vkd3d/tests/shader_runner_d3d12.c

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/*
* Copyright 2020-2021 Zebediah Figura for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include <assert.h>
#define COBJMACROS
#define CONST_VTABLE
#define VKD3D_TEST_NO_DEFS
#include "d3d12_crosstest.h"
#include "shader_runner.h"
struct d3d12_resource
{
struct resource r;
D3D12_DESCRIPTOR_RANGE descriptor_range;
ID3D12Resource *resource;
unsigned int root_index;
};
static struct d3d12_resource *d3d12_resource(struct resource *r)
{
return CONTAINING_RECORD(r, struct d3d12_resource, r);
}
struct d3d12_shader_runner
{
struct shader_runner r;
struct test_context test_context;
ID3D12DescriptorHeap *heap, *rtv_heap;
ID3D12CommandQueue *compute_queue;
ID3D12CommandAllocator *compute_allocator;
ID3D12GraphicsCommandList *compute_list;
};
static struct d3d12_shader_runner *d3d12_shader_runner(struct shader_runner *r)
{
return CONTAINING_RECORD(r, struct d3d12_shader_runner, r);
}
static ID3D10Blob *compile_shader(const struct d3d12_shader_runner *runner, const char *source, const char *type)
{
ID3D10Blob *blob = NULL, *errors = NULL;
char profile[7];
HRESULT hr;
static const char *const shader_models[] =
{
[SHADER_MODEL_2_0] = "4_0",
[SHADER_MODEL_4_0] = "4_0",
[SHADER_MODEL_4_1] = "4_1",
[SHADER_MODEL_5_0] = "5_0",
[SHADER_MODEL_5_1] = "5_1",
};
sprintf(profile, "%s_%s", type, shader_models[runner->r.minimum_shader_model]);
hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", profile, 0, 0, &blob, &errors);
ok(FAILED(hr) == !blob, "Got unexpected hr %#x, blob %p.\n", hr, blob);
if (errors)
{
if (vkd3d_test_state.debug_level)
trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
ID3D10Blob_Release(errors);
}
return blob;
}
#define MAX_RESOURCE_DESCRIPTORS (MAX_RESOURCES * 2)
static struct resource *d3d12_runner_create_resource(struct shader_runner *r, const struct resource_params *params)
{
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;
struct d3d12_resource *resource;
resource = calloc(1, sizeof(*resource));
init_resource(&resource->r, params);
switch (params->type)
{
case RESOURCE_TYPE_RENDER_TARGET:
if (!runner->rtv_heap)
runner->rtv_heap = create_cpu_descriptor_heap(device,
D3D12_DESCRIPTOR_HEAP_TYPE_RTV, MAX_RESOURCE_DESCRIPTORS);
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,
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));
break;
case RESOURCE_TYPE_TEXTURE:
if (!runner->heap)
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,
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);
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);
ID3D12Device_CreateShaderResourceView(device, resource->resource,
NULL, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
break;
case RESOURCE_TYPE_UAV:
if (!runner->heap)
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,
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);
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);
ID3D12Device_CreateUnorderedAccessView(device, resource->resource,
NULL, NULL, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
break;
case RESOURCE_TYPE_VERTEX_BUFFER:
resource->resource = create_upload_buffer(device, params->data_size, params->data);
break;
}
return &resource->r;
}
static void d3d12_runner_destroy_resource(struct shader_runner *r, struct resource *res)
{
struct d3d12_resource *resource = d3d12_resource(res);
ID3D12Resource_Release(resource->resource);
free(resource);
}
static ID3D12RootSignature *d3d12_runner_create_root_signature(struct d3d12_shader_runner *runner,
ID3D12CommandQueue *queue, ID3D12CommandAllocator *allocator,
ID3D12GraphicsCommandList *command_list, unsigned int *uniform_index)
{
D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0};
D3D12_ROOT_PARAMETER root_params[5], *root_param;
D3D12_STATIC_SAMPLER_DESC static_samplers[1];
ID3D12RootSignature *root_signature;
HRESULT hr;
size_t i;
root_signature_desc.NumParameters = 0;
root_signature_desc.pParameters = root_params;
root_signature_desc.NumStaticSamplers = 0;
root_signature_desc.pStaticSamplers = static_samplers;
root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
if (runner->r.uniform_count)
{
*uniform_index = root_signature_desc.NumParameters++;
root_param = &root_params[*uniform_index];
root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
root_param->Constants.ShaderRegister = 0;
