/* * 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" #include "dxcompiler.h" #ifdef VKD3D_CROSSTEST static const char HLSL_COMPILER[] = "d3dcompiler47.dll"; static const char SHADER_RUNNER[] = "d3d12.dll"; #else static const char HLSL_COMPILER[] = "vkd3d-shader"; static const char SHADER_RUNNER[] = "vkd3d"; #endif struct d3d12_resource { struct resource r; D3D12_DESCRIPTOR_RANGE descriptor_range; ID3D12Resource *resource; unsigned int root_index; }; static struct d3d12_resource *d3d12_resource(struct resource *r) { return CONTAINING_RECORD(r, struct d3d12_resource, r); } struct d3d12_shader_runner { struct shader_runner r; struct test_context test_context; ID3D12DescriptorHeap *heap, *rtv_heap; ID3D12CommandQueue *compute_queue; ID3D12CommandAllocator *compute_allocator; ID3D12GraphicsCommandList *compute_list; IDxcCompiler3 *dxc_compiler; D3D12_FEATURE_DATA_D3D12_OPTIONS options; D3D12_FEATURE_DATA_D3D12_OPTIONS1 options1; }; static struct d3d12_shader_runner *d3d12_shader_runner(struct shader_runner *r) { return CONTAINING_RECORD(r, struct d3d12_shader_runner, r); } static ID3D10Blob *compile_shader(const struct d3d12_shader_runner *runner, const char *source, enum shader_type type) { ID3D10Blob *blob = NULL, *errors = NULL; char profile[7]; HRESULT hr; static const char *const shader_models[] = { [SHADER_MODEL_2_0] = "4_0", [SHADER_MODEL_3_0] = "4_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", [SHADER_MODEL_6_0] = "6_0", }; if (runner->r.minimum_shader_model >= SHADER_MODEL_6_0) { assert(runner->dxc_compiler); hr = dxc_compiler_compile_shader(runner->dxc_compiler, type, runner->r.compile_options, source, &blob, &errors); } else { sprintf(profile, "%s_%s", shader_type_string(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(FAILED(hr) == !blob, "Got unexpected hr %#x, blob %p.\n", hr, blob); if (errors) { if (vkd3d_test_state.debug_level) trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors)); ID3D10Blob_Release(errors); } return blob; } static bool d3d12_runner_check_requirements(struct shader_runner *r) { struct d3d12_shader_runner *runner = d3d12_shader_runner(r); if (runner->r.require_float64 && !runner->options.DoublePrecisionFloatShaderOps) return false; if (runner->r.require_int64 && !runner->options1.Int64ShaderOps) return false; if (runner->r.require_rov && !runner->options.ROVsSupported) return false; return true; } #define MAX_RESOURCE_DESCRIPTORS (MAX_RESOURCES * 2) static struct resource *d3d12_runner_create_resource(struct shader_runner *r, const struct resource_params *params) { struct d3d12_shader_runner *runner = d3d12_shader_runner(r); struct test_context *test_context = &runner->test_context; ID3D12Device *device = test_context->device; D3D12_SUBRESOURCE_DATA resource_data[2]; struct d3d12_resource *resource; unsigned int buffer_offset = 0; D3D12_RESOURCE_STATES state; if (params->level_count > ARRAY_SIZE(resource_data)) fatal_error("Level count %u is too high.\n", params->level_count); resource = calloc(1, sizeof(*resource)); init_resource(&resource->r, params); 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); resource_data[level].pData = ¶ms->data[buffer_offset]; resource_data[level].RowPitch = level_width * params->texel_size; resource_data[level].SlicePitch = level_height * resource_data[level].RowPitch; buffer_offset += resource_data[level].SlicePitch; } switch (params->type) { case RESOURCE_TYPE_RENDER_TARGET: if (!runner->rtv_heap) runner->rtv_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, MAX_RESOURCE_DESCRIPTORS); if (params->slot >= D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT) fatal_error("RTV slot %u is too high.