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https://gitlab.winehq.org/wine/vkd3d.git
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164076d176
The current default is r32g32b32a32 but it requires special support which is not available on all GPUs, so it is not a very convenient default. Instead of changing the default making it different from RTV resoures, the format is required to always be explicit for UAVs. The exceptions are counter_buffer and buffers with "stride", which don't require a format because it is already implied.
244 lines
6.4 KiB
C
244 lines
6.4 KiB
C
/*
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* Copyright 2021 Zebediah Figura for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <float.h>
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#include <stdint.h>
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#include "vkd3d_windows.h"
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#include "vkd3d_d3dcommon.h"
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#include "vkd3d_d3d12.h"
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#include "vkd3d_dxgiformat.h"
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#include "vkd3d_common.h"
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#include "vkd3d_shader.h"
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#include "utils.h"
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#define RENDER_TARGET_WIDTH 640
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#define RENDER_TARGET_HEIGHT 480
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enum shader_model
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{
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SHADER_MODEL_2_0,
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SHADER_MODEL_3_0,
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SHADER_MODEL_4_0,
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SHADER_MODEL_4_1,
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SHADER_MODEL_5_0,
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SHADER_MODEL_5_1,
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SHADER_MODEL_6_0,
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};
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enum shader_type
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{
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SHADER_TYPE_CS,
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SHADER_TYPE_PS,
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SHADER_TYPE_VS,
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SHADER_TYPE_HS,
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SHADER_TYPE_DS,
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SHADER_TYPE_GS,
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SHADER_TYPE_FX,
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};
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const char *shader_type_string(enum shader_type type);
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enum texture_data_type
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{
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TEXTURE_DATA_FLOAT,
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TEXTURE_DATA_SINT,
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TEXTURE_DATA_UINT,
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};
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struct sampler
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{
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unsigned int slot;
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D3D12_FILTER filter;
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D3D12_TEXTURE_ADDRESS_MODE u_address, v_address, w_address;
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D3D12_COMPARISON_FUNC func;
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};
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enum resource_type
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{
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RESOURCE_TYPE_RENDER_TARGET,
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RESOURCE_TYPE_DEPTH_STENCIL,
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RESOURCE_TYPE_TEXTURE,
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RESOURCE_TYPE_UAV,
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RESOURCE_TYPE_VERTEX_BUFFER,
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};
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enum resource_dimension
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{
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RESOURCE_DIMENSION_BUFFER,
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RESOURCE_DIMENSION_2D,
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};
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struct resource_desc
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{
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unsigned int slot;
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enum resource_type type;
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enum resource_dimension dimension;
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DXGI_FORMAT format;
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unsigned int texel_size;
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unsigned int width, height;
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unsigned int level_count;
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unsigned int sample_count;
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};
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struct resource_params
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{
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struct resource_desc desc;
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bool is_shadow;
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bool is_raw;
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bool is_uav_counter;
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bool explicit_format;
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enum texture_data_type data_type;
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unsigned int stride;
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uint8_t *data;
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size_t data_size, data_capacity;
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};
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struct resource
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{
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struct resource_desc desc;
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};
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struct input_element
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{
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char *name;
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unsigned int slot;
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DXGI_FORMAT format;
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unsigned int texel_size;
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unsigned int index;
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};
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#define MAX_RESOURCES 32
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#define MAX_SAMPLERS 32
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struct shader_runner_caps
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{
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const char *runner;
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const char *const *tags;
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size_t tag_count;
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enum shader_model minimum_shader_model;
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enum shader_model maximum_shader_model;
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bool float64;
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bool int64;
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bool rov;
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bool wave_ops;
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};
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static inline unsigned int shader_runner_caps_get_feature_flags(const struct shader_runner_caps *caps)
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{
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unsigned int flags = 0;
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if (caps->int64)
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flags |= VKD3D_SHADER_COMPILE_OPTION_FEATURE_INT64;
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if (caps->float64)
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flags |= VKD3D_SHADER_COMPILE_OPTION_FEATURE_FLOAT64;
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return flags;
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}
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struct shader_runner
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{
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const struct shader_runner_ops *ops;
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const struct shader_runner_caps *caps;
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bool is_todo;
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char *vs_source;
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char *ps_source;
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char *cs_source;
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char *fx_source;
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char *hs_source;
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char *ds_source;
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char *gs_source;
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enum shader_model minimum_shader_model;
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enum shader_model maximum_shader_model;
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bool require_float64;
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bool require_int64;
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bool require_rov;
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bool require_wave_ops;
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bool last_render_failed;
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uint32_t *uniforms;
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size_t uniform_count, uniform_capacity;
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uint32_t sample_mask;
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struct resource *resources[MAX_RESOURCES];
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size_t resource_count;
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uint32_t failed_resources[RESOURCE_TYPE_VERTEX_BUFFER + 1][VKD3D_BITMAP_SIZE(MAX_RESOURCES)];
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unsigned int failed_resource_count;
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uint32_t sample_count;
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struct sampler samplers[MAX_SAMPLERS];
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size_t sampler_count;
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struct input_element *input_elements;
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size_t input_element_count, input_element_capacity;
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unsigned int compile_options;
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D3D12_COMPARISON_FUNC depth_func;
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enum vkd3d_shader_comparison_func alpha_test_func;
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float alpha_test_ref;
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bool flat_shading;
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};
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struct shader_runner_ops
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{
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struct resource *(*create_resource)(struct shader_runner *runner, const struct resource_params *params);
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void (*destroy_resource)(struct shader_runner *runner, struct resource *resource);
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void (*clear)(struct shader_runner *runner, struct resource *resource, const struct vec4 *clear_value);
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bool (*draw)(struct shader_runner *runner, D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count,
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unsigned int instance_count);
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bool (*dispatch)(struct shader_runner *runner, unsigned int x, unsigned int y, unsigned int z);
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struct resource_readback *(*get_resource_readback)(struct shader_runner *runner, struct resource *resource);
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void (*release_readback)(struct shader_runner *runner, struct resource_readback *rb);
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};
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static inline unsigned int get_level_dimension(unsigned int dimension, unsigned int level)
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{
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return max(1, dimension >> level);
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}
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void fatal_error(const char *format, ...) VKD3D_NORETURN VKD3D_PRINTF_FUNC(1, 2);
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unsigned int get_vb_stride(const struct shader_runner *runner, unsigned int slot);
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void init_resource(struct resource *resource, const struct resource_params *params);
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HRESULT dxc_compiler_compile_shader(void *dxc_compiler, enum shader_type type, unsigned int compile_options,
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const char *hlsl, ID3D10Blob **blob_out, ID3D10Blob **errors_out);
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struct sampler *shader_runner_get_sampler(struct shader_runner *runner, unsigned int slot);
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struct resource *shader_runner_get_resource(struct shader_runner *runner, enum resource_type type, unsigned int slot);
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void run_shader_tests(struct shader_runner *runner, const struct shader_runner_caps *caps,
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const struct shader_runner_ops *ops, void *dxc_compiler);
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#ifdef _WIN32
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void run_shader_tests_d3d9(void);
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void run_shader_tests_d3d11(void);
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#else
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void run_shader_tests_gl(void);
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void run_shader_tests_vulkan(void);
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#endif
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void run_shader_tests_d3d12(void *dxc_compiler);
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