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-rw-r--r--tools/render-test/d3d-util.cpp280
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diff --git a/tools/render-test/d3d-util.cpp b/tools/render-test/d3d-util.cpp
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+++ b/tools/render-test/d3d-util.cpp
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+// d3d-util.cpp
+#include "d3d-util.h"
+
+#include <d3dcompiler.h>
+
+// We will use the C standard library just for printing error messages.
+#include <stdio.h>
+
+namespace renderer_test {
+using namespace Slang;
+
+/* static */D3D_PRIMITIVE_TOPOLOGY D3DUtil::getPrimitiveTopology(PrimitiveTopology topology)
+{
+ switch (topology)
+ {
+ case PrimitiveTopology::TriangleList:
+ {
+ return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
+ }
+ default: break;
+ }
+ return D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
+}
+
+/* static */DXGI_FORMAT D3DUtil::getMapFormat(Format format)
+{
+ switch (format)
+ {
+ case Format::RGB_Float32:
+ return DXGI_FORMAT_R32G32B32_FLOAT;
+ case Format::RG_Float32:
+ return DXGI_FORMAT_R32G32_FLOAT;
+ default:
+ return DXGI_FORMAT_UNKNOWN;
+ }
+}
+
+/* static */DXGI_FORMAT D3DUtil::calcResourceFormat(UsageType usage, Int usageFlags, DXGI_FORMAT format)
+{
+ SLANG_UNUSED(usage);
+ if (usageFlags)
+ {
+ switch (format)
+ {
+ case DXGI_FORMAT_R32_FLOAT:
+ case DXGI_FORMAT_D32_FLOAT: return DXGI_FORMAT_R32_TYPELESS;
+ case DXGI_FORMAT_D24_UNORM_S8_UINT: return DXGI_FORMAT_R24G8_TYPELESS;
+ default: break;
+ }
+ return format;
+ }
+ return format;
+}
+
+/* static */DXGI_FORMAT D3DUtil::calcFormat(UsageType usage, DXGI_FORMAT format)
+{
+ switch (usage)
+ {
+ case USAGE_COUNT_OF:
+ case USAGE_UNKNOWN:
+ {
+ return DXGI_FORMAT_UNKNOWN;
+ }
+ case USAGE_DEPTH_STENCIL:
+ {
+ switch (format)
+ {
+ case DXGI_FORMAT_D32_FLOAT:
+ case DXGI_FORMAT_R32_TYPELESS: return DXGI_FORMAT_D32_FLOAT;
+ case DXGI_FORMAT_R24_UNORM_X8_TYPELESS: return DXGI_FORMAT_D24_UNORM_S8_UINT;
+ case DXGI_FORMAT_R24G8_TYPELESS: return DXGI_FORMAT_D24_UNORM_S8_UINT;
+ default: break;
+ }
+ return format;
+ }
+ case USAGE_TARGET:
+ {
+ switch (format)
+ {
+ case DXGI_FORMAT_D32_FLOAT:
+ case DXGI_FORMAT_D24_UNORM_S8_UINT: return DXGI_FORMAT_UNKNOWN;
+ case DXGI_FORMAT_R32_TYPELESS: return DXGI_FORMAT_R32_FLOAT;
+ default: break;
+ }
+ return format;
+ }
+ case USAGE_SRV:
+ {
+ switch (format)
+ {
+ case DXGI_FORMAT_D32_FLOAT:
+ case DXGI_FORMAT_R32_TYPELESS: return DXGI_FORMAT_R32_FLOAT;
+ case DXGI_FORMAT_R24_UNORM_X8_TYPELESS: return DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
+ default: break;
+ }
+
+ return format;
+ }
+ }
+
+ assert(!"Not reachable");
+ return DXGI_FORMAT_UNKNOWN;
+}
+
+bool D3DUtil::isTypeless(DXGI_FORMAT format)
