adding D3D11 unit tests, removing raw HLSL support

This commit is contained in:
2025-09-12 00:54:15 +02:00
parent 6dd129cf35
commit 62beb8d316
27 changed files with 381 additions and 106 deletions

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@@ -62,7 +62,7 @@ jobs:
# Setup compilation mode and install project dependencies
- name: Configure xmake and install dependencies
run: xmake config --d3d11=y --vulkan=n --opengl=n --software=n --webgpu=n --examples=y --arch=${{ matrix.arch }} --mode=${{ matrix.confs.mode }} ${{ matrix.confs.config }} --ccache=n --yes
run: xmake config --d3d11=y --d3d11-tests-y --vulkan=n --opengl=n --software=n --webgpu=n --examples=y --arch=${{ matrix.arch }} --mode=${{ matrix.confs.mode }} ${{ matrix.confs.config }} --ccache=n --yes
# Save dependencies
- name: Save cached xmake dependencies
@@ -82,5 +82,4 @@ jobs:
- name: Test D3D11
run: |
xmake build --yes D3D11Example
xmake run --yes D3D11Example
xmake run --yes D3D11UnitTests

View File

@@ -22,25 +22,11 @@ void DebugCallBack(PulseDebugMessageSeverity severity, const char* message)
#define BUFFER_SIZE (256 * sizeof(uint32_t))
const char* hlsl_source = HLSL_SOURCE(
RWBuffer<int> ssbo : register(u0);
[numthreads(16, 16, 1)]
void CSMain(uint3 grid : SV_DispatchThreadID)
{
ssbo[grid.x * grid.y] = (int)(grid.x * grid.y);
}
);
int main(void)
{
PulseFlags shader_format;
#ifdef PULSE_D3D11_COMPILER_UNAVAILABLE
shader_format = PULSE_SHADER_FORMAT_DXBC_BIT;
#else
shader_format = PULSE_SHADER_FORMAT_HLSL_BIT;
#endif
PulseBackend backend = PulseLoadBackend(PULSE_BACKEND_D3D11, shader_format, PULSE_HIGH_DEBUG);
PulseBackend backend = PulseLoadBackend(PULSE_BACKEND_D3D11, PULSE_SHADER_FORMAT_DXBC_BIT, PULSE_HIGH_DEBUG);
PulseSetDebugCallback(backend, DebugCallBack);
PulseDevice device = PulseCreateDevice(backend, NULL, 0);
@@ -51,19 +37,15 @@ int main(void)
// GPU computations
{
const uint8_t shader_bytecode[] = {
#include "shader.cso.h"
};
PulseComputePipelineCreateInfo info = { 0 };
#ifdef PULSE_D3D11_COMPILER_UNAVAILABLE
const uint8_t shader_bytecode[] = {
#include "shader.cso.h"
};
info.code_size = sizeof(shader_bytecode);
info.code = shader_bytecode;
#else
info.code_size = strlen(hlsl_source);
info.code = (const uint8_t*)hlsl_source;
#endif
info.code_size = sizeof(shader_bytecode);
info.code = shader_bytecode;
info.entrypoint = "CSMain";
info.format = shader_format;
info.format = PULSE_SHADER_FORMAT_DXBC_BIT;
info.num_readwrite_storage_buffers = 1;
PulseComputePipeline pipeline = PulseCreateComputePipeline(device, &info);

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@@ -1,3 +1,11 @@
// RWBuffer<int> ssbo : register(u0);
//
// [numthreads(16, 16, 1)]
// void CSMain(uint3 grid : SV_DispatchThreadID)
// {
// ssbo[grid.x * grid.y] = (int)(grid.x * grid.y);
// }
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0x41, 0xcd, 0x2e, 0x23, 0xde, 0x7c, 0x23, 0x9b, 0x01, 0x00, 0x00, 0x00,
0x08, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00,

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@@ -2,7 +2,6 @@ target("D3D11Example")
add_deps("pulse_gpu")
if is_plat("linux") then
set_extension(".x86_64")
add_defines("PULSE_D3D11_COMPILER_UNAVAILABLE")
end
add_files("*.c")
target_end()

