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wine
vkd3d
Commits
55aa937d
Commit
55aa937d
authored
7 years ago
by
Józef Kucia
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tests: Make test context more flexible.
parent
a646e7ed
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tests/d3d12.c
+113
-73
113 additions, 73 deletions
tests/d3d12.c
with
113 additions
and
73 deletions
tests/d3d12.c
+
113
−
73
View file @
55aa937d
...
...
@@ -491,45 +491,34 @@ static ID3D12Device *create_device(void)
return
device
;
}
struct
draw_test_context_desc
{
DXGI_FORMAT
rt_format
;
D3D12_INPUT_LAYOUT_DESC
input_layout
;
const
D3D12_SHADER_BYTECODE
*
vs
;
const
D3D12_SHADER_BYTECODE
*
ps
;
};
struct
draw_test_context
#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
)
{
ID3D12Device
*
device
;
ID3D12CommandQueue
*
queue
;
ID3D12CommandAllocator
*
allocator
;
ID3D12GraphicsCommandList
*
list
;
D3D12_ROOT_SIGNATURE_DESC
root_signature_desc
;
ID3D12RootSignature
*
root_signature
=
NULL
;
HRESULT
hr
;
D3D12_RESOURCE_DESC
render_target_desc
;
ID3D12Resource
*
render_target
;
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
;
ID3D12DescriptorHeap
*
rtv_heap
;
D3D12_CPU_DESCRIPTOR_HANDLE
rtv
;
hr
=
create_root_signature
(
device
,
&
root_signature_desc
,
&
root_signature
)
;
ok_
(
line
)(
SUCCEEDED
(
hr
),
"Failed to create root signature, hr %#x.
\n
"
,
hr
)
;
ID3D12RootSignature
*
root_signature
;
ID3D12PipelineState
*
pipeline_state
;
};
return
root_signature
;
}
#define init_draw_test_context(context, ps) init_draw_test_context_(__LINE__, context, ps)
static
bool
init_draw_test_context_
(
unsigned
int
line
,
struct
draw_test_context
*
context
,
const
struct
draw_test_context_desc
*
desc
)
#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
;
D3D12_ROOT_SIGNATURE_DESC
root_signature_desc
;
D3D12_COMMAND_QUEUE_DESC
command_queue_desc
;
D3D12_DESCRIPTOR_HEAP_DESC
rtv_heap_desc
;
D3D12_HEAP_PROPERTIES
heap_properties
;
D3D12_RESOURCE_DESC
resource_desc
;
D3D12_CLEAR_VALUE
clear_value
;
DXGI_FORMAT
rt_format
;
ID3D12Device
*
device
;
ID3D12PipelineState
*
pipeline_state
;
HRESULT
hr
;
static
const
DWORD
vs_code
[]
=
...
...
@@ -577,6 +566,74 @@ static bool init_draw_test_context_(unsigned int line, struct draw_test_context
0x00004002
,
0x00000000
,
0x3f800000
,
0x00000000
,
0x3f800000
,
0x0100003e
,
};
memset
(
&
pipeline_state_desc
,
0
,
sizeof
(
pipeline_state_desc
));
pipeline_state_desc
.
pRootSignature
=
root_signature
;
if
(
vs
)
pipeline_state_desc
.
VS
=
*
vs
;
else
pipeline_state_desc
.
VS
=
shader_bytecode
(
vs_code
,
sizeof
(
vs_code
));
if
(
ps
)
pipeline_state_desc
.
PS
=
*
ps
;
else
pipeline_state_desc
.
PS
=
shader_bytecode
(
ps_code
,
sizeof
(
ps_code
));
pipeline_state_desc
.
StreamOutput
.
RasterizedStream
=
0
;
pipeline_state_desc
.
BlendState
.
RenderTarget
[
0
].
RenderTargetWriteMask
=
D3D12_COLOR_WRITE_ENABLE_ALL
;
pipeline_state_desc
.
RasterizerState
.
FillMode
=
D3D12_FILL_MODE_SOLID
;
pipeline_state_desc
.
RasterizerState
.
CullMode
=
D3D12_CULL_MODE_NONE
;
if
(
input_layout
)
pipeline_state_desc
.
InputLayout
=
*
input_layout
;
pipeline_state_desc
.
SampleMask
=
~
(
UINT
)
0
;
pipeline_state_desc
.
PrimitiveTopologyType
=
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE
;
pipeline_state_desc
.
