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Giovanni Mascellani : tests: Define WIDL macros in utils.h.
by Alexandre Julliard
10 Jul '24
10 Jul '24
Module: vkd3d Branch: master Commit: 85fe4c421b8a72fa78d81feaafe63d9e8d49fdf7 URL:
https://gitlab.winehq.org/wine/vkd3d/-/commit/85fe4c421b8a72fa78d81feaafe63…
Author: Giovanni Mascellani <gmascellani(a)codeweavers.com> Date: Wed Jul 10 12:30:10 2024 +0200 tests: Define WIDL macros in utils.h. This way other headers including utils.h, like d3d12_test_utils.h, are self-contained. --- tests/utils.h | 19 +++++++++++++++++++ 1 file changed, 19 insertions(+) diff --git a/tests/utils.h b/tests/utils.h index f9d3d9b1..081c4cd9 100644 --- a/tests/utils.h +++ b/tests/utils.h @@ -19,6 +19,25 @@ #ifndef __VKD3D_TEST_UTILS_H #define __VKD3D_TEST_UTILS_H +/* Hack for MinGW-w64 headers. + * + * We want to use WIDL C inline wrappers because some methods + * in D3D12 interfaces return aggregate objects. Unfortunately, + * WIDL C inline wrappers are broken when used with MinGW-w64 + * headers because FORCEINLINE expands to extern inline + * which leads to the "multiple storage classes in declaration + * specifiers" compiler error. + */ +#ifdef __MINGW32__ +# include <_mingw.h> +# ifdef __MINGW64_VERSION_MAJOR +# undef __forceinline +# define __forceinline __inline__ __attribute__((__always_inline__,__gnu_inline__)) +# endif +#endif + +#define COBJMACROS +#define WIDL_C_INLINE_WRAPPERS #include <limits.h> #include <stdbool.h> #include <stdint.h>
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Giovanni Mascellani : vkd3d: Propagate a failure in d3d12_descriptor_heap_init().
by Alexandre Julliard
10 Jul '24
10 Jul '24
Module: vkd3d Branch: master Commit: 9ebf779ef0f22285fc3c5ba9f1d22b5a84ddbc90 URL:
https://gitlab.winehq.org/wine/vkd3d/-/commit/9ebf779ef0f22285fc3c5ba9f1d22…
Author: Giovanni Mascellani <gmascellani(a)codeweavers.com> Date: Tue Jul 9 14:53:02 2024 +0200 vkd3d: Propagate a failure in d3d12_descriptor_heap_init(). --- libs/vkd3d/resource.c | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/libs/vkd3d/resource.c b/libs/vkd3d/resource.c index db2d8742..7d7f40c0 100644 --- a/libs/vkd3d/resource.c +++ b/libs/vkd3d/resource.c @@ -4349,7 +4349,11 @@ static HRESULT d3d12_descriptor_heap_init(struct d3d12_descriptor_heap *descript return hr; descriptor_heap->use_vk_heaps = device->use_vk_heaps && (desc->Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE); - d3d12_descriptor_heap_vk_descriptor_sets_init(descriptor_heap, device, desc); + if (FAILED(hr = d3d12_descriptor_heap_vk_descriptor_sets_init(descriptor_heap, device, desc))) + { + vkd3d_private_store_destroy(&descriptor_heap->private_store); + return hr; + } vkd3d_mutex_init(&descriptor_heap->vk_sets_mutex); d3d12_device_add_ref(descriptor_heap->device = device);
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Elizabeth Figura : vkd3d-shader/hlsl: Implement output SV_Coverage.
