/* * 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_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; }; 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, const char *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_4_0] = "4_0", [SHADER_MODEL_4_1] = "4_1", [SHADER_MODEL_5_0] = "5_0", [SHADER_MODEL_5_1] = "5_1", }; sprintf(profile, "%s_%s", type, shader_models[runner->r.minimum_shader_model]); hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", profile, 0, 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; } #define MAX_RESOURCE_DESCRIPTORS 256 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; struct d3d12_resource *resource; resource = calloc(1, sizeof(*resource)); resource->r.slot = params->slot; resource->r.type = params->type; resource->r.size = params->data_size; switch (params->type) { case RESOURCE_TYPE_TEXTURE: if (!runner->heap) runner->heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS); if (params->slot >= MAX_RESOURCE_DESCRIPTORS) fatal_error("Resource slot %u is too high; please increase MAX_RESOURCE_DESCRIPTORS.\n", params->slot); resource->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(resource->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, resource->resource, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); ID3D12Device_CreateShaderResourceView(device, resource->resource, NULL, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot)); 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 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; 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_INPUT_ELEMENT_DESC *input_element_descs; D3D12_STATIC_SAMPLER_DESC static_samplers[1]; ID3D12Device *device = test_context->device; D3D12_INPUT_LAYOUT_DESC input_layout; static const float clear_color[4]; ID3D10Blob *vs_code, *ps_code; D3D12_SHADER_BYTECODE vs, ps; unsigned int uniform_index; ID3D12PipelineState *pso; HRESULT hr; size_t i; ps_code = compile_shader(runner, runner->r.ps_source, "ps"); vs_code = compile_shader(runner, runner->r.vs_source, "vs"); todo_if (runner->r.is_todo) 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; } 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: range = &resource->descriptor_range; 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; range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; range->NumDescriptors = 1; range->BaseShaderRegister = resource->r.slot; range->RegisterSpace = 0; range->OffsetInDescriptorsFromTableStart = 0; break; 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->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); 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; } input_layout.pInputElementDescs = input_element_descs; input_layout.NumElements = runner->r.input_element_count; vs.pShaderBytecode = ID3D10Blob_GetBufferPointer(vs_code); vs.BytecodeLength = ID3D10Blob_GetBufferSize(vs_code); 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, &vs, &ps, &input_layout); ID3D10Blob_Release(vs_code); ID3D10Blob_Release(ps_code); free(input_element_descs); 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 (runner->r.uniform_count) ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(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]); D3D12_VERTEX_BUFFER_VIEW vbv; switch (resource->r.type) { case RESOURCE_TYPE_TEXTURE: ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, resource->root_index, get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot)); 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, 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, primitive_topology); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, test_context->rtv, clear_color, 0, NULL); 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 void d3d12_runner_probe_vec4(struct shader_runner *r, const RECT *rect, const struct vec4 *v, unsigned int ulps) { struct d3d12_shader_runner *runner = d3d12_shader_runner(r); struct test_context *test_context = &runner->test_context; struct d3d12_resource_readback rb; transition_resource_state(test_context->list, test_context->render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); get_texture_readback_with_command_list(test_context->render_target, 0, &rb, test_context->queue, test_context->list); todo_if (runner->r.is_todo) check_readback_data_vec4(&rb.rb, rect, v, ulps); release_resource_readback(&rb); reset_command_list(test_context->list, test_context->allocator); transition_resource_state(test_context->list, test_context->render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } static const struct shader_runner_ops d3d12_runner_ops = { .create_resource = d3d12_runner_create_resource, .destroy_resource = d3d12_runner_destroy_resource, .draw = d3d12_runner_draw, .probe_vec4 = d3d12_runner_probe_vec4, }; void run_shader_tests_d3d12(int argc, char **argv) { 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}; parse_args(argc, argv); enable_d3d12_debug_layer(argc, argv); init_adapter_info(); init_test_context(&runner.test_context, &desc); run_shader_tests(&runner.r, argc, argv, &d3d12_runner_ops); if (runner.heap) ID3D12DescriptorHeap_Release(runner.heap); destroy_test_context(&runner.test_context); }