-- v3: tests: Add a test for SampleBias() with multiple mipmap levels. tests: Add a test for sampling from nonzero mipmap levels. tests: Add a test for loading from nonzero mipmap levels. tests/shader_runner: Add support for creating mipmapped textures.
From: Zebediah Figura zfigura@codeweavers.com
--- tests/shader_runner.c | 13 ++++++++++++ tests/shader_runner.h | 7 ++++++ tests/shader_runner_d3d11.c | 24 +++++++++++++++------ tests/shader_runner_d3d12.c | 34 +++++++++++++++++++++--------- tests/shader_runner_d3d9.c | 31 +++++++++++++++++++-------- tests/shader_runner_vulkan.c | 41 ++++++++++++++++++++++++------------ 6 files changed, 111 insertions(+), 39 deletions(-)
diff --git a/tests/shader_runner.c b/tests/shader_runner.c index 8c66ff5e..8c0f59dc 100644 --- a/tests/shader_runner.c +++ b/tests/shader_runner.c @@ -251,6 +251,14 @@ static void parse_resource_directive(struct resource_params *resource, const cha if (ret < 2) fatal_error("Malformed texture size '%s'.\n", line); } + else if (match_string(line, "levels", &line)) + { + char *rest; + + resource->level_count = strtoul(line, &rest, 10); + if (rest == line) + fatal_error("Malformed texture directive '%s'.\n", line); + } else { union @@ -474,6 +482,7 @@ static void parse_test_directive(struct shader_runner *runner, const char *line) params.texel_size = 16; params.width = RENDER_TARGET_WIDTH; params.height = RENDER_TARGET_HEIGHT; + params.level_count = 1;
set_resource(runner, runner->ops->create_resource(runner, ¶ms)); } @@ -518,6 +527,7 @@ static void parse_test_directive(struct shader_runner *runner, const char *line) params.texel_size = 16; params.width = RENDER_TARGET_WIDTH; params.height = RENDER_TARGET_HEIGHT; + params.level_count = 1;
set_resource(runner, runner->ops->create_resource(runner, ¶ms)); } @@ -995,6 +1005,7 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_o current_resource.format = DXGI_FORMAT_R32G32B32A32_FLOAT; current_resource.data_type = TEXTURE_DATA_FLOAT; current_resource.texel_size = 16; + current_resource.level_count = 1; } else if (sscanf(line, "[texture %u]\n", &index)) { @@ -1007,6 +1018,7 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_o current_resource.format = DXGI_FORMAT_R32G32B32A32_FLOAT; current_resource.data_type = TEXTURE_DATA_FLOAT; current_resource.texel_size = 16; + current_resource.level_count = 1; } else if (sscanf(line, "[uav %u]\n", &index)) { @@ -1019,6 +1031,7 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_o current_resource.format = DXGI_FORMAT_R32G32B32A32_FLOAT; current_resource.data_type = TEXTURE_DATA_FLOAT; current_resource.texel_size = 16; + current_resource.level_count = 1; } else if (sscanf(line, "[vertex buffer %u]\n", &index)) { diff --git a/tests/shader_runner.h b/tests/shader_runner.h index ba42d7bf..8f8cf979 100644 --- a/tests/shader_runner.h +++ b/tests/shader_runner.h @@ -16,6 +16,7 @@ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */
+#include <float.h> #include <stdint.h> #include "vkd3d_windows.h" #include "vkd3d_d3dcommon.h" @@ -68,6 +69,7 @@ struct resource_params enum texture_data_type data_type; unsigned int texel_size; unsigned int width, height; + unsigned int level_count; uint8_t *data; size_t data_size, data_capacity; }; @@ -134,6 +136,11 @@ struct shader_runner_ops void (*release_readback)(struct shader_runner *runner, struct resource_readback *rb); };
+static inline unsigned int get_level_dimension(unsigned int dimension, unsigned int level) +{ + return max(1, dimension >> level); +} + void fatal_error(const char *format, ...) VKD3D_NORETURN VKD3D_PRINTF_FUNC(1, 2);
unsigned int get_vb_stride(const struct shader_runner *runner, unsigned int slot); diff --git a/tests/shader_runner_d3d11.c b/tests/shader_runner_d3d11.c index 2954cab8..12d00bf8 100644 --- a/tests/shader_runner_d3d11.c +++ b/tests/shader_runner_d3d11.c @@ -338,7 +338,6 @@ static struct resource *d3d11_runner_create_resource(struct shader_runner *r, co { struct d3d11_shader_runner *runner = d3d11_shader_runner(r); ID3D11Device *device = runner->device; - D3D11_SUBRESOURCE_DATA resource_data; struct d3d11_resource *resource; HRESULT hr;
