vkd3d/tests/hlsl_d3d12.c

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/*
* Copyright (C) 2020 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 "d3d12_crosstest.h"
#include "vkd3d_common.h"
struct test_options test_options = {0};
#define check_preprocess(a, b, c, d, e) check_preprocess_(__LINE__, a, b, c, d, e)
static void check_preprocess_(int line, const char *source, const D3D_SHADER_MACRO *macros,
ID3DInclude *include, const char *present, const char *absent)
{
ID3D10Blob *blob, *errors;
const char *code;
SIZE_T size;
HRESULT hr;
hr = D3DPreprocess(source, strlen(source), NULL, macros, include, &blob, &errors);
assert_that_(line)(hr == S_OK, "Failed to preprocess shader, hr %#x.\n", hr);
if (errors)
{
if (vkd3d_test_state.debug_level)
trace_(line)("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
ID3D10Blob_Release(errors);
}
code = ID3D10Blob_GetBufferPointer(blob);
size = ID3D10Blob_GetBufferSize(blob);
if (present)
ok_(line)(vkd3d_memmem(code, size, present, strlen(present)),
"\"%s\" not found in preprocessed shader.\n", present);
if (absent)
ok_(line)(!vkd3d_memmem(code, size, absent, strlen(absent)),
"\"%s\" found in preprocessed shader.\n", absent);
ID3D10Blob_Release(blob);
}
static const char test_include_top[] =
"#include \"file1\"\n"
"#include < file2 >\n"
"ARGES\n";
static const char test_include_file1[] =
"#define BRONTES\n"
"#include \"file3\"\n"
"#ifndef BRONTES\n"
"#define STEROPES\n"
"#endif";
static const char test_include_file2[] =
"#ifdef STEROPES\n"
"#define ARGES pass\n"
"#undef STEROPES\n"
"#include < file2 >\n"
"#endif";
static const char test_include_file3[] =
"#undef BRONTES";
static const char test_include2_top[] =
"#define FUNC(a, b) a ## b\n"
"#include \"file4\"\n"
",ss)";
static const char test_include2_file4[] =
"FUNC(pa";
static unsigned int refcount_file1, refcount_file2, refcount_file3, include_count_file2;
static HRESULT WINAPI test_include_Open(ID3DInclude *iface, D3D_INCLUDE_TYPE type,
const char *filename, const void *parent_data, const void **code, UINT *size)
{
ok(!*code, "Data pointer should be zeroed.\n");
ok(!*size, "Size pointer should be zeroed.\n");
if (!strcmp(filename, "file1"))
{
ok(type == D3D_INCLUDE_LOCAL, "Got type %#x.\n", type);
ok(!parent_data, "Got parent data %p.\n", parent_data);
*code = test_include_file1;
*size = strlen(test_include_file1);
++refcount_file1;
}
else if (!strcmp(filename, " file2 "))
{
ok(type == D3D_INCLUDE_SYSTEM, "Got type %#x.\n", type);
if (!include_count_file2++)
ok(!parent_data, "Got parent data %p.\n", parent_data);
else
ok(parent_data == test_include_file2, "Got parent data %p.\n", parent_data);
*code = test_include_file2;
*size = strlen(test_include_file2);
++refcount_file2;
}
else if (!strcmp(filename, "file3"))
{
ok(type == D3D_INCLUDE_LOCAL, "Got type %#x.\n", type);
ok(parent_data == test_include_file1, "Got parent data %p.\n", parent_data);
*code = test_include_file3;
*size = strlen(test_include_file3);
++refcount_file3;
}
else if (!strcmp(filename, "file4"))
{
ok(type == D3D_INCLUDE_LOCAL, "Got type %#x.\n", type);
ok(!parent_data, "Got parent data %p.\n", parent_data);
*code = test_include2_file4;
*size = strlen(test_include2_file4);
}
else
{
ok(0, "Unexpected filename \"%s\".\n", filename);
}
return S_FALSE;
}
static HRESULT WINAPI test_include_Close(ID3DInclude *iface, const void *code)
{
if (code == test_include_file1)
