From: Conor McCarthy Subject: [PATCH vkd3d v2 6/6] tests: Add bundle tests for graphics pipelines. Message-Id: <20210909044658.11800-5-cmccarthy@codeweavers.com> Date: Thu, 9 Sep 2021 14:46:58 +1000 In-Reply-To: <20210909044658.11800-1-cmccarthy@codeweavers.com> References: <20210909044658.11800-1-cmccarthy@codeweavers.com> Not tested: OMSetBlendFactor(), OMSetStencilRef(), and methods not implemented on the vkd3d command list object. Signed-off-by: Conor McCarthy --- v2: Use check_sub_resource_uint(). Supersedes 213799. --- tests/d3d12.c | 244 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 244 insertions(+) diff --git a/tests/d3d12.c b/tests/d3d12.c index eac95f69..744346e8 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -7775,6 +7775,249 @@ static void test_compute_bundle(void) destroy_test_context(&context); } +static void test_graphics_bundle(void) +{ + ID3D12Resource *cb, *sr_buffer, *root_buffer, *heap_buffer, *vb, *ib; + ID3D12GraphicsCommandList *command_list, *bundle; + D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc; + ID3D12DescriptorHeap *descriptor_heap; + D3D12_DESCRIPTOR_HEAP_DESC heap_desc; + D3D12_INPUT_LAYOUT_DESC input_layout; + struct bundle_context bundle_context; + struct test_context_desc desc; + D3D12_VERTEX_BUFFER_VIEW vbv; + struct test_context context; + D3D12_INDEX_BUFFER_VIEW ibv; + ID3D12CommandQueue *queue; + ID3D12Device *device; + HRESULT hr; + + static const D3D12_DESCRIPTOR_RANGE descriptor_ranges[] = + { + {D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1, 2, 0, 0}, + }; + + static const D3D12_ROOT_PARAMETER root_parameters[] = + { + {D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, + .DescriptorTable = {ARRAY_SIZE(descriptor_ranges), descriptor_ranges}}, + {D3D12_ROOT_PARAMETER_TYPE_CBV, .Descriptor = {0, 0}}, + {D3D12_ROOT_PARAMETER_TYPE_SRV, .Descriptor = {0, 0}}, + {D3D12_ROOT_PARAMETER_TYPE_UAV, .Descriptor = {1, 0}}, + {D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS, .Constants = {1, 0, 3}}, + }; + + static const D3D12_ROOT_SIGNATURE_DESC root_signature_desc = + { + .NumParameters = ARRAY_SIZE(root_parameters), + .pParameters = root_parameters, + .Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT, + }; + + static const DWORD vs_code[] = + { +#if 0 + void main(float4 in_position : POSITION, out float4 out_position : SV_POSITION) + { + out_position = in_position; + } +#endif + 0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040, + 0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, + 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)}; + static const DWORD ps_code[] = + { +#if 0 + cbuffer cb0 : register(b0) + { + uint c0; + } + cbuffer cb1 : register(b1) + { + uint3 c1; + } + + ByteAddressBuffer t0 : register(t0); + + RWByteAddressBuffer u1 : register(u1); + RWByteAddressBuffer u2 : register(u2); + + void main(out float4 target : SV_Target0) + { + target = float4(1.0f, 1.0f, 1.0f, 1.0f); + if (c0 != 0x11111111) /* Test CBV. */ + target.x = 0.0f; + if (t0.Load(0) != 0x22222222) /* Test SRV. */ + target.x = 0.0f; + if (u1.Load(0) != 0xcafef00d) /* Test root UAV. */ + target.x = 0.0f; + if (u2.Load(0) != 0xc0ffee) /* Test heap UAV. */ + target.y = 0.0f; + if (c1.x != 0x33333333) /* Test setting one root constant. */ + target.z = 0.0f; + if (c1.z != 0x55555555) /* Test setting multiple root constants. */ + target.w = 0.0f; + } +#endif + 0x43425844, 0x01abdf56, 0xb7ffa3e4, 0x356ba2d5, 0xdc1e8864, 0x00000001, 0x000002a8, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000230, 0x00000050, 0x0000008c, + 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04000059, 0x00208e46, 0x00000001, + 0x00000001, 0x030000a1, 0x00107000, 0x00000000, 0x0300009d, 0x0011e000, 0x00000001, 0x0300009d, + 0x0011e000, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x890000a5, + 0x800002c2, 0x00199983, 0x00100012, 0x00000000, 0x00004001, 0x00000000, 0x00107006, 0x00000000, + 0x07000027, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x22222222, 0x08000027, + 0x00100022, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x00004001, 0x11111111, 0x0700003c, + 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x0010001a, 0x00000000, 0x890000a5, 0x800002c2, + 0x00199983, 0x00100022, 0x00000000, 0x00004001, 0x00000000, 0x0011e006, 0x00000001, 0x07000027, + 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0xcafef00d, 0x0700003c, 0x00100012, + 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x09000037, 0x00102012, 0x00000000, + 0x0010000a, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x3f800000, 0x890000a5, 0x800002c2, + 0x00199983, 0x00100012, 0x00000000, 0x00004001, 0x00000000, 0x0011e006, 0x00000002, 0x07000027, + 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00c0ffee, 0x09000037, 0x00102022, + 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x3f800000, 0x0b000027, + 0x00100032, 0x00000000, 0x00208086, 0x00000001, 0x00000000, 0x00004002, 0x33333333, 0x55555555, + 0x00000000, 0x00000000, 0x0f000037, 0x001020c2, 0x00000000, 0x00100406, 0x00000000, 0x00004002, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x3f800000, + 0x3f800000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; + + static const D3D12_INPUT_ELEMENT_DESC layout_desc[] = + { + {"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + }; + static const struct vec4 vertices[] = + { + {-1.0f, 1.0f, 0.00f, 1.00f}, + {-1.0f, 1.0f, 0.00f, 1.00f}, + { 3.0f, 1.0f, 0.00f, 1.00f}, + {-1.0f, -3.0f, 0.00f, 1.00f}, + }; + static const uint16_t indices[] = {0, 