From 6c7ab6465283d750610cf78b4a9dff0de1646bc0 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Tue, 12 Sep 2017 17:42:42 +0200 Subject: [PATCH] tests: Add test for SV_InstanceID. --- tests/d3d12.c | 280 ++++++++++++++++++++++++++++++++++++++++++++++++-- 1 file changed, 273 insertions(+), 7 deletions(-) diff --git a/tests/d3d12.c b/tests/d3d12.c index 356a63f7..c3c48615 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -1276,6 +1276,7 @@ struct test_context_desc { unsigned int rt_width, rt_height; DXGI_FORMAT rt_format; + unsigned int rt_descriptor_count; bool no_render_target; bool no_root_signature; bool no_pipeline; @@ -1302,9 +1303,10 @@ struct test_context RECT scissor_rect; }; -#define create_render_target(context, desc) create_render_target_(__LINE__, context, desc) +#define create_render_target(context, a, b, c) create_render_target_(__LINE__, context, a, b, c) static void create_render_target_(unsigned int line, struct test_context *context, - const struct test_context_desc *desc) + const struct test_context_desc *desc, ID3D12Resource **render_target, + const D3D12_CPU_DESCRIPTOR_HANDLE *rtv) { D3D12_HEAP_PROPERTIES heap_properties; D3D12_RESOURCE_DESC resource_desc; @@ -1333,12 +1335,13 @@ static void create_render_target_(unsigned int line, struct test_context *contex hr = ID3D12Device_CreateCommittedResource(context->device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value, - &IID_ID3D12Resource, (void **)&context->render_target); + &IID_ID3D12Resource, (void **)render_target); ok_(line)(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); context->render_target_desc = resource_desc; - ID3D12Device_CreateRenderTargetView(context->device, context->render_target, NULL, context->rtv); + if (rtv) + ID3D12Device_CreateRenderTargetView(context->device, *render_target, NULL, *rtv); } #define init_test_context(context, desc) init_test_context_(__LINE__, context, desc) @@ -1378,7 +1381,7 @@ static bool init_test_context_(unsigned int line, struct test_context *context, if (desc && desc->no_render_target) return true; - rtv_heap_desc.NumDescriptors = 1; + rtv_heap_desc.NumDescriptors = desc && desc->rt_descriptor_count ? desc->rt_descriptor_count : 1; rtv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; rtv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; rtv_heap_desc.NodeMask = 0; @@ -1388,7 +1391,7 @@ static bool init_test_context_(unsigned int line, struct test_context *context, context->rtv = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(context->rtv_heap); - create_render_target_(line, context, desc); + create_render_target_(line, context, desc, &context->render_target, &context->rtv); set_viewport(&context->viewport, 0.0f, 0.0f, context->render_target_desc.Width, context->render_target_desc.Height, 0.0f, 1.0f); @@ -1496,6 +1499,12 @@ static D3D12_CPU_DESCRIPTOR_HANDLE get_cpu_sampler_handle(struct test_context *c return get_cpu_handle(context->device, heap, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, offset); } +static D3D12_CPU_DESCRIPTOR_HANDLE get_cpu_rtv_handle(struct test_context *context, + ID3D12DescriptorHeap *heap, unsigned int offset) +{ + return get_cpu_handle(context->device, heap, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, offset); +} + static D3D12_GPU_DESCRIPTOR_HANDLE get_gpu_handle(ID3D12Device *device, ID3D12DescriptorHeap *heap, D3D12_DESCRIPTOR_HEAP_TYPE