NumRenderTargets
=
1
;
pipeline_state_desc
.
RTVFormats
[
0
]
=
rt_format
;
pipeline_state_desc
.
SampleDesc
.
Count
=
1
;
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
pipeline_state
;
}
struct
draw_test_context_desc
{
DXGI_FORMAT
rt_format
;
BOOL
no_root_signature
;
BOOL
no_pipeline
;
};
struct
draw_test_context
{
ID3D12Device
*
device
;
ID3D12CommandQueue
*
queue
;
ID3D12CommandAllocator
*
allocator
;
ID3D12GraphicsCommandList
*
list
;
D3D12_RESOURCE_DESC
render_target_desc
;
ID3D12Resource
*
render_target
;
ID3D12DescriptorHeap
*
rtv_heap
;
D3D12_CPU_DESCRIPTOR_HANDLE
rtv
;
ID3D12RootSignature
*
root_signature
;
ID3D12PipelineState
*
pipeline_state
;
};
#define init_draw_test_context(context, ps) init_draw_test_context_(__LINE__, context, ps)
static
bool
init_draw_test_context_
(
unsigned
int
line
,
struct
draw_test_context
*
context
,
const
struct
draw_test_context_desc
*
desc
)
{
D3D12_COMMAND_QUEUE_DESC
command_queue_desc
;
D3D12_DESCRIPTOR_HEAP_DESC
rtv_heap_desc
;
D3D12_HEAP_PROPERTIES
heap_properties
;
D3D12_RESOURCE_DESC
resource_desc
;
D3D12_CLEAR_VALUE
clear_value
;
DXGI_FORMAT
rt_format
;
ID3D12Device
*
device
;
HRESULT
hr
;
memset
(
context
,
0
,
sizeof
(
*
context
));
if
(
!
(
context
->
device
=
create_device
()))
{
skip_
(
line
)(
"Failed to create device.
\n
"
);
...
...
@@ -643,40 +700,12 @@ static bool init_draw_test_context_(unsigned int line, struct draw_test_context
ID3D12Device_CreateRenderTargetView
(
device
,
context
->
render_target
,
NULL
,
context
->
rtv
);
root_signature_desc
.
NumParameters
=
0
;
root_signature_desc
.
pParameters
=
NULL
;
root_signature_desc
.
NumStaticSamplers
=
0
;
root_signature_desc
.
pStaticSamplers
=
NULL
;
root_signature_desc
.
Flags
=
D3D12_ROOT_SIGNATURE_FLAG_NONE
;
if
(
desc
&&
desc
->
input_layout
.
NumElements
)
root_signature_desc
.
Flags
|=
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
;
hr
=
create_root_signature
(
device
,
&
root_signature_desc
,
&
context
->
root_signature
);
ok_
(
line
)(
SUCCEEDED
(
hr
),
"Failed to create root signature, hr %#x.
\n
"
,
hr
);
memset
(
&
pipeline_state_desc
,
0
,
sizeof
(
pipeline_state_desc
));
pipeline_state_desc
.
pRootSignature
=
context
->
root_signature
;
if
(
desc
&&
desc
->
vs
)
pipeline_state_desc
.
VS
=
*
desc
->
vs
;
else
pipeline_state_desc
.
VS
=
shader_bytecode
(
vs_code
,
sizeof
(
vs_code
));
if
(
desc
&&
desc
->
ps
)
pipeline_state_desc
.
PS
=
*
desc
->
ps
;
else
pipeline_state_desc
.
PS
=
shader_bytecode
(
ps_code
,
sizeof
(
ps_code
));
pipeline_state_desc
.
StreamOutput
.
RasterizedStream
=
0
;
pipeline_state_desc
.
BlendState
.
RenderTarget
[
0
].
RenderTargetWriteMask
=
D3D12_COLOR_WRITE_ENABLE_ALL
;
pipeline_state_desc
.
RasterizerState
.
FillMode
=
D3D12_FILL_MODE_SOLID
;
pipeline_state_desc
.
RasterizerState
.
CullMode
=
D3D12_CULL_MODE_NONE
;
if
(
desc
)
pipeline_state_desc
.
InputLayout
=
desc
->
input_layout
;
pipeline_state_desc
.
SampleMask
=
~
(
UINT
)
0
;
pipeline_state_desc
.
PrimitiveTopologyType
=
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE
;
pipeline_state_desc
.
NumRenderTargets
=
1
;
pipeline_state_desc
.