0, 1, 2}; + + static const float grey[] = {0.5f, 0.5f, 0.5f, 0.5f}; + static const uint32_t root_ua_data = 0xcafef00d; + static const uint32_t heap_ua_data = 0xc0ffee; + static const uint32_t cb_constant = 0x11111111; + static const uint32_t sr_data = 0x22222222; + static const uint32_t root_constants[] = {0x33333333, 0x44444444, 0x55555555}; + + memset(&desc, 0, sizeof(desc)); + desc.no_root_signature = true; + desc.no_pipeline = true; + if (!init_test_context(&context, &desc)) + return; + device = context.device; + command_list = context.list; + queue = context.queue; + init_bundle_context(device, &bundle_context); + bundle = bundle_context.list; + + hr = create_root_signature(device, &root_signature_desc, &context.root_signature); + ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); + + input_layout.pInputElementDescs = layout_desc; + input_layout.NumElements = ARRAY_SIZE(layout_desc); + context.pipeline_state = create_pipeline_state(device, + context.root_signature, context.render_target_desc.Format, &vs, &ps, &input_layout); + + cb = create_upload_buffer(device, sizeof(cb_constant), &cb_constant); + sr_buffer = create_upload_buffer(device, sizeof(sr_data), &sr_data); + + root_buffer = create_default_buffer(device, sizeof(root_ua_data), + D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); + upload_buffer_data(root_buffer, 0, sizeof(root_ua_data), &root_ua_data, queue, command_list); + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, root_buffer, + D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + + heap_buffer = create_default_buffer(device, sizeof(heap_ua_data), + D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); + upload_buffer_data(heap_buffer, 0, sizeof(heap_ua_data), &heap_ua_data, queue, command_list); + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, heap_buffer, + D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + + heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; + heap_desc.NumDescriptors = 1; + heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + heap_desc.NodeMask = 0; + hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc, &IID_ID3D12DescriptorHeap, (void **)&descriptor_heap); + ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr); + + uav_desc.Format = DXGI_FORMAT_R32_TYPELESS; + uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; + uav_desc.Buffer.FirstElement = 0; + uav_desc.Buffer.NumElements = 1; + uav_desc.Buffer.StructureByteStride = 0; + uav_desc.Buffer.CounterOffsetInBytes = 0; + uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW; + ID3D12Device_CreateUnorderedAccessView(device, heap_buffer, NULL, &uav_desc, + ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap)); + + vb = create_upload_buffer(context.device, sizeof(vertices), vertices); + vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb); + vbv.StrideInBytes = sizeof(*vertices); + vbv.SizeInBytes = sizeof(vertices); + + ib = create_upload_buffer(device, sizeof(indices), indices); + ibv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(ib); + ibv.SizeInBytes = sizeof(indices); + ibv.Format = DXGI_FORMAT_R16_UINT; + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, grey, 0, NULL); + + ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(bundle, context.root_signature); + /* Setting descriptor heaps in a bundle is valid if the heaps match those + * set in the executing command list. */ + ID3D12GraphicsCommandList_SetDescriptorHeaps(bundle, 1, &descriptor_heap); + ID3D12GraphicsCommandList_SetPipelineState(bundle, context.pipeline_state); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(bundle, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ID3D12GraphicsCommandList_IASetVertexBuffers(bundle, 0, 1, &vbv); + ID3D12GraphicsCommandList_IASetIndexBuffer(bundle, &ibv); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(bundle, 0, + ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap)); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(bundle, + 1, ID3D12Resource_GetGPUVirtualAddress(cb)); + ID3D12GraphicsCommandList_SetGraphicsRootShaderResourceView(bundle, + 2, ID3D12Resource_GetGPUVirtualAddress(sr_buffer)); + ID3D12GraphicsCommandList_SetGraphicsRootUnorderedAccessView(bundle, + 3, ID3D12Resource_GetGPUVirtualAddress(root_buffer)); + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstant(bundle, 4, root_constants[0], 0); + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(bundle, 4, 2, &root_constants[1], 1); + ID3D12GraphicsCommandList_DrawIndexedInstanced(bundle, 3, 1, 1, 1, 0); + ID3D12GraphicsCommandList_Close(bundle); + + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_ExecuteBundle(command_list, bundle); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + todo + check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xffffffff, 0); + + ID3D12Resource_Release(cb); + ID3D12Resource_Release(root_buffer); + ID3D12Resource_Release(heap_buffer); + ID3D12Resource_Release(sr_buffer); + ID3D12Resource_Release(vb); + ID3D12Resource_Release(ib); + ID3D12DescriptorHeap_Release(descriptor_heap); + destroy_bundle_context(&bundle_context); + destroy_test_context(&context); +} + static void test_shader_instructions(void) { struct named_shader @@ -35430,6 +35673,7 @@ START_TEST(d3d12) run_test(test_map_placed_resources); run_test(test_bundle_state_inheritance); run_test(test_compute_bundle); + run_test(test_graphics_bundle); run_test(test_shader_instructions); run_test(test_compute_shader_instructions); run_test(test_discard_instruction); -- 2.32.0