by Alexandre Julliard
10 Jul '24
10 Jul '24
Module: vkd3d Branch: master Commit: 59f770214a5e040eb9c7b185c03539d8ed229cd8 URL:
https://gitlab.winehq.org/wine/vkd3d/-/commit/59f770214a5e040eb9c7b185c0353…
Author: Elizabeth Figura <zfigura(a)codeweavers.com> Date: Tue Jun 18 23:52:38 2024 -0500 vkd3d-shader/hlsl: Implement output SV_Coverage. --- libs/vkd3d-shader/tpf.c | 2 ++ tests/hlsl/coverage.shader_test | 7 ++++--- tests/hlsl_d3d12.c | 13 ++++++++----- 3 files changed, 14 insertions(+), 8 deletions(-) diff --git a/libs/vkd3d-shader/tpf.c b/libs/vkd3d-shader/tpf.c index 0c4d93dc..a7c37215 100644 --- a/libs/vkd3d-shader/tpf.c +++ b/libs/vkd3d-shader/tpf.c @@ -2762,6 +2762,7 @@ bool hlsl_sm4_register_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_sem {"depth", true, VKD3D_SHADER_TYPE_PIXEL, VKD3DSPR_DEPTHOUT, false}, {"sv_depth", true, VKD3D_SHADER_TYPE_PIXEL, VKD3DSPR_DEPTHOUT, false}, {"sv_target", true, VKD3D_SHADER_TYPE_PIXEL, VKD3DSPR_OUTPUT, true}, + {"sv_coverage", true, VKD3D_SHADER_TYPE_PIXEL, VKD3DSPR_SAMPLEMASK, false}, }; for (i = 0; i < ARRAY_SIZE(register_table); ++i) @@ -2817,6 +2818,7 @@ bool hlsl_sm4_usage_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_semant {"depth", true, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_DEPTH}, {"sv_target", true, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_TARGET}, {"sv_depth", true, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_DEPTH}, + {"sv_coverage", true, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_COVERAGE}, {"sv_position", false, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_UNDEFINED}, {"sv_vertexid", false, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_VERTEX_ID}, diff --git a/tests/hlsl/coverage.shader_test b/tests/hlsl/coverage.shader_test index d75b244f..661af77c 100644 --- a/tests/hlsl/coverage.shader_test +++ b/tests/hlsl/coverage.shader_test @@ -5,7 +5,7 @@ shader model >= 4.1 format r32g32b32a32 float size (2dms, 4, 640, 480) -[pixel shader todo] +[pixel shader] float4 main(out uint sample_mask : SV_Coverage) : SV_Target { sample_mask = 0x5; @@ -13,11 +13,12 @@ float4 main(out uint sample_mask : SV_Coverage) : SV_Target } [test] -todo(sm<6) draw quad +clear rtv 0 0.0 0.0 0.0 0.0 +todo(glsl) draw quad probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5) sample mask 0x0b clear rtv 0 0.0 0.0 0.0 0.0 -todo(sm<6) draw quad +todo(glsl) draw quad probe (0, 0) rgba (0.25, 0.25, 0.25, 0.25) diff --git a/tests/hlsl_d3d12.c b/tests/hlsl_d3d12.c index 1595df86..43b1f0e9 100644 --- a/tests/hlsl_d3d12.c +++ b/tests/hlsl_d3d12.c @@ -2059,12 +2059,14 @@ static void test_signature_reflection(void) "void main(\n" " in float2 a : apple,\n" " out float4 b : sv_target2,\n" - " out float c : sv_depth,\n" + " out uint c : sv_coverage,\n" " in float4 d : position,\n" - " in float4 e : sv_position)\n" + " in float4 e : sv_position,\n" + " out float f : sv_depth)\n" "{\n" " b = d;\n" " c = 0;\n" + " f = 1;\n" "}"; static const D3D12_SIGNATURE_PARAMETER_DESC ps1_inputs[] = @@ -2076,8 +2078,9 @@ static void test_signature_reflection(void) static