From 8357908bc23e66421bbb316de14ec3cfffa88ea5 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Mon, 15 Jan 2018 13:49:06 +0100 Subject: [PATCH] tests: Add test for executing command lists from multiple threads. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- tests/d3d12.c | 98 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 98 insertions(+) diff --git a/tests/d3d12.c b/tests/d3d12.c index 55116204..b8b4d95d 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -16983,6 +16983,103 @@ static void test_face_culling(void) destroy_test_context(&context); } +static void draw_thread_main(void *thread_data) +{ + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + struct test_context *context = thread_data; + ID3D12GraphicsCommandList *command_list; + ID3D12CommandAllocator *allocator; + D3D12_CPU_DESCRIPTOR_HANDLE rtv; + ID3D12Resource *render_target; + ID3D12DescriptorHeap *heap; + ID3D12CommandQueue *queue; + ID3D12Device *device; + unsigned int i; + HRESULT hr; + + queue = context->queue; + device = context->device; + heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1); + rtv = get_cpu_descriptor_handle(context, heap, 0); + create_render_target(context, NULL, &render_target, &rtv); + + hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, + &IID_ID3D12CommandAllocator, (void **)&allocator); + ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr); + hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, + allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list); + ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); + + for (i = 0; i < 100; ++i) + { + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv, white, 0, NULL); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &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); + + transition_resource_state(command_list, render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_uint(render_target, 0, queue, command_list, 0xff00ff00, 0); + reset_command_list(command_list, allocator); + transition_resource_state(command_list, render_target, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + } + + ID3D12DescriptorHeap_Release(heap); + ID3D12Resource_Release(render_target); + ID3D12CommandAllocator_Release(allocator); + ID3D12GraphicsCommandList_Release(command_list); +} + +static void test_multithread_command_queue_exec(void) +{ + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + ID3D12GraphicsCommandList *command_list; + struct test_context context; + ID3D12CommandQueue *queue; + HANDLE threads[10]; + unsigned int i; + + if (!init_test_context(&context, NULL)) + return; + command_list = context.list; + queue = context.queue; + + for (i = 0; i < ARRAY_SIZE(threads); ++i) + { + threads[i] = create_thread(draw_thread_main, &context); + ok(threads[i], "Failed to create thread %u.\n", i); + } + + for (i = 0; i < 100; ++i) + { + 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); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0); + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + } + + for (i = 0; i < ARRAY_SIZE(threads); ++i) + ok(join_thread(threads[i]), "Failed to join thread %u.\n", i); + + destroy_test_context(&context); +} + START_TEST(d3d12) { bool enable_debug_layer = false; @@ -17085,4 +17182,5 @@ START_TEST(d3d12) run_test(test_copy_texture_region); run_test(test_separate_bindings); run_test(test_face_culling); + run_test(test_multithread_command_queue_exec); }