tests/d3d12: Test buffer and texture SRVs in test_unbounded_resource_arrays().

On virtual heaps, SRV/UAV unbounded ranges are implemented using two
descriptor sets, one for buffers and another for textures, and this case
should be tested.
This commit is contained in:
Conor McCarthy 2024-09-18 15:11:39 +10:00 committed by Henri Verbeet
parent c89e547e3e
commit b092fcfc46
Notes: Henri Verbeet 2024-10-17 17:39:00 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Conor McCarthy (@cmccarthy)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1070

View File

@ -37269,24 +37269,27 @@ done:
static void test_unbounded_resource_arrays(void)
{
ID3D12Resource *constant_buffers[64], *input_buffers[64], *output_buffers[128];
ID3D12Resource *constant_buffers[64], *input_buffers[32], *output_buffers[128];
D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
D3D12_CONSTANT_BUFFER_VIEW_DESC cbv_desc;
ID3D12GraphicsCommandList *command_list;
ID3D12Resource *input_textures[32];
struct d3d12_resource_readback rb;
unsigned int i, heap_offset;
struct test_context context;
ID3D12DescriptorHeap *heap;
ID3D12CommandQueue *queue;
ID3D12Device *device;
unsigned int i;
HRESULT hr;
static const D3D12_DESCRIPTOR_RANGE descriptor_ranges[] =
{
{D3D12_DESCRIPTOR_RANGE_TYPE_CBV, UINT_MAX, 2, 1, 0},
{D3D12_DESCRIPTOR_RANGE_TYPE_SRV, UINT_MAX, 2, 1, 64},
{D3D12_DESCRIPTOR_RANGE_TYPE_SRV, UINT_MAX, 2, 1, 0},
/* Test a buffer/texture descriptor type with a shader which accesses both. */
{D3D12_DESCRIPTOR_RANGE_TYPE_SRV, UINT_MAX, 2, 2, 0},
{D3D12_DESCRIPTOR_RANGE_TYPE_CBV, UINT_MAX, 2, 1, 64},
{D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1, 1, 4, 128},
{D3D12_DESCRIPTOR_RANGE_TYPE_UAV, UINT_MAX, 1, 1, 128},
{D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 65, 1, 2, 127},
@ -37310,6 +37313,7 @@ static void test_unbounded_resource_arrays(void)
ConstantBuffer<cb> c1[] : register(b2, space1);
Buffer<uint> t1[] : register(t2, space1);
Texture2D<uint> t2[] : register(t2, space2);
RWBuffer<uint> u1[] : register(u1, space1);
RWBuffer<uint> u1_4 : register(u1, space4);
@ -37324,7 +37328,13 @@ static void test_unbounded_resource_arrays(void)
* for id being the thread id. The error check is skipped if the statements are conditional. */
if (id < 64)
{
uint u = t1[NonUniformResourceIndex(i)][0];
uint u;
if (i < 32)
u = t1[NonUniformResourceIndex(i)][0];
else
u = t2[NonUniformResourceIndex(i)][uint2(0, 0)];
if (id > 0)
u1[NonUniformResourceIndex(id)][0] = u;
else
@ -37334,20 +37344,26 @@ static void test_unbounded_resource_arrays(void)
}
}
#endif
0x43425844, 0x24ec278f, 0xe9e6d2d7, 0xa5f914bb, 0x5cb76317, 0x00000001, 0x000002a8, 0x00000003,
0x43425844, 0x8a5b49a5, 0xe0747f9a, 0xda1361d4, 0x060961bb, 0x00000001, 0x00000368, 0x00000003,
0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000254, 0x00050051, 0x00000095, 0x0100086a,
0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000314, 0x00050051, 0x000000c5, 0x0100086a,
0x07000859, 0x00308e46, 0x00000000, 0x00000002, 0xffffffff, 0x00000001, 0x00000001, 0x07000858,
0x00307e46, 0x00000000, 0x00000002, 0xffffffff, 0x00004444, 0x00000001, 0x0700089c, 0x0031ee46,
0x00000000, 0x00000001, 0xffffffff, 0x00004444, 0x00000001, 0x0700089c, 0x0031ee46, 0x00000001,
0x00000002, 0xffffffff, 0x00004444, 0x00000002, 0x0700089c, 0x0031ee46, 0x00000002, 0x00000001,