const D3D12_SIGNATURE_PARAMETER_DESC ps1_outputs[] = { - {"sv_target", 2, 2, D3D_NAME_TARGET, D3D_REGISTER_COMPONENT_FLOAT32, 0xf}, - {"sv_depth", 0, ~0u, D3D_NAME_DEPTH, D3D_REGISTER_COMPONENT_FLOAT32, 0x1, 0xe}, + {"sv_target", 2, 2, D3D_NAME_TARGET, D3D_REGISTER_COMPONENT_FLOAT32, 0xf}, + {"sv_coverage", 0, ~0u, D3D_NAME_COVERAGE, D3D_REGISTER_COMPONENT_UINT32, 0x1, 0xe}, + {"sv_depth", 0, ~0u, D3D_NAME_DEPTH, D3D_REGISTER_COMPONENT_FLOAT32, 0x1, 0xe}, }; static const char ps2_source[] = @@ -2123,7 +2126,7 @@ static void test_signature_reflection(void) {vs1_source, "vs_4_0", true, vs1_inputs, ARRAY_SIZE(vs1_inputs), vs1_outputs, ARRAY_SIZE(vs1_outputs)}, {vs2_source, "vs_4_0", false, vs2_inputs, ARRAY_SIZE(vs2_inputs), vs2_outputs, ARRAY_SIZE(vs2_outputs)}, {vs2_source, "vs_4_0", true, vs2_inputs, ARRAY_SIZE(vs2_inputs), vs2_legacy_outputs, ARRAY_SIZE(vs2_legacy_outputs)}, - {ps1_source, "ps_4_0", false, ps1_inputs, ARRAY_SIZE(ps1_inputs), ps1_outputs, ARRAY_SIZE(ps1_outputs)}, + {ps1_source, "ps_4_1", false, ps1_inputs, ARRAY_SIZE(ps1_inputs), ps1_outputs, ARRAY_SIZE(ps1_outputs)}, {ps2_source, "ps_4_0", true, ps2_inputs, ARRAY_SIZE(ps2_inputs), ps2_outputs, ARRAY_SIZE(ps2_outputs)}, {cs1_source, "cs_5_0", false, NULL, 0, NULL, 0}, };
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Elizabeth Figura : vkd3d-shader/hlsl: Implement the GetRenderTargetSampleCount() intrinsic.
by Alexandre Julliard
10 Jul '24
10 Jul '24
Module: vkd3d Branch: master Commit: 71a3d55e8cc5f7cf9096c0990d4dd5961c8cef7d URL:
https://gitlab.winehq.org/wine/vkd3d/-/commit/71a3d55e8cc5f7cf9096c0990d4dd…
Author: Elizabeth Figura <zfigura(a)codeweavers.com> Date: Mon Jun 10 17:06:54 2024 -0500 vkd3d-shader/hlsl: Implement the GetRenderTargetSampleCount() intrinsic. --- libs/vkd3d-shader/hlsl.c | 1 + libs/vkd3d-shader/hlsl.h | 1 + libs/vkd3d-shader/hlsl.y | 15 +++++++++++++++ libs/vkd3d-shader/tpf.c | 27 +++++++++++++++++++++++++++ tests/hlsl/rt-get-sample-info.shader_test | 4 ++-- 5 files changed, 46 insertions(+), 2 deletions(-) diff --git a/libs/vkd3d-shader/hlsl.c b/libs/vkd3d-shader/hlsl.c index de00aa1b..acf50869 100644 --- a/libs/vkd3d-shader/hlsl.c +++ b/libs/vkd3d-shader/hlsl.c @@ -2793,6 +2793,7 @@ const char *debug_hlsl_expr_op(enum hlsl_ir_expr_op op) static const char *const op_names[] = { [HLSL_OP0_VOID] = "void", + [HLSL_OP0_RASTERIZER_SAMPLE_COUNT] = "GetRenderTargetSampleCount", [HLSL_OP1_ABS] = "abs", [HLSL_OP1_BIT_NOT] = "~", diff --git a/libs/vkd3d-shader/hlsl.h b/libs/vkd3d-shader/hlsl.h index 4262d36c..0f78f0b5 100644 --- a/libs/vkd3d-shader/hlsl.h +++ b/libs/vkd3d-shader/hlsl.h @@ -638,6 +638,7 @@ struct hlsl_ir_switch enum hlsl_ir_expr_op { HLSL_OP0_VOID, + HLSL_OP0_RASTERIZER_SAMPLE_COUNT, HLSL_OP1_ABS, HLSL_OP1_BIT_NOT, diff --git a/libs/vkd3d-shader/hlsl.y b/libs/vkd3d-shader/hlsl.y index 61a98e7a..7b058a65 100644 --- a/libs/vkd3d-shader/hlsl.y +++ b/libs/vkd3d-shader/hlsl.y @@ -4688,6 +4688,20 @@ static bool intrinsic_d3dcolor_to_ubyte4(struct hlsl_ctx *ctx, return true; } +static bool intrinsic_GetRenderTargetSampleCount(struct hlsl_ctx *ctx, + const struct parse_initializer *params, const struct vkd3d_shader_location *loc) +{ + struct hlsl_ir_node *operands[HLSL_MAX_OPERANDS] = {0}; + struct hlsl_ir_node *expr; + + if (!