heap_type, unsigned int offset) { @@ -7054,7 +7063,7 @@ static void test_shader_instructions(void) ID3D12Resource_Release(context.render_target); desc.rt_format = DXGI_FORMAT_R32G32B32A32_UINT; - create_render_target(&context, &desc); + create_render_target(&context, &desc, &context.render_target, &context.rtv); for (i = 0; i < ARRAY_SIZE(uint_tests); ++i) { @@ -13537,6 +13546,262 @@ static void test_dispatch_zero_thread_groups(void) destroy_test_context(&context); } +static void test_instance_id(void) +{ + D3D12_COMMAND_SIGNATURE_DESC signature_desc; + D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; + D3D12_INDIRECT_ARGUMENT_DESC argument_desc; + ID3D12CommandSignature *command_signature; + ID3D12GraphicsCommandList *command_list; + D3D12_INPUT_LAYOUT_DESC input_layout; + D3D12_CPU_DESCRIPTOR_HANDLE rtvs[2]; + D3D12_VERTEX_BUFFER_VIEW vbv[2]; + ID3D12Resource *argument_buffer; + ID3D12Resource *render_target; + struct test_context_desc desc; + struct test_context context; + struct resource_readback rb; + ID3D12CommandQueue *queue; + ID3D12Resource *vb[2]; + unsigned int i; + HRESULT hr; + + static const D3D12_INPUT_ELEMENT_DESC layout_desc[] = + { + {"position", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, + D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + {"color", 0, DXGI_FORMAT_R8_UNORM, 1, D3D12_APPEND_ALIGNED_ELEMENT, + D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1}, + {"v_offset", 0, DXGI_FORMAT_R32_FLOAT, 1, D3D12_APPEND_ALIGNED_ELEMENT, + D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1}, + }; + static const DWORD vs_code[] = + { +#if 0 + struct vs_in + { + float4 position : Position; + float color : Color; + float v_offset : V_Offset; + uint instance_id : SV_InstanceId; + }; + + struct vs_out + { + float4 position : SV_Position; + float color : Color; + uint instance_id : InstanceId; + }; + + void main(vs_in i, out vs_out o) + { + o.position = i.position; + o.position.x += i.v_offset; + o.color = i.color; + o.instance_id = i.instance_id; + } +#endif + 0x43425844, 0xcde3cfbf, 0xe2e3d090, 0xe2eb1038, 0x7e5ad1cf, 0x00000001, 0x00000204, 0x00000003, + 0x0000002c, 0x000000c4, 0x0000013c, 0x4e475349, 0x00000090, 0x00000004, 0x00000008, 0x00000068, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000071, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000101, 0x00000077, 0x00000000, 0x00000000, 0x00000003, 0x00000002, + 0x00000101, 0x00000080, 0x00000000, 0x00000008, 0x00000001, 0x00000003, 0x00000101, 0x69736f50, + 0x6e6f6974, 0x6c6f4300, 0x5600726f, 0x66664f5f, 0x00746573, 0x495f5653, 0x6174736e, 0x4965636e, + 0xabab0064, 0x4e47534f, 0x00000070, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, + 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, + 0x00000e01, 0x00000062, 0x00000000, 0x00000000, 0x00000001, 0x00000002, 0x00000e01, 0x505f5653, + 0x7469736f, 0x006e6f69, 0x6f6c6f43, 0x6e490072, 0x6e617473, 0x64496563, 0xababab00, 0x52444853, + 0x000000c0, 0x00010040, 0x00000030, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101012, + 0x00000001, 0x0300005f, 0x00101012, 0x00000002, 0x04000060, 0x00101012, 0x00000003, 0x00000008, + 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, 0x03000065, + 0x00102012, 0x00000002, 0x07000000, 0x00102012, 0x00000000, 0x0010100a, 0x00000000, 0x0010100a, + 0x00000002, 0x05000036, 0x001020e2, 0x00000000, 0x00101e56, 0x00000000, 0x05000036, 0x00102012, + 