0xffffffff, 0x00004444, 0x00000003, 0x0700089c, 0x0031ee46, 0x00000003, 0x00000001, 0x00000001,
0x00004444, 0x00000004, 0x0200005f, 0x00020012, 0x02000068, 0x00000001, 0x0400009b, 0x00000040,
0x00000001, 0x00000001, 0x0600004f, 0x00100012, 0x00000000, 0x0002000a, 0x00004001, 0x00000040,
0x0304001f, 0x0010000a, 0x00000000, 0x04000036, 0x00100012, 0x00000000, 0x0002000a, 0x0a000036,
0x00100022, 0x00000000, 0x8630800a, 0x00020001, 0x00000000, 0x00000002, 0x0010000a, 0x00000000,
0x00000000, 0x0e00002d, 0x00100022, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x86207e16, 0x00020001, 0x00000000, 0x00000002, 0x0010001a, 0x00000000, 0x0204001f,
0x00307e46, 0x00000000, 0x00000002, 0xffffffff, 0x00004444, 0x00000001, 0x07001858, 0x00307e46,
0x00000001, 0x00000002, 0xffffffff, 0x00004444, 0x00000002, 0x0700089c, 0x0031ee46, 0x00000000,
0x00000001, 0xffffffff, 0x00004444, 0x00000001, 0x0700089c, 0x0031ee46, 0x00000001, 0x00000002,
0xffffffff, 0x00004444, 0x00000002, 0x0700089c, 0x0031ee46, 0x00000002, 0x00000001, 0xffffffff,
0x00004444, 0x00000003, 0x0700089c, 0x0031ee46, 0x00000003, 0x00000001, 0x00000001, 0x00004444,
0x00000004, 0x0200005f, 0x00020012, 0x02000068, 0x00000001, 0x0400009b, 0x00000040, 0x00000001,
0x00000001, 0x0600004f, 0x00100012, 0x00000000, 0x0002000a, 0x00004001, 0x00000040, 0x0304001f,
0x0010000a, 0x00000000, 0x04000036, 0x00100012, 0x00000000, 0x0002000a, 0x0c00004f, 0x00100022,
0x00000000, 0x8630800a, 0x00020001, 0x00000000, 0x00000002, 0x0010000a, 0x00000000, 0x00000000,
0x00004001, 0x00000020, 0x0304001f, 0x0010001a, 0x00000000, 0x0a000036, 0x00100022, 0x00000000,
0x8630800a, 0x00020001, 0x00000000, 0x00000002, 0x0010000a, 0x00000000, 0x00000000, 0x0e00002d,
0x00100022, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x86207e16,
0x00020001, 0x00000000, 0x00000002, 0x0010001a, 0x00000000, 0x01000012, 0x0a000036, 0x00100042,
0x00000000, 0x8630800a, 0x00020001, 0x00000000, 0x00000002, 0x0010000a, 0x00000000, 0x00000000,
0x0e00002d, 0x00100022, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x86207e16, 0x00020001, 0x00000001, 0x00000002, 0x0010002a, 0x00000000, 0x01000015, 0x0204001f,
0x0002000a, 0x0e0000a4, 0x8621e0f2, 0x00020001, 0x00000000, 0x00000001, 0x0010000a, 0x00000000,
0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00100556, 0x00000000, 0x01000012,
0x0b0000a4, 0x0021e0f2, 0x00000003, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000,
@ -37386,21 +37402,6 @@ static void test_unbounded_resource_arrays(void)
heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 256);
for (i = 0; i < ARRAY_SIZE(constant_buffers); ++i)
{
uint32_t cb_data = 63 - i;
constant_buffers[i] = create_default_buffer(device, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT,
D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
upload_buffer_data(constant_buffers[i], 0, sizeof(cb_data), &cb_data, queue, command_list);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, constant_buffers[i],
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
cbv_desc.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(constant_buffers[i]);
cbv_desc.SizeInBytes = align(sizeof(cb_data), D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
ID3D12Device_CreateConstantBufferView(context.device, &cbv_desc, get_cpu_descriptor_handle(&context, heap, i));
