tests: Add test for binding overlapping heap descriptor ranges.

This commit is contained in:
Józef Kucia 2017-09-11 22:35:16 +02:00
parent 8e802ed0af
commit 72b835e0bf

View File

@ -8455,6 +8455,207 @@ static void test_descriptor_tables(void)
destroy_test_context(&context);
}
/* Tests overlapping descriptor heap ranges for SRV and UAV descriptor tables.
* Only descriptors used by the pipeline have to be valid.
*/
static void test_descriptor_tables_overlapping_bindings(void)
{
ID3D12Resource *input_buffers[2], *output_buffers[2];
D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
D3D12_DESCRIPTOR_RANGE descriptor_range[2];
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
D3D12_ROOT_PARAMETER root_parameters[3];
ID3D12GraphicsCommandList *command_list;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
struct resource_readback rb;
struct test_context context;
ID3D12DescriptorHeap *heap;
ID3D12CommandQueue *queue;
ID3D12Device *device;
unsigned int i;
HRESULT hr;
static const DWORD cs_code[] =
{
#if 0
ByteAddressBuffer t0;
ByteAddressBuffer t4 : register(t4);
RWByteAddressBuffer u0;
RWByteAddressBuffer u2 : register(u2);
uint size;
uint size2;
[numthreads(1, 1, 1)]
void main()
{
uint i;
for (i = 0; i < size; ++i)
u0.Store(4 * i, t0.Load(4 *i));
for (i = 0; i < size2; ++i)
u2.Store(4 * i, t4.Load(4 * i));
}
#endif
0x43425844, 0x8d2646b7, 0xeb60d9ee, 0x33ccd6ed, 0x5557e649, 0x00000001, 0x0000023c, 0x00000003,
0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x000001e8, 0x00050050, 0x0000007a, 0x0100086a,
0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x030000a1, 0x00107000, 0x00000000, 0x030000a1,
0x00107000, 0x00000004, 0x0300009d, 0x0011e000, 0x00000000, 0x0300009d, 0x0011e000, 0x00000002,
0x02000068, 0x00000001, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x05000036, 0x00100012,
0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x08000050, 0x00100022, 0x00000000, 0x0010000a,
0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x03040003, 0x0010001a, 0x00000000, 0x07000029,
0x00100022, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000002, 0x890000a5, 0x800002c2,
0x00199983, 0x00100042, 0x00000000, 0x0010001a, 0x00000000, 0x00107006, 0x00000000, 0x070000a6,
0x0011e012, 0x00000000, 0x0010001a, 0x00000000, 0x0010002a, 0x00000000, 0x0700001e, 0x00100012,
0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x05000036, 0x00100012,
0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x08000050, 0x00100022, 0x00000000, 0x0010000a,
0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x03040003, 0x0010001a, 0x00000000, 0x07000029,
0x00100022, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000002, 0x890000a5, 0x800002c2,
0x00199983, 0x00100042, 0x00000000, 0x0010001a, 0x00000000, 0x00107006, 0x00000004, 0x070000a6,
0x0011e012, 0x00000002, 0x0010001a, 0x00000000, 0x0010002a, 0x00000000, 0x0700001e, 0x00100012,
0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x0100003e,
};
static const uint32_t buffer_data[] = {0xdeadbabe};
static const uint32_t buffer_data2[] = {0, 1, 2, 3, 4, 5};
if (!init_compute_test_context(&context))
return;
device = context.device;
command_list = context.list;
queue = context.queue;
descriptor_range[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
descriptor_range[0].NumDescriptors = 10;
descriptor_range[0].BaseShaderRegister = 0;
descriptor_range[0].RegisterSpace = 0;
descriptor_range[0].OffsetInDescriptorsFromTableStart = 0;
root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
root_parameters[0].DescriptorTable.NumDescriptorRanges = 1;
root_parameters[0].DescriptorTable.pDescriptorRanges = &descriptor_range[0];
root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
descriptor_range[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
descriptor_range[1].NumDescriptors = 10;
descriptor_range[1].BaseShaderRegister = 0;
descriptor_range[1].RegisterSpace = 0;
descriptor_range[1].OffsetInDescriptorsFromTableStart = 0;
root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
root_parameters[1].DescriptorTable.NumDescriptorRanges = 1;
root_parameters[1].DescriptorTable.pDescriptorRanges = &descriptor_range[1];
root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
root_parameters[2].Constants.ShaderRegister = 0;
root_parameters[2].Constants.RegisterSpace = 0;
root_parameters[2].Constants.Num32BitValues = 2;
root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
memset(&root_signature_desc, 0, sizeof(root_signature_desc));
root_signature_desc.NumParameters = 3;
root_signature_desc.pParameters = root_parameters;
hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature);
ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
context.pipeline_state = create_compute_pipeline_state(device, context.root_signature,
shader_bytecode(cs_code, sizeof(cs_code)));
memset(&heap_desc, 0, sizeof(heap_desc));
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 30;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
input_buffers[0] = create_default_buffer(device, sizeof(buffer_data),
D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
upload_buffer_data(input_buffers[0], 0, sizeof(buffer_data), &buffer_data, queue, command_list);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, input_buffers[0],
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
input_buffers[1] = create_default_buffer(device, sizeof(buffer_data2),
D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
upload_buffer_data(input_buffers[1], 0, sizeof(buffer_data2), &buffer_data2, queue, command_list);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, input_buffers[1],
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
output_buffers[0] = create_default_buffer(device, sizeof(buffer_data),
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
output_buffers[1] = create_default_buffer(device, sizeof(buffer_data2),
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
memset(&uav_desc, 0, sizeof(uav_desc));
uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uav_desc.Buffer.FirstElement = 0;
uav_desc.Buffer.NumElements = ARRAY_SIZE(buffer_data);
uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
ID3D12Device_CreateUnorderedAccessView(device, output_buffers[0], NULL, &uav_desc,
get_cpu_descriptor_handle(&context, heap, 0)); /* u0 */
uav_desc.Buffer.NumElements = ARRAY_SIZE(buffer_data2);
ID3D12Device_CreateUnorderedAccessView(device, output_buffers[1], NULL, &uav_desc,
get_cpu_descriptor_handle(&context, heap, 2)); /* u2 */
memset(&srv_desc, 0, sizeof(srv_desc));
srv_desc.Format = DXGI_FORMAT_R32_TYPELESS;
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srv_desc.Buffer.FirstElement = 0;
srv_desc.Buffer.NumElements = ARRAY_SIZE(buffer_data);
srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
ID3D12Device_CreateShaderResourceView(device, input_buffers[0], &srv_desc,
get_cpu_descriptor_handle(&context, heap, 3)); /* t0 */
srv_desc.Buffer.NumElements = ARRAY_SIZE(buffer_data2);
ID3D12Device_CreateShaderResourceView(device, input_buffers[1], &srv_desc,
get_cpu_descriptor_handle(&context, heap, 7)); /* t4 */
ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature);
ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap);
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0,
get_gpu_descriptor_handle(&context, heap, 3));
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 1,
get_gpu_descriptor_handle(&context, heap, 0));
ID3D12GraphicsCommandList_SetComputeRoot32BitConstant(command_list, 2,
ARRAY_SIZE(buffer_data), 0);
ID3D12GraphicsCommandList_SetComputeRoot32BitConstant(command_list, 2,
ARRAY_SIZE(buffer_data2), 1);
ID3D12GraphicsCommandList_Dispatch(command_list, 1, 1, 1);
for (i = 0; i < ARRAY_SIZE(output_buffers); ++i)
{
transition_resource_state(command_list, output_buffers[i],
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
}
get_buffer_readback_with_command_list(output_buffers[0], DXGI_FORMAT_R32_UINT, &rb, queue, command_list);
for (i = 0; i < ARRAY_SIZE(buffer_data); ++i)
{
unsigned int value = get_readback_uint(&rb, i, 0);
ok(value == buffer_data[i], "Got %#x, expected %#x.\n", value, buffer_data[i]);
}
release_resource_readback(&rb);
reset_command_list(command_list, context.allocator);
get_buffer_readback_with_command_list(output_buffers[1], DXGI_FORMAT_R32_UINT, &rb, queue, command_list);
for (i = 0; i < ARRAY_SIZE(buffer_data2); ++i)
{
unsigned int value = get_readback_uint(&rb, i, 0);
ok(value == buffer_data2[i], "Got %#x, expected %#x.\n", value, buffer_data2[i]);
}
release_resource_readback(&rb);
for (i = 0; i < ARRAY_SIZE(input_buffers); ++i)
ID3D12Resource_Release(input_buffers[i]);
for (i = 0; i < ARRAY_SIZE(output_buffers); ++i)
ID3D12Resource_Release(output_buffers[i]);
ID3D12DescriptorHeap_Release(heap);
destroy_test_context(&context);
}
static void test_update_root_descriptors(void)
{
D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
@ -13135,6 +13336,7 @@ START_TEST(d3d12)
run_test(test_root_constants);
run_test(test_texture);
run_test(test_descriptor_tables);
run_test(test_descriptor_tables_overlapping_bindings);
run_test(test_update_root_descriptors);
run_test(test_update_descriptor_tables);
run_test(test_update_descriptor_heap_after_closing_command_list);