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Start a n
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ew thread
v4l patches feedback?
by Damjan Jovanovic
26 Apr '19
26 Apr '19
Hi Can I please have some feedback on:
https://source.winehq.org/patches/data/163594
https://source.winehq.org/patches/data/163460
https://source.winehq.org/patches/data/163461
Thank you Damjan
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[PATCH vkd3d 5/9] vkd3d-shader: Add support for specialization constants.
by Józef Kucia
26 Apr '19
26 Apr '19
From: Józef Kucia <jkucia(a)codeweavers.com> Allows reusing the same SPIR-V binary with different shader parameters. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> --- libs/vkd3d-shader/spirv.c | 35 ++++++++++++++++++++++++++++++++--- 1 file changed, 32 insertions(+), 3 deletions(-) diff --git a/libs/vkd3d-shader/spirv.c b/libs/vkd3d-shader/spirv.c index 81830e383e13..1ab005f6ea74 100644 --- a/libs/vkd3d-shader/spirv.c +++ b/libs/vkd3d-shader/spirv.c @@ -1062,6 +1062,13 @
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@ static uint32_t vkd3d_spirv_get_op_constant_composite(struct vkd3d_spirv_builder constituents, constituent_count, vkd3d_spirv_build_op_constant_composite); } +static uint32_t vkd3d_spirv_build_op_spec_constant(struct vkd3d_spirv_builder *builder, + uint32_t result_type, uint32_t value) +{ + return vkd3d_spirv_build_op_tr1(builder, &builder->global_stream, + SpvOpSpecConstant, result_type, value); +} + static uint32_t vkd3d_spirv_build_op_variable(struct vkd3d_spirv_builder *builder, struct vkd3d_spirv_stream *stream, uint32_t type_id, uint32_t storage_class, uint32_t initializer) { @@ -2492,12 +2499,25 @@ static const struct vkd3d_shader_parameter *vkd3d_dxbc_compiler_get_shader_param return NULL; } +static uint32_t vkd3d_shader_get_default_spec_constant_value(enum vkd3d_shader_parameter_name name) +{ + switch (name) + { + case VKD3D_SHADER_PARAMETER_NAME_RASTERIZER_SAMPLE_COUNT: + return 1; + + default: + FIXME("Unhandled parameter name %#x.\n", name); + return 0; + } +} + static uint32_t vkd3d_dxbc_compiler_emit_uint_shader_parameter(struct vkd3d_dxbc_compiler *compiler, enum vkd3d_shader_parameter_name name) { struct vkd3d_spirv_builder *builder = &compiler->spirv_builder; const struct vkd3d_shader_parameter *parameter; - uint32_t id; + uint32_t type_id, id; if (!(parameter = vkd3d_dxbc_compiler_get_shader_parameter(compiler, name))) { @@ -2509,12 +2529,21 @@ static uint32_t vkd3d_dxbc_compiler_emit_uint_shader_parameter(struct vkd3d_dxbc { return vkd3d_dxbc_compiler_get_constant_uint(compiler, parameter->u.immediate_constant.u.u32); } + else if (parameter->type == VKD3D_SHADER_PARAMETER_TYPE_SPECIALIZATION_CONSTANT) + { + type_id = vkd3d_spirv_get_type_id(builder, VKD3D_TYPE_UINT, 1); + id = vkd3d_spirv_build_op_spec_constant(builder, + type_id, vkd3d_shader_get_default_spec_constant_value(name)); + vkd3d_spirv_build_op_decorate1(builder, + id, SpvDecorationSpecId, parameter->u.specialization_constant.id); + return id; + } FIXME("Unhandled parameter type %#x.\n", parameter->type); fail: - id = vkd3d_spirv_get_type_id(builder, VKD3D_TYPE_UINT, 1); - return vkd3d_spirv_build_op_undef(builder, &builder->global_stream, id); + type_id = vkd3d_spirv_get_type_id(builder, VKD3D_TYPE_UINT, 1); + return vkd3d_spirv_build_op_undef(builder, &builder->global_stream, type_id); } static uint32_t vkd3d_dxbc_compiler_emit_construct_vector(struct vkd3d_dxbc_compiler *compiler, -- 2.21.0
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[PATCH vkd3d 6/9] vkd3d-shader: Use specialization constants by default for shader parameters.