@@ -351,11 +350,15 @@ static struct resource *d3d11_runner_create_resource(struct shader_runner *r, co case RESOURCE_TYPE_TEXTURE: case RESOURCE_TYPE_UAV: { + D3D11_SUBRESOURCE_DATA resource_data[2]; D3D11_TEXTURE2D_DESC desc = {0};
+ if (params->level_count > ARRAY_SIZE(resource_data)) + fatal_error("Level count %u is too high.\n", params->level_count); + desc.Width = params->width; desc.Height = params->height; - desc.MipLevels = 1; + desc.MipLevels = params->level_count; desc.ArraySize = 1; desc.Format = params->format; desc.SampleDesc.Count = 1; @@ -369,10 +372,19 @@ static struct resource *d3d11_runner_create_resource(struct shader_runner *r, co
if (params->data) { - resource_data.pSysMem = params->data; - resource_data.SysMemPitch = params->width * params->texel_size; - resource_data.SysMemSlicePitch = params->height * resource_data.SysMemPitch; - hr = ID3D11Device_CreateTexture2D(device, &desc, &resource_data, &resource->texture); + unsigned int buffer_offset = 0; + + for (unsigned int level = 0; level < params->level_count; ++level) + { + unsigned int level_width = get_level_dimension(params->width, level); + unsigned int level_height = get_level_dimension(params->height, level); + + resource_data[level].pSysMem = ¶ms->data[buffer_offset]; + resource_data[level].SysMemPitch = level_width * params->texel_size; + resource_data[level].SysMemSlicePitch = level_height * resource_data[level].SysMemPitch; + buffer_offset += resource_data[level].SysMemSlicePitch; + } + hr = ID3D11Device_CreateTexture2D(device, &desc, resource_data, &resource->texture); } else { diff --git a/tests/shader_runner_d3d12.c b/tests/shader_runner_d3d12.c index 7e9fed25..7c4da691 100644 --- a/tests/shader_runner_d3d12.c +++ b/tests/shader_runner_d3d12.c @@ -90,12 +90,27 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co struct d3d12_shader_runner *runner = d3d12_shader_runner(r); struct test_context *test_context = &runner->test_context; ID3D12Device *device = test_context->device; - D3D12_SUBRESOURCE_DATA resource_data; + D3D12_SUBRESOURCE_DATA resource_data[2]; struct d3d12_resource *resource; + unsigned int buffer_offset = 0; + + if (params->level_count > ARRAY_SIZE(resource_data)) + fatal_error("Level count %u is too high.\n", params->level_count);
resource = calloc(1, sizeof(*resource)); init_resource(&resource->r, params);
+ for (unsigned int level = 0; level < params->level_count; ++level) + { + unsigned int level_width = get_level_dimension(params->width, level); + unsigned int level_height = get_level_dimension(params->height, level); + + resource_data[level].pData = ¶ms->data[buffer_offset]; + resource_data[level].RowPitch = level_width * params->texel_size; + resource_data[level].SlicePitch = level_height * resource_data[level].RowPitch; + buffer_offset += resource_data[level].SlicePitch; + } + switch (params->type) { case RESOURCE_TYPE_RENDER_TARGET: @@ -106,7 +121,7 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co if (params->slot >= D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT) fatal_error("RTV slot %u is too high.\n", params->slot);
- resource->resource = create_default_texture(device, params->width, params->height, + resource->resource = create_default_texture2d(device, params->width, params->height, 1, params->level_count, params->format, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_RESOURCE_STATE_RENDER_TARGET); ID3D12Device_CreateRenderTargetView(device, resource->resource, NULL, get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->r.slot)); @@ -117,11 +132,10 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co runner->heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