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@@ -77,7 +77,6 @@ typedef enum PulseShaderFormatsBits
PULSE_SHADER_FORMAT_WGSL_BIT = PULSE_BIT(4), // Can be used by WebGPU backend
PULSE_SHADER_FORMAT_GLSL_BIT = PULSE_BIT(5), // Can be used by OpenGL / OpenGL_ES backend
PULSE_SHADER_FORMAT_DXBC_BIT = PULSE_BIT(6), // Can be used by D3D11 backend
PULSE_SHADER_FORMAT_HLSL_BIT = PULSE_BIT(7), // Can be used by D3D11 backend
// More to come
} PulseShaderFormatsBits;
typedef PulseFlags PulseShaderFormatsFlags;

View File

@@ -10,15 +10,12 @@
#pragma comment(lib,"d3d11.lib")
#pragma comment(lib, "dxgi.lib")
#ifndef PULSE_D3D11_COMPILER_UNAVAILABLE
#pragma comment(lib,"d3dcompiler.lib")
#endif
PulseBackendFlags Direct3D11CheckSupport(PulseBackendFlags candidates, PulseShaderFormatsFlags shader_formats_used)
{
if(candidates != PULSE_BACKEND_ANY && (candidates & PULSE_BACKEND_D3D11) == 0)
return PULSE_BACKEND_INVALID;
if((shader_formats_used & PULSE_SHADER_FORMAT_DXBC_BIT) == 0 && (shader_formats_used & PULSE_SHADER_FORMAT_HLSL_BIT) == 0)
if((shader_formats_used & PULSE_SHADER_FORMAT_DXBC_BIT) == 0)
return PULSE_BACKEND_INVALID;
return PULSE_BACKEND_D3D11;
}
@@ -62,6 +59,6 @@ PulseBackendHandler D3D11Driver = {
.PFN_UnloadBackend = Direct3D11UnloadBackend,
.PFN_CreateDevice = Direct3D11CreateDevice,
.backend = PULSE_BACKEND_D3D11,
.supported_shader_formats = PULSE_SHADER_FORMAT_DXBC_BIT | PULSE_SHADER_FORMAT_HLSL_BIT,
.supported_shader_formats = PULSE_SHADER_FORMAT_DXBC_BIT,
.driver_data = PULSE_NULLPTR
};