by Józef Kucia
26 Apr '19
26 Apr '19
From: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> --- libs/vkd3d-shader/spirv.c | 94 ++++++++++++++++++++++++++++----------- 1 file changed, 69 insertions(+), 25 deletions(-) diff --git a/libs/vkd3d-shader/spirv.c b/libs/vkd3d-shader/spirv.c index 1ab005f6ea74..aa3351b4d95f 100644 --- a/libs/vkd3d-shader/spirv.c +++ b/libs/vkd3d-shader/spirv.c @@ -2012,6 +2012,8 @@ struct vkd3d_dxbc_compiler uint32_t
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private_output_variable_write_mask[MAX_REG_OUTPUT + 1]; /* 1 entry for oDepth */ uint32_t epilogue_function_id; + uint32_t current_spec_constant_id; + uint32_t binding_idx; const struct vkd3d_shader_scan_info *scan_info; @@ -2499,51 +2501,93 @@ static const struct vkd3d_shader_parameter *vkd3d_dxbc_compiler_get_shader_param return NULL; } -static uint32_t vkd3d_shader_get_default_spec_constant_value(enum vkd3d_shader_parameter_name name) +static const struct vkd3d_spec_constant_info +{ + enum vkd3d_shader_parameter_name name; + uint32_t default_value; + const char *debug_name; +} +vkd3d_shader_parameters[] = +{ + {VKD3D_SHADER_PARAMETER_NAME_RASTERIZER_SAMPLE_COUNT, 1, "sample_count"}, +}; + +static const struct vkd3d_spec_constant_info *get_spec_constant_info(enum vkd3d_shader_parameter_name name) { - switch (name) + unsigned int i; + + for (i = 0; i < ARRAY_SIZE(vkd3d_shader_parameters); ++i) { - case VKD3D_SHADER_PARAMETER_NAME_RASTERIZER_SAMPLE_COUNT: - return 1; + if (vkd3d_shader_parameters[i].name == name) + return &vkd3d_shader_parameters[i]; + } - default: - FIXME("Unhandled parameter name %#x.\n", name); - return 0; + FIXME("Unhandled parameter name %#x.\n", name); + return NULL; +} + +static uint32_t vkd3d_dxbc_compiler_alloc_spec_constant_id(struct vkd3d_dxbc_compiler *compiler) +{ + if (!compiler->current_spec_constant_id && compiler->compile_args) + { + const struct vkd3d_shader_compile_arguments *compile_args = compiler->compile_args; + unsigned int i, id; + + for (i = 0, id = 0; i < compile_args->parameter_count; ++i) + { + const struct vkd3d_shader_parameter *current = &compile_args->parameters[i]; + + if (current->type == VKD3D_SHADER_PARAMETER_TYPE_SPECIALIZATION_CONSTANT) + id = max(current->u.specialization_constant.id, id); + } + + compiler->current_spec_constant_id = id + 1; } + + return compiler->current_spec_constant_id++; +} + +static uint32_t vkd3d_dxbc_compiler_emit_spec_constant(struct vkd3d_dxbc_compiler *compiler, + enum vkd3d_shader_parameter_name name, uint32_t spec_id) +{ + struct vkd3d_spirv_builder *builder = &compiler->spirv_builder; + const struct vkd3d_spec_constant_info *info; + uint32_t type_id, id, default_value; + + info = get_spec_constant_info(name); + default_value = info ? info->default_value : 0; + + type_id = vkd3d_spirv_get_type_id(builder, VKD3D_TYPE_UINT, 1); + id = vkd3d_spirv_build_op_spec_constant(builder, type_id, default_value); + vkd3d_spirv_build_op_decorate1(builder, id, SpvDecorationSpecId, spec_id); + + if (info) + vkd3d_spirv_build_op_name(builder, id, "%s", info->debug_name); + + return id; } static uint32_t vkd3d_dxbc_compiler_emit_uint_shader_parameter(struct vkd3d_dxbc_compiler *compiler, enum vkd3d_shader_parameter_name name) { - struct vkd3d_spirv_builder *builder = &compiler->spirv_builder; const struct vkd3d_shader_parameter *parameter; - uint32_t type_id, id; if (!(parameter = vkd3d_dxbc_compiler_get_shader_parameter(compiler, name))) { - FIXME("Unresolved shader parameter %#x.\n", name); - goto fail; + WARN("Unresolved shader parameter %#x.\n", name); + goto default_parameter; } if (parameter->type == VKD3D_SHADER_PARAMETER_TYPE_IMMEDIATE_CONSTANT) - { return vkd3d_dxbc_compiler_get_constant_uint(compiler, parameter->u.immediate_constant.u.u32); - } - else if (parameter->type == VKD3D_SHADER_PARAMETER_TYPE_SPECIALIZATION_CONSTANT) - { - type_id = vkd3d_spirv_get_type_id(builder, VKD3D_TYPE_UINT, 1); - id = vkd3d_spirv_build_op_spec_constant(builder, - type_id, vkd3d_shader_get_default_spec_constant_value(name)); - vkd3d_spirv_build_op_decorate1(builder, - id, SpvDecorationSpecId, parameter->u.specialization_constant.id); - return id; - } + if (parameter->type == VKD3D_SHADER_PARAMETER_TYPE_SPECIALIZATION_CONSTANT) + return vkd3d_dxbc_compiler_emit_spec_constant(compiler, name, parameter->u.specialization_constant.id); FIXME("Unhandled parameter type %#x.\n", parameter->type); -fail: - type_id = vkd3d_spirv_get_type_id(builder, VKD3D_TYPE_UINT, 1); - return vkd3d_spirv_build_op_undef(builder, &builder->global_stream, type_id); +default_parameter: + return vkd3d_dxbc_compiler_emit_spec_constant(compiler, + name, vkd3d_dxbc_compiler_alloc_spec_constant_id(compiler)); } static uint32_t vkd3d_dxbc_compiler_emit_construct_vector(struct vkd3d_dxbc_compiler *compiler, -- 2.21.0
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[PATCH vkd3d 8/9] vkd3d: Pass sample count to shader compiler.