- resource->resource = create_default_texture(device, params->width, params->height, + resource->resource = create_default_texture2d(device, params->width, params->height, 1, params->level_count, params->format, 0, D3D12_RESOURCE_STATE_COPY_DEST); - resource_data.pData = params->data; - resource_data.SlicePitch = resource_data.RowPitch = params->width * params->texel_size; - upload_texture_data(resource->resource, &resource_data, 1, test_context->queue, test_context->list); + upload_texture_data(resource->resource, resource_data, + params->level_count, test_context->queue, test_context->list); reset_command_list(test_context->list, test_context->allocator); transition_resource_state(test_context->list, resource->resource, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); @@ -134,11 +148,10 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co runner->heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
- resource->resource = create_default_texture(device, params->width, params->height, + resource->resource = create_default_texture2d(device, params->width, params->height, 1, params->level_count, params->format, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); - resource_data.pData = params->data; - resource_data.SlicePitch = resource_data.RowPitch = params->width * params->texel_size; - upload_texture_data(resource->resource, &resource_data, 1, test_context->queue, test_context->list); + upload_texture_data(resource->resource, resource_data, + params->level_count, test_context->queue, test_context->list); reset_command_list(test_context->list, test_context->allocator); transition_resource_state(test_context->list, resource->resource, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); @@ -236,6 +249,7 @@ static ID3D12RootSignature *d3d12_runner_create_root_signature(struct d3d12_shad sampler_desc->AddressU = sampler->u_address; sampler_desc->AddressV = sampler->v_address; sampler_desc->AddressW = sampler->w_address; + sampler_desc->MaxLOD = FLT_MAX; sampler_desc->ShaderRegister = sampler->slot; sampler_desc->RegisterSpace = 0; sampler_desc->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; diff --git a/tests/shader_runner_d3d9.c b/tests/shader_runner_d3d9.c index b983dc08..af784303 100644 --- a/tests/shader_runner_d3d9.c +++ b/tests/shader_runner_d3d9.c @@ -190,7 +190,6 @@ static struct resource *d3d9_runner_create_resource(struct shader_runner *r, con struct d3d9_shader_runner *runner = d3d9_shader_runner(r); IDirect3DDevice9 *device = runner->device; struct d3d9_resource *resource; - unsigned int src_pitch, y; D3DLOCKED_RECT map_desc; D3DFORMAT format; HRESULT hr; @@ -223,18 +222,32 @@ static struct resource *d3d9_runner_create_resource(struct shader_runner *r, con break;
case RESOURCE_TYPE_TEXTURE: + { + unsigned int src_buffer_offset = 0; + hr = IDirect3DDevice9_CreateTexture(device, params->width, params->height, - 1, D3DUSAGE_DYNAMIC, format, D3DPOOL_DEFAULT, &resource->texture, NULL); + params->level_count, 0, format, D3DPOOL_MANAGED, &resource->texture, NULL); ok(hr == D3D_OK, "Failed to create texture, hr %#lx.\n", hr);
- hr = IDirect3DTexture9_LockRect(resource->texture, 0, &map_desc, NULL, D3DLOCK_DISCARD); - ok(hr == D3D_OK, "Failed to map texture, hr %#lx.\n", hr); - src_pitch = params->width * params->texel_size; - for (y = 0; y < params->height; ++y) - memcpy((char *)map_desc.pBits + y * map_desc.Pitch, params->data + y * src_pitch, src_pitch); - hr = IDirect3DTexture9_UnlockRect(resource->texture, 0); - ok(hr == D3D_OK, "Failed to unmap texture, hr %#lx.\n", hr); + for (unsigned int level = 0; level < params->level_count; ++level) + { + unsigned int level_width = get_level_dimension(params->width, level); + unsigned int level_height = get_level_dimension(params->height, level); + unsigned int src_row_pitch = level_width * params->texel_size; + unsigned int src_slice_pitch = level_height * src_row_pitch; + + hr = IDirect3DTexture9_LockRect(resource->texture, level, &map_desc, NULL, 0); + ok(hr == D3D_OK, "Failed to map texture, hr %#lx.\n", hr); + for (unsigned int y = 0; y < level_height; ++y) + memcpy(&((char *)map_desc.pBits)[y * map_desc.Pitch], + params->data[src_buffer_offset + y * src_row_pitch], src_row_pitch); + hr = IDirect3DTexture9_UnlockRect(resource->texture, level); + ok(hr == D3D_OK, "Failed to unmap texture, hr %#lx.\n", hr); + + src_buffer_offset += src_slice_pitch; + } break; + }
