tests: Add a test for compute thread IDs.

This commit is contained in:
Zebediah Figura 2021-08-16 18:55:56 -05:00 committed by Alexandre Julliard
parent 404a2d6a3d
commit 809a43f06b
Notes: Alexandre Julliard 2023-01-25 22:44:06 +01:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/64
4 changed files with 200 additions and 39 deletions

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@ -26,11 +26,6 @@
static PFN_D3D12_CREATE_VERSIONED_ROOT_SIGNATURE_DESERIALIZER pfn_D3D12CreateVersionedRootSignatureDeserializer;
static PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE pfn_D3D12SerializeVersionedRootSignature;
struct uvec4
{
unsigned int x, y, z, w;
};
struct ivec4
{
int x, y, z, w;
@ -41,11 +36,6 @@ struct dvec2
double x, y;
};
static bool compare_uvec4(const struct uvec4* v1, const struct uvec4 *v2)
{
return v1->x == v2->x && v1->y == v2->y && v1->z == v2->z && v1->w == v2->w;
}
static bool compare_uint8(uint8_t a, uint8_t b, unsigned int max_diff)
{
return abs(a - b) <= max_diff;
@ -725,35 +715,6 @@ static ID3D12CommandSignature *create_command_signature_(unsigned int line,
return command_signature;
}
#define init_compute_test_context(context) init_compute_test_context_(__LINE__, context)
static bool init_compute_test_context_(unsigned int line, struct test_context *context)
{
ID3D12Device *device;
HRESULT hr;
memset(context, 0, sizeof(*context));
if (!(context->device = create_device()))
{
skip_(line)("Failed to create device.\n");
return false;
}
device = context->device;
context->queue = create_command_queue_(line, device,
D3D12_COMMAND_LIST_TYPE_COMPUTE, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL);
hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_COMPUTE,
&IID_ID3D12CommandAllocator, (void **)&context->allocator);
ok_(line)(hr == S_OK, "Failed to create command allocator, hr %#x.\n", hr);
hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_COMPUTE,
context->allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&context->list);
ok_(line)(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
return true;
}
struct depth_stencil_resource
{
ID3D12Resource *texture;

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@ -1034,6 +1034,35 @@ static inline bool init_test_context_(unsigned int line, struct test_context *co
return true;
}
#define init_compute_test_context(context) init_compute_test_context_(__LINE__, context)
static inline bool init_compute_test_context_(unsigned int line, struct test_context *context)
{
ID3D12Device *device;
HRESULT hr;
memset(context, 0, sizeof(*context));
if (!(context->device = create_device()))
{
skip_(line)("Failed to create device.\n");
return false;
}
device = context->device;
context->queue = create_command_queue_(line, device,
D3D12_COMMAND_LIST_TYPE_COMPUTE, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL);
hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_COMPUTE,
&IID_ID3D12CommandAllocator, (void **)&context->allocator);
ok_(line)(hr == S_OK, "Failed to create command allocator, hr %#x.\n", hr);
hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_COMPUTE,
context->allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&context->list);
ok_(line)(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
return true;
}
static inline void destroy_pipeline_state_objects(struct test_context *context)
{
size_t i;

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@ -416,6 +416,166 @@ static void test_preprocess(void)
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));
}
todo cs_code = compile_shader(cs_source, "cs_5_0");
if (cs_code)
{
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);
@ -423,4 +583,5 @@ START_TEST(hlsl_d3d12)
init_adapter_info();
run_test(test_preprocess);
run_test(test_thread_id);
}

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@ -35,6 +35,11 @@ struct vec4
float x, y, z, w;
};
struct uvec4
{
unsigned int x, y, z, w;
};
struct resource_readback
{
uint64_t width;
@ -97,6 +102,11 @@ static bool compare_float(float f, float g, unsigned int ulps)
return true;
}
static inline bool compare_uvec4(const struct uvec4 *v1, const struct uvec4 *v2)
{
return v1->x == v2->x && v1->y == v2->y && v1->z == v2->z && v1->w == v2->w;
}
static inline bool compare_vec4(const struct vec4 *v1, const struct vec4 *v2, unsigned int ulps)
{
return compare_float(v1->x, v2->x, ulps)