by Józef Kucia
26 Apr '19
26 Apr '19
From: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> --- libs/vkd3d/state.c | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/libs/vkd3d/state.c b/libs/vkd3d/state.c index a6b5fdd0ede5..edf3399b1aa8 100644 --- a/libs/vkd3d/state.c +++ b/libs/vkd3d/state.c @@ -1878,6 +1878,7 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s uint32_t instance_divisors[
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D3D12_VS_INPUT_REGISTER_COUNT]; uint32_t aligned_offsets[D3D12_VS_INPUT_REGISTER_COUNT]; struct vkd3d_shader_compile_arguments ps_compile_args; + struct vkd3d_shader_parameter ps_shader_parameters[1]; struct vkd3d_shader_transform_feedback_info xfb_info; struct vkd3d_shader_interface_info shader_interface; const struct d3d12_root_signature *root_signature; @@ -2071,11 +2072,16 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s } graphics->attachment_count = graphics->rt_idx + rt_count; + ps_shader_parameters[0].name = VKD3D_SHADER_PARAMETER_NAME_RASTERIZER_SAMPLE_COUNT; + ps_shader_parameters[0].type = VKD3D_SHADER_PARAMETER_TYPE_IMMEDIATE_CONSTANT; + ps_shader_parameters[0].data_type = VKD3D_SHADER_PARAMETER_DATA_TYPE_UINT32; + ps_shader_parameters[0].u.immediate_constant.u.u32 = sample_count; + ps_compile_args.type = VKD3D_SHADER_STRUCTURE_TYPE_COMPILE_ARGUMENTS; ps_compile_args.next = NULL; ps_compile_args.target = VKD3D_SHADER_TARGET_SPIRV_VULKAN_1_0; - ps_compile_args.parameter_count = 0; - ps_compile_args.parameters = NULL; + ps_compile_args.parameter_count = ARRAY_SIZE(ps_shader_parameters); + ps_compile_args.parameters = ps_shader_parameters; ps_compile_args.dual_source_blending = is_dual_source_blending(&desc->BlendState.RenderTarget[0]); ps_compile_args.output_swizzles = ps_output_swizzle; ps_compile_args.output_swizzle_count = rt_count; -- 2.21.0
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[PATCH vkd3d 9/9] tests: Add test for GetRenderTargetSampleCount().
by Józef Kucia
26 Apr '19
26 Apr '19
From: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> --- tests/d3d12.c | 62 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 62 insertions(+) diff --git a/tests/d3d12.c b/tests/d3d12.c index 43dd8accff5c..5f2e6b1da365 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -27546,6 +27546,67 @@ static void test_coverage(void) destroy_test_context(&context); } +static void
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test_shader_get_render_target_sample_count(void) +{ + D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; + ID3D12GraphicsCommandList *command_list; + struct test_context_desc desc; + struct test_context context; + ID3D12CommandQueue *queue; + HRESULT hr; + + static const float black[4]; + static const DWORD ps_code[] = + { +#if 0 + float4 main() : SV_Target + { + return GetRenderTargetSampleCount(); + } + +#endif + 0x43425844, 0x74404d37, 0xad6f88e4, 0xb006ea57, 0xf07d9e2a, 0x00000001, 0x000000a4, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x0000002c, 0x00000050, 0x0000000b, + 0x0100086a, 0x03000065, 0x001020f2, 0x00000000, 0x0400006f, 0x001020f2, 0x00000000, 0x0000e00a, + 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; + static const struct vec4 sample_count = {8.0f, 8.0f, 8.0f, 8.0f}; + + memset(&desc, 0, sizeof(desc)); + desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT; + desc.sample_desc.Count = 8; + desc.no_pipeline = true; + if (!init_test_context(&context, &desc)) + return; + command_list = context.list; + queue = context.queue; + + init_pipeline_state_desc(&pso_desc, context.root_signature, + context.render_target_desc.Format, NULL, &ps, NULL); + pso_desc.SampleDesc.Count = desc.sample_desc.Count; + hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, + &IID_ID3D12PipelineState, (void **)&context.pipeline_state); + ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr); + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, black, 0, NULL); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE); + check_sub_resource_vec4(context.render_target, 0, queue, command_list, &sample_count, 0); + + destroy_test_context(&context); +} + static void test_shader_eval_attribute(void) { D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; @@ -28561,6 +28622,7 @@ START_TEST(d3d12) run_test(test_multisample_rendering); run_test(test_sample_mask); run_test(test_coverage); + run_test(test_shader_get_render_target_sample_count); run_test(test_shader_eval_attribute); run_test(test_primitive_restart); run_test(test_vertex_shader_stream_output); -- 2.21.0
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[PATCH vkd3d 7/9] vkd3d-shader: Make sure that specialization constants are emitted once.