case RESOURCE_TYPE_UAV: fatal_error("UAVs are not supported.\n"); diff --git a/tests/shader_runner_vulkan.c b/tests/shader_runner_vulkan.c index c47dc19c..43b7b265 100644 --- a/tests/shader_runner_vulkan.c +++ b/tests/shader_runner_vulkan.c @@ -114,7 +114,7 @@ static void transition_image_layout(struct vulkan_shader_runner *runner, barrier.image = image; barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; barrier.subresourceRange.baseMipLevel = 0; - barrier.subresourceRange.levelCount = 1; + barrier.subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS; barrier.subresourceRange.baseArrayLayer = 0; barrier.subresourceRange.layerCount = 1;
@@ -178,7 +178,7 @@ static VkBuffer create_buffer(const struct vulkan_shader_runner *runner, VkDevic }
static VkImage create_2d_image(const struct vulkan_shader_runner *runner, uint32_t width, uint32_t height, - VkImageUsageFlags usage, VkFormat format, VkDeviceMemory *memory) + uint32_t level_count, VkImageUsageFlags usage, VkFormat format, VkDeviceMemory *memory) { VkImageCreateInfo image_info = {.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO}; VkMemoryRequirements memory_reqs; @@ -189,7 +189,7 @@ static VkImage create_2d_image(const struct vulkan_shader_runner *runner, uint32 image_info.extent.width = width; image_info.extent.height = height; image_info.extent.depth = 1; - image_info.mipLevels = 1; + image_info.mipLevels = level_count; image_info.arrayLayers = 1; image_info.samples = VK_SAMPLE_COUNT_1_BIT; image_info.tiling = VK_IMAGE_TILING_OPTIMAL; @@ -220,7 +220,7 @@ static VkImageView create_2d_image_view(const struct vulkan_shader_runner *runne view_info.components.a = VK_COMPONENT_SWIZZLE_IDENTITY; view_info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; view_info.subresourceRange.baseMipLevel = 0; - view_info.subresourceRange.levelCount = 1; + view_info.subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS; view_info.subresourceRange.baseArrayLayer = 0; view_info.subresourceRange.layerCount = 1;
@@ -234,7 +234,6 @@ static struct resource *vulkan_runner_create_resource(struct shader_runner *r, c
struct vulkan_resource *resource; VkDevice device = runner->device; - VkBufferImageCopy region = {0}; VkDeviceMemory staging_memory; VkBuffer staging_buffer; VkFormat format; @@ -248,7 +247,7 @@ static struct resource *vulkan_runner_create_resource(struct shader_runner *r, c case RESOURCE_TYPE_RENDER_TARGET: format = vkd3d_get_vk_format(params->format);
- resource->image = create_2d_image(runner, params->width, params->height, + resource->image = create_2d_image(runner, params->width, params->height, params->level_count, VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, format, &resource->memory); resource->view = create_2d_image_view(runner, resource->image, format);
@@ -263,6 +262,7 @@ static struct resource *vulkan_runner_create_resource(struct shader_runner *r, c { VkImageUsageFlagBits usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT; VkImageLayout layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; + unsigned int buffer_offset = 0;
format = vkd3d_get_vk_format(params->format);
@@ -272,7 +272,8 @@ static struct resource *vulkan_runner_create_resource(struct shader_runner *r, c usage |= VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT; }
- resource->image = create_2d_image(runner, params->width, params->height, usage, format, &resource->memory); + resource->image = create_2d_image(runner, params->width, params->height, params->level_count, + usage, format, &resource->memory); resource->view = create_2d_image_view(runner, resource->image, format);