(expr = hlsl_new_expr(ctx, HLSL_OP0_RASTERIZER_SAMPLE_COUNT, + operands, hlsl_get_scalar_type(ctx, HLSL_TYPE_UINT), loc))) + return false; + hlsl_block_add_instr(params->instrs, expr); + + return true; +} + static const struct intrinsic_function { const char *name; @@ -4700,6 +4714,7 @@ intrinsic_functions[] = { /* Note: these entries should be kept in alphabetical order. */ {"D3DCOLORtoUBYTE4", 1, true, intrinsic_d3dcolor_to_ubyte4}, + {"GetRenderTargetSampleCount", 0, true, intrinsic_GetRenderTargetSampleCount}, {"abs", 1, true, intrinsic_abs}, {"acos", 1, true, intrinsic_acos}, {"all", 1, true, intrinsic_all}, diff --git a/libs/vkd3d-shader/tpf.c b/libs/vkd3d-shader/tpf.c index ca7cdfd5..0c4d93dc 100644 --- a/libs/vkd3d-shader/tpf.c +++ b/libs/vkd3d-shader/tpf.c @@ -5042,6 +5042,25 @@ static void write_sm4_store_uav_typed(const struct tpf_writer *tpf, const struct write_sm4_instruction(tpf, &instr); } +static void write_sm4_rasterizer_sample_count(const struct tpf_writer *tpf, const struct hlsl_ir_node *dst) +{ + struct sm4_instruction instr; + + memset(&instr, 0, sizeof(instr)); + instr.opcode = VKD3D_SM4_OP_SAMPLE_INFO; + instr.extra_bits |= VKD3DSI_SAMPLE_INFO_UINT << VKD3D_SM4_INSTRUCTION_FLAGS_SHIFT; + + sm4_dst_from_node(&instr.dsts[0], dst); + instr.dst_count = 1; + + instr.srcs[0].reg.type = VKD3DSPR_RASTERIZER; + instr.srcs[0].reg.dimension = VSIR_DIMENSION_VEC4; + instr.srcs[0].swizzle = VKD3D_SHADER_SWIZZLE(X, X, X, X); + instr.src_count = 1; + + write_sm4_instruction(tpf, &instr); +} + static void write_sm4_expr(const struct tpf_writer *tpf, const struct hlsl_ir_expr *expr) { const struct hlsl_ir_node *arg1 = expr->operands[0].node; @@ -5057,6 +5076,14 @@ static void write_sm4_expr(const struct tpf_writer *tpf, const struct hlsl_ir_ex switch (expr->op) { + case HLSL_OP0_RASTERIZER_SAMPLE_COUNT: + if (tpf->ctx->profile->type == VKD3D_SHADER_TYPE_PIXEL && hlsl_version_ge(tpf->ctx, 4, 1)) + write_sm4_rasterizer_sample_count(tpf, &expr->node); + else + hlsl_error(tpf->ctx, &expr->node.loc, VKD3D_SHADER_ERROR_HLSL_INCOMPATIBLE_PROFILE, + "GetRenderTargetSampleCount() can only be used from a pixel shader using version 4.1 or higher."); + break; + case HLSL_OP1_ABS: switch (dst_type->e.numeric.type) { diff --git a/tests/hlsl/rt-get-sample-info.shader_test b/tests/hlsl/rt-get-sample-info.shader_test index c552f17b..4168e769 100644 --- a/tests/hlsl/rt-get-sample-info.shader_test +++ b/tests/hlsl/rt-get-sample-info.shader_test @@ -6,14 +6,14 @@ shader model >= 4.1 format r32g32b32a32 float size (2dms, 4, 640, 480) -[pixel shader todo] +[pixel shader] float4 main() : sv_target { return float4(GetRenderTargetSampleCount(), 0, 0, 0); } [test] -todo(sm<6) draw quad +todo(glsl) draw quad probe (0, 0) rgba (4.0, 0.0, 0.0, 0.0)
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Elizabeth Figura : tests: Implement multisampling in the GL renderer.
