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https://gitlab.winehq.org/wine/vkd3d.git
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1429 lines
55 KiB
C
1429 lines
55 KiB
C
/*
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* Copyright 2016-2018 Józef Kucia 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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#ifndef __VKD3D_D3D12_TEST_UTILS_H
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#define __VKD3D_D3D12_TEST_UTILS_H
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#include "utils.h"
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struct d3d12_root_signature_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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ID3D12RootSignature *root_signature;
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};
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struct d3d12_shader_bytecode_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_SHADER_BYTECODE shader_bytecode;
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};
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struct d3d12_stream_output_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_STREAM_OUTPUT_DESC stream_output_desc;
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};
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struct d3d12_blend_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_BLEND_DESC blend_desc;
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};
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struct d3d12_sample_mask_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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UINT sample_mask;
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};
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struct d3d12_rasterizer_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_RASTERIZER_DESC rasterizer_desc;
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};
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struct d3d12_depth_stencil_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_DEPTH_STENCIL_DESC depth_stencil_desc;
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};
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struct d3d12_input_layout_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_INPUT_LAYOUT_DESC input_layout;
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};
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struct d3d12_ib_strip_cut_value_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_INDEX_BUFFER_STRIP_CUT_VALUE strip_cut_value;
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};
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struct d3d12_primitive_topology_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_PRIMITIVE_TOPOLOGY_TYPE primitive_topology_type;
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};
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struct d3d12_render_target_formats_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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struct D3D12_RT_FORMAT_ARRAY render_target_formats;
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};
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struct d3d12_depth_stencil_format_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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DXGI_FORMAT depth_stencil_format;
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};
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struct d3d12_sample_desc_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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DXGI_SAMPLE_DESC sample_desc;
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};
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struct d3d12_node_mask_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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UINT node_mask;
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};
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struct d3d12_cached_pso_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_CACHED_PIPELINE_STATE cached_pso;
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};
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struct d3d12_flags_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_PIPELINE_STATE_FLAGS flags;
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};
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struct d3d12_depth_stencil1_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_DEPTH_STENCIL_DESC1 depth_stencil_desc;
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};
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struct d3d12_view_instancing_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_VIEW_INSTANCING_DESC view_instancing_desc;
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};
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#define wait_queue_idle(a, b) wait_queue_idle_(__LINE__, a, b)
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static void wait_queue_idle_(unsigned int line, ID3D12Device *device, ID3D12CommandQueue *queue);
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static ID3D12Device *create_device(void);
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static inline HRESULT wait_for_fence_no_event(ID3D12Fence *fence, uint64_t value)
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{
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if (ID3D12Fence_GetCompletedValue(fence) >= value)
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return S_OK;
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/* This is defined to block on the value with infinite timeout. */
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return ID3D12Fence_SetEventOnCompletion(fence, value, NULL);
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}
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#define wait_queue_idle_no_event(a, b) wait_queue_idle_no_event_(__LINE__, a, b)
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static inline void wait_queue_idle_no_event_(unsigned int line, ID3D12Device *device, ID3D12CommandQueue *queue)
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{
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ID3D12Fence *fence;
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HRESULT hr;
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hr = ID3D12Device_CreateFence(device, 0, D3D12_FENCE_FLAG_NONE,
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&IID_ID3D12Fence, (void **)&fence);
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assert_that_(line)(hr == S_OK, "Failed to create fence, hr %#x.\n", hr);
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hr = ID3D12CommandQueue_Signal(queue, fence, 1);
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assert_that_(line)(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr);
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hr = wait_for_fence_no_event(fence, 1);
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assert_that_(line)(hr == S_OK, "Failed to wait for fence, hr %#x.\n", hr);
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ID3D12Fence_Release(fence);
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}
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static inline void set_box(D3D12_BOX *box, unsigned int left, unsigned int top, unsigned int front,
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unsigned int right, unsigned int bottom, unsigned int back)
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{
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box->left = left;
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box->top = top;
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box->front = front;
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box->right = right;
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box->bottom = bottom;
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box->back = back;
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}
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static void set_viewport(D3D12_VIEWPORT *vp, float x, float y,
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float width, float height, float min_depth, float max_depth)
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{
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vp->TopLeftX = x;