staging_buffer = create_buffer(runner, params->data_size, @@ -286,13 +287,24 @@ static struct resource *vulkan_runner_create_resource(struct shader_runner *r, c transition_image_layout(runner, resource->image, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
- region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; - region.imageSubresource.layerCount = 1; - region.imageExtent.width = params->width; - region.imageExtent.height = params->height; - region.imageExtent.depth = 1; - VK_CALL(vkCmdCopyBufferToImage(runner->cmd_buffer, staging_buffer, resource->image, - VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion)); + for (unsigned int level = 0; level < params->level_count; ++level) + { + unsigned int level_width = get_level_dimension(params->width, level); + unsigned int level_height = get_level_dimension(params->height, level); + VkBufferImageCopy region = {0}; + + region.bufferOffset = buffer_offset; + region.imageSubresource.mipLevel = level; + region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + region.imageSubresource.layerCount = 1; + region.imageExtent.width = level_width; + region.imageExtent.height = level_height; + region.imageExtent.depth = 1; + VK_CALL(vkCmdCopyBufferToImage(runner->cmd_buffer, staging_buffer, resource->image, + VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion)); + + buffer_offset += level_width * level_height * params->texel_size; + }
transition_image_layout(runner, resource->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, layout);
@@ -739,6 +751,7 @@ static VkDescriptorSetLayout create_descriptor_set_layout(struct vulkan_shader_r sampler_desc.addressModeU = vk_address_mode_from_d3d12(sampler->u_address); sampler_desc.addressModeV = vk_address_mode_from_d3d12(sampler->v_address); sampler_desc.addressModeW = vk_address_mode_from_d3d12(sampler->w_address); + sampler_desc.maxLod = FLT_MAX;
VK_CALL(vkCreateSampler(runner->device, &sampler_desc, NULL, &vulkan_sampler->vk_sampler)); vulkan_sampler->binding = binding_index++;
From: Zebediah Figura zfigura@codeweavers.com
--- Makefile.am | 1 + tests/load-level.shader_test | 51 ++++++++++++++++++++++++++++++++++++ 2 files changed, 52 insertions(+) create mode 100644 tests/load-level.shader_test
diff --git a/Makefile.am b/Makefile.am index e3d52ac5..64e65b06 100644 --- a/Makefile.am +++ b/Makefile.am @@ -130,6 +130,7 @@ vkd3d_shader_tests = \ tests/hlsl-vector-indexing.shader_test \ tests/hlsl-vector-indexing-uniform.shader_test \ tests/lit.shader_test \ + tests/load-level.shader_test \ tests/log.shader_test \ tests/logic-operations.shader_test \ tests/majority-syntax.shader_test \ diff --git a/tests/load-level.shader_test b/tests/load-level.shader_test new file mode 100644 index 00000000..0f64bd5d --- /dev/null +++ b/tests/load-level.shader_test @@ -0,0 +1,51 @@ +[require] +shader model >= 4.0 + +[texture 0] +size (2, 2) +levels 2 + +1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0 +1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0 + +0.0 0.0 1.0 0.0 + +[pixel shader] +sampler s; +Texture2D t; +uniform uint level; + +float4 main() : sv_target +{ + return t.Load(uint3(0, 0, level)); +} + +[test] +uniform 0 uint 0 +draw quad +probe all rgba (1.0, 0.0, 1.0, 0.0) +uniform 0 uint 1 +draw quad +probe all rgba (0.0, 0.0, 1.0, 0.0) + +[pixel shader fail] +sampler s; +Texture2D t; + +float4 main() : sv_target +{ + return t[uint3(0, 0, 0)]; +} + +[pixel shader] +sampler s; +Texture2D t; + +float4 main() : sv_target +{ + return t[uint2(0, 0)]; +} + +[test] +draw quad +probe all rgba (1.0, 0.0, 1.0, 0.0)
From: Zebediah Figura zfigura@codeweavers.com
--- Makefile.am | 1 + tests/sample-level.shader_test | 36 ++++++++++++++++++++++++++++++++++ tests/shader_runner.c | 2 ++ tests/shader_runner.h | 1 + tests/shader_runner_d3d11.c | 1 + tests/shader_runner_d3d12.c | 1 + tests/shader_runner_d3d9.c | 14 ++++++++++--- tests/shader_runner_vulkan.c | 1 + 8 files changed, 54 insertions(+), 3 deletions(-) create mode 100644 tests/sample-level.shader_test
