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https://gitlab.winehq.org/wine/vkd3d.git
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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:
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
118
tests/d3d12.c
118
tests/d3d12.c
@ -37269,24 +37269,27 @@ done:
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static void test_unbounded_resource_arrays(void)
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static void test_unbounded_resource_arrays(void)
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{
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{
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ID3D12Resource *constant_buffers[64], *input_buffers[64], *output_buffers[128];
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ID3D12Resource *constant_buffers[64], *input_buffers[32], *output_buffers[128];
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
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D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
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D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
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D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
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D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
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D3D12_CONSTANT_BUFFER_VIEW_DESC cbv_desc;
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D3D12_CONSTANT_BUFFER_VIEW_DESC cbv_desc;
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ID3D12GraphicsCommandList *command_list;
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ID3D12GraphicsCommandList *command_list;
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ID3D12Resource *input_textures[32];
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struct d3d12_resource_readback rb;
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struct d3d12_resource_readback rb;
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unsigned int i, heap_offset;
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struct test_context context;
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struct test_context context;
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ID3D12DescriptorHeap *heap;
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ID3D12DescriptorHeap *heap;
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ID3D12CommandQueue *queue;
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ID3D12CommandQueue *queue;
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ID3D12Device *device;
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ID3D12Device *device;
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unsigned int i;
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HRESULT hr;
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HRESULT hr;
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static const D3D12_DESCRIPTOR_RANGE descriptor_ranges[] =
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static const D3D12_DESCRIPTOR_RANGE descriptor_ranges[] =
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{
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{
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{D3D12_DESCRIPTOR_RANGE_TYPE_CBV, UINT_MAX, 2, 1, 0},
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{D3D12_DESCRIPTOR_RANGE_TYPE_SRV, UINT_MAX, 2, 1, 0},
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{D3D12_DESCRIPTOR_RANGE_TYPE_SRV, UINT_MAX, 2, 1, 64},
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/* Test a buffer/texture descriptor type with a shader which accesses both. */
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{D3D12_DESCRIPTOR_RANGE_TYPE_SRV, UINT_MAX, 2, 2, 0},
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{D3D12_DESCRIPTOR_RANGE_TYPE_CBV, UINT_MAX, 2, 1, 64},
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{D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1, 1, 4, 128},
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{D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1, 1, 4, 128},
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{D3D12_DESCRIPTOR_RANGE_TYPE_UAV, UINT_MAX, 1, 1, 128},
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{D3D12_DESCRIPTOR_RANGE_TYPE_UAV, UINT_MAX, 1, 1, 128},
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{D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 65, 1, 2, 127},
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{D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 65, 1, 2, 127},
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@ -37310,6 +37313,7 @@ static void test_unbounded_resource_arrays(void)
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ConstantBuffer<cb> c1[] : register(b2, space1);
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ConstantBuffer<cb> c1[] : register(b2, space1);
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Buffer<uint> t1[] : register(t2, space1);
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Buffer<uint> t1[] : register(t2, space1);
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Texture2D<uint> t2[] : register(t2, space2);
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RWBuffer<uint> u1[] : register(u1, space1);
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RWBuffer<uint> u1[] : register(u1, space1);
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RWBuffer<uint> u1_4 : register(u1, space4);
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RWBuffer<uint> u1_4 : register(u1, space4);
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@ -37324,7 +37328,13 @@ static void test_unbounded_resource_arrays(void)
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* for id being the thread id. The error check is skipped if the statements are conditional. */
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* for id being the thread id. The error check is skipped if the statements are conditional. */
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if (id < 64)
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if (id < 64)
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{
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{
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uint u = t1[NonUniformResourceIndex(i)][0];
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uint u;
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if (i < 32)
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u = t1[NonUniformResourceIndex(i)][0];
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else
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u = t2[NonUniformResourceIndex(i)][uint2(0, 0)];
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if (id > 0)
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if (id > 0)
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u1[NonUniformResourceIndex(id)][0] = u;
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u1[NonUniformResourceIndex(id)][0] = u;
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else
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else