by Józef Kucia
26 Apr '19
26 Apr '19
From: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> --- libs/vkd3d-shader/spirv.c | 50 +++++++++++++++++++++++++++++++++------ 1 file changed, 43 insertions(+), 7 deletions(-) diff --git a/libs/vkd3d-shader/spirv.c b/libs/vkd3d-shader/spirv.c index aa3351b4d95f..6332ef50394b 100644 --- a/libs/vkd3d-shader/spirv.c +++ b/libs/vkd3d-shader/spirv.c @@ -1967,6 +1967,12 @@ struct vkd3d_shader_phase size_t function_location; }; +
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struct vkd3d_shader_spec_constant +{ + enum vkd3d_shader_parameter_name name; + uint32_t id; +}; + struct vkd3d_hull_shader_variables { uint32_t tess_level_outer_id; @@ -2012,8 +2018,6 @@ struct vkd3d_dxbc_compiler uint32_t private_output_variable_write_mask[MAX_REG_OUTPUT + 1]; /* 1 entry for oDepth */ uint32_t epilogue_function_id; - uint32_t current_spec_constant_id; - uint32_t binding_idx; const struct vkd3d_shader_scan_info *scan_info; @@ -2023,6 +2027,11 @@ struct vkd3d_dxbc_compiler unsigned int shader_phase_count; struct vkd3d_shader_phase *shader_phases; size_t shader_phases_size; + + uint32_t current_spec_constant_id; + unsigned int spec_constant_count; + struct vkd3d_shader_spec_constant *spec_constants; + size_t spec_constants_size; }; static bool is_control_point_phase(const struct vkd3d_shader_phase *phase) @@ -2564,13 +2573,39 @@ static uint32_t vkd3d_dxbc_compiler_emit_spec_constant(struct vkd3d_dxbc_compile if (info) vkd3d_spirv_build_op_name(builder, id, "%s", info->debug_name); + if (vkd3d_array_reserve((void **)&compiler->spec_constants, &compiler->spec_constants_size, + compiler->spec_constant_count + 1, sizeof(*compiler->spec_constants))) + { + struct vkd3d_shader_spec_constant *constant = &compiler->spec_constants[compiler->spec_constant_count++]; + constant->name = name; + constant->id = id; + } + return id; } +static uint32_t vkd3d_dxbc_compiler_get_spec_constant(struct vkd3d_dxbc_compiler *compiler, + enum vkd3d_shader_parameter_name name, uint32_t spec_id) +{ + unsigned int i; + + for (i = 0; i < compiler->spec_constant_count; ++i) + { + if (compiler->spec_constants[i].name == name) + return compiler->spec_constants[i].id; + } + + if (!spec_id) + spec_id = vkd3d_dxbc_compiler_alloc_spec_constant_id(compiler); + + return vkd3d_dxbc_compiler_emit_spec_constant(compiler, name, spec_id); +} + static uint32_t vkd3d_dxbc_compiler_emit_uint_shader_parameter(struct vkd3d_dxbc_compiler *compiler, enum vkd3d_shader_parameter_name name) { const struct vkd3d_shader_parameter *parameter; + uint32_t spec_constant_id = 0; if (!(parameter = vkd3d_dxbc_compiler_get_shader_parameter(compiler, name))) { @@ -2580,14 +2615,14 @@ static uint32_t vkd3d_dxbc_compiler_emit_uint_shader_parameter(struct vkd3d_dxbc if (parameter->type == VKD3D_SHADER_PARAMETER_TYPE_IMMEDIATE_CONSTANT) return vkd3d_dxbc_compiler_get_constant_uint(compiler, parameter->u.immediate_constant.u.u32); - if (parameter->type == VKD3D_SHADER_PARAMETER_TYPE_SPECIALIZATION_CONSTANT) - return vkd3d_dxbc_compiler_emit_spec_constant(compiler, name, parameter->u.specialization_constant.id); - FIXME("Unhandled parameter type %#x.\n", parameter->type); + if (parameter->type == VKD3D_SHADER_PARAMETER_TYPE_SPECIALIZATION_CONSTANT) + spec_constant_id = parameter->u.specialization_constant.id; + else + FIXME("Unhandled parameter type %#x.\n", parameter->type); default_parameter: - return vkd3d_dxbc_compiler_emit_spec_constant(compiler, - name, vkd3d_dxbc_compiler_alloc_spec_constant_id(compiler)); + return vkd3d_dxbc_compiler_get_spec_constant(compiler, name, spec_constant_id); } static uint32_t vkd3d_dxbc_compiler_emit_construct_vector(struct vkd3d_dxbc_compiler *compiler, @@ -8265,6 +8300,7 @@ void vkd3d_dxbc_compiler_destroy(struct vkd3d_dxbc_compiler *compiler) rb_destroy(&compiler->symbol_table, vkd3d_symbol_free, NULL); vkd3d_free(compiler->shader_phases); + vkd3d_free(compiler->spec_constants); vkd3d_free(compiler); } -- 2.21.0
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[PATCH vkd3d 4/9] vkd3d-shader: Implement sampleinfo for rasterizer.
by Józef Kucia
26 Apr '19
26 Apr '19
From: Józef Kucia <jkucia(a)codeweavers.com> Also adds initial infrastructure for more flexible shader parameters. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> --- include/vkd3d_shader.h | 48 +++++++++++++++++++++++++++++++++ libs/vkd3d-shader/spirv.c | 57 ++++++++++++++++++++++++++++++++++----- libs/vkd3d/state.c | 2 ++ 3 files changed, 100 insertions(+), 7 deletions(-) diff --git a/include/vkd3d_shader.h b/include/vkd3d_shader.h index cfb026348d05..
