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tests: Add test for pipeline statistics queries.
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parent
3001ad5a4f
commit
495fe2a96a
108
tests/d3d12.c
108
tests/d3d12.c
@ -10941,6 +10941,113 @@ static void test_query_timestamp(void)
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destroy_test_context(&context);
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}
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static void test_query_pipeline_statistics(void)
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{
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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ID3D12GraphicsCommandList *command_list;
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struct test_context_desc desc;
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struct test_context context;
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ID3D12CommandQueue *queue;
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ID3D12Device *device;
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D3D12_QUERY_HEAP_DESC heap_desc;
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ID3D12QueryHeap *query_heap;
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ID3D12Resource *resource;
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struct resource_readback rb;
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struct D3D12_QUERY_DATA_PIPELINE_STATISTICS pipeline_statistics;
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HRESULT hr;
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int i;
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memset(&desc, 0, sizeof(desc));
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if (!init_test_context(&context, &desc))
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return;
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device = context.device;
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command_list = context.list;
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queue = context.queue;
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heap_desc.Type = D3D12_QUERY_HEAP_TYPE_PIPELINE_STATISTICS;
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heap_desc.Count = 2;
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heap_desc.NodeMask = 0;
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hr = ID3D12Device_CreateQueryHeap(device, &heap_desc, &IID_ID3D12QueryHeap, (void **)&query_heap);
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ok(SUCCEEDED(hr), "ID3D12Device_CreateQueryHeap failed, type %u, hr %#x.\n", heap_desc.Type, hr);
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resource = create_readback_buffer(device, 2 * sizeof(struct D3D12_QUERY_DATA_PIPELINE_STATISTICS));
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/* First query: do nothing. */
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ID3D12GraphicsCommandList_BeginQuery(command_list, query_heap, D3D12_QUERY_TYPE_PIPELINE_STATISTICS, 0);
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ID3D12GraphicsCommandList_EndQuery(command_list, query_heap, D3D12_QUERY_TYPE_PIPELINE_STATISTICS, 0);
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ID3D12GraphicsCommandList_ResolveQueryData(command_list, query_heap, D3D12_QUERY_TYPE_PIPELINE_STATISTICS, 0, 1,
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resource, 0);
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/* Second query: draw something simple. */
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ID3D12GraphicsCommandList_BeginQuery(command_list, query_heap, D3D12_QUERY_TYPE_PIPELINE_STATISTICS, 1);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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ID3D12GraphicsCommandList_EndQuery(command_list, query_heap, D3D12_QUERY_TYPE_PIPELINE_STATISTICS, 1);
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ID3D12GraphicsCommandList_ResolveQueryData(command_list, query_heap, D3D12_QUERY_TYPE_PIPELINE_STATISTICS, 1, 1,
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resource, sizeof(struct D3D12_QUERY_DATA_PIPELINE_STATISTICS));
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr);
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exec_command_list(queue, command_list);
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wait_queue_idle(device, queue);
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init_buffer_readback(&rb, resource, DXGI_FORMAT_UNKNOWN, NULL);
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for (i = 0; i < sizeof(struct D3D12_QUERY_DATA_PIPELINE_STATISTICS) / sizeof(UINT64); ++i)
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{
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UINT64 value = get_readback_uint64(&rb, i, 0);
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ok (value == 0, "Element %d: Got %"PRIu64", expected 0.\n", i, value);
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}
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memcpy(&pipeline_statistics, get_readback_data(&rb, 1, 0, sizeof(pipeline_statistics)),
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sizeof(pipeline_statistics));
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/* We read 3 vertices that formed one primitive. */
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ok(pipeline_statistics.IAVertices == 3, "IAVertices: Got %"PRIu64", expected 3.\n",
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pipeline_statistics.IAVertices);
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ok(pipeline_statistics.IAPrimitives == 1, "IAPrimitives: Got %"PRIu64", expected 1.\n",
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pipeline_statistics.IAPrimitives);
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ok(pipeline_statistics.VSInvocations == 3, "VSInvocations: Got %"PRIu64", expected 3.\n",
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pipeline_statistics.VSInvocations);
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/* No geometry shader output primitives.
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* Depending on the graphics card, the geometry shader might still have been invoked, so
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* GSInvocations might be whatever. */
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ok(pipeline_statistics.GSPrimitives == 0, "GSPrimitives: Got %"PRIu64", expected 0.\n",
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pipeline_statistics.GSPrimitives);
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/* One primitive sent to the rasterizer, but it might have been broken up into smaller pieces then. */
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ok(pipeline_statistics.CInvocations == 1, "CInvocations: Got %"PRIu64", expected 1.\n",
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pipeline_statistics.CInvocations);
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ok(pipeline_statistics.CPrimitives > 0, "CPrimitives: Got %"PRIu64", expected > 0.\n",
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pipeline_statistics.CPrimitives);
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/* Exact number of pixel shader invocations depends on the graphics card. */
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ok(pipeline_statistics.PSInvocations > 0, "PSInvocations: Got %"PRIu64", expected > 0.\n",
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pipeline_statistics.PSInvocations);
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/* We used no tessellation or compute shaders at all. */
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ok(pipeline_statistics.HSInvocations == 0, "HSInvocations: Got %"PRIu64", expected 0.\n",
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pipeline_statistics.HSInvocations);
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ok(pipeline_statistics.DSInvocations == 0, "DSInvocations: Got %"PRIu64", expected 0.\n",
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pipeline_statistics.DSInvocations);
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ok(pipeline_statistics.CSInvocations == 0, "CSInvocations: Got %"PRIu64", expected 0.\n",
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pipeline_statistics.CSInvocations);
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release_resource_readback(&rb);
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ID3D12QueryHeap_Release(query_heap);
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destroy_test_context(&context);
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}
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START_TEST(d3d12)
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{
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bool enable_debug_layer = false;
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@ -11012,4 +11119,5 @@ START_TEST(d3d12)
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run_test(test_buffer_srv);
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run_test(test_create_query_heap);
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run_test(test_query_timestamp);
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run_test(test_query_pipeline_statistics);
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}
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