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vp->TopLeftY = y;
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vp->Width = width;
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vp->Height = height;
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vp->MinDepth = min_depth;
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vp->MaxDepth = max_depth;
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}
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static D3D12_SHADER_BYTECODE shader_bytecode(const DWORD *code, size_t size)
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{
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D3D12_SHADER_BYTECODE shader_bytecode = { code, size };
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return shader_bytecode;
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}
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static inline D3D12_SHADER_BYTECODE shader_bytecode_from_blob(ID3D10Blob *blob)
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{
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return shader_bytecode(ID3D10Blob_GetBufferPointer(blob), ID3D10Blob_GetBufferSize(blob));
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}
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static void exec_command_list(ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *list)
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{
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ID3D12CommandList *lists[] = {(ID3D12CommandList *)list};
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ID3D12CommandQueue_ExecuteCommandLists(queue, 1, lists);
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}
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#define reset_command_list(a, b) reset_command_list_(__LINE__, a, b)
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static inline void reset_command_list_(unsigned int line,
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ID3D12GraphicsCommandList *list, ID3D12CommandAllocator *allocator)
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{
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HRESULT hr;
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hr = ID3D12CommandAllocator_Reset(allocator);
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assert_that_(line)(hr == S_OK, "Failed to reset command allocator, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(list, allocator, NULL);
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assert_that_(line)(hr == S_OK, "Failed to reset command list, hr %#x.\n", hr);
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}
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#define queue_signal(a, b, c) queue_signal_(__LINE__, a, b, c)
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static inline void queue_signal_(unsigned int line, ID3D12CommandQueue *queue, ID3D12Fence *fence, uint64_t value)
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{
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HRESULT hr;
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hr = ID3D12CommandQueue_Signal(queue, fence, value);
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ok_(line)(hr == S_OK, "Failed to submit signal operation to queue, hr %#x.\n", hr);
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}
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#define queue_wait(a, b, c) queue_wait_(__LINE__, a, b, c)
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static inline void queue_wait_(unsigned int line, ID3D12CommandQueue *queue, ID3D12Fence *fence, uint64_t value)
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{
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HRESULT hr;
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hr = ID3D12CommandQueue_Wait(queue, fence, value);
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ok_(line)(hr == S_OK, "Failed to submit wait operation to queue, hr %#x.\n", hr);
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}
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#define create_placed_buffer(a, b, c, d, e, f) create_placed_buffer_(__LINE__, a, b, c, d, e, f)
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static inline ID3D12Resource *create_placed_buffer_(unsigned int line, ID3D12Device *device,
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ID3D12Heap *heap, size_t offset, size_t size, D3D12_RESOURCE_FLAGS resource_flags,
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D3D12_RESOURCE_STATES initial_resource_state)
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{
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D3D12_RESOURCE_DESC resource_desc;
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ID3D12Resource *buffer;
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HRESULT hr;
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resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resource_desc.Alignment = 0;
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resource_desc.Width = size;
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resource_desc.Height = 1;
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resource_desc.DepthOrArraySize = 1;
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resource_desc.MipLevels = 1;
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resource_desc.Format = DXGI_FORMAT_UNKNOWN;
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resource_desc.SampleDesc.Count = 1;
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resource_desc.SampleDesc.Quality = 0;
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resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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resource_desc.Flags = resource_flags;
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hr = ID3D12Device_CreatePlacedResource(device, heap, offset, &resource_desc,
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initial_resource_state, NULL, &IID_ID3D12Resource, (void **)&buffer);
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assert_that_(line)(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
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return buffer;
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}
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#define create_buffer(a, b, c, d, e) create_buffer_(__LINE__, a, b, c, d, e)
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static ID3D12Resource *create_buffer_(unsigned int line, ID3D12Device *device,
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D3D12_HEAP_TYPE heap_type, size_t size, D3D12_RESOURCE_FLAGS resource_flags,
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D3D12_RESOURCE_STATES initial_resource_state)
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{
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D3D12_HEAP_PROPERTIES heap_properties;
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D3D12_RESOURCE_DESC resource_desc;
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ID3D12Resource *buffer;
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HRESULT hr;
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memset(&heap_properties, 0, sizeof(heap_properties));
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heap_properties.Type = heap_type;
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resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resource_desc.Alignment = 0;
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resource_desc.Width = size;
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resource_desc.Height = 1;
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resource_desc.DepthOrArraySize = 1;
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resource_desc.MipLevels = 1;
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resource_desc.Format = DXGI_FORMAT_UNKNOWN;
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resource_desc.SampleDesc.Count = 1;
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resource_desc.SampleDesc.Quality = 0;
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resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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resource_desc.Flags = resource_flags;
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hr = ID3D12Device_CreateCommittedResource(device, &heap_properties,
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D3D12_HEAP_FLAG_NONE, &resource_desc, initial_resource_state,