root_param->Constants.RegisterSpace = 0;
root_param->Constants.Num32BitValues = runner->r.uniform_count;
root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
}
for (i = 0; i < runner->r.resource_count; ++i)
{
struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]);
D3D12_DESCRIPTOR_RANGE *range;
switch (resource->r.type)
{
case RESOURCE_TYPE_TEXTURE:
case RESOURCE_TYPE_UAV:
range = &resource->descriptor_range;
resource->root_index = root_signature_desc.NumParameters++;
root_param = &root_params[resource->root_index];
root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
root_param->DescriptorTable.NumDescriptorRanges = 1;
root_param->DescriptorTable.pDescriptorRanges = range;
root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
if (resource->r.type == RESOURCE_TYPE_UAV)
range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
else
range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
range->NumDescriptors = 1;
range->BaseShaderRegister = resource->r.slot;
range->RegisterSpace = 0;
range->OffsetInDescriptorsFromTableStart = 0;
break;
case RESOURCE_TYPE_RENDER_TARGET:
case RESOURCE_TYPE_VERTEX_BUFFER:
break;
}
}
assert(root_signature_desc.NumParameters <= ARRAY_SIZE(root_params));
for (i = 0; i < runner->r.sampler_count; ++i)
{
D3D12_STATIC_SAMPLER_DESC *sampler_desc = &static_samplers[root_signature_desc.NumStaticSamplers++];
const struct sampler *sampler = &runner->r.samplers[i];
memset(sampler_desc, 0, sizeof(*sampler_desc));
sampler_desc->Filter = sampler->filter;
sampler_desc->AddressU = sampler->u_address;
sampler_desc->AddressV = sampler->v_address;
sampler_desc->AddressW = sampler->w_address;
sampler_desc->ShaderRegister = sampler->slot;
sampler_desc->RegisterSpace = 0;
sampler_desc->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
}
hr = create_root_signature(runner->test_context.device, &root_signature_desc, &root_signature);
ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
return root_signature;
}
static void add_pso(struct test_context *test_context, ID3D12PipelineState *pso)
{
vkd3d_array_reserve((void **)&test_context->pso, &test_context->pso_capacity,
test_context->pso_count + 1, sizeof(*test_context->pso));
test_context->pso[test_context->pso_count++] = pso;
}
static bool d3d12_runner_dispatch(struct shader_runner *r, unsigned int x, unsigned int y, unsigned int z)
{
struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
struct test_context *test_context = &runner->test_context;
ID3D12GraphicsCommandList *command_list = runner->compute_list;
ID3D12CommandAllocator *allocator = runner->compute_allocator;
ID3D12CommandQueue *queue = runner->compute_queue;
ID3D12Device *device = test_context->device;
ID3D12RootSignature *root_signature;
unsigned int uniform_index;
ID3D12PipelineState *pso;
D3D12_SHADER_BYTECODE cs;
ID3D10Blob *cs_code;
HRESULT hr;
size_t i;
cs_code = compile_shader(runner, runner->r.cs_source, "cs");
todo_if (runner->r.is_todo) ok(cs_code, "Failed to compile shader.\n");
if (!cs_code)
return false;
root_signature = d3d12_runner_create_root_signature(runner, queue, allocator, command_list, &uniform_index);
cs.pShaderBytecode = ID3D10Blob_GetBufferPointer(cs_code);
cs.BytecodeLength = ID3D10Blob_GetBufferSize(cs_code);
pso = create_compute_pipeline_state(device, root_signature, cs);
ID3D10Blob_Release(cs_code);
add_pso(test_context, pso);
ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature);
if (runner->r.uniform_count)
ID3D12GraphicsCommandList_SetComputeRoot32BitConstants(command_list, uniform_index,
runner->r.uniform_count, runner->r.uniforms, 0);
for (i = 0; i < runner->r.resource_count; ++i)
{
struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]);
switch (resource->r.type)
{
case RESOURCE_TYPE_TEXTURE:
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, resource->root_index,
get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
break;
case RESOURCE_TYPE_UAV:
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, resource->root_index,
get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
break;
case RESOURCE_TYPE_RENDER_TARGET:
case RESOURCE_TYPE_VERTEX_BUFFER:
break;
}
}
ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
ID3D12GraphicsCommandList_Dispatch(command_list, x, y, z);
ID3D12RootSignature_Release(root_signature);
/* Finish the command list so that we can destroy objects.