+{
+ switch (format)
+ {
+ case DXGI_FORMAT_R32G32B32A32_TYPELESS:
+ case DXGI_FORMAT_R32G32B32_TYPELESS:
+ case DXGI_FORMAT_R16G16B16A16_TYPELESS:
+ case DXGI_FORMAT_R32G32_TYPELESS:
+ case DXGI_FORMAT_R32G8X24_TYPELESS:
+ case DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS:
+ case DXGI_FORMAT_R10G10B10A2_TYPELESS:
+ case DXGI_FORMAT_R8G8B8A8_TYPELESS:
+ case DXGI_FORMAT_R16G16_TYPELESS:
+ case DXGI_FORMAT_R32_TYPELESS:
+ case DXGI_FORMAT_R24_UNORM_X8_TYPELESS:
+ case DXGI_FORMAT_R24G8_TYPELESS:
+ case DXGI_FORMAT_R8G8_TYPELESS:
+ case DXGI_FORMAT_R16_TYPELESS:
+ case DXGI_FORMAT_R8_TYPELESS:
+ case DXGI_FORMAT_BC1_TYPELESS:
+ case DXGI_FORMAT_BC2_TYPELESS:
+ case DXGI_FORMAT_BC3_TYPELESS:
+ case DXGI_FORMAT_BC4_TYPELESS:
+ case DXGI_FORMAT_BC5_TYPELESS:
+ case DXGI_FORMAT_B8G8R8A8_TYPELESS:
+ case DXGI_FORMAT_BC6H_TYPELESS:
+ case DXGI_FORMAT_BC7_TYPELESS:
+ {
+ return true;
+ }
+ default: break;
+ }
+ return false;
+}
+
+/* static */Int D3DUtil::getNumColorChannelBits(DXGI_FORMAT fmt)
+{
+ switch (fmt)
+ {
+ case DXGI_FORMAT_R32G32B32A32_TYPELESS:
+ case DXGI_FORMAT_R32G32B32A32_FLOAT:
+ case DXGI_FORMAT_R32G32B32A32_UINT:
+ case DXGI_FORMAT_R32G32B32A32_SINT:
+ case DXGI_FORMAT_R32G32B32_TYPELESS:
+ case DXGI_FORMAT_R32G32B32_FLOAT:
+ case DXGI_FORMAT_R32G32B32_UINT:
+ case DXGI_FORMAT_R32G32B32_SINT:
+ return 32;
+
+ case DXGI_FORMAT_R16G16B16A16_TYPELESS:
+ case DXGI_FORMAT_R16G16B16A16_FLOAT:
+ case DXGI_FORMAT_R16G16B16A16_UNORM:
+ case DXGI_FORMAT_R16G16B16A16_UINT:
+ case DXGI_FORMAT_R16G16B16A16_SNORM:
+ case DXGI_FORMAT_R16G16B16A16_SINT:
+ return 16;
+
+ case DXGI_FORMAT_R10G10B10A2_TYPELESS:
+ case DXGI_FORMAT_R10G10B10A2_UNORM:
+ case DXGI_FORMAT_R10G10B10A2_UINT:
+ case DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM:
+ return 10;
+
+ case DXGI_FORMAT_R8G8B8A8_TYPELESS:
+ case DXGI_FORMAT_R8G8B8A8_UNORM:
+ case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:
+ case DXGI_FORMAT_R8G8B8A8_UINT:
+ case DXGI_FORMAT_R8G8B8A8_SNORM:
+ case DXGI_FORMAT_R8G8B8A8_SINT:
+ case DXGI_FORMAT_B8G8R8A8_UNORM:
+ case DXGI_FORMAT_B8G8R8X8_UNORM:
+ case DXGI_FORMAT_B8G8R8A8_TYPELESS:
+ case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB:
+ case DXGI_FORMAT_B8G8R8X8_TYPELESS:
+ case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB:
+ return 8;
+
+ case DXGI_FORMAT_B5G6R5_UNORM:
+ case DXGI_FORMAT_B5G5R5A1_UNORM:
+ return 5;
+
+ case DXGI_FORMAT_B4G4R4A4_UNORM:
+ return 4;
+
+ default:
+ return 0;
+ }
+}
+
+/* static */Result D3DUtil::compileHLSLShader(char const* sourcePath, char const* source, char const* entryPointName, char const* dxProfileName, ComPtr<ID3DBlob>& shaderBlobOut)
+{
+ // Rather than statically link against the `d3dcompile` library, we
+ // dynamically load it.