by Alexandre Julliard
10 Jul '24
10 Jul '24
Module: vkd3d Branch: master Commit: a5a75d45d3009faac75801760ee1b333ed975d8e URL:
https://gitlab.winehq.org/wine/vkd3d/-/commit/a5a75d45d3009faac75801760ee1b…
Author: Elizabeth Figura <zfigura(a)codeweavers.com> Date: Tue Jun 18 23:53:53 2024 -0500 tests: Implement multisampling in the GL renderer. --- tests/shader_runner_gl.c | 74 +++++++++++++++++++++++++++++++++++++++--------- 1 file changed, 60 insertions(+), 14 deletions(-) diff --git a/tests/shader_runner_gl.c b/tests/shader_runner_gl.c index 6bdf2207..f0c66e2f 100644 --- a/tests/shader_runner_gl.c +++ b/tests/shader_runner_gl.c @@ -355,6 +355,7 @@ static const struct format_info *get_format_info(enum DXGI_FORMAT format, bool i static bool init_resource_2d(struct gl_resource *resource, const struct resource_params *params) { + GLenum target = params->desc.sample_count > 1 ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D; unsigned int offset, w, h, i; resource->format = get_format_info(params->desc.format, params->is_shadow); @@ -372,11 +373,19 @@ static bool init_resource_2d(struct gl_resource *resource, const struct resource } glGenTextures(1, &resource->id); - glBindTexture(GL_TEXTURE_2D, resource->id); - glTexStorage2D(GL_TEXTURE_2D, params->desc.level_count, - resource->format->internal_format, params->desc.width, params->desc.height); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); + glBindTexture(target, resource->id); + if (params->desc.sample_count > 1) + { + glTexStorage2DMultisample(target, params->desc.sample_count, + resource->format->internal_format, params->desc.width, params->desc.height, GL_FALSE); + } + else + { + glTexStorage2D(target, params->desc.level_count, + resource->format->internal_format, params->desc.width, params->desc.height); + glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); + } if (!params->data) return true; @@ -384,7 +393,7 @@ static bool init_resource_2d(struct gl_resource *resource, const struct resource { w = get_level_dimension(params->desc.width, i); h = get_level_dimension(params->desc.height, i); - glTexSubImage2D(GL_TEXTURE_2D, i, 0, 0, w, h, resource->format->format, + glTexSubImage2D(target, i, 0, 0, w, h, resource->format->format, resource->format->type, params->data + offset); offset += w * h * params->desc.texel_size; } @@ -497,6 +506,7 @@ static bool compile_shader(struct gl_runner *runner, ID3DBlob *blob, struct vkd3 struct vkd3d_shader_scan_combined_resource_sampler_info combined_sampler_info; struct vkd3d_shader_combined_resource_sampler *sampler; struct vkd3d_shader_resource_binding *binding; + struct vkd3d_shader_parameter parameters[1]; unsigned int count, i; char *messages; int ret; @@ -606,6 +616,14 @@ static bool compile_shader(struct gl_runner *runner, ID3DBlob *blob, struct vkd3 interface_info.combined_samplers = runner->combined_samplers; interface_info.combined_sampler_count = runner->combined_sampler_count; + parameters[0].name = VKD3D_SHADER_PARAMETER_NAME_RASTERIZER_SAMPLE_COUNT; + parameters[0].type = VKD3D_SHADER_PARAMETER_TYPE_IMMEDIATE_CONSTANT; + parameters[0].data_type = VKD3D_SHADER_PARAMETER_DATA_TYPE_UINT32; + parameters[0].u.immediate_constant.u.u32 = runner->r.sample_count; + + spirv_info.parameter_count = ARRAY_SIZE(parameters); + spirv_info.parameters = parameters; + ret = vkd3d_shader_compile(&info, out, &messages); if (messages && vkd3d_test_state.debug_level) trace("%s\n", messages); @@ -1053,16 +1071,13 @@ static bool gl_runner_draw(struct shader_runner *r, if (!(resource = shader_runner_get_resource(r, RESOURCE_TYPE_TEXTURE, s->resource_index))) fatal_error("Resource not found.