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NULL, &IID_ID3D12Resource, (void **)&buffer);
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assert_that_(line)(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
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return buffer;
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}
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#define create_readback_buffer(a, b) create_readback_buffer_(__LINE__, a, b)
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static ID3D12Resource *create_readback_buffer_(unsigned int line, ID3D12Device *device,
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size_t size)
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{
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return create_buffer_(line, device, D3D12_HEAP_TYPE_READBACK, size,
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D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_DEST);
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}
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#define update_buffer_data(a, b, c, d) update_buffer_data_(__LINE__, a, b, c, d)
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static inline void update_buffer_data_(unsigned int line, ID3D12Resource *buffer,
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size_t offset, size_t size, const void *data)
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{
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D3D12_RANGE range;
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HRESULT hr;
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void *ptr;
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range.Begin = range.End = 0;
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hr = ID3D12Resource_Map(buffer, 0, &range, &ptr);
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ok_(line)(hr == S_OK, "Failed to map buffer, hr %#x.\n", hr);
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memcpy((BYTE *)ptr + offset, data, size);
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ID3D12Resource_Unmap(buffer, 0, NULL);
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}
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#define create_upload_buffer(a, b, c) create_upload_buffer_(__LINE__, a, b, c)
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static inline ID3D12Resource *create_upload_buffer_(unsigned int line, ID3D12Device *device,
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size_t size, const void *data)
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{
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ID3D12Resource *buffer;
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buffer = create_buffer_(line, device, D3D12_HEAP_TYPE_UPLOAD, size,
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D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_GENERIC_READ);
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if (data)
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update_buffer_data_(line, buffer, 0, size, data);
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return buffer;
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}
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#define create_cpu_descriptor_heap(a, b, c) create_cpu_descriptor_heap_(__LINE__, a, b, c)
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static inline ID3D12DescriptorHeap *create_cpu_descriptor_heap_(unsigned int line, ID3D12Device *device,
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D3D12_DESCRIPTOR_HEAP_TYPE heap_type, unsigned int descriptor_count)
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{
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D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
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ID3D12DescriptorHeap *descriptor_heap;
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HRESULT hr;
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heap_desc.Type = heap_type,
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heap_desc.NumDescriptors = descriptor_count;
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heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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heap_desc.NodeMask = 0;
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hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
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&IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
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ok_(line)(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
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return descriptor_heap;
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}
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#define create_gpu_descriptor_heap(a, b, c) create_gpu_descriptor_heap_(__LINE__, a, b, c)
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static inline ID3D12DescriptorHeap *create_gpu_descriptor_heap_(unsigned int line, ID3D12Device *device,
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D3D12_DESCRIPTOR_HEAP_TYPE heap_type, unsigned int descriptor_count)
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{
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D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
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ID3D12DescriptorHeap *descriptor_heap;
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HRESULT hr;
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heap_desc.Type = heap_type,
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heap_desc.NumDescriptors = descriptor_count;
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heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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heap_desc.NodeMask = 0;
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hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
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&IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
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ok_(line)(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
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return descriptor_heap;
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}
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static void transition_sub_resource_state(ID3D12GraphicsCommandList *list, ID3D12Resource *resource,
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unsigned int sub_resource_idx, D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after)
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{
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D3D12_RESOURCE_BARRIER barrier;
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier.Transition.pResource = resource;
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barrier.Transition.Subresource = sub_resource_idx;
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barrier.Transition.StateBefore = state_before;
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barrier.Transition.StateAfter = state_after;
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ID3D12GraphicsCommandList_ResourceBarrier(list, 1, &barrier);
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}
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static inline void uav_barrier(ID3D12GraphicsCommandList *list, ID3D12Resource *resource)
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{
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D3D12_RESOURCE_BARRIER barrier;
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier.UAV.pResource = resource;
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ID3D12GraphicsCommandList_ResourceBarrier(list, 1, &barrier);
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}
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#define create_command_queue(a, b, c) create_command_queue_(__LINE__, a, b, c)
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static inline ID3D12CommandQueue *create_command_queue_(unsigned int line, ID3D12Device *device,
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D3D12_COMMAND_LIST_TYPE type, int priority)
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{
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D3D12_COMMAND_QUEUE_DESC queue_desc;
