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57280673e5
The location of dxcompiler should be set during configuration with 'DXCOMPILER_LIBS=-L/path/to/dxcompiler', and then at runtime with LD_LIBRARY_PATH, WINEPATH or PATH as applicable. A new 'fail(sm<6)' decoration is needed on many shader declarations because dxcompiler succeeds on many shaders which fail with fxc. The opposite case is less common and is flagged with 'fail(sm>=6)'. A few tests cause dxcompiler to crash or hang, so these are avoided using [require], which now skips tests until reset instead of exiting. Also, 'todo(sm<6)' and 'todo(sm>=6)' are used to separate checking of results.
177 lines
4.8 KiB
C
177 lines
4.8 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 "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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};
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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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};
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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_TEXTURE,
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RESOURCE_TYPE_UAV,
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RESOURCE_TYPE_BUFFER_UAV,
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RESOURCE_TYPE_VERTEX_BUFFER,
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};
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struct resource_params
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{
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unsigned int slot;
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enum resource_type type;
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DXGI_FORMAT format;
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enum texture_data_type data_type;
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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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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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unsigned int slot;
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enum resource_type type;
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DXGI_FORMAT format;
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unsigned int size;
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unsigned int texel_size;
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unsigned int width, height;
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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
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{
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const struct shader_runner_ops *ops;
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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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enum shader_model minimum_shader_model;
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enum shader_model maximum_shader_model;
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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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struct resource *resources[MAX_RESOURCES];
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size_t resource_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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};
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struct shader_runner_ops
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{
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/* Returns false if unable to run the given tests. If NULL, all tests are
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* run. */
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bool (*check_requirements)(struct shader_runner *runner);
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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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bool (*draw)(struct shader_runner *runner, D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_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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void run_shader_tests(struct shader_runner *runner, const struct shader_runner_ops *ops, void *dxc_compiler,
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enum shader_model minimum_shader_model, enum shader_model maximum_shader_model);
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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_vulkan(void);
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#endif
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void run_shader_tests_d3d12(void *dxc_compiler, enum shader_model minimum_shader_model,
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enum shader_model maximum_shader_model);
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