}
for (i = 0; i < ARRAY_SIZE(input_buffers); ++i)
{
uint32_t srv_data = i ^ 0x35;
@ -37418,8 +37419,54 @@ static void test_unbounded_resource_arrays(void)
srv_desc.Buffer.FirstElement = 0;
srv_desc.Buffer.NumElements = 1;
ID3D12Device_CreateShaderResourceView(device, input_buffers[i], &srv_desc,
get_cpu_descriptor_handle(&context, heap, ARRAY_SIZE(constant_buffers) + i));
get_cpu_descriptor_handle(&context, heap, i));
}
heap_offset = ARRAY_SIZE(input_buffers);
for (i = 0; i < ARRAY_SIZE(input_textures); ++i)
{
uint32_t srv_data = (i + heap_offset) ^ 0x35;
D3D12_SUBRESOURCE_DATA data;
input_textures[i] = create_default_texture2d(device, 1, 1, 1, 1, DXGI_FORMAT_R32_UINT, D3D12_RESOURCE_FLAG_NONE,
D3D12_RESOURCE_STATE_COPY_DEST);
data.pData = &srv_data;
data.RowPitch = sizeof(uint32_t);
data.SlicePitch = data.RowPitch;
upload_texture_data(input_textures[i], &data, 1, queue, command_list);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, input_textures[i],
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
memset(&srv_desc, 0, sizeof(srv_desc));
srv_desc.Format = DXGI_FORMAT_R32_UINT;
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srv_desc.Texture2D.MipLevels = 1;
srv_desc.Texture2D.MostDetailedMip = 0;
srv_desc.Texture2D.PlaneSlice = 0;
srv_desc.Texture2D.ResourceMinLODClamp = 0;
ID3D12Device_CreateShaderResourceView(device, input_textures[i], &srv_desc,
get_cpu_descriptor_handle(&context, heap, heap_offset + i));
}
heap_offset += ARRAY_SIZE(input_textures);
for (i = 0; i < ARRAY_SIZE(constant_buffers); ++i)
{
uint32_t cb_data = 63 - i;
constant_buffers[i] = create_default_buffer(device, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT,
D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
upload_buffer_data(constant_buffers[i], 0, sizeof(cb_data), &cb_data, queue, command_list);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, constant_buffers[i],
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
cbv_desc.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(constant_buffers[i]);
cbv_desc.SizeInBytes = align(sizeof(cb_data), D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
ID3D12Device_CreateConstantBufferView(context.device, &cbv_desc,
get_cpu_descriptor_handle(&context, heap, heap_offset + i));
}
heap_offset += ARRAY_SIZE(constant_buffers);
for (i = 0; i < ARRAY_SIZE(output_buffers); ++i)
{
@ -37432,8 +37479,7 @@ static void test_unbounded_resource_arrays(void)
uav_desc.Buffer.FirstElement = 0;
uav_desc.Buffer.NumElements = 1;
ID3D12Device_CreateUnorderedAccessView(device, output_buffers[i], NULL,
&uav_desc, get_cpu_descriptor_handle(&context, heap,
ARRAY_SIZE(constant_buffers) + ARRAY_SIZE(input_buffers) + i));
&uav_desc, get_cpu_descriptor_handle(&context, heap, heap_offset + i));
}
context.pipeline_state = create_compute_pipeline_state(device, context.root_signature,
@ -37463,6 +37509,8 @@ static void test_unbounded_resource_arrays(void)
ID3D12Resource_Release(output_buffers[i]);
for (i = 0; i < ARRAY_SIZE(input_buffers); ++i)
ID3D12Resource_Release(input_buffers[i]);
for (i = 0; i < ARRAY_SIZE(input_textures); ++i)
ID3D12Resource_Release(input_textures[i]);
for (i = 0; i < ARRAY_SIZE(constant_buffers); ++i)
ID3D12Resource_Release(constant_buffers[i]);
ID3D12DescriptorHeap_Release(heap);