diff --git a/Makefile.am b/Makefile.am index 64e65b06..d2f7556f 100644 --- a/Makefile.am +++ b/Makefile.am @@ -153,6 +153,7 @@ vkd3d_shader_tests = \ tests/register-reservations.shader_test \ tests/return.shader_test \ tests/round.shader_test \ + tests/sample-level.shader_test \ tests/sampler.shader_test \ tests/sampler-offset.shader_test \ tests/saturate.shader_test \ diff --git a/tests/sample-level.shader_test b/tests/sample-level.shader_test new file mode 100644 index 00000000..564826d0 --- /dev/null +++ b/tests/sample-level.shader_test @@ -0,0 +1,36 @@ +[require] +shader model >= 3.0 + +[sampler 0] +filter linear linear linear +address clamp clamp clamp + +[texture 0] +size (2, 2) +levels 2 + +1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0 +1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0 + +0.0 0.0 1.0 0.0 + +[pixel shader todo] +sampler s; +Texture2D t; +uniform float level; + +float4 main() : sv_target +{ + return t.SampleLevel(s, float2(0.5, 0.5), level); +} + +[test] +uniform 0 float4 0.0 0.0 0.0 0.0 +todo draw quad +probe all rgba (1.0, 0.0, 1.0, 0.0) +uniform 0 float4 0.5 0.0 0.0 0.0 +todo draw quad +probe all rgba (0.5, 0.0, 1.0, 0.0) +uniform 0 float4 1.0 0.0 0.0 0.0 +todo draw quad +probe all rgba (0.0, 0.0, 1.0, 0.0) diff --git a/tests/shader_runner.c b/tests/shader_runner.c index 8c0f59dc..b51145c7 100644 --- a/tests/shader_runner.c +++ b/tests/shader_runner.c @@ -116,6 +116,7 @@ static void parse_require_directive(struct shader_runner *runner, const char *li static const char *const model_strings[] = { [SHADER_MODEL_2_0] = "2.0", + [SHADER_MODEL_3_0] = "3.0", [SHADER_MODEL_4_0] = "4.0", [SHADER_MODEL_4_1] = "4.1", [SHADER_MODEL_5_0] = "5.0", @@ -747,6 +748,7 @@ static void compile_shader(struct shader_runner *runner, const char *source, siz static const char *const shader_models[] = { [SHADER_MODEL_2_0] = "4_0", + [SHADER_MODEL_3_0] = "4_0", [SHADER_MODEL_4_0] = "4_0", [SHADER_MODEL_4_1] = "4_1", [SHADER_MODEL_5_0] = "5_0", diff --git a/tests/shader_runner.h b/tests/shader_runner.h index 8f8cf979..8962a8fc 100644 --- a/tests/shader_runner.h +++ b/tests/shader_runner.h @@ -31,6 +31,7 @@ enum shader_model { SHADER_MODEL_2_0, + SHADER_MODEL_3_0, SHADER_MODEL_4_0, SHADER_MODEL_4_1, SHADER_MODEL_5_0, diff --git a/tests/shader_runner_d3d11.c b/tests/shader_runner_d3d11.c index 12d00bf8..a6b9c693 100644 --- a/tests/shader_runner_d3d11.c +++ b/tests/shader_runner_d3d11.c @@ -80,6 +80,7 @@ static ID3D10Blob *compile_shader(const char *source, const char *type, enum sha static const char *const shader_models[] = { [SHADER_MODEL_2_0] = "4_0", + [SHADER_MODEL_3_0] = "4_0", [SHADER_MODEL_4_0] = "4_0", [SHADER_MODEL_4_1] = "4_1", [SHADER_MODEL_5_0] = "5_0", diff --git a/tests/shader_runner_d3d12.c b/tests/shader_runner_d3d12.c index 7c4da691..11d58ecc 100644 --- a/tests/shader_runner_d3d12.c +++ b/tests/shader_runner_d3d12.c @@ -65,6 +65,7 @@ static ID3D10Blob *compile_shader(const struct d3d12_shader_runner *runner, cons static const char *const shader_models[] = { [SHADER_MODEL_2_0] = "4_0", + [SHADER_MODEL_3_0] = "4_0", [SHADER_MODEL_4_0] = "4_0", [SHADER_MODEL_4_1] = "4_1", [SHADER_MODEL_5_0] = "5_0", diff --git a/tests/shader_runner_d3d9.c b/tests/shader_runner_d3d9.c index af784303..0f17d0e7 100644 --- a/tests/shader_runner_d3d9.c +++ b/tests/shader_runner_d3d9.c @@ -56,11 +56,19 @@ static struct d3d9_shader_runner *d3d9_shader_runner(struct shader_runner *r)
static IDirect3D9 *(WINAPI *pDirect3DCreate9)(UINT sdk_version);
-static ID3D10Blob *compile_shader(const char *source, const char *profile) +static ID3D10Blob *compile_shader(const char *source, const char *type, enum shader_model shader_model) { ID3D10Blob *blob = NULL, *errors = NULL; + char profile[7]; HRESULT hr;