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28c32746491f 100644 --- a/include/vkd3d_shader.h +++ b/include/vkd3d_shader.h @@ -90,6 +90,50 @@ enum vkd3d_shader_binding_flag VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_BINDING_FLAG), }; +enum vkd3d_shader_parameter_type +{ + VKD3D_SHADER_PARAMETER_TYPE_UNKNOWN, + VKD3D_SHADER_PARAMETER_TYPE_IMMEDIATE_CONSTANT, + VKD3D_SHADER_PARAMETER_TYPE_SPECIALIZATION_CONSTANT, +}; + +enum vkd3d_shader_parameter_data_type +{ + VKD3D_SHADER_PARAMETER_DATA_TYPE_UNKNOWN, + VKD3D_SHADER_PARAMETER_DATA_TYPE_UINT32, +}; + +enum vkd3d_shader_parameter_name +{ + VKD3D_SHADER_PARAMETER_NAME_UNKNOWN, + VKD3D_SHADER_PARAMETER_NAME_RASTERIZER_SAMPLE_COUNT, +}; + +struct vkd3d_shader_parameter_immediate_constant +{ + union + { + uint32_t u32; + } u; +}; + +struct vkd3d_shader_parameter_specialization_constant +{ + uint32_t id; +}; + +struct vkd3d_shader_parameter +{ + enum vkd3d_shader_parameter_name name; + enum vkd3d_shader_parameter_type type; + enum vkd3d_shader_parameter_data_type data_type; + union + { + struct vkd3d_shader_parameter_immediate_constant immediate_constant; + struct vkd3d_shader_parameter_specialization_constant specialization_constant; + } u; +}; + struct vkd3d_shader_resource_binding { enum vkd3d_shader_descriptor_type type; @@ -185,6 +229,10 @@ struct vkd3d_shader_compile_arguments const void *next; enum vkd3d_shader_target target; + + unsigned int parameter_count; + struct vkd3d_shader_parameter *parameters; + bool dual_source_blending; const unsigned int *output_swizzles; unsigned int output_swizzle_count; diff --git a/libs/vkd3d-shader/spirv.c b/libs/vkd3d-shader/spirv.c index 738fcc94bfaf..81830e383e13 100644 --- a/libs/vkd3d-shader/spirv.c +++ b/libs/vkd3d-shader/spirv.c @@ -2477,6 +2477,46 @@ static uint32_t vkd3d_dxbc_compiler_emit_array_variable(struct vkd3d_dxbc_compil return vkd3d_spirv_build_op_variable(builder, stream, ptr_type_id, storage_class, 0); } +static const struct vkd3d_shader_parameter *vkd3d_dxbc_compiler_get_shader_parameter( + struct vkd3d_dxbc_compiler *compiler, enum vkd3d_shader_parameter_name name) +{ + const struct vkd3d_shader_compile_arguments *compile_args = compiler->compile_args; + unsigned int i; + + for (i = 0; compile_args && i < compile_args->parameter_count; ++i) + { + if (compile_args->parameters[i].name == name) + return &compile_args->parameters[i]; + } + + return NULL; +} + +static uint32_t vkd3d_dxbc_compiler_emit_uint_shader_parameter(struct vkd3d_dxbc_compiler *compiler, + enum vkd3d_shader_parameter_name name) +{ + struct vkd3d_spirv_builder *builder = &compiler->spirv_builder; + const struct vkd3d_shader_parameter *parameter; + uint32_t id; + + if (!(parameter = vkd3d_dxbc_compiler_get_shader_parameter(compiler, name))) + { + FIXME("Unresolved shader parameter %#x.\n", name); + goto fail; + } + + if (parameter->type == VKD3D_SHADER_PARAMETER_TYPE_IMMEDIATE_CONSTANT) + { + return vkd3d_dxbc_compiler_get_constant_uint(compiler, parameter->u.immediate_constant.u.u32); + } + + FIXME("Unhandled parameter type %#x.\n", parameter->type); + +fail: + id = vkd3d_spirv_get_type_id(builder, VKD3D_TYPE_UINT, 1); + return vkd3d_spirv_build_op_undef(builder, &builder->global_stream, id); +} + static uint32_t vkd3d_dxbc_compiler_emit_construct_vector(struct vkd3d_dxbc_compiler *compiler, enum vkd3d_component_type component_type, unsigned int component_count, uint32_t val_id, unsigned int val_component_idx, unsigned int val_component_count) @@ -7563,21 +7603,24 @@ static void vkd3d_dxbc_compiler_emit_sample_info(struct vkd3d_dxbc_compiler *com const struct vkd3d_shader_dst_param *dst = instruction->dst; const struct vkd3d_shader_src_param *src = instruction->src; uint32_t constituents[VKD3D_VEC4_SIZE]; - struct vkd3d_shader_image image; uint32_t type_id, val_id; unsigned int i; if (src->reg.type == VKD3DSPR_RASTERIZER) { - FIXME("Rasterizer not supported.\n"); - return; + val_id = vkd3d_dxbc_compiler_emit_uint_shader_parameter(compiler, + VKD3D_SHADER_PARAMETER_NAME_RASTERIZER_SAMPLE_COUNT); } + else + { + struct vkd3d_shader_image image; - vkd3d_spirv_enable_capability(builder, SpvCapabilityImageQuery); + vkd3d_spirv_enable_capability(builder, SpvCapabilityImageQuery); - vkd3d_dxbc_compiler_prepare_image(compiler, &image, &src->reg, NULL, VKD3D_IMAGE_FLAG_NONE); - type_id = vkd3d_spirv_get_type_id(builder, VKD3D_TYPE_UINT, 1); - val_id = vkd3d_spirv_build_op_image_query_samples(builder, type_id, image.image_id); + vkd3d_dxbc_compiler_prepare_image(compiler, &image, &src->reg, NULL, VKD3D_IMAGE_FLAG_NONE); + type_id = vkd3d_spirv_get_type_id(builder, VKD3D_TYPE_UINT, 1); + val_id = vkd3d_spirv_build_op_image_query_samples(builder, type_id, image.image_id); + } constituents[0] = val_id; for (i = 1; i < VKD3D_VEC4_SIZE; ++i) diff --git a/libs/vkd3d/state.c b/libs/vkd3d/state.c index 980d9edde608..a6b5fdd0ede5 100644 --- a/libs/vkd3d/state.c +++ b/libs/vkd3d/state.c @@ -2074,6 +2074,8 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s ps_compile_args.type = VKD3D_SHADER_STRUCTURE_TYPE_COMPILE_ARGUMENTS; ps_compile_args.next = NULL; ps_compile_args.target = VKD3D_SHADER_TARGET_SPIRV_VULKAN_1_0; + ps_compile_args.parameter_count = 0; + ps_compile_args.parameters = NULL; ps_compile_args.dual_source_blending = is_dual_source_blending(&desc->BlendState.RenderTarget[0]); ps_compile_args.output_swizzles = ps_output_swizzle; ps_compile_args.output_swizzle_count = rt_count; -- 2.21.0
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[PATCH vkd3d 2/9] vkd3d-shader: Fix write mask for shader inputs.
by Józef Kucia
26 Apr '19
26 Apr '19
From: Józef Kucia <jkucia(a)codeweavers.com> Shader inputs with non-contiguous write masks (e.g. xyw) were not handled properly in rare cases. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> --- libs/vkd3d-shader/spirv.c | 22 ++++++++++++++++------ 1 file changed, 16 insertions(+), 6 deletions(-) diff --git a/libs/vkd3d-shader/spirv.c b/libs/vkd3d-shader/spirv.c index 87950205ad61..738fcc94bfaf 100644 --- a/libs/vkd3d-shader/spirv.c +++ b/libs/vkd3d-shader/spirv.c @@ -
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2772,19 +2772,25 @@ static uint32_t vkd3d_dxbc_compiler_emit_load_scalar(struct vkd3d_dxbc_compiler uint32_t type_id, ptr_type_id, indexes[1], reg_id, val_id; unsigned int component_idx, reg_component_count; enum vkd3d_component_type component_type; + unsigned int skipped_component_mask; assert(reg->type != VKD3DSPR_IMMCONST); assert(vkd3d_write_mask_component_count(write_mask) == 1); component_idx = vkd3d_write_mask_get_component_idx(write_mask); component_idx = vkd3d_swizzle_get_component(swizzle, component_idx); + skipped_component_mask = ~reg_info->write_mask & ((VKD3DSP_WRITEMASK_0 << component_idx) - 1); + if (skipped_component_mask) + component_idx -= vkd3d_write_mask_component_count(skipped_component_mask); component_type = vkd3d_component_type_from_data_type(reg->data_type); reg_component_count = vkd3d_write_mask_component_count(reg_info->write_mask); - if (!(reg_info->write_mask & (VKD3DSP_WRITEMASK_0 << component_idx))) - ERR("Invalid component_idx for register %#x, %u (write_mask %#x).\n", - reg->type, reg->idx[0].offset, reg_info->write_mask); + if (component_idx >= vkd3d_write_mask_component_count(reg_info->write_mask)) + { + ERR("Invalid component_idx %u for register %#x, %u (write_mask %#x).\n", + component_idx, reg->type, reg->idx[0].offset, reg_info->write_mask); + } type_id = vkd3d_spirv_get_type_id(builder, reg_info->component_type, 1); reg_id = reg_info->id; @@ -3602,6 +3608,7 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi SpvStorageClass storage_class; struct rb_entry *entry = NULL; bool use_private_var = false; + unsigned int write_mask; unsigned int array_size; unsigned int reg_idx; uint32_t i, index; @@ -3635,6 +3642,8 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi builtin = get_spirv_builtin_for_sysval(compiler, sysval); + write_mask = signature_element->mask & 0xff; + component_idx = vkd3d_write_mask_get_component_idx(dst->write_mask); component_count = vkd3d_write_mask_component_count(dst->write_mask); if (builtin) @@ -3650,12 +3659,14 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi component_idx = vkd3d_write_mask_get_component_idx(signature_element->mask & 0xff); } - use_private_var = builtin && builtin->fixup_pfn; + if ((use_private_var = builtin && builtin->fixup_pfn)) + write_mask = dst->write_mask; if (input_component_count != VKD3D_VEC4_SIZE && vkd3d_count_signature_elements_for_reg(shader_signature, reg_idx) > 1) { use_private_var = true; component_count = VKD3D_VEC4_SIZE; + write_mask = VKD3DSP_WRITEMASK_ALL; } storage_class = SpvStorageClassInput; @@ -3692,8 +3703,7 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi if (!entry) { vkd3d_symbol_set_register_info(®_symbol, var_id, storage_class, - use_private_var ? VKD3D_TYPE_FLOAT : component_type, - use_private_var ? vkd3d_write_mask_from_component_count(component_count) : signature_element->mask & 0xff); + use_private_var ? VKD3D_TYPE_FLOAT : component_type, write_mask); vkd3d_dxbc_compiler_put_symbol(compiler, ®_symbol); vkd3d_dxbc_compiler_emit_register_debug_name(builder, var_id, reg); -- 2.21.0
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[PATCH vkd3d 3/9] tests: Add more tests for shader input components.