\n", params->slot); resource->resource = create_default_texture2d(device, params->width, params->height, 1, params->level_count, params->format, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_RESOURCE_STATE_RENDER_TARGET); ID3D12Device_CreateRenderTargetView(device, resource->resource, NULL, get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->r.slot)); break; case RESOURCE_TYPE_TEXTURE: if (!runner->heap) runner->heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS); resource->resource = create_default_texture2d(device, params->width, params->height, 1, params->level_count, params->format, 0, D3D12_RESOURCE_STATE_COPY_DEST); upload_texture_data_with_states(resource->resource, resource_data, params->level_count, test_context->queue, test_context->list, RESOURCE_STATE_DO_NOT_CHANGE, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); reset_command_list(test_context->list, test_context->allocator); ID3D12Device_CreateShaderResourceView(device, resource->resource, NULL, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot)); break; case RESOURCE_TYPE_UAV: if (!runner->heap) runner->heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS); state = params->data ? D3D12_RESOURCE_STATE_COPY_DEST : D3D12_RESOURCE_STATE_UNORDERED_ACCESS; resource->resource = create_default_texture2d(device, params->width, params->height, 1, params->level_count, params->format, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, state); if (params->data) { upload_texture_data_with_states(resource->resource, resource_data, params->level_count, test_context->queue, test_context->list, RESOURCE_STATE_DO_NOT_CHANGE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); reset_command_list(test_context->list, test_context->allocator); } ID3D12Device_CreateUnorderedAccessView(device, resource->resource, NULL, NULL, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES)); break; case RESOURCE_TYPE_BUFFER_UAV: { D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = { 0 }; if (!runner->heap) runner->heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS); resource->resource = create_default_buffer(device, params->data_size, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); upload_buffer_data_with_states(resource->resource, 0, params->data_size, resource_data[0].pData, test_context->queue, test_context->list, RESOURCE_STATE_DO_NOT_CHANGE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); reset_command_list(test_context->list, test_context->allocator); uav_desc.Format = params->format; uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; uav_desc.Buffer.NumElements = params->width * params->height; ID3D12Device_CreateUnorderedAccessView(device, resource->resource, NULL, &uav_desc, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES)); break; } case RESOURCE_TYPE_VERTEX_BUFFER: resource->resource = create_upload_buffer(device, params->data_size, params->data); break; } return &resource->r; } static void d3d12_runner_destroy_resource(struct shader_runner *r, struct resource *res) { struct d3d12_resource *resource = d3d12_resource(res); ID3D12Resource_Release(resource->resource); free(resource); } static ID3D12RootSignature *d3d12_runner_create_root_signature(struct d3d12_shader_runner *runner, ID3D12CommandQueue *queue, ID3D12CommandAllocator *allocator, ID3D12GraphicsCommandList *command_list, unsigned int *uniform_index) { D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0}; D3D12_ROOT_PARAMETER root_params[17], *root_param; D3D12_STATIC_SAMPLER_DESC static_samplers[7]; struct d3d12_resource *base_resource = NULL; ID3D12RootSignature *root_signature; unsigned int slot; HRESULT hr; size_t i; root_signature_desc.NumParameters = 0; root_signature_desc.pParameters = root_params; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = static_samplers; root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; if (runner->r.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 = runner->r.uniform_count; root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; } for (i = 0; i < runner->r.resource_count; ++i) { struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]); D3D12_DESCRIPTOR_RANGE *range; switch (resource->r.type) { case RESOURCE_TYPE_TEXTURE: case RESOURCE_TYPE_UAV: case RESOURCE_TYPE_BUFFER_UAV: range = &resource->descriptor_range; if (base_resource && resource->r.type == base_resource->r.type && resource->r.slot == slot + 1) { ++base_resource->descriptor_range.NumDescriptors; resource->descriptor_range.NumDescriptors = 0; ++slot; continue; } resource->root_index = root_signature_desc.NumParameters++; root_param = &root_params[resource->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; if (resource->r.type == RESOURCE_TYPE_UAV || resource->r.type == RESOURCE_TYPE_BUFFER_UAV) range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; else range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; range->NumDescriptors = 1; range->BaseShaderRegister = resource->r.slot; range->RegisterSpace = 0; range->OffsetInDescriptorsFromTableStart = 0; base_resource = resource; slot = resource->r.slot; break; case RESOURCE_TYPE_RENDER_TARGET: case RESOURCE_TYPE_VERTEX_BUFFER: break; } } assert(root_signature_desc.NumParameters <= ARRAY_SIZE(root_params)); for (i = 0; i < runner->r.sampler_count; ++i) { D3D12_STATIC_SAMPLER_DESC *sampler_desc = &static_samplers[root_signature_desc.NumStaticSamplers++]; const struct sampler *sampler = &runner->r.