0x00000001, 0x0010100a, 0x00000001, 0x05000036, 0x00102012, 0x00000002, 0x0010100a, 0x00000003, + 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)}; + static const DWORD ps_code[] = + { +#if 0 + struct vs_out + { + float4 position : SV_Position; + float color : Color; + uint instance_id : InstanceId; + }; + + void main(vs_out i, out float4 o0 : SV_Target0, out uint4 o1 : SV_Target1) + { + o0 = float4(i.color, i.color, i.color, 1.0f); + o1 = i.instance_id; + } +#endif + 0x43425844, 0xda0ad0bb, 0x4743f5f5, 0xfbc6d0b1, 0x7c8e7df5, 0x00000001, 0x00000170, 0x00000003, + 0x0000002c, 0x000000a4, 0x000000f0, 0x4e475349, 0x00000070, 0x00000003, 0x00000008, 0x00000050, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000101, 0x00000062, 0x00000000, 0x00000000, 0x00000001, 0x00000002, + 0x00000101, 0x505f5653, 0x7469736f, 0x006e6f69, 0x6f6c6f43, 0x6e490072, 0x6e617473, 0x64496563, + 0xababab00, 0x4e47534f, 0x00000044, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, + 0x00000003, 0x00000000, 0x0000000f, 0x00000038, 0x00000001, 0x00000000, 0x00000001, 0x00000001, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000078, 0x00000040, 0x0000001e, + 0x03001062, 0x00101012, 0x00000001, 0x03000862, 0x00101012, 0x00000002, 0x03000065, 0x001020f2, + 0x00000000, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x00102072, 0x00000000, 0x00101006, + 0x00000001, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x3f800000, 0x05000036, 0x001020f2, + 0x00000001, 0x00101006, 0x00000002, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; + static const struct + { + struct vec4 position; + } + stream0[] = + { + {{-1.00f, 0.0f, 0.0f, 1.0f}}, + {{-1.00f, 1.0f, 0.0f, 1.0f}}, + {{-0.75f, 0.0f, 0.0f, 1.0f}}, + {{-0.75f, 1.0f, 0.0f, 1.0f}}, + /* indirect draws data */ + {{-1.00f, -1.0f, 0.0f, 1.0f}}, + {{-1.00f, 0.0f, 0.0f, 1.0f}}, + {{-0.75f, -1.0f, 0.0f, 1.0f}}, + {{-0.75f, 0.0f, 0.0f, 1.0f}}, + }; + static const struct + { + BYTE color; + float v_offset; + } + stream1[] = + { + {0xf0, 0.00f}, + {0x80, 0.25f}, + {0x10, 0.50f}, + {0x40, 0.75f}, + + {0xaa, 1.00f}, + {0xbb, 1.25f}, + {0xcc, 1.50f}, + {0x90, 1.75f}, + }; + static const D3D12_DRAW_ARGUMENTS argument_data[] = + { + {4, 4, 4, 0}, + {4, 4, 4, 4}, + }; + static const struct + { + RECT rect; + unsigned int color; + unsigned int instance_id; + } + expected_results[] = + { + {{ 0, 0, 10, 10}, 0xfff0f0f0, 0}, + {{10, 0, 20, 10}, 0xff808080, 1}, + {{20, 0, 30, 10}, 0xff101010, 2}, + {{30, 0, 40, 10}, 0xff404040, 3}, + {{40, 0, 50, 10}, 0xffaaaaaa, 0}, + {{50, 0, 60, 10}, 0xffbbbbbb, 1}, + {{60, 0, 70, 10}, 0xffcccccc, 2}, + {{70, 0, 80, 10}, 0xff909090, 3}, + /* indirect draws results */ + {{ 0, 10, 10, 20}, 0xfff0f0f0, 0}, + {{10, 10, 20, 20}, 0xff808080, 1}, + {{20, 10, 30, 20}, 0xff101010, 2}, + {{30, 10, 40, 20}, 0xff404040, 3}, + {{40, 10, 50, 20}, 0xffaaaaaa, 0}, + {{50, 10, 60, 20}, 0xffbbbbbb, 1}, + {{60, 10, 70, 20}, 0xffcccccc, 2}, + {{70, 10, 80, 20}, 0xff909090, 3}, + }; + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + + memset(&desc, 0, sizeof(desc)); + desc.rt_width = 80; + desc.rt_height = 20; + desc.rt_descriptor_count = 2; + desc.no_root_signature = true; + if (!init_test_context(&context, &desc)) + return; + command_list = context.list; + queue = context.queue; + + rtvs[0] = context.rtv; + rtvs[1] = get_cpu_rtv_handle(&context, context.rtv_heap, 1); + + desc.rt_format = DXGI_FORMAT_R32_UINT; + create_render_target(&context, &desc, &render_target, &rtvs[1]); + + context.root_signature = create_empty_root_signature(context.device, + D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT); + input_layout.pInputElementDescs = layout_desc; + input_layout.NumElements = ARRAY_SIZE(layout_desc); + init_pipeline_state_desc(&pso_desc, context.root_signature, 0, &vs, &ps, &input_layout); + pso_desc.NumRenderTargets = 2; + pso_desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; + pso_desc.RTVFormats[1] = DXGI_FORMAT_R32_UINT; + hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, + &IID_ID3D12PipelineState, (void **)&context.pipeline_state); + ok(SUCCEEDED(hr), "Failed to create graphics pipeline state, hr %#x.\n", hr); + + vb[0] = create_upload_buffer(context.device, sizeof(stream0), stream0); + vbv[0].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[0]); + vbv[0].StrideInBytes = sizeof(*stream0); + vbv[0].SizeInBytes = sizeof(stream0); + + vb[1] = create_upload_buffer(context.device, sizeof(stream1), stream1); + vbv[1].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[1]); + vbv[1].StrideInBytes = sizeof(*stream1); + vbv[1].SizeInBytes = sizeof(stream1); + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtvs[0], white, 0, NULL); + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtvs[1], white, 0, NULL); + + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 2, rtvs, FALSE, NULL); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, ARRAY_SIZE(vbv), vbv); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 4, 0, 0); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 4, 0, 4); + + argument_desc.Type = D3D12_INDIRECT_ARGUMENT_TYPE_DRAW; + signature_desc.ByteStride = sizeof(D3D12_DRAW_ARGUMENTS); + signature_desc.NumArgumentDescs = 1; + signature_desc.pArgumentDescs = &argument_desc; + signature_desc.NodeMask = 0; + hr = ID3D12Device_CreateCommandSignature(context.device, &signature_desc, + NULL, &IID_ID3D12CommandSignature, (void **)&command_signature); + ok(SUCCEEDED(hr), "Failed to create command signature, hr %#x.\n", hr); + + argument_buffer = create_upload_buffer(context.device, sizeof(argument_data), &argument_data); + ID3D12GraphicsCommandList_ExecuteIndirect(command_list, command_signature, + 2, argument_buffer, 0, NULL, 0); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list); + for (i = 0; i < ARRAY_SIZE(expected_results); ++i) + check_readback_data_uint(&rb, &expected_results[i].rect, expected_results[i].color, 1); + release_resource_readback(&rb); + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + get_texture_readback_with_command_list(render_target, 0, &rb, queue, command_list); + for (i = 0; i < ARRAY_SIZE(expected_results); ++i) + check_readback_data_uint(&rb, &expected_results[i].rect, expected_results[i].instance_id, 0); + release_resource_readback(&rb); + + ID3D12CommandSignature_Release(command_signature); + ID3D12Resource_Release(argument_buffer); + ID3D12Resource_Release(render_target); + ID3D12Resource_Release(vb[0]); + ID3D12Resource_Release(vb[1]); + destroy_test_context(&context); +} + static void test_texture_copy_region(void) { struct test_context_desc desc; @@ -13718,5 +13983,6 @@ START_TEST(d3d12) run_test(test_query_occlusion); run_test(test_execute_indirect); run_test(test_dispatch_zero_thread_groups); + run_test(test_instance_id); run_test(test_texture_copy_region); }