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@ -37334,20 +37344,26 @@ static void test_unbounded_resource_arrays(void)
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}
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}
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}
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}
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#endif
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#endif
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0x43425844, 0x24ec278f, 0xe9e6d2d7, 0xa5f914bb, 0x5cb76317, 0x00000001, 0x000002a8, 0x00000003,
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0x43425844, 0x8a5b49a5, 0xe0747f9a, 0xda1361d4, 0x060961bb, 0x00000001, 0x00000368, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000254, 0x00050051, 0x00000095, 0x0100086a,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000314, 0x00050051, 0x000000c5, 0x0100086a,
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0x07000859, 0x00308e46, 0x00000000, 0x00000002, 0xffffffff, 0x00000001, 0x00000001, 0x07000858,
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0x07000859, 0x00308e46, 0x00000000, 0x00000002, 0xffffffff, 0x00000001, 0x00000001, 0x07000858,
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0x00307e46, 0x00000000, 0x00000002, 0xffffffff, 0x00004444, 0x00000001, 0x0700089c, 0x0031ee46,
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0x00307e46, 0x00000000, 0x00000002, 0xffffffff, 0x00004444, 0x00000001, 0x07001858, 0x00307e46,
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0x00000000, 0x00000001, 0xffffffff, 0x00004444, 0x00000001, 0x0700089c, 0x0031ee46, 0x00000001,
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0x00000001, 0x00000002, 0xffffffff, 0x00004444, 0x00000002, 0x0700089c, 0x0031ee46, 0x00000000,
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0x00000002, 0xffffffff, 0x00004444, 0x00000002, 0x0700089c, 0x0031ee46, 0x00000002, 0x00000001,
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0x00000001, 0xffffffff, 0x00004444, 0x00000001, 0x0700089c, 0x0031ee46, 0x00000001, 0x00000002,
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0xffffffff, 0x00004444, 0x00000003, 0x0700089c, 0x0031ee46, 0x00000003, 0x00000001, 0x00000001,
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0xffffffff, 0x00004444, 0x00000002, 0x0700089c, 0x0031ee46, 0x00000002, 0x00000001, 0xffffffff,
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0x00004444, 0x00000004, 0x0200005f, 0x00020012, 0x02000068, 0x00000001, 0x0400009b, 0x00000040,
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0x00004444, 0x00000003, 0x0700089c, 0x0031ee46, 0x00000003, 0x00000001, 0x00000001, 0x00004444,
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0x00000001, 0x00000001, 0x0600004f, 0x00100012, 0x00000000, 0x0002000a, 0x00004001, 0x00000040,
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0x00000004, 0x0200005f, 0x00020012, 0x02000068, 0x00000001, 0x0400009b, 0x00000040, 0x00000001,
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0x0304001f, 0x0010000a, 0x00000000, 0x04000036, 0x00100012, 0x00000000, 0x0002000a, 0x0a000036,
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0x00000001, 0x0600004f, 0x00100012, 0x00000000, 0x0002000a, 0x00004001, 0x00000040, 0x0304001f,
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0x00100022, 0x00000000, 0x8630800a, 0x00020001, 0x00000000, 0x00000002, 0x0010000a, 0x00000000,
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0x0010000a, 0x00000000, 0x04000036, 0x00100012, 0x00000000, 0x0002000a, 0x0c00004f, 0x00100022,
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0x00000000, 0x0e00002d, 0x00100022, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x8630800a, 0x00020001, 0x00000000, 0x00000002, 0x0010000a, 0x00000000, 0x00000000,
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0x00000000, 0x86207e16, 0x00020001, 0x00000000, 0x00000002, 0x0010001a, 0x00000000, 0x0204001f,
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0x00004001, 0x00000020, 0x0304001f, 0x0010001a, 0x00000000, 0x0a000036, 0x00100022, 0x00000000,
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0x8630800a, 0x00020001, 0x00000000, 0x00000002, 0x0010000a, 0x00000000, 0x00000000, 0x0e00002d,
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0x00100022, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x86207e16,
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0x00020001, 0x00000000, 0x00000002, 0x0010001a, 0x00000000, 0x01000012, 0x0a000036, 0x00100042,
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0x00000000, 0x8630800a, 0x00020001, 0x00000000, 0x00000002, 0x0010000a, 0x00000000, 0x00000000,
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0x0e00002d, 0x00100022, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x86207e16, 0x00020001, 0x00000001, 0x00000002, 0x0010002a, 0x00000000, 0x01000015, 0x0204001f,
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0x0002000a, 0x0e0000a4, 0x8621e0f2, 0x00020001, 0x00000000, 0x00000001, 0x0010000a, 0x00000000,
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0x0002000a, 0x0e0000a4, 0x8621e0f2, 0x00020001, 0x00000000, 0x00000001, 0x0010000a, 0x00000000,
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0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00100556, 0x00000000, 0x01000012,
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0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00100556, 0x00000000, 0x01000012,
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0x0b0000a4, 0x0021e0f2, 0x00000003, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000,
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0x0b0000a4, 0x0021e0f2, 0x00000003, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000,
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@ -37386,21 +37402,6 @@ static void test_unbounded_resource_arrays(void)
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heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 256);
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heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 256);
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for (i = 0; i < ARRAY_SIZE(constant_buffers); ++i)
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{
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uint32_t cb_data = 63 - i;
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constant_buffers[i] = create_default_buffer(device, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT,
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D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
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upload_buffer_data(constant_buffers[i], 0, sizeof(cb_data), &cb_data, queue, command_list);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, constant_buffers[i],
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
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cbv_desc.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(constant_buffers[i]);
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cbv_desc.SizeInBytes = align(sizeof(cb_data), D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
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ID3D12Device_CreateConstantBufferView(context.device, &cbv_desc, get_cpu_descriptor_handle(&context, heap, i));
