vkd3d/tests/shader_runner.h

262 lines
6.8 KiB
C

/*
* Copyright 2021-2024 Elizabeth 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 <float.h>
#include <stdint.h>
#include "vkd3d_windows.h"
#include "vkd3d_d3dcommon.h"
#include "vkd3d_d3d12.h"
#include "vkd3d_dxgiformat.h"
#include "vkd3d_common.h"
#include "vkd3d_shader.h"
#include "utils.h"
#define RENDER_TARGET_WIDTH 640
#define RENDER_TARGET_HEIGHT 480
enum shader_model
{
SHADER_MODEL_2_0,
SHADER_MODEL_3_0,
SHADER_MODEL_4_0,
SHADER_MODEL_4_1,
SHADER_MODEL_5_0,
SHADER_MODEL_5_1,
SHADER_MODEL_6_0,
};
enum shader_type
{
SHADER_TYPE_CS,
SHADER_TYPE_PS,
SHADER_TYPE_VS,
SHADER_TYPE_HS,
SHADER_TYPE_DS,
SHADER_TYPE_GS,
SHADER_TYPE_FX,
SHADER_TYPE_COUNT,
};
const char *shader_type_string(enum shader_type type);
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;
D3D12_COMPARISON_FUNC func;
};
enum resource_type
{
RESOURCE_TYPE_RENDER_TARGET,
RESOURCE_TYPE_DEPTH_STENCIL,
RESOURCE_TYPE_TEXTURE,
RESOURCE_TYPE_UAV,
RESOURCE_TYPE_VERTEX_BUFFER,
};
enum resource_dimension
{
RESOURCE_DIMENSION_BUFFER,
RESOURCE_DIMENSION_2D,
};
struct resource_desc
{
unsigned int slot;
enum resource_type type;
enum resource_dimension dimension;
DXGI_FORMAT format;
unsigned int texel_size;
unsigned int width, height;
unsigned int level_count;
unsigned int sample_count;
};
struct resource_params
{
struct resource_desc desc;
bool is_shadow;
bool is_raw;
bool is_uav_counter;
bool explicit_format;
enum texture_data_type data_type;
unsigned int stride;
uint8_t *data;
size_t data_size, data_capacity;
};
struct resource
{
struct resource_desc desc;
};
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
#define DXGI_FORMAT_COUNT (DXGI_FORMAT_B4G4R4A4_UNORM + 1)
enum format_cap
{
FORMAT_CAP_UAV_LOAD = 0x00000001,
};
enum shader_cap
{
SHADER_CAP_CLIP_PLANES,
SHADER_CAP_DEPTH_BOUNDS,
SHADER_CAP_FLOAT64,
SHADER_CAP_GEOMETRY_SHADER,
SHADER_CAP_INT64,
SHADER_CAP_POINT_SIZE,
SHADER_CAP_ROV,
SHADER_CAP_WAVE_OPS,
SHADER_CAP_COUNT,
};
struct shader_runner_caps
{
const char *runner;
const char *const *tags;
size_t tag_count;
enum shader_model minimum_shader_model;
enum shader_model maximum_shader_model;
bool shader_caps[SHADER_CAP_COUNT];
uint32_t format_caps[DXGI_FORMAT_COUNT];
};
static inline unsigned int shader_runner_caps_get_feature_flags(const struct shader_runner_caps *caps)
{
unsigned int flags = 0;
if (caps->shader_caps[SHADER_CAP_INT64])
flags |= VKD3D_SHADER_COMPILE_OPTION_FEATURE_INT64;
if (caps->shader_caps[SHADER_CAP_FLOAT64])
flags |= VKD3D_SHADER_COMPILE_OPTION_FEATURE_FLOAT64;
return flags;
}
struct shader_runner
{
const struct shader_runner_ops *ops;
const struct shader_runner_caps *caps;
bool is_todo;
char *shader_source[SHADER_TYPE_COUNT];
enum shader_model minimum_shader_model;
enum shader_model maximum_shader_model;
bool require_shader_caps[SHADER_CAP_COUNT];
uint32_t require_format_caps[DXGI_FORMAT_COUNT];
bool last_render_failed;
uint32_t *uniforms;
size_t uniform_count, uniform_capacity;
uint32_t sample_mask;
struct resource *resources[MAX_RESOURCES];
size_t resource_count;
uint32_t failed_resources[RESOURCE_TYPE_VERTEX_BUFFER + 1][VKD3D_BITMAP_SIZE(MAX_RESOURCES)];
unsigned int failed_resource_count;
uint32_t sample_count;
struct sampler samplers[MAX_SAMPLERS];
size_t sampler_count;
struct input_element *input_elements;
size_t input_element_count, input_element_capacity;
IDxcCompiler3 *dxc_compiler;
unsigned int compile_options;
D3D12_COMPARISON_FUNC depth_func;
bool depth_bounds;
float depth_min, depth_max;
enum vkd3d_shader_comparison_func alpha_test_func;
float alpha_test_ref;
bool flat_shading;
uint8_t clip_plane_mask;
struct vec4 clip_planes[8];
float point_size, point_size_min, point_size_max;
bool point_sprite;
};
struct shader_runner_ops
{
struct resource *(*create_resource)(struct shader_runner *runner, const struct resource_params *params);
void (*destroy_resource)(struct shader_runner *runner, struct resource *resource);
void (*clear)(struct shader_runner *runner, struct resource *resource, const struct vec4 *clear_value);
bool (*draw)(struct shader_runner *runner, D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count,
unsigned int instance_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);
};
static inline unsigned int get_level_dimension(unsigned int dimension, unsigned int level)
{
return max(1, dimension >> level);
}
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);
ID3D10Blob *compile_hlsl(const struct shader_runner *runner, enum shader_type type);
struct sampler *shader_runner_get_sampler(struct shader_runner *runner, unsigned int slot);
struct resource *shader_runner_get_resource(struct shader_runner *runner, enum resource_type type, unsigned int slot);
void run_shader_tests(struct shader_runner *runner, const struct shader_runner_caps *caps,
const struct shader_runner_ops *ops, void *dxc_compiler);
#ifdef _WIN32
void run_shader_tests_d3d9(void);
void run_shader_tests_d3d11(void);
#else
void run_shader_tests_gl(void);
void run_shader_tests_vulkan(void);
#endif
void run_shader_tests_d3d12(void *dxc_compiler);