+ static const char *const shader_models[] = + { + [SHADER_MODEL_2_0] = "2_0", + [SHADER_MODEL_3_0] = "3_0", + }; + + sprintf(profile, "%s_%s", type, shader_models[shader_model]); hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", profile, 0, 0, &blob, &errors); ok(hr == S_OK, "Failed to compile shader, hr %#lx.\n", hr); if (errors) @@ -325,10 +333,10 @@ static bool d3d9_runner_draw(struct shader_runner *r, unsigned int i, j; HRESULT hr;
- if (!(vs_code = compile_shader(runner->r.vs_source, "vs_2_0"))) + if (!(vs_code = compile_shader(runner->r.vs_source, "vs", runner->r.minimum_shader_model))) return false;
- if (!(ps_code = compile_shader(runner->r.ps_source, "ps_2_0"))) + if (!(ps_code = compile_shader(runner->r.ps_source, "ps", runner->r.minimum_shader_model))) { ID3D10Blob_Release(vs_code); return false; diff --git a/tests/shader_runner_vulkan.c b/tests/shader_runner_vulkan.c index 43b7b265..670a454d 100644 --- a/tests/shader_runner_vulkan.c +++ b/tests/shader_runner_vulkan.c @@ -364,6 +364,7 @@ static bool compile_shader(const struct vulkan_shader_runner *runner, const char static const char *const shader_models[] = { [SHADER_MODEL_2_0] = "4_0", + [SHADER_MODEL_3_0] = "4_0", [SHADER_MODEL_4_0] = "4_0", [SHADER_MODEL_4_1] = "4_1", [SHADER_MODEL_5_0] = "5_0",
From: Zebediah Figura zfigura@codeweavers.com
--- Makefile.am | 1 + tests/sample-bias.shader_test | 41 +++++++++++++++++++++++++++++++++++ tests/sampler.shader_test | 14 ------------ 3 files changed, 42 insertions(+), 14 deletions(-) create mode 100644 tests/sample-bias.shader_test
diff --git a/Makefile.am b/Makefile.am index d2f7556f..7a59134e 100644 --- a/Makefile.am +++ b/Makefile.am @@ -153,6 +153,7 @@ vkd3d_shader_tests = \ tests/register-reservations.shader_test \ tests/return.shader_test \ tests/round.shader_test \ + tests/sample-bias.shader_test \ tests/sample-level.shader_test \ tests/sampler.shader_test \ tests/sampler-offset.shader_test \ diff --git a/tests/sample-bias.shader_test b/tests/sample-bias.shader_test new file mode 100644 index 00000000..bd0d47e5 --- /dev/null +++ b/tests/sample-bias.shader_test @@ -0,0 +1,41 @@ +[sampler 0] +filter linear linear linear +address clamp clamp clamp + +[texture 0] +size (2, 2) +levels 2 + +1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0 +1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0 + +0.0 0.0 1.0 0.0 + +[vertex shader] +void main(out float2 tex : texcoord, inout float4 pos : sv_position) +{ + tex = pos.xy; +} + +[pixel shader] +sampler s; +Texture2D t; +uniform float bias; + +float4 main(float2 coord : texcoord) : sv_target +{ + return t.SampleBias(s, coord, bias); +} + +[test] +uniform 0 float4 6.5 0.0 0.0 0.0 +draw quad +probe all rgba (1.0, 0.0, 1.0, 0.0) + +uniform 0 float4 7.5 0.0 0.0 0.0 +draw quad +probe all rgba (0.41015625, 0.0, 1.0, 0.0) + +uniform 0 float4 8.5 0.0 0.0 0.0 +draw quad +probe all rgba (0.0, 0.0, 1.0, 0.0) diff --git a/tests/sampler.shader_test b/tests/sampler.shader_test index 23741a35..9ab75a18 100644 --- a/tests/sampler.shader_test +++ b/tests/sampler.shader_test @@ -33,20 +33,6 @@ float4 main() : sv_target draw quad probe all rgba (0.25, 0, 0.25, 0)
-[pixel shader] -SamplerState s; -Texture2D t; - -float4 main() : sv_target -{ - return t.SampleBias(s, float2(0.5, 0.5), 0.0); -} - -[test] -draw quad -probe all rgba (0.25, 0, 0.25, 0) - - [pixel shader fail] sampler2D s;
On Wed May 3 12:15:40 2023 +0000, Giovanni Mascellani wrote:
This fails on a Windows 11 VM with WARP with:
shader_runner:1214: Running tests from a Windows cross build shader_runner:1216: Compiling shaders with d3dcompiler_47.dll and executing with d3d9.dll shader_runner:95: Driver string: d3d10warp.dll. shader_runner:96: Device: Microsoft Basic Render Driver, 1414:008c. shader_runner:99: Using WARP device. shader_runner:248: Section [texture 0], line 8: Test failed: Failed to map texture, hr 0x8876086c.