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->MaxLOD = FLT_MAX; sampler_desc->ShaderRegister = sampler->slot; sampler_desc->RegisterSpace = 0; sampler_desc->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; } hr = create_root_signature(runner->test_context.device, &root_signature_desc, &root_signature); ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr); return root_signature; } static void add_pso(struct test_context *test_context, ID3D12PipelineState *pso) { 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; } static bool d3d12_runner_dispatch(struct shader_runner *r, unsigned int x, unsigned int y, unsigned int z) { struct d3d12_shader_runner *runner = d3d12_shader_runner(r); struct test_context *test_context = &runner->test_context; ID3D12GraphicsCommandList *command_list = runner->compute_list; ID3D12CommandAllocator *allocator = runner->compute_allocator; ID3D12CommandQueue *queue = runner->compute_queue; ID3D12Device *device = test_context->device; ID3D12RootSignature *root_signature; unsigned int uniform_index; ID3D12PipelineState *pso; D3D12_SHADER_BYTECODE cs; ID3D10Blob *cs_code; HRESULT hr; size_t i; cs_code = compile_shader(runner, runner->r.cs_source, SHADER_TYPE_CS); todo_if(runner->r.is_todo && runner->r.minimum_shader_model < SHADER_MODEL_6_0) ok(cs_code, "Failed to compile shader.\n"); if (!cs_code) return false; root_signature = d3d12_runner_create_root_signature(runner, queue, allocator, command_list, &uniform_index); cs.pShaderBytecode = ID3D10Blob_GetBufferPointer(cs_code); cs.BytecodeLength = ID3D10Blob_GetBufferSize(cs_code); todo_if(runner->r.is_todo) pso = create_compute_pipeline_state(device, root_signature, cs); ID3D10Blob_Release(cs_code); if (!pso) { ID3D12RootSignature_Release(root_signature); return false; } add_pso(test_context, pso); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature); if (runner->r.uniform_count) ID3D12GraphicsCommandList_SetComputeRoot32BitConstants(command_list, uniform_index, runner->r.uniform_count, runner->r.uniforms, 0); for (i = 0; i < runner->r.resource_count; ++i) { struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]); switch (resource->r.type) { case RESOURCE_TYPE_TEXTURE: if (resource->descriptor_range.NumDescriptors) ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, resource->root_index, get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot)); break; case RESOURCE_TYPE_UAV: case RESOURCE_TYPE_BUFFER_UAV: if (resource->descriptor_range.NumDescriptors) ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, resource->root_index, get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES)); break; case RESOURCE_TYPE_RENDER_TARGET: case RESOURCE_TYPE_VERTEX_BUFFER: break; } } ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); ID3D12GraphicsCommandList_Dispatch(command_list, x, y, z); ID3D12RootSignature_Release(root_signature); /* Finish the command list so that we can destroy objects. * Also, subsequent UAV probes will use the graphics command list, so make * sure that the above barriers are actually executed. */ 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, allocator); return true; } static bool d3d12_runner_draw(struct shader_runner *r, D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count) { struct d3d12_shader_runner *runner = d3d12_shader_runner(r); struct test_context *test_context = &runner->test_context; D3D12_CPU_DESCRIPTOR_HANDLE rtvs[D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT] = {0}; ID3D12GraphicsCommandList *command_list = test_context->list; D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = {0}; ID3D12CommandQueue *queue = test_context->queue; D3D12_INPUT_ELEMENT_DESC *input_element_descs; ID3D12Device *device = test_context->device; ID3D10Blob *vs_code, *ps_code; unsigned int uniform_index; unsigned int rtv_count = 0; ID3D12PipelineState *pso; HRESULT hr; size_t i; ps_code = compile_shader(runner, runner->r.ps_source, SHADER_TYPE_PS); vs_code = compile_shader(runner, runner->r.vs_source, SHADER_TYPE_VS); todo_if(runner->r.is_todo && runner->r.minimum_shader_model < SHADER_MODEL_6_0) ok(ps_code && vs_code, "Failed to compile shaders.