\n"); + glActiveTexture(GL_TEXTURE0 + s->binding.binding); if (resource->desc.dimension == RESOURCE_DIMENSION_BUFFER) - { - glActiveTexture(GL_TEXTURE0 + s->binding.binding); glBindTexture(GL_TEXTURE_BUFFER, gl_resource(resource)->tbo_id); - } + else if (resource->desc.sample_count > 1) + glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, gl_resource(resource)->id); else - { - glActiveTexture(GL_TEXTURE0 + s->binding.binding); glBindTexture(GL_TEXTURE_2D, gl_resource(resource)->id); - } if (s->sampler_index == VKD3D_SHADER_DUMMY_SAMPLER_INDEX) continue; @@ -1127,8 +1142,8 @@ static bool gl_runner_draw(struct shader_runner *r, } } - /* TODO: sample count and mask. */ - + glEnable(GL_SAMPLE_MASK); + glSampleMaski(0, runner->r.sample_mask); glViewport(0, 0, RENDER_TARGET_WIDTH, RENDER_TARGET_HEIGHT); glScissor(0, 0, RENDER_TARGET_WIDTH, RENDER_TARGET_HEIGHT); glDrawBuffers(rt_count, draw_buffers); @@ -1191,6 +1206,7 @@ struct gl_resource_readback static struct resource_readback *gl_runner_get_resource_readback(struct shader_runner *r, struct resource *res) { struct gl_resource *resource = gl_resource(res); + struct gl_runner *runner = gl_runner(r); struct resource_readback *rb; if (resource->r.desc.type != RESOURCE_TYPE_RENDER_TARGET && resource->r.desc.type != RESOURCE_TYPE_DEPTH_STENCIL @@ -1211,6 +1227,36 @@ static struct resource_readback *gl_runner_get_resource_readback(struct shader_r glBindBuffer(GL_TEXTURE_BUFFER, resource->id); glGetBufferSubData(GL_TEXTURE_BUFFER, 0, rb->row_pitch * rb->height, rb->data); } + else if (resource->r.desc.sample_count > 1) + { + GLuint src_fbo, dst_fbo; + GLuint resolved; + + glGenTextures(1, &resolved); + glBindTexture(GL_TEXTURE_2D, resolved); + glTexStorage2D(GL_TEXTURE_2D, resource->r.desc.level_count, + resource->format->internal_format, resource->r.desc.width, resource->r.desc.height); + + glGenFramebuffers(1, &src_fbo); + glGenFramebuffers(1, &dst_fbo); + + glBindFramebuffer(GL_READ_FRAMEBUFFER, src_fbo); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dst_fbo); + + glFramebufferTexture(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, resource->id, 0); + glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, resolved, 0); + + glBlitFramebuffer(0, 0, resource->r.desc.width, resource->r.desc.height, + 0, 0, resource->r.desc.width, resource->r.desc.height, GL_COLOR_BUFFER_BIT, GL_NEAREST); + + glBindFramebuffer(GL_FRAMEBUFFER, runner->fbo_id); + glDeleteFramebuffers(1, &src_fbo); + glDeleteFramebuffers(1, &dst_fbo); + + glGetTexImage(GL_TEXTURE_2D, 0, resource->format->format, resource->format->type, rb->data); + + glDeleteTextures(1, &resolved); + } else { glBindTexture(GL_TEXTURE_2D, resource->id);
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Elizabeth Figura : tests: Implement multisampling in the Vulkan renderer.
by Alexandre Julliard
10 Jul '24
10 Jul '24
Module: vkd3d Branch: master Commit: 737967604ea9d38421eba1c099e8cef895745769 URL:
https://gitlab.winehq.org/wine/vkd3d/-/commit/737967604ea9d38421eba1c099e8c…
Author: Elizabeth Figura <zfigura(a)codeweavers.com> Date: Tue Jun 18 23:53:49 2024 -0500 tests: Implement multisampling in the Vulkan renderer. --- tests/shader_runner.c | 18 ++++++++++ tests/shader_runner.h | 2 ++ tests/shader_runner_vulkan.c | 79 +++++++++++++++++++++++++++++++++++--------- tests/vulkan_procs.h | 1 + 4 files changed, 84 insertions(+), 16 deletions(-)
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Elizabeth Figura : tests/shader_runner: Factor out a resource_desc structure.