+ //
+ // Note: A more realistic application would compile from HLSL text to D3D
+ // shader bytecode as part of an offline process, rather than doing it
+ // on-the-fly like this
+ //
+ static pD3DCompile compileFunc = nullptr;
+ if (!compileFunc)
+ {
+ // TODO(tfoley): maybe want to search for one of a few versions of the DLL
+ HMODULE compilerModule = LoadLibraryA("d3dcompiler_47.dll");
+ if (!compilerModule)
+ {
+ fprintf(stderr, "error: failed load 'd3dcompiler_47.dll'\n");
+ return SLANG_FAIL;
+ }
+
+ compileFunc = (pD3DCompile)GetProcAddress(compilerModule, "D3DCompile");
+ if (!compileFunc)
+ {
+ fprintf(stderr, "error: failed load symbol 'D3DCompile'\n");
+ return SLANG_FAIL;
+ }
+ }
+
+ // For this example, we turn on debug output, and turn off all
+ // optimization. A real application would only use these flags
+ // when shader debugging is needed.
+ UINT flags = 0;
+ flags |= D3DCOMPILE_DEBUG;
+ flags |= D3DCOMPILE_OPTIMIZATION_LEVEL0 | D3DCOMPILE_SKIP_OPTIMIZATION;
+
+ // We will always define `__HLSL__` when compiling here, so that
+ // input code can react differently to being compiled as pure HLSL.
+ D3D_SHADER_MACRO defines[] = {
+ { "__HLSL__", "1" },
+ { nullptr, nullptr },
+ };
+
+ // The `D3DCompile` entry point takes a bunch of parameters, but we
+ // don't really need most of them for Slang-generated code.
+ ComPtr<ID3DBlob> shaderBlob;
+ ComPtr<ID3DBlob> errorBlob;
+
+ HRESULT hr = compileFunc(source, strlen(source), sourcePath, &defines[0], nullptr, entryPointName, dxProfileName, flags, 0,
+ shaderBlob.writeRef(), errorBlob.writeRef());
+
+ // If the HLSL-to-bytecode compilation produced any diagnostic messages
+ // then we will print them out (whether or not the compilation failed).
+ if (errorBlob)
+ {
+ ::fputs((const char*)errorBlob->GetBufferPointer(), stderr);
+ ::fflush(stderr);
+ ::OutputDebugStringA((const char*)errorBlob->GetBufferPointer());
+ return SLANG_FAIL;
+ }
+
+ SLANG_RETURN_ON_FAIL(hr);
+ shaderBlobOut.swap(shaderBlob);
+ return SLANG_OK;
+}
+
+/* static */void D3DUtil::appendWideChars(const char* in, List<wchar_t>& out)
+{
+ size_t len = ::strlen(in);
+
+ const DWORD dwFlags = 0;
+ int outSize = ::MultiByteToWideChar(CP_UTF8, dwFlags, in, int(len), nullptr, 0);
+
+ if (outSize > 0)
+ {
+ const UInt prevSize = out.Count();
+ out.SetSize(prevSize + len + 1);
+
+ WCHAR* dst = out.Buffer() + prevSize;
+ ::MultiByteToWideChar(CP_UTF8, dwFlags, in, int(len), dst, outSize);
+ // Make null terminated
+ dst[outSize] = 0;
+ // Remove terminating 0 from array
+ out.UnsafeShrinkToSize(prevSize + outSize);
+ }
+}
+
+} // renderer_test