\n"); if (!ps_code || !vs_code) { if (ps_code) ID3D10Blob_Release(ps_code); if (vs_code) ID3D10Blob_Release(vs_code); return false; } if (test_context->root_signature) ID3D12RootSignature_Release(test_context->root_signature); test_context->root_signature = d3d12_runner_create_root_signature(runner, queue, test_context->allocator, command_list, &uniform_index); for (i = 0; i < runner->r.resource_count; ++i) { struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]); if (resource->r.type == RESOURCE_TYPE_RENDER_TARGET) { pso_desc.RTVFormats[resource->r.slot] = resource->r.format; pso_desc.NumRenderTargets = max(pso_desc.NumRenderTargets, resource->r.slot + 1); pso_desc.BlendState.RenderTarget[resource->r.slot].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; } } pso_desc.VS.pShaderBytecode = ID3D10Blob_GetBufferPointer(vs_code); pso_desc.VS.BytecodeLength = ID3D10Blob_GetBufferSize(vs_code); pso_desc.PS.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps_code); pso_desc.PS.BytecodeLength = ID3D10Blob_GetBufferSize(ps_code); pso_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID; pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE; pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; pso_desc.SampleDesc.Count = 1; pso_desc.SampleMask = ~(UINT)0; pso_desc.pRootSignature = test_context->root_signature; input_element_descs = calloc(runner->r.input_element_count, sizeof(*input_element_descs)); for (i = 0; i < runner->r.input_element_count; ++i) { const struct input_element *element = &runner->r.input_elements[i]; D3D12_INPUT_ELEMENT_DESC *desc = &input_element_descs[i]; desc->SemanticName = element->name; desc->SemanticIndex = element->index; desc->Format = element->format; desc->InputSlot = element->slot; desc->AlignedByteOffset = D3D12_APPEND_ALIGNED_ELEMENT; desc->InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA; } pso_desc.InputLayout.pInputElementDescs = input_element_descs; pso_desc.InputLayout.NumElements = runner->r.input_element_count; hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc, &IID_ID3D12PipelineState, (void **)&pso); todo_if(runner->r.is_todo) ok(hr == S_OK, "Failed to create state, hr %#x.\n", hr); ID3D10Blob_Release(vs_code); ID3D10Blob_Release(ps_code); free(input_element_descs); if (FAILED(hr)) return false; add_pso(test_context, pso); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, test_context->root_signature); if (runner->r.uniform_count) ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, uniform_index, runner->r.uniform_count, runner->r.uniforms, 0); if (runner->heap) ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &runner->heap); for (i = 0; i < runner->r.resource_count; ++i) { struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]); D3D12_VERTEX_BUFFER_VIEW vbv; switch (resource->r.type) { case RESOURCE_TYPE_RENDER_TARGET: rtvs[resource->r.slot] = get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->r.slot); rtv_count = max(rtv_count, resource->r.slot + 1); break; case RESOURCE_TYPE_TEXTURE: if (resource->descriptor_range.NumDescriptors) ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, resource->root_index, get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot)); break; case RESOURCE_TYPE_UAV: case RESOURCE_TYPE_BUFFER_UAV: if (resource->descriptor_range.NumDescriptors) ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, resource->root_index, get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES)); break; case RESOURCE_TYPE_VERTEX_BUFFER: vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(resource->resource); vbv.StrideInBytes = get_vb_stride(&runner->r, resource->r.slot); vbv.SizeInBytes = resource->r.size; ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, resource->r.slot, 1, &vbv); break; } } ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, rtv_count, rtvs, false, NULL); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &test_context->scissor_rect); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &test_context->viewport); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, primitive_topology); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); ID3D12GraphicsCommandList_DrawInstanced(command_list, vertex_count, 1, 0, 0); /* 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); return true; } static struct resource_readback *d3d12_runner_get_resource_readback(struct shader_runner *r, struct resource *res) { struct d3d12_shader_runner *runner = d3d12_shader_runner(r); struct test_context *test_context = &runner->test_context; struct d3d12_resource_readback *rb = malloc(sizeof(*rb)); struct d3d12_resource *resource = d3d12_resource(res); D3D12_RESOURCE_STATES state; if (resource->r.type == RESOURCE_TYPE_RENDER_TARGET) state = D3D12_RESOURCE_STATE_RENDER_TARGET; else state = D3D12_RESOURCE_STATE_UNORDERED_ACCESS; get_resource_readback_with_command_list_and_states(resource->resource, 0, rb, test_context->queue, test_context->list, state, state); reset_command_list(test_context->list, test_context->allocator); return &rb->rb; } static void d3d12_runner_release_readback(struct shader_runner *r, struct resource_readback *rb) { struct d3d12_resource_readback *d3d12_rb = CONTAINING_RECORD(rb, struct d3d12_resource_readback, rb); release_resource_readback(d3d12_rb); free(d3d12_rb); } static const struct shader_runner_ops d3d12_runner_ops = { .check_requirements = d3d12_runner_check_requirements, .create_resource = d3d12_runner_create_resource, .destroy_resource = d3d12_runner_destroy_resource, .dispatch = d3d12_runner_dispatch, .draw = d3d12_runner_draw, .get_resource_readback = d3d12_runner_get_resource_readback, .release_readback = d3d12_runner_release_readback, }; void run_shader_tests_d3d12(void *dxc_compiler) { static const struct test_context_desc desc = { .rt_width = RENDER_TARGET_WIDTH, .rt_height = RENDER_TARGET_HEIGHT, .no_root_signature = true, .rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT, }; struct d3d12_shader_runner runner = {0}; ID3D12Device *device; HRESULT hr; enable_d3d12_debug_layer(); init_adapter_info(); if (!init_test_context(&runner.test_context, &desc)) return; device = runner.test_context.device; runner.dxc_compiler = dxc_compiler; runner.compute_queue = create_command_queue(device, D3D12_COMMAND_LIST_TYPE_COMPUTE, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL); hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_COMPUTE, &IID_ID3D12CommandAllocator, (void **)&runner.compute_allocator); ok(hr == S_OK, "Failed to create command allocator, hr %#x.\n", hr); hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_COMPUTE, runner.compute_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&runner.compute_list); ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr); hr = ID3D12Device_CheckFeatureSupport(device, D3D12_FEATURE_D3D12_OPTIONS, &runner.options, sizeof(runner.options)); ok(hr == S_OK, "Failed to check feature options support, hr %#x.\n", hr); trace("DoublePrecisionFloatShaderOps: %u.\n", runner.options.DoublePrecisionFloatShaderOps); trace("ROVsSupported: %u.\n", runner.options.ROVsSupported); hr = ID3D12Device_CheckFeatureSupport(device, D3D12_FEATURE_D3D12_OPTIONS1, &runner.options1, sizeof(runner.options1)); ok(hr == S_OK, "Failed to check feature options1 support, hr %#x.\n", hr); trace("Compiling SM4-SM5 shaders with %s and executing with %s\n", HLSL_COMPILER, SHADER_RUNNER); run_shader_tests(&runner.r, &d3d12_runner_ops, dxc_compiler, SHADER_MODEL_4_0, SHADER_MODEL_5_1); if (dxc_compiler) { trace("Int64ShaderOps: %u.\n", runner.options1.Int64ShaderOps); trace("Compiling SM6 shaders with dxcompiler and executing with %s\n", SHADER_RUNNER); run_shader_tests(&runner.r, &d3d12_runner_ops, dxc_compiler, SHADER_MODEL_6_0, SHADER_MODEL_6_0); } ID3D12GraphicsCommandList_Release(runner.compute_list); ID3D12CommandAllocator_Release(runner.compute_allocator); ID3D12CommandQueue_Release(runner.compute_queue); if (runner.heap) ID3D12DescriptorHeap_Release(runner.heap); if (runner.rtv_heap) ID3D12DescriptorHeap_Release(runner.rtv_heap); destroy_test_context(&runner.test_context); }