by Józef Kucia
26 Apr '19
26 Apr '19
From: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> --- tests/d3d12.c | 167 +++++++++++++++++++++++++------------------------- 1 file changed, 85 insertions(+), 82 deletions(-) diff --git a/tests/d3d12.c b/tests/d3d12.c index 199a86ffac1c..43dd8accff5c 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -9354,6 +9354,7 @@ static void test_shader_input_output_components(void) struct test_context context; ID3D12CommandQueue *
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queue; ID3D12Resource *vb; + unsigned int i; HRESULT hr; static const DWORD vs1_code[] = @@ -9527,6 +9528,43 @@ static void test_shader_input_output_components(void) 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps3 = {ps3_code, sizeof(ps3_code)}; + /* position.xyw */ + static const DWORD ps4_code[] = + { +#if 0 + void main(float4 position : Sv_Position, + float2 texcoord0 : TEXCOORD0, float2 texcoord1 : TEXCOORD1, + float4 texcoord2 : TEXCOORD2, float3 texcoord3 : TEXCOORD3, + out float4 target0 : Sv_Target0, out uint4 target1 : SV_Target1) + { + if (all(position.xy < float2(64, 64))) + target0 = float4(0, 1, 0, 1); + else + target0 = float4(0, 0, 0, 0); + + target1.xyzw = 0; + target1.y = position.w; + } +#endif + 0x43425844, 0x6dac90a1, 0x518a6b0a, 0x393cc320, 0x5f6fbe5e, 0x00000001, 0x00000204, 0x00000003, + 0x0000002c, 0x000000cc, 0x00000120, 0x4e475349, 0x00000098, 0x00000005, 0x00000008, 0x00000080, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000b0f, 0x0000008c, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000003, 0x0000008c, 0x00000001, 0x00000000, 0x00000003, 0x00000001, + 0x0000000c, 0x0000008c, 0x00000002, 0x00000000, 0x00000003, 0x00000002, 0x0000000f, 0x0000008c, + 0x00000003, 0x00000000, 0x00000003, 0x00000003, 0x00000007, 0x505f7653, 0x7469736f, 0x006e6f69, + 0x43584554, 0x44524f4f, 0xababab00, 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000042, 0x00000001, 0x00000000, + 0x00000001, 0x00000001, 0x0000000f, 0x545f7653, 0x65677261, 0x56530074, 0x7261545f, 0x00746567, + 0x52444853, 0x000000dc, 0x00000040, 0x00000037, 0x04002064, 0x001010b2, 0x00000000, 0x00000001, + 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000001, 0x02000068, 0x00000001, + 0x0a000031, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x42800000, 0x42800000, + 0x00000000, 0x00000000, 0x07000001, 0x00100012, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, + 0x00000000, 0x0a000001, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x00004002, 0x00000000, + 0x3f800000, 0x00000000, 0x3f800000, 0x0500001c, 0x00102022, 0x00000001, 0x0010103a, 0x00000000, + 0x08000036, 0x001020d2, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps4 = {ps4_code, sizeof(ps4_code)}; static const D3D12_INPUT_ELEMENT_DESC layout_desc[] = { {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, @@ -9550,17 +9588,19 @@ static void test_shader_input_output_components(void) {{ 1.0f, -1.0f}, {1, 2, 3, 4}, {3.0f, 3.0f, 8.0f, 4.0f}, {9.0f, 5.0f, 3.0f, 1.0f}, {7.0f, 2.0f, 5.0f}}, {{ 1.0f, 1.0f}, {1, 2, 3, 4}, {3.0f, 3.0f, 8.0f, 4.0f}, {9.0f, 5.0f, 3.0f, 1.0f}, {7.0f, 2.0f, 5.0f}}, }; - static const struct vec4 expected_vec4[] = + static const struct { - {1.0f, 2.0f, 3.0f, 0.0f}, - {6.0f, 4.0f, 7.0f, 8.0f}, - {3.0f, 8.0f, 7.0f, 7.0f}, - }; - static const struct uvec4 expected_uvec4[] = + const D3D12_SHADER_BYTECODE *vs; + const D3D12_SHADER_BYTECODE *ps; + const struct vec4 expected_vec4; + const struct uvec4 expected_uvec4; + } + tests[] = { - {0xdeadbeef, 0, 2, 3}, - { 9, 5, 0, 1}, - { 9, 0, 0, 1}, + {&vs1, &ps1, {1.0f, 2.0f, 3.0f, 0.0f}, {0xdeadbeef, 0, 2, 3}}, + {&vs2, &ps2, {6.0f, 4.0f, 7.0f, 8.0f}, { 9, 5, 0, 1}}, + {&vs2, &ps3, {3.0f, 8.0f, 7.0f, 7.0f}, { 9, 0, 0, 1}}, + {&vs2, &ps4, {0.0f, 1.0f, 0.0f, 1.0f}, { 0, 1, 0, 0}}, }; memset(&desc, 0, sizeof(desc)); @@ -9577,12 +9617,9 @@ static void test_shader_input_output_components(void) input_layout.pInputElementDescs = layout_desc; input_layout.NumElements = ARRAY_SIZE(layout_desc); - init_pipeline_state_desc(&pso_desc, context.root_signature, desc.rt_format, &vs1, &ps1, &input_layout); + init_pipeline_state_desc(&pso_desc, context.root_signature, desc.rt_format, NULL, NULL, &input_layout); pso_desc.NumRenderTargets = 2; pso_desc.RTVFormats[1] = DXGI_FORMAT_R32G32B32A32_UINT; - hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, - &IID_ID3D12PipelineState, (void **)&context.pipeline_state); - ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr); rtvs[0] = context.rtv; rtvs[1] = get_cpu_rtv_handle(&context, context.rtv_heap, 1); @@ -9595,80 +9632,46 @@ static void test_shader_input_output_components(void) vbv.StrideInBytes = sizeof(*quad); vbv.SizeInBytes = sizeof(quad); - ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 2, &context.rtv, TRUE, NULL); - ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); - ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); - ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); - ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv); - ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); - ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); - ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0); - - transition_resource_state(command_list, context.render_target, - D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); - check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_vec4[0], 