests_d3d12(int argc, char **argv);