RTVFormats
[
0
]
=
rt_format
;
pipeline_state_desc
.
SampleDesc
.
Count
=
1
;
hr
=
ID3D12Device_CreateGraphicsPipelineState
(
device
,
&
pipeline_state_desc
,
&
IID_ID3D12PipelineState
,
(
void
**
)
&
context
->
pipeline_state
);
ok_
(
line
)(
SUCCEEDED
(
hr
),
"Failed to create graphics pipeline state, hr %#x.
\n
"
,
hr
);
if
(
!
desc
||
!
desc
->
no_root_signature
)
context
->
root_signature
=
create_empty_root_signature_
(
line
,
device
,
D3D12_ROOT_SIGNATURE_FLAG_NONE
);
if
(
!
desc
||
(
!
desc
->
no_root_signature
&&
!
desc
->
no_pipeline
))
context
->
pipeline_state
=
create_pipeline_state_
(
line
,
device
,
context
->
root_signature
,
rt_format
,
NULL
,
NULL
,
NULL
);
return
true
;
}
...
...
@@ -686,8 +715,10 @@ static void destroy_draw_test_context_(unsigned int line, struct draw_test_conte
{
ULONG
refcount
;
ID3D12PipelineState_Release
(
context
->
pipeline_state
);
ID3D12RootSignature_Release
(
context
->
root_signature
);
if
(
context
->
pipeline_state
)
ID3D12PipelineState_Release
(
context
->
pipeline_state
);
if
(
context
->
root_signature
)
ID3D12RootSignature_Release
(
context
->
root_signature
);
ID3D12DescriptorHeap_Release
(
context
->
rtv_heap
);
ID3D12Resource_Release
(
context
->
render_target
);
...
...
@@ -2696,12 +2727,15 @@ static void test_fragment_coords(void)
memset
(
&
desc
,
0
,
sizeof
(
desc
));
desc
.
rt_format
=
DXGI_FORMAT_R32G32B32A32_FLOAT
;
desc
.
ps
=
&
ps
;
desc
.
no_pipeline
=
true
;
if
(
!
init_draw_test_context
(
&
context
,
&
desc
))
return
;
command_list
=
context
.
list
;
queue
=
context
.
queue
;
context
.
pipeline_state
=
create_pipeline_state
(
context
.
device
,
context
.
root_signature
,
desc
.
rt_format
,
NULL
,
&
ps
,
NULL
);
viewport
.
TopLeftX
=
0
.
0
f
;
viewport
.
TopLeftY
=
0
.
0
f
;
viewport
.
Width
=
context
.
render_target_desc
.
Width
;
...
...
@@ -2755,6 +2789,7 @@ static void test_fractional_viewports(void)
static
const
float
white
[]
=
{
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
};
ID3D12GraphicsCommandList
*
command_list
;
D3D12_HEAP_PROPERTIES
heap_properties
;
D3D12_INPUT_LAYOUT_DESC
input_layout
;
struct
draw_test_context_desc
desc
;
D3D12_RESOURCE_DESC
resource_desc
;
struct
draw_test_context
context
;
...
...
@@ -2838,15 +2873,20 @@ static void test_fractional_viewports(void)
memset
(
&
desc
,
0
,
sizeof
(
desc
));
desc
.
rt_format
=
DXGI_FORMAT_R32G32B32A32_FLOAT
;
desc
.
input_layout
.
pInputElementDescs
=
layout_desc
;
desc
.
input_layout
.
NumElements
=
ARRAY_SIZE
(
layout_desc
);
desc
.
vs
=
&
vs
;
desc
.
ps
=
&
ps
;
desc
.
no_root_signature
=
true
;
if
(
!
init_draw_test_context
(
&
context
,
&
desc
))
return
;
command_list
=
context
.
list
;
queue
=
context
.
queue
;
context
.
root_signature
=
create_empty_root_signature
(
context
.
device
,
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
);
input_layout
.
pInputElementDescs
=
layout_desc
;
input_layout
.
NumElements
=
ARRAY_SIZE
(
layout_desc
);
context
.
pipeline_state
=
create_pipeline_state
(
context
.
device
,
context
.
root_signature
,
desc
.
rt_format
,
&
vs
,
&
ps
,
&
input_layout
);
memset
(
&
heap_properties
,
0
,
sizeof
(
heap_properties
));
heap_properties
.
Type
=
D3D12_HEAP_TYPE_UPLOAD
;
...
...
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