0); - reset_command_list(command_list, context.allocator); - transition_resource_state(command_list, uint_render_target, - D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); - check_sub_resource_uvec4(uint_render_target, 0, queue, command_list, &expected_uvec4[0]); - - ID3D12PipelineState_Release(context.pipeline_state); - pso_desc.VS = vs2; - pso_desc.PS = ps2; - hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, - &IID_ID3D12PipelineState, (void **)&context.pipeline_state); - ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr); - reset_command_list(command_list, context.allocator); - transition_resource_state(command_list, context.render_target, - D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); - transition_resource_state(command_list, uint_render_target, - D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + for (i = 0; i < ARRAY_SIZE(tests); ++i) + { + vkd3d_test_set_context("Test %u", i); - ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 2, &context.rtv, TRUE, NULL); - ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); - ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); - ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); - ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv); - ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); - ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); - ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0); + pso_desc.VS = *tests[i].vs; + pso_desc.PS = *tests[i].ps; + hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, + &IID_ID3D12PipelineState, (void **)&context.pipeline_state); + ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr); - transition_resource_state(command_list, context.render_target, - D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); - check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_vec4[1], 0); - reset_command_list(command_list, context.allocator); - transition_resource_state(command_list, uint_render_target, - D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); - check_sub_resource_uvec4(uint_render_target, 0, queue, command_list, &expected_uvec4[1]); + if (i) + { + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + transition_resource_state(command_list, uint_render_target, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + } - ID3D12PipelineState_Release(context.pipeline_state); - pso_desc.VS = vs2; - pso_desc.PS = ps3; - hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, - &IID_ID3D12PipelineState, (void **)&context.pipeline_state); - ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr); - reset_command_list(command_list, context.allocator); - transition_resource_state(command_list, context.render_target, - D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); - transition_resource_state(command_list, uint_render_target, - D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 2, &context.rtv, TRUE, NULL); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0); - ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 2, &context.rtv, TRUE, NULL); - ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); - ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); - ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); - ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv); - ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); - ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); - ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0); + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_vec4(context.render_target, 0, queue, command_list, &tests[i].expected_vec4, 0); + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, uint_render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_uvec4(uint_render_target, 0, queue, command_list, &tests[i].expected_uvec4); - transition_resource_state(command_list, context.render_target, - D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); - check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_vec4[2], 0); - reset_command_list(command_list, context.allocator); - transition_resource_state(command_list, uint_render_target, - D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); - check_sub_resource_uvec4(uint_render_target, 0, queue, command_list, &expected_uvec4[2]); + ID3D12PipelineState_Release(context.pipeline_state); + context.pipeline_state = NULL; + } + vkd3d_test_set_context(NULL); ID3D12Resource_Release(vb); ID3D12Resource_Release(uint_render_target); -- 2.21.0
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[PATCH vkd3d 1/9] include: Use "do { } while (0)" when VKD3D_NO_{TRACE, DEBUG}_MESSAGES is defined.
by Józef Kucia
26 Apr '19
26 Apr '19
From: Józef Kucia <jkucia(a)codeweavers.com> In order to handle the following construct correctly: if (...) TRACE(...); Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> --- include/private/vkd3d_debug.h | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/include/private/vkd3d_debug.h b/include/private/vkd3d_debug.h index 5d798ef9a13d..418e2c4539de 100644 --- a/include/private/vkd3d_debug.h +++ b/include/private/vkd3d_debug.h @@ -24,12 +24,12 @@ #
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include <stdarg.h> #ifdef VKD3D_NO_TRACE_MESSAGES -#define TRACE(args...) +#define TRACE(args...) do { } while (0) #endif #ifdef VKD3D_NO_DEBUG_MESSAGES -#define WARN(args...) -#define FIXME(args...) +#define WARN(args...) do { } while (0) +#define FIXME(args...) do { } while (0) #endif enum vkd3d_dbg_level -- 2.21.0
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