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

View File

@@ -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);

View File

@@ -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];

View File

@@ -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;

View File

@@ -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);

View File

@@ -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
View File

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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

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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,
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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,
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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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0x00, 0x00, 0x00, 0x00

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, 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, 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/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()