* Also, subsequent UAV probes will use the graphics command list, so make
* sure that the above barriers are actually executed. */
hr = ID3D12GraphicsCommandList_Close(command_list);
ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
exec_command_list(queue, command_list);
wait_queue_idle(device, queue);
reset_command_list(command_list, allocator);
return true;
}
static bool d3d12_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
{
struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
struct test_context *test_context = &runner->test_context;
D3D12_CPU_DESCRIPTOR_HANDLE rtvs[D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT] = {0};
ID3D12GraphicsCommandList *command_list = test_context->list;
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = {0};
ID3D12CommandQueue *queue = test_context->queue;
D3D12_INPUT_ELEMENT_DESC *input_element_descs;
ID3D12Device *device = test_context->device;
ID3D10Blob *vs_code, *ps_code;
unsigned int uniform_index;
unsigned int rtv_count = 0;
ID3D12PipelineState *pso;
HRESULT hr;
size_t i;
ps_code = compile_shader(runner, runner->r.ps_source, "ps");
vs_code = compile_shader(runner, runner->r.vs_source, "vs");
todo_if (runner->r.is_todo) ok(ps_code && vs_code, "Failed to compile shaders.\n");
if (!ps_code || !vs_code)
{
if (ps_code)
ID3D10Blob_Release(ps_code);
if (vs_code)
ID3D10Blob_Release(vs_code);
return false;
}
if (test_context->root_signature)
ID3D12RootSignature_Release(test_context->root_signature);
test_context->root_signature = d3d12_runner_create_root_signature(runner,
queue, test_context->allocator, command_list, &uniform_index);
for (i = 0; i < runner->r.resource_count; ++i)
{
struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]);
if (resource->r.type == RESOURCE_TYPE_RENDER_TARGET)
{
pso_desc.RTVFormats[resource->r.slot] = resource->r.format;
pso_desc.NumRenderTargets = max(pso_desc.NumRenderTargets, resource->r.slot + 1);
pso_desc.BlendState.RenderTarget[resource->r.slot].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
}
}
pso_desc.VS.pShaderBytecode = ID3D10Blob_GetBufferPointer(vs_code);
pso_desc.VS.BytecodeLength = ID3D10Blob_GetBufferSize(vs_code);
pso_desc.PS.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps_code);
pso_desc.PS.BytecodeLength = ID3D10Blob_GetBufferSize(ps_code);
pso_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pso_desc.SampleDesc.Count = 1;
pso_desc.SampleMask = ~(UINT)0;
pso_desc.pRootSignature = test_context->root_signature;
input_element_descs = calloc(runner->r.input_element_count, sizeof(*input_element_descs));
for (i = 0; i < runner->r.input_element_count; ++i)
{
const struct input_element *element = &runner->r.input_elements[i];
D3D12_INPUT_ELEMENT_DESC *desc = &input_element_descs[i];
desc->SemanticName = element->name;
desc->SemanticIndex = element->index;
desc->Format = element->format;
desc->InputSlot = element->slot;
desc->AlignedByteOffset = D3D12_APPEND_ALIGNED_ELEMENT;
desc->InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
}
pso_desc.InputLayout.pInputElementDescs = input_element_descs;
pso_desc.InputLayout.NumElements = runner->r.input_element_count;
hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc,
&IID_ID3D12PipelineState, (void **)&pso);
ok(hr == S_OK, "Failed to create state, hr %#x.\n", hr);
ID3D10Blob_Release(vs_code);
ID3D10Blob_Release(ps_code);
free(input_element_descs);
add_pso(test_context, pso);
ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, test_context->root_signature);
if (runner->r.uniform_count)
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, uniform_index,
runner->r.uniform_count, runner->r.uniforms, 0);
for (i = 0; i < runner->r.resource_count; ++i)
{
struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]);
D3D12_VERTEX_BUFFER_VIEW vbv;
switch (resource->r.type)
{
case RESOURCE_TYPE_RENDER_TARGET:
rtvs[resource->r.slot] = get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->r.slot);
rtv_count = max(rtv_count, resource->r.slot + 1);
break;
case RESOURCE_TYPE_TEXTURE:
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, resource->root_index,