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ID3D12CommandQueue *queue;
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HRESULT hr;
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queue_desc.Type = type;
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queue_desc.Priority = priority;
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queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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queue_desc.NodeMask = 0;
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hr = ID3D12Device_CreateCommandQueue(device, &queue_desc, &IID_ID3D12CommandQueue, (void **)&queue);
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ok_(line)(hr == S_OK, "Failed to create command queue, hr %#x.\n", hr);
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return queue;
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}
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static void transition_resource_state(ID3D12GraphicsCommandList *list, ID3D12Resource *resource,
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D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after)
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{
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transition_sub_resource_state(list, resource, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
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state_before, state_after);
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}
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static unsigned int format_size(DXGI_FORMAT format)
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{
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switch (format)
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{
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case DXGI_FORMAT_R32G32B32A32_FLOAT:
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case DXGI_FORMAT_R32G32B32A32_UINT:
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case DXGI_FORMAT_R32G32B32A32_SINT:
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case DXGI_FORMAT_R8G8_UNORM:
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return 16;
|
|
case DXGI_FORMAT_R16G16B16A16_TYPELESS:
|
|
case DXGI_FORMAT_D32_FLOAT_S8X24_UINT:
|
|
return 8;
|
|
case DXGI_FORMAT_R32_TYPELESS:
|
|
case DXGI_FORMAT_D32_FLOAT:
|
|
case DXGI_FORMAT_R32_FLOAT:
|
|
case DXGI_FORMAT_R32_UINT:
|
|
case DXGI_FORMAT_R32_SINT:
|
|
case DXGI_FORMAT_R16G16_FLOAT:
|
|
case DXGI_FORMAT_R16G16_UNORM:
|
|
case DXGI_FORMAT_R16G16_UINT:
|
|
case DXGI_FORMAT_R11G11B10_FLOAT:
|
|
case DXGI_FORMAT_R8G8B8A8_TYPELESS:
|
|
case DXGI_FORMAT_R8G8B8A8_UNORM:
|
|
case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:
|
|
case DXGI_FORMAT_R8G8B8A8_UINT:
|
|
case DXGI_FORMAT_B8G8R8A8_UNORM:
|
|
case DXGI_FORMAT_D24_UNORM_S8_UINT:
|
|
return 4;
|
|
case DXGI_FORMAT_R16_FLOAT:
|
|
case DXGI_FORMAT_R16_UNORM:
|
|
case DXGI_FORMAT_R16_UINT:
|
|
return 2;
|
|
case DXGI_FORMAT_UNKNOWN:
|
|
case DXGI_FORMAT_A8_UNORM:
|
|
case DXGI_FORMAT_R8_TYPELESS:
|
|
case DXGI_FORMAT_R8_UINT:
|
|
case DXGI_FORMAT_R8_UNORM:
|
|
return 1;
|
|
|
|
case DXGI_FORMAT_BC2_UNORM:
|
|
case DXGI_FORMAT_BC2_UNORM_SRGB:
|
|
case DXGI_FORMAT_BC3_UNORM:
|
|
case DXGI_FORMAT_BC3_UNORM_SRGB:
|
|
case DXGI_FORMAT_BC5_UNORM:
|
|
case DXGI_FORMAT_BC5_SNORM:
|
|
case DXGI_FORMAT_BC6H_UF16:
|
|
case DXGI_FORMAT_BC6H_SF16:
|
|
case DXGI_FORMAT_BC7_UNORM:
|
|
case DXGI_FORMAT_BC7_UNORM_SRGB:
|
|
return 16;
|
|
case DXGI_FORMAT_BC1_UNORM:
|
|
case DXGI_FORMAT_BC1_UNORM_SRGB:
|
|
case DXGI_FORMAT_BC4_UNORM:
|
|
case DXGI_FORMAT_BC4_SNORM:
|
|
return 8;
|
|
case DXGI_FORMAT_B5G6R5_UNORM:
|
|
case DXGI_FORMAT_B5G5R5A1_UNORM:
|
|
case DXGI_FORMAT_B4G4R4A4_UNORM:
|
|
return 2;
|
|
|
|
default:
|
|
trace("Unhandled format %#x.\n", format);
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
static inline unsigned int format_block_width(DXGI_FORMAT format)
|
|
{
|
|
switch (format)
|
|
{
|
|
case DXGI_FORMAT_BC1_UNORM:
|
|
case DXGI_FORMAT_BC1_UNORM_SRGB:
|
|
case DXGI_FORMAT_BC4_UNORM:
|
|
case DXGI_FORMAT_BC4_SNORM:
|
|
case DXGI_FORMAT_BC2_UNORM:
|
|
case DXGI_FORMAT_BC2_UNORM_SRGB:
|
|
case DXGI_FORMAT_BC3_UNORM:
|
|
case DXGI_FORMAT_BC3_UNORM_SRGB:
|
|
case DXGI_FORMAT_BC5_UNORM:
|
|
case DXGI_FORMAT_BC5_SNORM:
|
|
case DXGI_FORMAT_BC6H_UF16:
|
|
case DXGI_FORMAT_BC6H_SF16:
|
|
case DXGI_FORMAT_BC7_UNORM:
|
|
case DXGI_FORMAT_BC7_UNORM_SRGB:
|
|
return 4;
|
|
default:
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
static inline unsigned int format_block_height(DXGI_FORMAT format)
|
|
{
|
|
switch (format)
|
|
{
|
|
case DXGI_FORMAT_BC1_UNORM:
|
|
case DXGI_FORMAT_BC1_UNORM_SRGB:
|
|
case DXGI_FORMAT_BC4_UNORM:
|
|
case DXGI_FORMAT_BC4_SNORM:
|
|
case DXGI_FORMAT_BC2_UNORM:
|
|
case DXGI_FORMAT_BC2_UNORM_SRGB:
|
|
case DXGI_FORMAT_BC3_UNORM:
|
|
case DXGI_FORMAT_BC3_UNORM_SRGB:
|
|
case DXGI_FORMAT_BC5_UNORM:
|
|
case DXGI_FORMAT_BC5_SNORM:
|
|
case DXGI_FORMAT_BC6H_UF16:
|
|
case DXGI_FORMAT_BC6H_SF16:
|
|
case DXGI_FORMAT_BC7_UNORM:
|
|
case DXGI_FORMAT_BC7_UNORM_SRGB:
|
|
return 4;
|
|
default:
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
static inline unsigned int format_plane_count(DXGI_FORMAT format)
|
|
{
|
|
switch (format)
|
|
{
|
|
case DXGI_FORMAT_R32G8X24_TYPELESS:
|
|
case DXGI_FORMAT_D32_FLOAT_S8X24_UINT:
|
|
case DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS:
|
|
case DXGI_FORMAT_X32_TYPELESS_G8X24_UINT:
|
|
case DXGI_FORMAT_D24_UNORM_S8_UINT:
|
|
case DXGI_FORMAT_R24G8_TYPELESS:
|
|
case DXGI_FORMAT_R24_UNORM_X8_TYPELESS:
|
|
case DXGI_FORMAT_X24_TYPELESS_G8_UINT:
|
|
case DXGI_FORMAT_NV12:
|
|
case DXGI_FORMAT_P010:
|
|
case DXGI_FORMAT_P016:
|
|
case DXGI_FORMAT_NV11:
|
|
return 2;
|
|
default:
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
static inline DXGI_FORMAT format_get_subresource_plane_format(DXGI_FORMAT format, unsigned int plane_idx,
|
|
unsigned int plane_count)
|
|
{
|
|
assert(plane_idx < plane_count && plane_count >= 1 && plane_count <= 2);
|
|
|
|
if (plane_count < 2)
|
|
return format;
|
|
|
|
return plane_idx ? DXGI_FORMAT_R8_TYPELESS : DXGI_FORMAT_R32_TYPELESS;
|
|
}
|
|
|
|
struct d3d12_resource_readback
|
|
{
|
|
struct resource_readback rb;
|
|
ID3D12Resource *resource;
|
|
};
|
|
|
|
#define RESOURCE_STATE_DO_NOT_CHANGE (~0u)
|
|
|
|
static void get_resource_readback_with_command_list_and_states(ID3D12Resource *resource, unsigned int sub_resource,
|
|
struct d3d12_resource_readback *rb, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list,
|
|
D3D12_RESOURCE_STATES initial_state, D3D12_RESOURCE_STATES final_state)
|
|
{
|
|
D3D12_HEAP_PROPERTIES heap_properties;
|
|
D3D12_RESOURCE_DESC resource_desc;
|
|
ID3D12Resource *src_resource;
|
|
D3D12_RANGE read_range;
|
|
unsigned int miplevel;
|
|
ID3D12Device *device;
|
|
uint64_t buffer_size;
|
|
HRESULT hr;
|
|
|
|
hr = ID3D12Resource_GetDevice(resource, &IID_ID3D12Device, (void **)&device);
|
|
assert_that(hr == S_OK, "Failed to get device, hr %#x.\n", hr);
|
|
|
|
resource_desc = ID3D12Resource_GetDesc(resource);
|
|
|
|
miplevel = sub_resource % resource_desc.MipLevels;
|
|
rb->rb.width = max(1, resource_desc.Width >> miplevel);
|
|
rb->rb.width = align(rb->rb.width, format_block_width(resource_desc.Format));
|
|
rb->rb.height = max(1, resource_desc.Height >> miplevel);
|
|
rb->rb.height = align(rb->rb.height, format_block_height(resource_desc.Format));
|
|
rb->rb.depth = resource_desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D
|
|
? max(1, resource_desc.DepthOrArraySize >> miplevel) : 1;
|
|
rb->rb.row_pitch = rb->rb.width * format_size(resource_desc.Format);
|
|
if (resource_desc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER)
|
|
rb->rb.row_pitch = align(rb->rb.row_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
|
|
rb->rb.data = NULL;
|
|
|
|
if (initial_state != RESOURCE_STATE_DO_NOT_CHANGE)
|
|
transition_sub_resource_state(command_list, resource, sub_resource, initial_state, D3D12_RESOURCE_STATE_COPY_SOURCE);
|
|
|
|
src_resource = resource;
|
|
if (resource_desc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER && resource_desc.SampleDesc.Count > 1)
|
|
{
|
|
memset(&heap_properties, 0, sizeof(heap_properties));
|
|
heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
|
|
|
|
resource_desc.Alignment = 0;
|
|
resource_desc.DepthOrArraySize = 1;
|
|
resource_desc.SampleDesc.Count = 1;
|
|
resource_desc.SampleDesc.Quality = 0;
|
|
hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE,
|
|