and than it segfaults. Not sure what's going on here, but apparently the second (i.e., when mapping the smaller level) `LockRect()` calls fails with `D3DERR_INVALIDCALL`. Did you test this on Windows?
No, mostly because I don't have a Windows system particularly convenient. I only tested on Wine.
My guess is that it doesn't like discarding a subresource other than the first. I changed it to use a managed texture instead; does that work better?
That works for square textures like in the associated tests, but note that you can end up with levels with 0 width/height for non-square textures this way. See also e.g. wined3d_texture_get_level_width(). We may want to introduce common helpers for these level width/height/pitch calculations in shader_runner.h.
Fixed in v2.
(Incidentally, I have a slight preference for "¶ms->data[buffer_offset]" over "params->data + buffer_offset", but I don't particularly feel like imposing that.)
I don't care personally, so I changed it in v2.
Giovanni Mascellani (@giomasce) commented about tests/shader_runner_d3d9.c:
{
unsigned int level_width = params->width >> level;
unsigned int level_height = params->height >> level;
unsigned int level_width = get_level_dimension(params->width, level);
unsigned int level_height = get_level_dimension(params->height, level); unsigned int src_row_pitch = level_width * params->texel_size; unsigned int src_slice_pitch = level_height * src_row_pitch;
hr = IDirect3DTexture9_LockRect(resource->texture, level, &map_desc, NULL, D3DLOCK_DISCARD);
hr = IDirect3DTexture9_LockRect(resource->texture, level, &map_desc, NULL, 0); ok(hr == D3D_OK, "Failed to map texture, hr %#lx.\n", hr); for (unsigned int y = 0; y < level_height; ++y)
memcpy((char *)map_desc.pBits + y * map_desc.Pitch,
params->data + src_buffer_offset + y * src_row_pitch, src_row_pitch);
memcpy(&((char *)map_desc.pBits)[y * map_desc.Pitch],
params->data[src_buffer_offset + y * src_row_pitch], src_row_pitch);
Missing ampersand.
On Wed May 3 16:06:01 2023 +0000, Zebediah Figura wrote:
No, mostly because I don't have a Windows system particularly convenient. I only tested on Wine. My guess is that it doesn't like discarding a subresource other than the first. I changed it to use a managed texture instead; does that work better?
Yes, that fixes it.
Giovanni Mascellani (@giomasce) commented about tests/sample-bias.shader_test:
+Texture2D t; +uniform float bias;
+float4 main(float2 coord : texcoord) : sv_target +{
- return t.SampleBias(s, coord, bias);
+}
+[test] +uniform 0 float4 6.5 0.0 0.0 0.0 +draw quad +probe all rgba (1.0, 0.0, 1.0, 0.0)
+uniform 0 float4 7.5 0.0 0.0 0.0 +draw quad +probe all rgba (0.41015625, 0.0, 1.0, 0.0)
That's going to be a joy...
I get 0.40625 on: * WARP on Windows 11 * Intel on Linux * proprietary NVIDIA on Linux
I get 0.41015625 on: * RADV on Linux
I get 0.431112289 on: * lavapipe on Linux
And we're not speaking of a handful of ULPs...
Not sure what's the best way to deal with this. Ideally I'd like tests to pass on all these platforms. Maybe we can just add a check that it is between 0.4 and 0.45.
Not sure what's the best way to deal with this. Ideally I'd like tests to pass on all these platforms. Maybe we can just add a check that it is between 0.4 and 0.45.
One way to handle these kinds of things is to add an explicit quantisation step to the shader output. I think we've done that kind of thing before for HLSL shader tests.