View File

@@ -7,55 +7,6 @@
#include "D3D11.h"
#include "D3D11Device.h"
#include "D3D11ComputePipeline.h"
#include <string.h>
#ifndef PULSE_D3D11_COMPILER_UNAVAILABLE
#include <d3dcompiler.h>
static HRESULT CompileComputeShader(PulseDevice device, const unsigned char* src, uint32_t src_size, const char* entry_point, ID3DBlob** blob)
{
if(!src || !entry_point || !device || !blob)
return E_INVALIDARG;
Direct3D11Device* d3d11_device = D3D11_RETRIEVE_DRIVER_DATA_AS(device, Direct3D11Device*);
*blob = PULSE_NULLPTR;
UINT flags = D3DCOMPILE_ENABLE_STRICTNESS;
if(PULSE_IS_BACKEND_HIGH_LEVEL_DEBUG(device->backend))
flags |= D3DCOMPILE_DEBUG;
// We generally prefer to use the higher CS shader profile when possible as CS 5.0 is better performance on 11-class hardware
LPCSTR profile = (ID3D11Device_GetFeatureLevel(d3d11_device->device) >= D3D_FEATURE_LEVEL_11_0) ? "cs_5_0" : "cs_4_0";
ID3DBlob* shader_blob = PULSE_NULLPTR;
ID3DBlob* error_blob = PULSE_NULLPTR;
HRESULT hr = D3DCompile(src, src_size, PULSE_NULLPTR, PULSE_NULLPTR, PULSE_NULLPTR, entry_point, profile, flags, 0, &shader_blob, &error_blob);
if(FAILED(hr))
{
if(error_blob)
{
if(PULSE_IS_BACKEND_LOW_LEVEL_DEBUG(device->backend))
PulseLogInfoFmt(device->backend, "(D3D11) failed to compile HLSL shader. %s", ID3D10Blob_GetBufferPointer(error_blob));
ID3D10Blob_Release(error_blob);
}
if(shader_blob)
ID3D10Blob_Release(shader_blob);
return hr;
}
*blob = shader_blob;
return hr;
}
#else
static HRESULT CompileComputeShader(PulseDevice device, const unsigned char* src, uint32_t src_size, const char* entry_point, ID3DBlob** blob)
{
if(PULSE_IS_BACKEND_LOW_LEVEL_DEBUG(device->backend))
PulseLogInfo(device->backend, "(D3D11) on-the-fly shader compilation is not available");
PulseSetInternalError(PULSE_ERROR_INITIALIZATION_FAILED);
return D3DERR_INVALIDCALL;
}
#endif
PulseComputePipeline Direct3D11CreateComputePipeline(PulseDevice device, const PulseComputePipelineCreateInfo* info)
{
@@ -69,25 +20,7 @@ PulseComputePipeline Direct3D11CreateComputePipeline(PulseDevice device, const P
pipeline->driver_data = d3d11_pipeline;
void* bytecode_data = PULSE_NULLPTR;
size_t bytecode_size;
if(info->format & PULSE_SHADER_FORMAT_HLSL_BIT)
{
ID3D10Blob* blob = PULSE_NULLPTR;
CHECK_D3D11_RETVAL(device->backend, CompileComputeShader(device, info->code, info->code_size, info->entrypoint, &blob), PULSE_ERROR_INITIALIZATION_FAILED, PULSE_NULL_HANDLE);
bytecode_size = ID3D10Blob_GetBufferSize(blob);
memcpy(bytecode_data, ID3D10Blob_GetBufferPointer(blob), bytecode_size);
ID3D10Blob_Release(blob);
}
if(bytecode_data == PULSE_NULLPTR)
{
bytecode_data = (void*)info->code;
bytecode_size = info->code_size;
}
CHECK_D3D11_RETVAL(device->backend, ID3D11Device_CreateComputeShader(d3d11_device->device, bytecode_data, bytecode_size, PULSE_NULLPTR, &d3d11_pipeline->shader), PULSE_ERROR_INITIALIZATION_FAILED, PULSE_NULL_HANDLE);;
CHECK_D3D11_RETVAL(device->backend, ID3D11Device_CreateComputeShader(d3d11_device->device, (void*)info->code, info->code_size, PULSE_NULLPTR, &d3d11_pipeline->shader), PULSE_ERROR_INITIALIZATION_FAILED, PULSE_NULL_HANDLE);;
if(PULSE_IS_BACKEND_HIGH_LEVEL_DEBUG(device->backend))
PulseLogInfoFmt(device->backend, "(D3D11) created new compute pipeline %p", pipeline);

View File

@@ -35,4 +35,7 @@ bool Direct3D11BlitImage(PulseCommandList cmd, const PulseImageRegion* src, cons
void Direct3D11DestroyImage(PulseDevice device, PulseImage image)
{
Direct3D11Image* d3d11_image = D3D11_RETRIEVE_DRIVER_DATA_AS(image, Direct3D11Image*);
free(d3d11_image);
free(image);
}