&resource_desc, D3D12_RESOURCE_STATE_RESOLVE_DEST, NULL,
|
|
&IID_ID3D12Resource, (void **)&src_resource);
|
|
assert_that(hr == S_OK, "Failed to create resource, hr %#x.\n", hr);
|
|
|
|
ID3D12GraphicsCommandList_ResolveSubresource(command_list,
|
|
src_resource, 0, resource, sub_resource, resource_desc.Format);
|
|
transition_resource_state(command_list, src_resource,
|
|
D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
|
|
|
|
sub_resource = 0;
|
|
}
|
|
|
|
buffer_size = rb->rb.row_pitch * rb->rb.height * rb->rb.depth;
|
|
rb->resource = create_readback_buffer(device, buffer_size);
|
|
|
|
if (resource_desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
|
|
{
|
|
ID3D12GraphicsCommandList_CopyResource(command_list, rb->resource, resource);
|
|
}
|
|
else
|
|
{
|
|
D3D12_TEXTURE_COPY_LOCATION dst_location, src_location;
|
|
|
|
dst_location.pResource = rb->resource;
|
|
dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
|
dst_location.PlacedFootprint.Offset = 0;
|
|
dst_location.PlacedFootprint.Footprint.Format = resource_desc.Format;
|
|
dst_location.PlacedFootprint.Footprint.Width = rb->rb.width;
|
|
dst_location.PlacedFootprint.Footprint.Height = rb->rb.height;
|
|
dst_location.PlacedFootprint.Footprint.Depth = rb->rb.depth;
|
|
dst_location.PlacedFootprint.Footprint.RowPitch = rb->rb.row_pitch;
|
|
|
|
src_location.pResource = src_resource;
|
|
src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
|
src_location.SubresourceIndex = sub_resource;
|
|
|
|
ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, 0, 0, 0, &src_location, NULL);
|
|
}
|
|
|
|
if (final_state != RESOURCE_STATE_DO_NOT_CHANGE)
|
|
transition_sub_resource_state(command_list, resource, sub_resource, D3D12_RESOURCE_STATE_COPY_SOURCE, final_state);
|
|
|
|
hr = ID3D12GraphicsCommandList_Close(command_list);
|
|
assert_that(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
|
|
|
|
exec_command_list(queue, command_list);
|
|
wait_queue_idle(device, queue);
|
|
ID3D12Device_Release(device);
|
|
|
|
if (src_resource != resource)
|
|
ID3D12Resource_Release(src_resource);
|
|
|
|
read_range.Begin = 0;
|
|
read_range.End = buffer_size;
|
|
hr = ID3D12Resource_Map(rb->resource, 0, &read_range, &rb->rb.data);
|
|
assert_that(hr == S_OK, "Failed to map readback buffer, hr %#x.\n", hr);
|
|
}
|
|
|
|
static void get_resource_readback_with_command_list(ID3D12Resource *resource, unsigned int sub_resource,
|
|
struct d3d12_resource_readback *rb, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list)
|
|
{
|
|
return get_resource_readback_with_command_list_and_states(resource, sub_resource, rb, queue, command_list,
|
|
RESOURCE_STATE_DO_NOT_CHANGE, RESOURCE_STATE_DO_NOT_CHANGE);
|
|
}
|
|
|
|
static void release_resource_readback(struct d3d12_resource_readback *rb)
|
|
{
|
|
D3D12_RANGE range = {0, 0};
|
|
ID3D12Resource_Unmap(rb->resource, 0, &range);
|
|
ID3D12Resource_Release(rb->resource);
|
|
}
|
|
|
|
#define check_sub_resource_uint(a, b, c, d, e, f) check_sub_resource_uint_(__LINE__, a, b, c, d, e, f)
|
|
static inline void check_sub_resource_uint_(unsigned int line, ID3D12Resource *texture,
|
|
unsigned int sub_resource_idx, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list,
|
|
unsigned int expected, unsigned int max_diff)
|
|
{
|
|
struct d3d12_resource_readback rb;
|
|
|
|
get_resource_readback_with_command_list(texture, sub_resource_idx, &rb, queue, command_list);
|
|
check_readback_data_uint_(line, &rb.rb, NULL, expected, max_diff);
|
|
release_resource_readback(&rb);
|
|
}
|
|
|
|
#define check_sub_resource_uint_with_box(a, b, c, d, e, f, g) check_sub_resource_uint_with_box_(__LINE__, a, b, c, d, e, f, g)
|
|
static inline void check_sub_resource_uint_with_box_(unsigned int line, ID3D12Resource *texture,
|
|
unsigned int sub_resource_idx, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list,
|
|
const D3D12_BOX *box, unsigned int expected, unsigned int max_diff)
|
|
{
|
|
struct d3d12_resource_readback rb;
|
|
|
|
get_resource_readback_with_command_list(texture, sub_resource_idx, &rb, queue, command_list);
|
|
check_readback_data_uint_(line, &rb.rb, box, expected, max_diff);
|
|
release_resource_readback(&rb);
|
|
}
|
|
|
|
#define check_sub_resource_vec4(a, b, c, d, e, f) check_sub_resource_vec4_(__LINE__, a, b, c, d, e, f)
|
|
static inline void check_sub_resource_vec4_(unsigned int line, ID3D12Resource *texture,
|
|
unsigned int sub_resource_idx, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list,
|
|
const struct vec4 *expected, unsigned int max_diff)
|
|
{
|
|
struct d3d12_resource_readback rb;
|
|
|
|
get_resource_readback_with_command_list(texture, sub_resource_idx, &rb, queue, command_list);
|
|
check_readback_data_vec4_(line, &rb.rb, NULL, expected, max_diff);
|
|
release_resource_readback(&rb);
|
|
}
|
|
|
|
#define create_default_buffer(a, b, c, d) create_default_buffer_(__LINE__, a, b, c, d)
|
|
static inline ID3D12Resource *create_default_buffer_(unsigned int line, ID3D12Device *device,
|
|
size_t size, D3D12_RESOURCE_FLAGS resource_flags, D3D12_RESOURCE_STATES initial_resource_state)
|
|
{
|
|
return create_buffer_(line, device, D3D12_HEAP_TYPE_DEFAULT, size,
|
|
resource_flags, initial_resource_state);
|
|
}
|
|
|
|
static ID3D12Resource *create_default_texture_(unsigned int line, ID3D12Device *device,
|
|
D3D12_RESOURCE_DIMENSION dimension, unsigned int width, unsigned int height,
|
|
unsigned int depth_or_array_size, unsigned int miplevel_count, unsigned int sample_count,
|
|
DXGI_FORMAT format, D3D12_RESOURCE_FLAGS flags, D3D12_RESOURCE_STATES initial_state)
|
|
{
|
|
D3D12_HEAP_PROPERTIES heap_properties;
|
|
D3D12_RESOURCE_DESC resource_desc;
|
|
ID3D12Resource *texture;
|
|
HRESULT hr;
|
|
|
|
assert(dimension != D3D12_RESOURCE_DIMENSION_BUFFER);
|
|
|
|
memset(&heap_properties, 0, sizeof(heap_properties));
|
|
heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
|
|
|
|
memset(&resource_desc, 0, sizeof(resource_desc));
|
|
resource_desc.Dimension = dimension;
|
|
resource_desc.Width = width;
|
|
resource_desc.Height = height;
|
|
resource_desc.DepthOrArraySize = depth_or_array_size;
|
|
resource_desc.MipLevels = miplevel_count;
|
|
resource_desc.Format = format;
|
|
resource_desc.SampleDesc.Count = max(sample_count, 1);
|
|
resource_desc.Flags = flags;
|
|
hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE,
|
|
&resource_desc, initial_state, NULL, &IID_ID3D12Resource, (void **)&texture);
|
|
ok_(line)(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
|
|
|
|
return texture;
|
|
}
|
|
|
|
#define create_default_texture(a, b, c, d, e, f) create_default_texture2d_(__LINE__, a, b, c, 1, 1, d, e, f)
|
|
#define create_default_texture2d(a, b, c, d, e, f, g, h) create_default_texture2d_(__LINE__, a, b, c, d, e, f, g, h)
|
|
static inline ID3D12Resource *create_default_texture2d_(unsigned int line, ID3D12Device *device,
|
|
unsigned int width, unsigned int height, unsigned int array_size, unsigned int miplevel_count,
|
|
DXGI_FORMAT format, D3D12_RESOURCE_FLAGS flags, D3D12_RESOURCE_STATES initial_state)
|
|
{
|
|
return create_default_texture_(line, device, D3D12_RESOURCE_DIMENSION_TEXTURE2D,
|
|
width, height, array_size, miplevel_count, 1, format, flags, initial_state);
|
|
}
|
|
|
|
#define create_default_texture3d(a, b, c, d, e, f, g, h) create_default_texture3d_(__LINE__, a, b, c, d, e, f, g, h)
|
|
static inline ID3D12Resource *create_default_texture3d_(unsigned int line, ID3D12Device *device,
|
|
unsigned int width, unsigned int height, unsigned int depth, unsigned int miplevel_count,
|
|
DXGI_FORMAT format, D3D12_RESOURCE_FLAGS flags, D3D12_RESOURCE_STATES initial_state)
|
|
{
|
|
return create_default_texture_(line, device, D3D12_RESOURCE_DIMENSION_TEXTURE3D,
|
|
width, height, depth, miplevel_count, 1, format, flags, initial_state);
|
|
}
|
|
|
|
static void copy_sub_resource_data(const D3D12_MEMCPY_DEST *dst, const D3D12_SUBRESOURCE_DATA *src,
|
|
unsigned int row_count, unsigned int slice_count, size_t row_size)
|
|
{
|
|
const BYTE *src_slice_ptr;
|
|
BYTE *dst_slice_ptr;
|
|
unsigned int z, y;
|
|
|
|
for (z = 0; z < slice_count; ++z)
|
|
{
|
|
dst_slice_ptr = (BYTE *)dst->pData + z * dst->SlicePitch;
|
|
src_slice_ptr = (const BYTE*)src->pData + z * src->SlicePitch;
|
|
for (y = 0; y < row_count; ++y)
|
|
memcpy(dst_slice_ptr + y * dst->RowPitch, src_slice_ptr + y * src->RowPitch, row_size);
|
|
}
|
|
}
|
|
|
|
#define upload_texture_data_with_states(a, b, c, d, e, f, g) upload_texture_data_with_states_(__LINE__, a, b, c, d, e, f, g)
