tests: Add test for pipeline statistics queries.

This commit is contained in:
Sven Hesse 2017-08-28 15:16:57 +02:00
parent 3001ad5a4f
commit 495fe2a96a

View File

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