by Alexandre Julliard
10 Jul '24
10 Jul '24
Module: vkd3d Branch: master Commit: fe21318b5f9b1a444d5e41c3614bbdf91386f2ec URL:
https://gitlab.winehq.org/wine/vkd3d/-/commit/fe21318b5f9b1a444d5e41c3614bb…
Author: Elizabeth Figura <zfigura(a)codeweavers.com> Date: Mon Jun 17 16:01:04 2024 -0500 tests/shader_runner: Factor out a resource_desc structure. --- tests/shader_runner.c | 152 +++++++++++++++++++++---------------------- tests/shader_runner.h | 26 ++++---- tests/shader_runner_d3d11.c | 93 +++++++++++++------------- tests/shader_runner_d3d12.c | 124 +++++++++++++++++------------------ tests/shader_runner_d3d9.c | 34 +++++----- tests/shader_runner_gl.c | 96 +++++++++++++-------------- tests/shader_runner_vulkan.c | 94 +++++++++++++------------- 7 files changed, 308 insertions(+), 311 deletions(-)
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Elizabeth Figura : tests/shader_runner: Use resource->width instead of resource->size for buffer width.
by Alexandre Julliard
10 Jul '24
10 Jul '24
Module: vkd3d Branch: master Commit: fa570ee1f377c5a7d2fcbf383f8d549075117081 URL:
https://gitlab.winehq.org/wine/vkd3d/-/commit/fa570ee1f377c5a7d2fcbf383f8d5…
Author: Elizabeth Figura <zfigura(a)codeweavers.com> Date: Mon Jun 17 15:39:38 2024 -0500 tests/shader_runner: Use resource->width instead of resource->size for buffer width. --- tests/shader_runner.c | 5 ++++- tests/shader_runner.h | 1 - tests/shader_runner_d3d12.c | 2 +- 3 files changed, 5 insertions(+), 3 deletions(-) diff --git a/tests/shader_runner.c b/tests/shader_runner.c index 91714ab1..cfa0e2a2 100644 --- a/tests/shader_runner.c +++ b/tests/shader_runner.c @@ -622,7 +622,6 @@ void init_resource(struct resource *resource, const struct resource_params *para resource->dimension = params->dimension; resource->slot = params->slot; resource->format = params->format; - resource->size = params->data_size; resource->texel_size = params->texel_size; resource->width = params->width; resource->height = params->height; @@ -934,6 +933,7 @@ static void parse_test_directive(struct shader_runner *runner, const char *line) params.slot = 0; params.type = RESOURCE_TYPE_VERTEX_BUFFER; params.dimension = RESOURCE_DIMENSION_BUFFER; + params.width = sizeof(quad); params.data = malloc(sizeof(quad)); memcpy(params.data, quad, sizeof(quad)); params.data_size = sizeof(quad); @@ -1671,6 +1671,9 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c break; case STATE_RESOURCE: + if (current_resource.type == RESOURCE_TYPE_VERTEX_BUFFER) + current_resource.width = current_resource.data_size; + /* Not every backend supports every resource type * (specifically, D3D9 doesn't support UAVs and * textures with data type other than float). */ diff --git a/tests/shader_runner.h b/tests/shader_runner.h index 91a499ed..a059dacc 100644 --- a/tests/shader_runner.h +++ b/tests/shader_runner.h @@ -111,7 +111,6 @@ struct resource enum resource_dimension dimension; DXGI_FORMAT format; - unsigned int size; unsigned int texel_size; unsigned int width, height; unsigned int sample_count; diff --git a/tests/shader_runner_d3d12.c b/tests/shader_runner_d3d12.c index 126db6d7..0ec5e855 100644 --- a/tests/shader_runner_d3d12.c +++ b/tests/shader_runner_d3d12.c @@ -701,7 +701,7 @@ static bool d3d12_runner_draw(struct shader_runner *r, case RESOURCE_TYPE_VERTEX_BUFFER: vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(resource->resource); vbv.StrideInBytes = get_vb_stride(&runner->r, resource->r.slot); - vbv.SizeInBytes = resource->r.size; + vbv.SizeInBytes = resource->r.width; ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, resource->r.slot, 1, &vbv); break;
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Victor Chiletto : tests/hlsl: Test loop unrolling edge cases.