|
|
static inline void upload_texture_data_with_states_(unsigned int line, ID3D12Resource *texture,
|
|
const D3D12_SUBRESOURCE_DATA *data, unsigned int sub_resource_count,
|
|
ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list,
|
|
D3D12_RESOURCE_STATES initial_state, D3D12_RESOURCE_STATES final_state)
|
|
{
|
|
D3D12_TEXTURE_COPY_LOCATION dst_location, src_location;
|
|
D3D12_PLACED_SUBRESOURCE_FOOTPRINT *layouts;
|
|
uint64_t *row_sizes, required_size;
|
|
D3D12_RESOURCE_DESC resource_desc;
|
|
ID3D12Resource *upload_buffer;
|
|
D3D12_MEMCPY_DEST dst_data;
|
|
ID3D12Device *device;
|
|
UINT *row_counts;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
void *ptr;
|
|
|
|
layouts = calloc(sub_resource_count, sizeof(*layouts));
|
|
ok(layouts, "Failed to allocate memory.\n");
|
|
row_counts = calloc(sub_resource_count, sizeof(*row_counts));
|
|
ok(row_counts, "Failed to allocate memory.\n");
|
|
row_sizes = calloc(sub_resource_count, sizeof(*row_sizes));
|
|
ok(row_sizes, "Failed to allocate memory.\n");
|
|
|
|
resource_desc = ID3D12Resource_GetDesc(texture);
|
|
hr = ID3D12Resource_GetDevice(texture, &IID_ID3D12Device, (void **)&device);
|
|
ok_(line)(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr);
|
|
|
|
ID3D12Device_GetCopyableFootprints(device, &resource_desc, 0, sub_resource_count,
|
|
0, layouts, row_counts, row_sizes, &required_size);
|
|
|
|
upload_buffer = create_upload_buffer_(line, device, required_size, NULL);
|
|
|
|
hr = ID3D12Resource_Map(upload_buffer, 0, NULL, (void **)&ptr);
|
|
ok_(line)(SUCCEEDED(hr), "Failed to map upload buffer, hr %#x.\n", hr);
|
|
for (i = 0; i < sub_resource_count; ++i)
|
|
{
|
|
dst_data.pData = (BYTE *)ptr + layouts[i].Offset;
|
|
dst_data.RowPitch = layouts[i].Footprint.RowPitch;
|
|
dst_data.SlicePitch = layouts[i].Footprint.RowPitch * row_counts[i];
|
|
copy_sub_resource_data(&dst_data, &data[i],
|
|
row_counts[i], layouts[i].Footprint.Depth, row_sizes[i]);
|
|
}
|
|
ID3D12Resource_Unmap(upload_buffer, 0, NULL);
|
|
|
|
if (resource_desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
|
|
{
|
|
if (initial_state != RESOURCE_STATE_DO_NOT_CHANGE)
|
|
transition_resource_state(command_list, texture, initial_state, D3D12_RESOURCE_STATE_COPY_DEST);
|
|
|
|
ID3D12GraphicsCommandList_CopyResource(command_list, texture, upload_buffer);
|
|
|
|
if (final_state != RESOURCE_STATE_DO_NOT_CHANGE)
|
|
transition_resource_state(command_list, texture, D3D12_RESOURCE_STATE_COPY_DEST, final_state);
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < sub_resource_count; ++i)
|
|
{
|
|
dst_location.pResource = texture;
|
|
dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
|
dst_location.SubresourceIndex = i;
|
|
|
|
src_location.pResource = upload_buffer;
|
|
src_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
|
src_location.PlacedFootprint = layouts[i];
|
|
|
|
if (initial_state != RESOURCE_STATE_DO_NOT_CHANGE)
|
|
transition_sub_resource_state(command_list, texture, i, initial_state, D3D12_RESOURCE_STATE_COPY_DEST);
|
|
|
|
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
|
|
&dst_location, 0, 0, 0, &src_location, NULL);
|
|
|
|
if (final_state != RESOURCE_STATE_DO_NOT_CHANGE)
|
|
transition_sub_resource_state(command_list, texture, i, D3D12_RESOURCE_STATE_COPY_DEST, final_state);
|
|
}
|
|
}
|
|
|
|
hr = ID3D12GraphicsCommandList_Close(command_list);
|
|
ok_(line)(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
|
|
|
|
exec_command_list(queue, command_list);
|
|
wait_queue_idle(device, queue);
|
|
|
|
ID3D12Resource_Release(upload_buffer);
|
|
ID3D12Device_Release(device);
|
|
|
|
free(layouts);
|
|
free(row_counts);
|
|
free(row_sizes);
|
|
}
|
|
|
|
#define upload_texture_data(a, b, c, d, e) upload_texture_data_(__LINE__, a, b, c, d, e)
|
|
static inline void upload_texture_data_(unsigned int line, ID3D12Resource *texture,
|
|
const D3D12_SUBRESOURCE_DATA *data, unsigned int sub_resource_count,
|
|
ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list)
|
|
{
|
|
return upload_texture_data_with_states_(line, texture, data, sub_resource_count, queue, command_list,
|
|
RESOURCE_STATE_DO_NOT_CHANGE, RESOURCE_STATE_DO_NOT_CHANGE);
|
|
}
|
|
|
|
#define upload_buffer_data_with_states(a, b, c, d, e, f, g, h) upload_buffer_data_with_states_(__LINE__, a, b, c, d, e, f, g, h)
|
|
static inline void upload_buffer_data_with_states_(unsigned int line, ID3D12Resource *buffer, size_t offset,
|
|
size_t size, const void *data, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list,
|
|
D3D12_RESOURCE_STATES initial_state, D3D12_RESOURCE_STATES final_state)
|
|
{
|
|
ID3D12Resource *upload_buffer;
|
|
ID3D12Device *device;
|
|
HRESULT hr;
|
|
|
|
hr = ID3D12Resource_GetDevice(buffer, &IID_ID3D12Device, (void **)&device);
|
|
ok_(line)(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr);
|
|
|
|
upload_buffer = create_upload_buffer_(line, device, size, data);
|
|
|
|
if (initial_state != RESOURCE_STATE_DO_NOT_CHANGE)
|
|
transition_resource_state(command_list, buffer, initial_state, D3D12_RESOURCE_STATE_COPY_DEST);
|
|
|
|
ID3D12GraphicsCommandList_CopyBufferRegion(command_list, buffer, offset,
|
|
upload_buffer, 0, size);
|
|
|
|
if (final_state != RESOURCE_STATE_DO_NOT_CHANGE)
|
|
transition_resource_state(command_list, buffer, D3D12_RESOURCE_STATE_COPY_DEST, final_state);
|
|
|
|
hr = ID3D12GraphicsCommandList_Close(command_list);
|
|
ok_(line)(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
|
|
exec_command_list(queue, command_list);
|
|
wait_queue_idle(device, queue);
|
|
|
|
ID3D12Resource_Release(upload_buffer);
|
|
ID3D12Device_Release(device);
|
|
}
|
|
|
|
#define upload_buffer_data(a, b, c, d, e, f) upload_buffer_data_(__LINE__, a, b, c, d, e, f)
|
|
static inline void upload_buffer_data_(unsigned int line, ID3D12Resource *buffer, size_t offset,
|
|
size_t size, const void *data, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list)
|
|
{
|
|
return upload_buffer_data_with_states_(line, buffer, offset, size, data, queue, command_list,
|
|
RESOURCE_STATE_DO_NOT_CHANGE, RESOURCE_STATE_DO_NOT_CHANGE);
|
|
}
|
|
|
|
static HRESULT create_root_signature(ID3D12Device *device, const D3D12_ROOT_SIGNATURE_DESC *desc,
|
|
ID3D12RootSignature **root_signature)
|
|
{
|
|
ID3DBlob *blob;
|
|
HRESULT hr;
|
|
|
|
if (FAILED(hr = D3D12SerializeRootSignature(desc, D3D_ROOT_SIGNATURE_VERSION_1_0, &blob, NULL)))
|
|
return hr;
|
|
|
|
hr = ID3D12Device_CreateRootSignature(device, 0, ID3D10Blob_GetBufferPointer(blob),
|
|
ID3D10Blob_GetBufferSize(blob), &IID_ID3D12RootSignature, (void **)root_signature);
|
|
ID3D10Blob_Release(blob);
|
|
return hr;
|
|
}
|
|
|
|
#define create_empty_root_signature(device, flags) create_empty_root_signature_(__LINE__, device, flags)
|
|
static ID3D12RootSignature *create_empty_root_signature_(unsigned int line,
|
|
ID3D12Device *device, D3D12_ROOT_SIGNATURE_FLAGS flags)
|
|
{
|
|
D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
|
|
ID3D12RootSignature *root_signature = NULL;
|
|
HRESULT hr;
|
|
|
|
root_signature_desc.NumParameters = 0;
|
|
root_signature_desc.pParameters = NULL;
|
|
root_signature_desc.NumStaticSamplers = 0;
|
|
root_signature_desc.pStaticSamplers = NULL;
|
|
root_signature_desc.Flags = flags;
|
|
hr = create_root_signature(device, &root_signature_desc, &root_signature);
|
|
ok_(line)(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
|
|
|
|
return root_signature;
|
|
}
|
|
|
|
#define create_32bit_constants_root_signature(a, b, c, e) \
|
|
create_32bit_constants_root_signature_(__LINE__, a, b, c, e, 0)
|
|
static inline ID3D12RootSignature *create_32bit_constants_root_signature_(unsigned int line,
|
|
ID3D12Device *device, unsigned int reg_idx, unsigned int element_count,
|
|
D3D12_SHADER_VISIBILITY shader_visibility, D3D12_ROOT_SIGNATURE_FLAGS flags)
|
|
{
|
|
D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
|
|
ID3D12RootSignature *root_signature = NULL;
|
|
D3D12_ROOT_PARAMETER root_parameter;
|
|
HRESULT hr;
|
|
|
|
root_parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
|
|
root_parameter.Constants.ShaderRegister = reg_idx;
|
|
root_parameter.Constants.RegisterSpace = 0;
|
|
root_parameter.Constants.Num32BitValues = element_count;
|
|
root_parameter.ShaderVisibility = shader_visibility;
|
|
|
|
memset(&root_signature_desc, 0, sizeof(root_signature_desc));
|
|
root_signature_desc.NumParameters = 1;
|
|
root_signature_desc.pParameters = &root_parameter;
|
|
root_signature_desc.Flags = flags;