--refcount_file1;
else if (code == test_include_file2)
--refcount_file2;
else if (code == test_include_file3)
--refcount_file3;
return E_FAIL;
}
static const struct ID3DIncludeVtbl test_include_vtbl =
{
test_include_Open,
test_include_Close,
};
static HRESULT WINAPI test_include_fail_Open(ID3DInclude *iface, D3D_INCLUDE_TYPE type,
const char *filename, const void *parent_data, const void **code, UINT *size)
{
return 0xdeadbeef;
}
static HRESULT WINAPI test_include_fail_Close(ID3DInclude *iface, const void *code)
{
ok(0, "Unexpected call.\n");
return E_FAIL;
}
static const struct ID3DIncludeVtbl test_include_fail_vtbl =
{
test_include_fail_Open,
test_include_fail_Close,
};
static void test_preprocess(void)
{
ID3DInclude test_include_fail = {&test_include_fail_vtbl};
ID3DInclude test_include = {&test_include_vtbl};
D3D_SHADER_MACRO macros[3];
ID3D10Blob *blob, *errors;
unsigned int i;
HRESULT hr;
static const struct
{
const char *source;
const char *present;
const char *absent;
}
tests[] =
{
/* Stringification. */
{
"#define KEY(a) #a\n"
"KEY(apple)",
"\"apple\"",
},
{
"#define KEY(a) # a\n"
"KEY(apple)",
"\"apple\"",
},
{
"#define KEY(if) #if\n"
"KEY(apple)",
"\"apple\"",
},
{
"#define KEY(a) #a\n"
"KEY(\"apple\")",
"\"\\\"apple\\\"\"",
},
{
"#define KEY(a) #b\n"
"KEY(apple)",
"\"b\"",
},
{
"#define KEY(a) a\n"
"KEY(banana #apple)",
"#",
"\"apple\"",
},
{
"#define KEY #apple\n"
"KEY",
"apple",
"\"apple\"",
},
{
"banana #apple\n",
"apple",
"\"apple\"",
},
{
"banana #apple\n",
"#",
},
/* #pragma is preserved. */
{
"#pragma pack_matrix(column_major)\n"
"text",
"#pragma pack_matrix(column_major)\n",
},
/* DOS-style newlines. */
{
"#define KEY(a, b) \\\r\n"
" a ## b\r\n"
"KEY(pa,\r\n"
"ss\r\n"
")\r\n"
"#ifndef KEY\r\n"
"fail\r\n"
"#endif\r\n",
"pass",
"fail",
},
{
"#define KEY(a, b) \\\r\n"
" a ## b\n"
"KEY(pa,\r\n"
"ss\n"
")\r\n"
"#ifndef KEY\n"
"fail\r\n"
"#endif\n",
"pass",
"fail",
},
/* Pre-defined macros. */
{
"__LINE__",
"1",
"__LINE__",
},
{
"\n"
"__LINE__",
"2",
"__LINE__",
},
{
"#define KEY __LINE__\n"
"KEY",
"2",
},
/* Tokens which must be preserved verbatim for HLSL (i.e. which cannot
* be broken up with spaces). */
{"<<", "<<"},
{">>", ">>"},
{"++", "++"},
{"--", "--"},
{"+=", "+="},
{"-=", "-="},
{"*=", "*="},
{"/=", "/="},
{"%=", "%="},
{"&=", "&="},
{"|=", "|="},
{"^=", "^="},
{"<<=", "<<="},
{">>=", ">>="},
{"0.0", "0.0"},
{".0", ".0"},
{"0.", "0."},
{"1e1", "1e1"},
{"1E1", "1E1"},
{"1e+1", "1e+1"},
{"1e-1", "1e-1"},
{".0f", ".0f"},
{".0F", ".0F"},
{".0h", ".0h"},
{".0H", ".0H"},
{"0.f", "0.f"},
{"1.1e-1f", "1.1e-1f"},
/* Parentheses are emitted for object-like macros invoked like
* function-like macros. */
{
"#define KEY value\n"
"KEY(apple)",
"(",
},
/* Function-like macro with no parentheses and no following tokens (a
* corner case in our implementation). */
{
"#define pass(a) fail\n"
"pass",
"pass",
"fail",
},
/* A single-line comment not terminated by a newline. */
{
"pass // fail",
"pass",
"fail",
},
};
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
vkd3d_test_push_context("Source \"%s\"", tests[i].source);
check_preprocess(tests[i].source, NULL, NULL, tests[i].present, tests[i].absent);
vkd3d_test_pop_context();
}
macros[0].Name = "KEY";
macros[0].Definition = "value";
macros[1].Name = NULL;
macros[1].Definition = NULL;
check_preprocess("KEY", macros, NULL, "value", "KEY");