by Alexandre Julliard
10 Jul '24
10 Jul '24
Module: vkd3d Branch: master Commit: 76ae871f5bdddddea98a006ba58111f270d9b259 URL:
https://gitlab.winehq.org/wine/vkd3d/-/commit/76ae871f5bdddddea98a006ba5811…
Author: Victor Chiletto <vchiletto(a)codeweavers.com> Date: Fri May 17 18:35:50 2024 -0300 tests/hlsl: Test loop unrolling edge cases. --- Makefile.am | 1 + tests/hlsl/unroll.shader_test | 65 +++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 66 insertions(+) diff --git a/Makefile.am b/Makefile.am index 1d418845..2b655fa4 100644 --- a/Makefile.am +++ b/Makefile.am @@ -241,6 +241,7 @@ vkd3d_shader_tests = \ tests/hlsl/unsigned.shader_test \ tests/hlsl/uniform-parameters.shader_test \ tests/hlsl/uniform-semantics.shader_test \ + tests/hlsl/unroll.shader_test \ tests/hlsl/vector-indexing-uniform.shader_test \ tests/hlsl/vector-indexing.shader_test \ tests/hlsl/vertex-shader-ops.shader_test \ diff --git a/tests/hlsl/unroll.shader_test b/tests/hlsl/unroll.shader_test new file mode 100644 index 00000000..36bee0f8 --- /dev/null +++ b/tests/hlsl/unroll.shader_test @@ -0,0 +1,65 @@ +% Unrolling edge cases. + +[pixel shader todo(sm<4)] +float a : register(c0); + +float4 main() : sv_target +{ + int i; + if (a > 0) + { + [unroll] + for (i = 0; i < 10; ++i); + + return float4(i, a, 2.0, 3.0); + } + + return float4(0.0, a, 3.0, 4.0); +} + +[test] +uniform 0 float 1 +todo(glsl|sm<4) draw quad +probe (0,0) rgba(10.0, 1.0, 2.0, 3.0) + +[pixel shader] +float4 main() : sv_target +{ + int i; + [unroll(4)] + for (i = 0; i < 8; ++i); + + return float4(i, 0, 0, 0); +} + +[test] +todo(glsl) draw quad +probe (0,0) rgba(4.0, 0.0, 0.0, 0.0) + +[pixel shader fail(sm<6)] +float4 main() : sv_target +{ + int i; + [unroll] + for (i = 0; i < 1024; ++i); + + return float4(i, 0, 0, 0); +} + +[test] +todo(glsl) draw quad +probe (0,0) rgba(1024.0, 0, 0, 0) + +[pixel shader] +float4 main() : sv_target +{ + int i; + [unroll(1337)] + for (i = 0; i < 1337; ++i); + + return float4(i, 0, 0, 0); +} + +[test] +todo(glsl) draw quad +probe (0,0) rgba(1337.0, 0, 0, 0)
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Victor Chiletto : vkd3d-shader/hlsl: Implement loop unrolling.
by Alexandre Julliard
10 Jul '24
10 Jul '24
Module: vkd3d Branch: master Commit: 2034a8bab9acbf3e80d35d597d1565ade3f68077 URL:
https://gitlab.winehq.org/wine/vkd3d/-/commit/2034a8bab9acbf3e80d35d597d156…
Author: Victor Chiletto <vchiletto(a)codeweavers.com> Date: Thu Apr 11 11:11:14 2024 -0300 vkd3d-shader/hlsl: Implement loop unrolling. Based on a patch by Nikolay Sivov. Co-authored-by: Nikolay Sivov <nsivov(a)codeweavers.com> --- libs/vkd3d-shader/hlsl_codegen.c | 217 +++++++++++++++++++++++++++++++ libs/vkd3d-shader/vkd3d_shader_private.h | 1 + tests/hlsl/for.shader_test | 8 +- tests/hlsl/function-return.shader_test | 4 +- tests/hlsl/loop.shader_test | 16 +-- tests/hlsl/return.shader_test | 4 +- tests/hlsl/texture-load.shader_test | 4 +- 7 files changed, 236 insertions(+), 18 deletions(-)
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