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@@ -19,6 +19,8 @@ void TestBackendSupport()
if(!PulseSupportsBackend(PULSE_BACKEND_OPENGL, PULSE_SHADER_FORMAT_GLSL_BIT))
#elif defined(OPENGLES_ENABLED)
if(!PulseSupportsBackend(PULSE_BACKEND_OPENGL_ES, PULSE_SHADER_FORMAT_GLSL_BIT))
#elif defined(D3D11_ENABLED)
if(!PulseSupportsBackend(PULSE_BACKEND_D3D11, PULSE_SHADER_FORMAT_DXBC_BIT))
#endif
{
TEST_MESSAGE("Backend is not supported");
@@ -36,6 +38,8 @@ void TestBackendSetup()
PulseBackend backend = PulseLoadBackend(PULSE_BACKEND_OPENGL, PULSE_SHADER_FORMAT_GLSL_BIT, PULSE_HIGH_DEBUG);
#elif defined(OPENGLES_ENABLED)
PulseBackend backend = PulseLoadBackend(PULSE_BACKEND_OPENGL_ES, PULSE_SHADER_FORMAT_GLSL_BIT, PULSE_HIGH_DEBUG);
#elif defined(D3D11_ENABLED)
PulseBackend backend = PulseLoadBackend(PULSE_BACKEND_D3D11, PULSE_SHADER_FORMAT_DXBC_BIT, PULSE_HIGH_DEBUG);
#endif
TEST_ASSERT_NOT_EQUAL_MESSAGE(backend, PULSE_NULL_HANDLE, PulseVerbaliseErrorType(PulseGetLastErrorType()));
PulseSetDebugCallback(backend, DumbDebugCallBack);
@@ -50,6 +54,8 @@ void TestBackendAnySetup()
PulseBackend backend = PulseLoadBackend(PULSE_BACKEND_ANY, PULSE_SHADER_FORMAT_WGSL_BIT, PULSE_HIGH_DEBUG);
#elif defined(OPENGL_ENABLED) || defined(OPENGLES_ENABLED)
PulseBackend backend = PulseLoadBackend(PULSE_BACKEND_ANY, PULSE_SHADER_FORMAT_GLSL_BIT, PULSE_HIGH_DEBUG);
#elif defined(D3D11_ENABLED)
PulseBackend backend = PulseLoadBackend(PULSE_BACKEND_ANY, PULSE_SHADER_FORMAT_DXBC_BIT, PULSE_HIGH_DEBUG);
#endif
TEST_ASSERT_NOT_EQUAL_MESSAGE(backend, PULSE_NULL_HANDLE, PulseVerbaliseErrorType(PulseGetLastErrorType()));
#if defined(VULKAN_ENABLED)
@@ -60,6 +66,8 @@ void TestBackendAnySetup()
PulseBackendFlags backend_type = PulseGetBackendType(backend);
if(backend_type != PULSE_BACKEND_OPENGL && backend_type != PULSE_BACKEND_OPENGL_ES)
TEST_FAIL();
#elif defined(D3D11_ENABLED)
TEST_ASSERT_EQUAL(PulseGetBackendType(backend), PULSE_BACKEND_D3D11);
#endif
PulseSetDebugCallback(backend, DumbDebugCallBack);
PulseUnloadBackend(backend);
@@ -75,6 +83,8 @@ void TestWrongBackendSetup()
PulseBackend backend = PulseLoadBackend(PULSE_BACKEND_OPENGL, PULSE_SHADER_FORMAT_MSL_BIT, PULSE_HIGH_DEBUG);
#elif defined(OPENGLES_ENABLED)
PulseBackend backend = PulseLoadBackend(PULSE_BACKEND_OPENGL_ES, PULSE_SHADER_FORMAT_MSL_BIT, PULSE_HIGH_DEBUG);
#elif defined(D3D11_ENABLED)
PulseBackend backend = PulseLoadBackend(PULSE_BACKEND_D3D11, PULSE_SHADER_FORMAT_MSL_BIT, PULSE_HIGH_DEBUG);
#endif
TEST_ASSERT_EQUAL(backend, PULSE_NULL_HANDLE);
PulseSetDebugCallback(backend, DumbDebugCallBack);

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@@ -280,6 +280,10 @@ void TestBufferComputeWrite()
const uint8_t shader_bytecode[] = {
#include "Shaders/Vulkan-OpenGL/SimpleBufferWrite.comp.glsl.h"
};
#elif defined(D3D11_ENABLED)
const uint8_t shader_bytecode[] = {
#include "Shaders/D3D11/SimpleBufferWrite.cso.h"
};
#endif
PulseBufferCreateInfo buffer_create_info = { 0 };
@@ -351,6 +355,10 @@ void TestBufferComputeCopy()
const uint8_t shader_bytecode[] = {
#include "Shaders/Vulkan-OpenGL/BufferCopy.comp.glsl.h"
};
#elif defined(D3D11_ENABLED)
const uint8_t shader_bytecode[] = {
#include "Shaders/D3D11/BufferCopy.cso.h"
};
#endif
uint32_t data[256];