|
|
hr = create_root_signature(device, &root_signature_desc, &root_signature);
|
|
ok_(line)(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
|
|
|
|
return root_signature;
|
|
}
|
|
|
|
static void init_pipeline_state_desc(D3D12_GRAPHICS_PIPELINE_STATE_DESC *desc,
|
|
ID3D12RootSignature *root_signature, DXGI_FORMAT rt_format,
|
|
const D3D12_SHADER_BYTECODE *vs, const D3D12_SHADER_BYTECODE *ps,
|
|
const D3D12_INPUT_LAYOUT_DESC *input_layout)
|
|
{
|
|
static const DWORD vs_code[] =
|
|
{
|
|
#if 0
|
|
void main(uint id : SV_VertexID, out float4 position : SV_Position)
|
|
{
|
|
float2 coords = float2((id << 1) & 2, id & 2);
|
|
position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
|
|
}
|
|
#endif
|
|
0x43425844, 0xf900d25e, 0x68bfefa7, 0xa63ac0a7, 0xa476af7a, 0x00000001, 0x0000018c, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x58454853, 0x000000f0, 0x00010050,
|
|
0x0000003c, 0x0100086a, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2,
|
|
0x00000000, 0x00000001, 0x02000068, 0x00000001, 0x0b00008c, 0x00100012, 0x00000000, 0x00004001,
|
|
0x00000001, 0x00004001, 0x00000001, 0x0010100a, 0x00000000, 0x00004001, 0x00000000, 0x07000001,
|
|
0x00100042, 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x00000002, 0x05000056, 0x00100032,
|
|
0x00000000, 0x00100086, 0x00000000, 0x0f000032, 0x00102032, 0x00000000, 0x00100046, 0x00000000,
|
|
0x00004002, 0x40000000, 0xc0000000, 0x00000000, 0x00000000, 0x00004002, 0xbf800000, 0x3f800000,
|
|
0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000,
|
|
0x00000000, 0x3f800000, 0x0100003e,
|
|
};
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
void main(const in float4 position : SV_Position, out float4 target : SV_Target0)
|
|
{
|
|
target = float4(0.0f, 1.0f, 0.0f, 1.0f);
|
|
}
|
|
#endif
|
|
0x43425844, 0x8a4a8140, 0x5eba8e0b, 0x714e0791, 0xb4b8eed2, 0x00000001, 0x000000d8, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x0000003c, 0x00000050,
|
|
0x0000000f, 0x0100086a, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000,
|
|
0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e,
|
|
};
|
|
|
|
memset(desc, 0, sizeof(*desc));
|
|
desc->pRootSignature = root_signature;
|
|
if (vs)
|
|
desc->VS = *vs;
|
|
else
|
|
desc->VS = shader_bytecode(vs_code, sizeof(vs_code));
|
|
if (ps)
|
|
desc->PS = *ps;
|
|
else
|
|
desc->PS = shader_bytecode(ps_code, sizeof(ps_code));
|
|
desc->StreamOutput.RasterizedStream = 0;
|
|
desc->BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
|
|
desc->RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
|
|
desc->RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
|
|
if (input_layout)
|
|
desc->InputLayout = *input_layout;
|
|
desc->SampleMask = ~(UINT)0;
|
|
desc->PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
|
if (rt_format)
|
|
{
|
|
desc->NumRenderTargets = 1;
|
|
desc->RTVFormats[0] = rt_format;
|
|
}
|
|
desc->SampleDesc.Count = 1;
|
|
}
|
|
|
|
#define create_pipeline_state(a, b, c, d, e, f) create_pipeline_state_(__LINE__, a, b, c, d, e, f)
|
|
static ID3D12PipelineState *create_pipeline_state_(unsigned int line, ID3D12Device *device,
|
|
ID3D12RootSignature *root_signature, DXGI_FORMAT rt_format,
|
|
const D3D12_SHADER_BYTECODE *vs, const D3D12_SHADER_BYTECODE *ps,
|
|
const D3D12_INPUT_LAYOUT_DESC *input_layout)
|
|
{
|
|
D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeline_state_desc;
|
|
ID3D12PipelineState *pipeline_state = NULL;
|
|
HRESULT hr;
|
|
|
|
init_pipeline_state_desc(&pipeline_state_desc, root_signature, rt_format, vs, ps, input_layout);
|
|
hr = ID3D12Device_CreateGraphicsPipelineState(device, &pipeline_state_desc,
|
|
&IID_ID3D12PipelineState, (void **)&pipeline_state);
|
|
ok_(line)(SUCCEEDED(hr), "Failed to create graphics pipeline state, hr %#x.\n", hr);
|
|
|
|
return SUCCEEDED(hr) ? pipeline_state : NULL;
|
|
}
|
|
|
|
#define create_compute_pipeline_state(a, b, c) create_compute_pipeline_state_(__LINE__, a, b, c)
|
|
static inline ID3D12PipelineState *create_compute_pipeline_state_(unsigned int line, ID3D12Device *device,
|
|
ID3D12RootSignature *root_signature, const D3D12_SHADER_BYTECODE cs)
|
|
{
|
|
D3D12_COMPUTE_PIPELINE_STATE_DESC pipeline_state_desc;
|
|
ID3D12PipelineState *pipeline_state = NULL;
|
|
HRESULT hr;
|
|
|
|
memset(&pipeline_state_desc, 0, sizeof(pipeline_state_desc));
|
|
pipeline_state_desc.pRootSignature = root_signature;
|
|
pipeline_state_desc.CS = cs;
|
|
pipeline_state_desc.NodeMask = 0;
|
|
pipeline_state_desc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
|
|
hr = ID3D12Device_CreateComputePipelineState(device, &pipeline_state_desc,
|
|
&IID_ID3D12PipelineState, (void **)&pipeline_state);
|
|
ok_(line)(SUCCEEDED(hr), "Failed to create compute pipeline state, hr %#x.\n", hr);
|
|
|
|
return pipeline_state;
|
|
}
|
|
|
|
struct test_context_desc
|
|
{
|
|
unsigned int rt_width, rt_height, rt_array_size;
|
|
DXGI_FORMAT rt_format;
|
|
DXGI_SAMPLE_DESC sample_desc;
|
|
bool check_multisampling;
|
|
unsigned int rt_descriptor_count;
|
|
unsigned int root_signature_flags;
|
|
bool no_render_target;
|
|
bool no_root_signature;
|
|
bool no_pipeline;
|
|
const D3D12_SHADER_BYTECODE *vs;
|
|
const D3D12_SHADER_BYTECODE *ps;
|
|
};
|
|
|
|
struct test_context
|
|
{
|
|
ID3D12Device *device;
|
|
ID3D12Device2 *device2;
|
|
|
|
ID3D12CommandQueue *queue;
|
|
ID3D12CommandAllocator *allocator;
|
|
ID3D12GraphicsCommandList *list;
|
|
ID3D12GraphicsCommandList1 *list1;
|
|
ID3D12PipelineState **pso;
|
|
size_t pso_count, pso_capacity;
|
|
|
|
D3D12_RESOURCE_DESC render_target_desc;
|
|
ID3D12Resource *render_target;
|
|
|
|
ID3D12DescriptorHeap *rtv_heap;
|
|
D3D12_CPU_DESCRIPTOR_HANDLE rtv;
|
|
|
|
ID3D12RootSignature *root_signature;
|
|
ID3D12PipelineState *pipeline_state;
|
|
|
|
D3D12_VIEWPORT viewport;
|
|
RECT scissor_rect;
|
|
};
|
|
|
|
#define check_multisample_support(a, b, c) check_multisample_support_(__LINE__, a, b, c)
|
|
static unsigned int check_multisample_support_(unsigned int line, ID3D12Device *device,
|
|
DXGI_FORMAT format, unsigned int sample_count)
|
|
{
|
|
D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS format_support =
|
|
{
|
|
.Format = format,
|
|
.SampleCount = sample_count,
|
|
};
|
|
HRESULT hr;
|
|
|
|
hr = ID3D12Device_CheckFeatureSupport(device, D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS,
|
|
&format_support, sizeof(format_support));
|
|
ok_(line)(hr == S_OK, "Cannot check feature support, hr %#x.\n", hr);
|
|
|
|
return format_support.NumQualityLevels;
|
|
}
|
|
|
|
#define create_render_target(context, a, b, c) create_render_target_(__LINE__, context, a, b, c)
|
|
static void create_render_target_(unsigned int line, struct test_context *context,
|
|
const struct test_context_desc *desc, ID3D12Resource **render_target,
|
|
const D3D12_CPU_DESCRIPTOR_HANDLE *rtv)
|
|
{
|
|
D3D12_HEAP_PROPERTIES heap_properties;
|
|
D3D12_RESOURCE_DESC resource_desc;
|
|
D3D12_CLEAR_VALUE clear_value;
|
|
HRESULT hr;
|
|
|
|
memset(&heap_properties, 0, sizeof(heap_properties));
|
|
heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
|
|
|
|
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
|
resource_desc.Alignment = 0;
|
|
resource_desc.Width = desc && desc->rt_width ? desc->rt_width : 32;
|
|
resource_desc.Height = desc && desc->rt_height ? desc->rt_height : 32;
|
|
resource_desc.DepthOrArraySize = desc && desc->rt_array_size ? desc->rt_array_size : 1;
|
|
resource_desc.MipLevels = 1;
|
|
resource_desc.Format = desc && desc->rt_format ? desc->rt_format : DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
resource_desc.SampleDesc.Count = desc && desc->sample_desc.Count ? desc->sample_desc.Count : 1;
|
|
resource_desc.SampleDesc.Quality = desc && desc->sample_desc.Count ? desc->sample_desc.Quality : 0;
|
|
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
|
resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
|
|
clear_value.Format = resource_desc.Format;
|
|
clear_value.Color[0] = 1.0f;
|
|
clear_value.Color[1] = 1.0f;
|
|
clear_value.Color[2] = 1.0f;
|
|
clear_value.Color[3] = 1.0f;
|
|
|
|
if (desc && desc->check_multisampling)
|
|
{
|
|
for (; resource_desc.SampleDesc.Count != 1; resource_desc.SampleDesc.Count /= 2)
|
|
{
|
|
unsigned int quality_level_count = check_multisample_support_(line, context->device,
|
|
resource_desc.Format, resource_desc.SampleDesc.Count);
|
|
|
|
if (quality_level_count != 0)
|
|
{
|
|
resource_desc.SampleDesc.Quality = min(resource_desc.SampleDesc.Quality, quality_level_count - 1);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