get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
break;
case RESOURCE_TYPE_UAV:
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, resource->root_index,
get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
break;
case RESOURCE_TYPE_VERTEX_BUFFER:
vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(resource->resource);
vbv.StrideInBytes = get_vb_stride(&runner->r, resource->r.slot);
vbv.SizeInBytes = resource->r.size;
ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, resource->r.slot, 1, &vbv);
break;
}
}
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, rtv_count, rtvs, false, NULL);
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &test_context->scissor_rect);
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &test_context->viewport);
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, primitive_topology);
ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
ID3D12GraphicsCommandList_DrawInstanced(command_list, vertex_count, 1, 0, 0);
/* Finish the command list so that we can destroy objects. */
hr = ID3D12GraphicsCommandList_Close(command_list);
ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
exec_command_list(queue, command_list);
wait_queue_idle(device, queue);
reset_command_list(command_list, test_context->allocator);
return true;
}
static struct resource_readback *d3d12_runner_get_resource_readback(struct shader_runner *r, struct resource *res)
{
struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
struct test_context *test_context = &runner->test_context;
struct d3d12_resource_readback *rb = malloc(sizeof(*rb));
struct d3d12_resource *resource = d3d12_resource(res);
D3D12_RESOURCE_STATES state;
if (resource->r.type == RESOURCE_TYPE_RENDER_TARGET)
state = D3D12_RESOURCE_STATE_RENDER_TARGET;
else
state = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
transition_resource_state(test_context->list, resource->resource,
state, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_texture_readback_with_command_list(resource->resource, 0, rb,
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_SOURCE, state);
return &rb->rb;
}
static void d3d12_runner_release_readback(struct shader_runner *r, struct resource_readback *rb)
{
struct d3d12_resource_readback *d3d12_rb = CONTAINING_RECORD(rb, struct d3d12_resource_readback, rb);
release_resource_readback(d3d12_rb);
free(d3d12_rb);
}
static const struct shader_runner_ops d3d12_runner_ops =
{
.create_resource = d3d12_runner_create_resource,
.destroy_resource = d3d12_runner_destroy_resource,
.dispatch = d3d12_runner_dispatch,
.draw = d3d12_runner_draw,
.get_resource_readback = d3d12_runner_get_resource_readback,
.release_readback = d3d12_runner_release_readback,
};
void run_shader_tests_d3d12(void)
{
static const struct test_context_desc desc =
{
.rt_width = RENDER_TARGET_WIDTH,
.rt_height = RENDER_TARGET_HEIGHT,
.no_root_signature = true,
.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT,
};
struct d3d12_shader_runner runner = {0};
ID3D12Device *device;
HRESULT hr;
enable_d3d12_debug_layer();
init_adapter_info();
if (!init_test_context(&runner.test_context, &desc))
return;
device = runner.test_context.device;
runner.compute_queue = create_command_queue(device,
D3D12_COMMAND_LIST_TYPE_COMPUTE, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL);
hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_COMPUTE,
&IID_ID3D12CommandAllocator, (void **)&runner.compute_allocator);
ok(hr == S_OK, "Failed to create command allocator, hr %#x.\n", hr);
hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_COMPUTE,
runner.compute_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&runner.compute_list);
ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
run_shader_tests(&runner.r, &d3d12_runner_ops);
ID3D12GraphicsCommandList_Release(runner.compute_list);
ID3D12CommandAllocator_Release(runner.compute_allocator);
ID3D12CommandQueue_Release(runner.compute_queue);
if (runner.heap)
ID3D12DescriptorHeap_Release(runner.heap);
if (runner.rtv_heap)
ID3D12DescriptorHeap_Release(runner.rtv_heap);
destroy_test_context(&runner.test_context);
}