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@@ -28,6 +28,8 @@ void SetupPulse(PulseBackend* backend)
*backend = PulseLoadBackend(PULSE_BACKEND_OPENGL, PULSE_SHADER_FORMAT_GLSL_BIT, PULSE_PARANOID_DEBUG);
#elif defined(OPENGLES_ENABLED)
*backend = PulseLoadBackend(PULSE_BACKEND_OPENGL_ES, PULSE_SHADER_FORMAT_GLSL_BIT, PULSE_PARANOID_DEBUG);
#elif defined(D3D11_ENABLED)
*backend = PulseLoadBackend(PULSE_BACKEND_D3D11, PULSE_SHADER_FORMAT_DXBC_BIT, PULSE_PARANOID_DEBUG);
#endif
if(*backend == PULSE_NULL_HANDLE)
{
@@ -78,6 +80,8 @@ void LoadComputePipeline(PulseDevice device, PulseComputePipeline* pipeline, con
info.format = PULSE_SHADER_FORMAT_GLSL_BIT;
#elif defined(OPENGLES_ENABLED)
info.format = PULSE_SHADER_FORMAT_GLSL_BIT;
#elif defined(D3D11_ENABLED)
info.format = PULSE_SHADER_FORMAT_DXBC_BIT;
#endif
info.num_readonly_storage_images = num_readonly_storage_images;
info.num_readonly_storage_buffers = num_readonly_storage_buffers;

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@@ -71,6 +71,12 @@ void TestBackendInUse()
TEST_ASSERT_EQUAL(PulseGetBackendInUseByDevice(device), PULSE_BACKEND_VULKAN);
#elif defined(WEBGPU_ENABLED)
TEST_ASSERT_EQUAL(PulseGetBackendInUseByDevice(device), PULSE_BACKEND_WEBGPU);
#elif defined(OPENGL_ENABLED)
TEST_ASSERT_EQUAL(PulseGetBackendInUseByDevice(device), PULSE_BACKEND_OPENGL);
#elif defined(OPENGLES_ENABLED)
TEST_ASSERT_EQUAL(PulseGetBackendInUseByDevice(device), PULSE_BACKEND_OPENGL_ES);
#elif defined(D3D11_ENABLED)
TEST_ASSERT_EQUAL(PulseGetBackendInUseByDevice(device), PULSE_BACKEND_D3D11);
#endif
PulseDestroyDevice(device);
@@ -88,6 +94,12 @@ void TestShaderFormatSupport()
TEST_ASSERT_TRUE(PulseDeviceSupportsShaderFormats(device, PULSE_SHADER_FORMAT_SPIRV_BIT));
#elif defined(WEBGPU_ENABLED)
TEST_ASSERT_TRUE(PulseDeviceSupportsShaderFormats(device, PULSE_SHADER_FORMAT_WGSL_BIT));
#elif defined(OPENGL_ENABLED)
TEST_ASSERT_TRUE(PulseDeviceSupportsShaderFormats(device, PULSE_SHADER_FORMAT_GLSL_BIT));
#elif defined(OPENGLES_ENABLED)
TEST_ASSERT_TRUE(PulseDeviceSupportsShaderFormats(device, PULSE_SHADER_FORMAT_GLSL_BIT));
#elif defined(D3D11_ENABLED)
TEST_ASSERT_TRUE(PulseDeviceSupportsShaderFormats(device, PULSE_SHADER_FORMAT_DXBC_BIT));
#endif
PulseDestroyDevice(device);

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@@ -21,6 +21,10 @@ void TestPipelineSetup()
const uint8_t shader_bytecode[] = {
#include "Shaders/Vulkan-OpenGL/Simple.comp.glsl.h"
};
#elif defined(D3D11_ENABLED)
const uint8_t shader_bytecode[] = {
#include "Shaders/D3D11/Simple.cso.h"
};
#endif
PulseComputePipeline pipeline;
@@ -66,6 +70,10 @@ void TestPipelineReadOnlyBindings()
const uint8_t shader_bytecode[] = {
#include "Shaders/Vulkan-OpenGL/ReadOnlyBindings.comp.glsl.h"
};
#elif defined(D3D11_ENABLED)
const uint8_t shader_bytecode[] = {
#include "Shaders/D3D11/ReadOnlyBindings.cso.h"
};
#endif
PulseBufferCreateInfo buffer_create_info = { 0 };
@@ -131,6 +139,10 @@ void TestPipelineWriteOnlyBindings()
const uint8_t shader_bytecode[] = {
#include "Shaders/Vulkan-OpenGL/WriteOnlyBindings.comp.glsl.h"
};
#elif defined(D3D11_ENABLED)
const uint8_t shader_bytecode[] = {
#include "Shaders/D3D11/WriteOnlyBindings.cso.h"
};
#endif
PulseBufferCreateInfo buffer_create_info = { 0 };
@@ -196,6 +208,10 @@ void TestPipelineReadWriteBindings()
const uint8_t shader_bytecode[] = {
#include "Shaders/Vulkan-OpenGL/ReadWriteBindings.comp.glsl.h"
};
#elif defined(D3D11_ENABLED)
const uint8_t shader_bytecode[] = {
#include "Shaders/D3D11/ReadWriteBindings.cso.h"
};
#endif
PulseBufferCreateInfo buffer_create_info = { 0 };