hr = ID3D12Device_CreateCommittedResource(context->device,
|
|
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
|
|
D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value,
|
|
&IID_ID3D12Resource, (void **)render_target);
|
|
ok_(line)(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
|
|
|
|
context->render_target_desc = resource_desc;
|
|
|
|
if (rtv)
|
|
ID3D12Device_CreateRenderTargetView(context->device, *render_target, NULL, *rtv);
|
|
}
|
|
|
|
#define init_test_context(context, desc) init_test_context_(__LINE__, context, desc)
|
|
static inline bool init_test_context_(unsigned int line, struct test_context *context,
|
|
const struct test_context_desc *desc)
|
|
{
|
|
D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc;
|
|
ID3D12Device *device;
|
|
HRESULT hr;
|
|
|
|
memset(context, 0, sizeof(*context));
|
|
|
|
if (!(context->device = create_device()))
|
|
{
|
|
skip_(line)("Failed to create device.\n");
|
|
return false;
|
|
}
|
|
device = context->device;
|
|
|
|
if (FAILED(hr = ID3D12Device_QueryInterface(device, &IID_ID3D12Device2, (void **)&context->device2)))
|
|
context->device2 = NULL;
|
|
|
|
context->queue = create_command_queue_(line, device, D3D12_COMMAND_LIST_TYPE_DIRECT, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL);
|
|
|
|
hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT,
|
|
&IID_ID3D12CommandAllocator, (void **)&context->allocator);
|
|
ok_(line)(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr);
|
|
|
|
hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
|
|
context->allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&context->list);
|
|
ok_(line)(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
|
|
|
|
if (FAILED(hr = ID3D12GraphicsCommandList_QueryInterface(context->list,
|
|
&IID_ID3D12GraphicsCommandList1, (void**)&context->list1)))
|
|
context->list1 = NULL;
|
|
|
|
if (desc && desc->no_render_target)
|
|
return true;
|
|
|
|
rtv_heap_desc.NumDescriptors = desc && desc->rt_descriptor_count ? desc->rt_descriptor_count : 1;
|
|
rtv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
|
|
rtv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
|
rtv_heap_desc.NodeMask = 0;
|
|
hr = ID3D12Device_CreateDescriptorHeap(device, &rtv_heap_desc,
|
|
&IID_ID3D12DescriptorHeap, (void **)&context->rtv_heap);
|
|
ok_(line)(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
|
|
|
|
context->rtv = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(context->rtv_heap);
|
|
|
|
create_render_target_(line, context, desc, &context->render_target, &context->rtv);
|
|
|
|
set_viewport(&context->viewport, 0.0f, 0.0f,
|
|
context->render_target_desc.Width, context->render_target_desc.Height, 0.0f, 1.0f);
|
|
set_rect(&context->scissor_rect, 0, 0,
|
|
context->render_target_desc.Width, context->render_target_desc.Height);
|
|
|
|
if (desc && desc->no_root_signature)
|
|
return true;
|
|
|
|
context->root_signature = create_empty_root_signature_(line,
|
|
device, desc ? desc->root_signature_flags : D3D12_ROOT_SIGNATURE_FLAG_NONE);
|
|
|
|
if (desc && desc->no_pipeline)
|
|
return true;
|
|
|
|
context->pipeline_state = create_pipeline_state_(line, device,
|
|
context->root_signature, context->render_target_desc.Format,
|
|
desc ? desc->vs : NULL, desc ? desc->ps : NULL, NULL);
|
|
|
|
return true;
|
|
}
|
|
|
|
#define init_compute_test_context(context) init_compute_test_context_(__LINE__, context)
|
|
static inline bool init_compute_test_context_(unsigned int line, struct test_context *context)
|
|
{
|
|
ID3D12Device *device;
|
|
HRESULT hr;
|
|
|
|
memset(context, 0, sizeof(*context));
|
|
|
|
if (!(context->device = create_device()))
|
|
{
|
|
skip_(line)("Failed to create device.\n");
|
|
return false;
|
|
}
|
|
device = context->device;
|
|
|
|
context->queue = create_command_queue_(line, device,
|
|
D3D12_COMMAND_LIST_TYPE_COMPUTE, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL);
|
|
|
|
hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_COMPUTE,
|
|
&IID_ID3D12CommandAllocator, (void **)&context->allocator);
|
|
ok_(line)(hr == S_OK, "Failed to create command allocator, hr %#x.\n", hr);
|
|
|
|
hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_COMPUTE,
|
|
context->allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&context->list);
|
|
ok_(line)(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
|
|
|
|
return true;
|
|
}
|
|
|
|
static inline void destroy_pipeline_state_objects(struct test_context *context)
|
|
{
|
|
size_t i;
|
|
|
|
for (i = 0; i < context->pso_count; ++i)
|
|
ID3D12PipelineState_Release(context->pso[i]);
|
|
context->pso_count = 0;
|
|
}
|
|
|
|
#define destroy_test_context(context) destroy_test_context_(__LINE__, context)
|
|
static inline void destroy_test_context_(unsigned int line, struct test_context *context)
|
|
{
|
|
ULONG refcount;
|
|
|
|
if (context->pipeline_state)
|
|
ID3D12PipelineState_Release(context->pipeline_state);
|
|
if (context->root_signature)
|
|
ID3D12RootSignature_Release(context->root_signature);
|
|
|
|
if (context->rtv_heap)
|
|
ID3D12DescriptorHeap_Release(context->rtv_heap);
|
|
if (context->render_target)
|
|
ID3D12Resource_Release(context->render_target);
|
|
|
|
ID3D12CommandAllocator_Release(context->allocator);
|
|
ID3D12CommandQueue_Release(context->queue);
|
|
if (context->list1)
|
|
ID3D12GraphicsCommandList1_Release(context->list1);
|
|
ID3D12GraphicsCommandList_Release(context->list);
|
|
destroy_pipeline_state_objects(context);
|
|
free(context->pso);
|
|
|
|
if (context->device2)
|
|
ID3D12Device2_Release(context->device2);
|
|
|
|
refcount = ID3D12Device_Release(context->device);
|
|
ok_(line)(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
|
|
}
|
|
|
|
static inline D3D12_CPU_DESCRIPTOR_HANDLE get_cpu_handle(ID3D12Device *device,
|
|
ID3D12DescriptorHeap *heap, D3D12_DESCRIPTOR_HEAP_TYPE heap_type, unsigned int offset)
|
|
{
|
|
D3D12_CPU_DESCRIPTOR_HANDLE handle;
|
|
unsigned int descriptor_size;
|
|
|
|
handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
|
|
if (!offset)
|
|
return handle;
|
|
|
|
descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(device, heap_type);
|
|
handle.ptr += offset * descriptor_size;
|
|
return handle;
|
|
}
|
|
|
|
static inline D3D12_GPU_DESCRIPTOR_HANDLE get_gpu_handle(ID3D12Device *device,
|
|
ID3D12DescriptorHeap *heap, D3D12_DESCRIPTOR_HEAP_TYPE heap_type, unsigned int offset)
|
|
{
|
|
D3D12_GPU_DESCRIPTOR_HANDLE handle;
|
|
unsigned int descriptor_size;
|
|
|
|
handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap);
|
|
if (!offset)
|
|
return handle;
|
|
|
|
descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(device, heap_type);
|
|
handle.ptr += offset * descriptor_size;
|
|
return handle;
|
|
}
|
|
|
|
static inline D3D12_CPU_DESCRIPTOR_HANDLE get_cpu_descriptor_handle(struct test_context *context,
|
|
ID3D12DescriptorHeap *heap, unsigned int offset)
|
|
{
|
|
return get_cpu_handle(context->device, heap, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, offset);
|
|
}
|
|
|
|
static inline D3D12_CPU_DESCRIPTOR_HANDLE get_cpu_sampler_handle(struct test_context *context,
|
|
ID3D12DescriptorHeap *heap, unsigned int offset)
|
|
{
|
|
return get_cpu_handle(context->device, heap, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, offset);
|
|
}
|
|
|
|
static inline D3D12_CPU_DESCRIPTOR_HANDLE get_cpu_rtv_handle(struct test_context *context,
|
|
ID3D12DescriptorHeap *heap, unsigned int offset)
|
|
{
|
|
return get_cpu_handle(context->device, heap, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, offset);
|
|
}
|
|
|
|
static inline D3D12_CPU_DESCRIPTOR_HANDLE get_cpu_dsv_handle(struct test_context *context,
|
|
ID3D12DescriptorHeap *heap, unsigned int offset)
|
|
{
|
|
return get_cpu_handle(context->device, heap, D3D12_DESCRIPTOR_HEAP_TYPE_DSV, offset);
|
|
}
|
|
|
|
static inline D3D12_GPU_DESCRIPTOR_HANDLE get_gpu_descriptor_handle(struct test_context *context,
|
|
ID3D12DescriptorHeap *heap, unsigned int offset)
|
|
{
|
|
return get_gpu_handle(context->device, heap, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, offset);
|
|
}
|
|
|
|
static inline D3D12_GPU_DESCRIPTOR_HANDLE get_gpu_sampler_handle(struct test_context *context,
|
|
ID3D12DescriptorHeap *heap, unsigned int offset)
|
|
{
|
|
return get_gpu_handle(context->device, heap, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, offset);
|
|
}
|
|
|
|
#endif /* __VKD3D_D3D12_TEST_UTILS_H */
|