check_preprocess("#undef KEY\nKEY", macros, NULL, "KEY", "value");
macros[0].Name = NULL;
check_preprocess("KEY", macros, NULL, "KEY", "value");
macros[0].Name = "KEY";
macros[0].Definition = NULL;
check_preprocess("KEY", macros, NULL, NULL, "KEY");
macros[0].Name = "0";
macros[0].Definition = "value";
check_preprocess("0", macros, NULL, "0", "value");
macros[0].Name = "KEY(a)";
macros[0].Definition = "value";
check_preprocess("KEY(a)", macros, NULL, "KEY", "value");
macros[0].Name = "KEY";
macros[0].Definition = "value1";
macros[1].Name = "KEY";
macros[1].Definition = "value2";
macros[2].Name = NULL;
macros[2].Definition = NULL;
check_preprocess("KEY", macros, NULL, "value2", NULL);
macros[0].Name = "KEY";
macros[0].Definition = "KEY2";
macros[1].Name = "KEY2";
macros[1].Definition = "value";
check_preprocess("KEY", macros, NULL, "value", NULL);
macros[0].Name = "KEY2";
macros[0].Definition = "value";
macros[1].Name = "KEY";
macros[1].Definition = "KEY2";
check_preprocess("KEY", macros, NULL, "value", NULL);
check_preprocess(test_include_top, NULL, &test_include, "pass", "fail");
ok(!refcount_file1, "Got %d references to file1.\n", refcount_file1);
ok(!refcount_file2, "Got %d references to file1.\n", refcount_file2);
ok(!refcount_file3, "Got %d references to file1.\n", refcount_file3);
ok(include_count_file2 == 2, "file2 was included %u times.\n", include_count_file2);
/* Macro invocation spread across multiple files. */
check_preprocess(test_include2_top, NULL, &test_include, "pass", NULL);
blob = errors = (ID3D10Blob *)0xdeadbeef;
hr = D3DPreprocess(test_include_top, strlen(test_include_top), NULL, NULL, &test_include_fail, &blob, &errors);
ok(hr == E_FAIL, "Got hr %#x.\n", hr);
ok(blob == (ID3D10Blob *)0xdeadbeef, "Expected no compiled shader blob.\n");
ok(!!errors, "Expected non-NULL error blob.\n");
if (vkd3d_test_state.debug_level)
trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
ID3D10Blob_Release(errors);
}
#define compile_shader(a, b) compile_shader_(__LINE__, a, b, 0)
#define compile_shader_flags(a, b, c) compile_shader_(__LINE__, a, b, c)
static ID3D10Blob *compile_shader_(unsigned int line, const char *source, const char *target, UINT flags)
{
ID3D10Blob *blob = NULL, *errors = NULL;
HRESULT hr;
hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", target, flags, 0, &blob, &errors);
ok_(line)(hr == S_OK, "Failed to compile shader, hr %#x.\n", hr);
if (errors)
{
if (vkd3d_test_state.debug_level)
trace_(line)("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
ID3D10Blob_Release(errors);
}
return blob;
}
static void test_thread_id(void)
{
ID3D12GraphicsCommandList *command_list;
struct d3d12_resource_readback rb;
struct test_context context;
ID3D12Resource *textures[3];
ID3D12DescriptorHeap *heap;
unsigned int i, x, y, z;
ID3D12Device *device;
ID3D10Blob *cs_code;
HRESULT hr;
static const char cs_source[] =
"RWTexture3D<uint4> group_uav, thread_uav, dispatch_uav;\n"
"[numthreads(5, 3, 2)]\n"
"void main(uint3 group : sv_groupid, uint3 thread : sv_groupthreadid, uint3 dispatch : sv_dispatchthreadid)\n"
"{\n"
" group_uav[dispatch] = uint4(group, 1);\n"
" thread_uav[dispatch] = uint4(thread, 2);\n"
" dispatch_uav[dispatch] = uint4(dispatch, 3);\n"
"}";
static const D3D12_DESCRIPTOR_RANGE descriptor_range = {D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 3, 0, 0, 0};
static const D3D12_ROOT_PARAMETER root_parameter =
{