69
Tests/Shaders/D3D11/BufferCopy.cso.h git.filemode.normal_file
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0x04, 0x00, 0x00, 0x00, 0x9e, 0x00, 0x00, 0x04, 0x00, 0xe0, 0x11, 0x00,
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0xa8, 0x00, 0x00, 0x09, 0x12, 0xe0, 0x11, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x40, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x1a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x04, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00

8
Tests/Shaders/D3D11/BufferCopy.hlsl git.filemode.normal_file
View File

@@ -0,0 +1,8 @@
StructuredBuffer<uint> read_ssbo : register(t0);
RWStructuredBuffer<uint> write_ssbo : register(u0);
[numthreads(16, 16, 1)]
void main(uint3 grid : SV_DispatchThreadID)
{
write_ssbo[grid.x * grid.y] = read_ssbo[grid.x * grid.y];
}

34
Tests/Shaders/D3D11/ReadOnlyBindings.cso.h git.filemode.normal_file
View File

@@ -0,0 +1,34 @@
0x44, 0x58, 0x42, 0x43, 0x8d, 0xc4, 0x29, 0x65, 0xf4, 0x8c, 0xb2, 0x8d,
0x38, 0x68, 0x6e, 0x29, 0x8c, 0xa7, 0xca, 0x9c, 0x01, 0x00, 0x00, 0x00,
0x90, 0x01, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00,
0xac, 0x00, 0x00, 0x00, 0xbc, 0x00, 0x00, 0x00, 0xcc, 0x00, 0x00, 0x00,
0xf4, 0x00, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x70, 0x00, 0x00, 0x00,
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0x3c, 0x00, 0x00, 0x00, 0x52, 0x44, 0x31, 0x31, 0x3c, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00

7
Tests/Shaders/D3D11/ReadOnlyBindings.hlsl git.filemode.normal_file
View File

@@ -0,0 +1,7 @@
StructuredBuffer<uint> read_ssbo : register(t0);
Texture2D<float4> read_texture : register(t1);
[numthreads(16, 16, 1)]
void main(uint3 grid : SV_DispatchThreadID)
{
}

34
Tests/Shaders/D3D11/ReadWriteBindings.cso.h git.filemode.normal_file
View File

@@ -0,0 +1,34 @@
0x44, 0x58, 0x42, 0x43, 0x8d, 0xc4, 0x29, 0x65, 0xf4, 0x8c, 0xb2, 0x8d,
0x38, 0x68, 0x6e, 0x29, 0x8c, 0xa7, 0xca, 0x9c, 0x01, 0x00, 0x00, 0x00,
0x90, 0x01, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00,
0xac, 0x00, 0x00, 0x00, 0xbc, 0x00, 0x00, 0x00, 0xcc, 0x00, 0x00, 0x00,
0xf4, 0x00, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x70, 0x00, 0x00, 0x00,
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0x3c, 0x00, 0x00, 0x00, 0x52, 0x44, 0x31, 0x31, 0x3c, 0x00, 0x00, 0x00,
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0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39,
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0x00, 0xab, 0xab, 0xab, 0x49, 0x53, 0x47, 0x4e, 0x08, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x4f, 0x53, 0x47, 0x4e,
0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00,
0x53, 0x48, 0x45, 0x58, 0x20, 0x00, 0x00, 0x00, 0x50, 0x00, 0x05, 0x00,
0x08, 0x00, 0x00, 0x00, 0x6a, 0x08, 0x00, 0x01, 0x9b, 0x00, 0x00, 0x04,
0x10, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00