.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
.DescriptorTable = {1, &descriptor_range},
};
static const D3D12_ROOT_SIGNATURE_DESC root_signature_desc =
{
.NumParameters = 1,
.pParameters = &root_parameter,
};
if (!init_compute_test_context(&context))
return;
command_list = context.list;
device = context.device;
hr = create_root_signature(device, &root_signature_desc, &context.root_signature);
ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 3);
for (i = 0; i < 3; ++i)
{
textures[i] = create_default_texture3d(device, 16, 8, 8, 1, DXGI_FORMAT_R32G32B32A32_UINT,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
ID3D12Device_CreateUnorderedAccessView(device, textures[i], NULL, NULL,
get_cpu_descriptor_handle(&context, heap, i));
}
cs_code = compile_shader(cs_source, "cs_5_0");
context.pipeline_state = create_compute_pipeline_state(device, context.root_signature,
shader_bytecode(ID3D10Blob_GetBufferPointer(cs_code), ID3D10Blob_GetBufferSize(cs_code)));
ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature);
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list,
0, get_gpu_descriptor_handle(&context, heap, 0));
ID3D12GraphicsCommandList_Dispatch(command_list, 2, 2, 2);
transition_resource_state(command_list, textures[0],
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_texture_readback_with_command_list(textures[0], 0, &rb, context.queue, command_list);
for (x = 0; x < 16; ++x)
{
for (y = 0; y < 8; ++y)
{
for (z = 0; z < 8; ++z)
{
const struct uvec4 *v = get_readback_data(&rb.rb, x, y, z, sizeof(struct uvec4));
struct uvec4 expect = {x / 5, y / 3, z / 2, 1};
if (x >= 10 || y >= 6 || z >= 4)
memset(&expect, 0, sizeof(expect));
ok(compare_uvec4(v, &expect), "Got {%u, %u, %u, %u} at (%u, %u, %u).\n",
v->x, v->y, v->z, v->w, x, y, z);
}
}
}
release_resource_readback(&rb);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, textures[1],
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_texture_readback_with_command_list(textures[1], 0, &rb, context.queue, command_list);
for (x = 0; x < 16; ++x)
{
for (y = 0; y < 8; ++y)
{
for (z = 0; z < 8; ++z)
{
const struct uvec4 *v = get_readback_data(&rb.rb, x, y, z, sizeof(struct uvec4));
struct uvec4 expect = {x % 5, y % 3, z % 2, 2};
if (x >= 10 || y >= 6 || z >= 4)
memset(&expect, 0, sizeof(expect));
ok(compare_uvec4(v, &expect), "Got {%u, %u, %u, %u} at (%u, %u, %u).\n",
v->x, v->y, v->z, v->w, x, y, z);
}
}
}
release_resource_readback(&rb);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, textures[2],
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_texture_readback_with_command_list(textures[2], 0, &rb, context.queue, command_list);
for (x = 0; x < 16; ++x)
{
for (y = 0; y < 8; ++y)
{
for (z = 0; z < 8; ++z)
{
const struct uvec4 *v = get_readback_data(&rb.rb, x, y, z, sizeof(struct uvec4));
struct uvec4 expect = {x, y, z, 3};
if (x >= 10 || y >= 6 || z >= 4)
memset(&expect, 0, sizeof(expect));
ok(compare_uvec4(v, &expect), "Got {%u, %u, %u, %u} at (%u, %u, %u).\n",
v->x, v->y, v->z, v->w, x, y, z);
}
}
}
release_resource_readback(&rb);
reset_command_list(command_list, context.allocator);
for (i = 0; i < 3; ++i)
ID3D12Resource_Release(textures[i]);
ID3D12DescriptorHeap_Release(heap);
destroy_test_context(&context);
}
START_TEST(hlsl_d3d12)
{
parse_args(argc, argv);
enable_d3d12_debug_layer();
init_adapter_info();
run_test(test_preprocess);
run_test(test_thread_id);
}