9
Tests/Shaders/D3D11/ReadWriteBindings.hlsl git.filemode.normal_file
View File

@@ -0,0 +1,9 @@
Texture2D<float4> read_texture : register(t0);
StructuredBuffer<uint> read_ssbo : register(t1);
RWTexture2D<float4> write_texture : register(u0);
RWStructuredBuffer<uint> write_ssbo : register(u1);
[numthreads(16, 16, 1)]
void main(uint3 grid : SV_DispatchThreadID)
{
}

34
Tests/Shaders/D3D11/Simple.cso.h git.filemode.normal_file
View File

@@ -0,0 +1,34 @@
0x44, 0x58, 0x42, 0x43, 0x8d, 0xc4, 0x29, 0x65, 0xf4, 0x8c, 0xb2, 0x8d,
0x38, 0x68, 0x6e, 0x29, 0x8c, 0xa7, 0xca, 0x9c, 0x01, 0x00, 0x00, 0x00,
0x90, 0x01, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00,
0xac, 0x00, 0x00, 0x00, 0xbc, 0x00, 0x00, 0x00, 0xcc, 0x00, 0x00, 0x00,
0xf4, 0x00, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x70, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00

4
Tests/Shaders/D3D11/Simple.hlsl git.filemode.normal_file
View File

@@ -0,0 +1,4 @@
[numthreads(16, 16, 1)]
void main(uint3 grid : SV_DispatchThreadID)
{
}

55
Tests/Shaders/D3D11/SimpleBufferWrite.cso.h git.filemode.normal_file
View File

@@ -0,0 +1,55 @@
0x44, 0x58, 0x42, 0x43, 0x39, 0xde, 0x6f, 0xa0, 0x63, 0x41, 0x25, 0xe1,
0xa9, 0xce, 0xd2, 0xcd, 0xbc, 0xbd, 0xf6, 0x23, 0x01, 0x00, 0x00, 0x00,
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7
Tests/Shaders/D3D11/SimpleBufferWrite.hlsl git.filemode.normal_file
View File

@@ -0,0 +1,7 @@
RWStructuredBuffer<uint> write_ssbo : register(u0);
[numthreads(16, 16, 1)]
void main(uint3 grid : SV_DispatchThreadID)
{
write_ssbo[grid.x * grid.y] = 0xFFFFFFFFu;
}

34
Tests/Shaders/D3D11/WriteOnlyBindings.cso.h git.filemode.normal_file
View File

@@ -0,0 +1,34 @@
0x44, 0x58, 0x42, 0x43, 0x8d, 0xc4, 0x29, 0x65, 0xf4, 0x8c, 0xb2, 0x8d,
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0x00, 0x00, 0x00, 0x00

7
Tests/Shaders/D3D11/WriteOnlyBindings.hlsl git.filemode.normal_file
View File

@@ -0,0 +1,7 @@
RWStructuredBuffer<uint> write_ssbo : register(u0);
RWTexture2D<float4> write_texture : register(u1);
[numthreads(16, 16, 1)]
void main(uint3 grid : SV_DispatchThreadID)
{
}

View File

@@ -2,6 +2,7 @@ local Backend = {
VULKAN = 1,
OPENGL = 2,
OPENGL_ES = 3,
D3D11 = 4,
}
local nzsl_included = false
@@ -143,6 +144,9 @@ local tests = {
add_files("**.nzsl")
end
},
D3D11 = {
option = "d3d11",
},
WebGPU = {
option = "webgpu",
global_custom = function()

View File

@@ -39,9 +39,8 @@ local backends = {
if is_plat("linux") then
add_sysincludedirs("/usr/include/dxvk")
add_syslinks("dxvk_d3d11", "dxvk_dxgi")
add_defines("PULSE_D3D11_COMPILER_UNAVAILABLE")
else
add_syslinks("d3d11", "d3dcompiler_47", "dxgi", "windowscodecs")
add_syslinks("d3d11", "dxgi", "windowscodecs")
end
end
},