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}
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for (i = 0; i < ARRAY_SIZE(input_buffers); ++i)
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for (i = 0; i < ARRAY_SIZE(input_buffers); ++i)
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{
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{
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uint32_t srv_data = i ^ 0x35;
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uint32_t srv_data = i ^ 0x35;
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@ -37418,8 +37419,54 @@ static void test_unbounded_resource_arrays(void)
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srv_desc.Buffer.FirstElement = 0;
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srv_desc.Buffer.FirstElement = 0;
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srv_desc.Buffer.NumElements = 1;
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srv_desc.Buffer.NumElements = 1;
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ID3D12Device_CreateShaderResourceView(device, input_buffers[i], &srv_desc,
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ID3D12Device_CreateShaderResourceView(device, input_buffers[i], &srv_desc,
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get_cpu_descriptor_handle(&context, heap, ARRAY_SIZE(constant_buffers) + i));
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get_cpu_descriptor_handle(&context, heap, i));
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}
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}
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heap_offset = ARRAY_SIZE(input_buffers);
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for (i = 0; i < ARRAY_SIZE(input_textures); ++i)
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{
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uint32_t srv_data = (i + heap_offset) ^ 0x35;
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D3D12_SUBRESOURCE_DATA data;
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input_textures[i] = create_default_texture2d(device, 1, 1, 1, 1, DXGI_FORMAT_R32_UINT, D3D12_RESOURCE_FLAG_NONE,
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D3D12_RESOURCE_STATE_COPY_DEST);
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data.pData = &srv_data;
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data.RowPitch = sizeof(uint32_t);
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data.SlicePitch = data.RowPitch;
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upload_texture_data(input_textures[i], &data, 1, queue, command_list);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, input_textures[i],
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
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memset(&srv_desc, 0, sizeof(srv_desc));
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srv_desc.Format = DXGI_FORMAT_R32_UINT;
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srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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srv_desc.Texture2D.MipLevels = 1;
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srv_desc.Texture2D.MostDetailedMip = 0;
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srv_desc.Texture2D.PlaneSlice = 0;
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srv_desc.Texture2D.ResourceMinLODClamp = 0;
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ID3D12Device_CreateShaderResourceView(device, input_textures[i], &srv_desc,
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get_cpu_descriptor_handle(&context, heap, heap_offset + i));
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}
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heap_offset += ARRAY_SIZE(input_textures);
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for (i = 0; i < ARRAY_SIZE(constant_buffers); ++i)
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{
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uint32_t cb_data = 63 - i;
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constant_buffers[i] = create_default_buffer(device, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT,
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D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
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upload_buffer_data(constant_buffers[i], 0, sizeof(cb_data), &cb_data, queue, command_list);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, constant_buffers[i],
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
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cbv_desc.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(constant_buffers[i]);
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cbv_desc.SizeInBytes = align(sizeof(cb_data), D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
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ID3D12Device_CreateConstantBufferView(context.device, &cbv_desc,
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get_cpu_descriptor_handle(&context, heap, heap_offset + i));
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}
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heap_offset += ARRAY_SIZE(constant_buffers);
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for (i = 0; i < ARRAY_SIZE(output_buffers); ++i)
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for (i = 0; i < ARRAY_SIZE(output_buffers); ++i)
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{
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{
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@ -37432,8 +37479,7 @@ static void test_unbounded_resource_arrays(void)
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uav_desc.Buffer.FirstElement = 0;
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uav_desc.Buffer.FirstElement = 0;
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uav_desc.Buffer.NumElements = 1;
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uav_desc.Buffer.NumElements = 1;
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ID3D12Device_CreateUnorderedAccessView(device, output_buffers[i], NULL,
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ID3D12Device_CreateUnorderedAccessView(device, output_buffers[i], NULL,
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&uav_desc, get_cpu_descriptor_handle(&context, heap,
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&uav_desc, get_cpu_descriptor_handle(&context, heap, heap_offset + i));
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ARRAY_SIZE(constant_buffers) + ARRAY_SIZE(input_buffers) + i));
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}
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}
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context.pipeline_state = create_compute_pipeline_state(device, context.root_signature,
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context.pipeline_state = create_compute_pipeline_state(device, context.root_signature,
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@ -37463,6 +37509,8 @@ static void test_unbounded_resource_arrays(void)
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ID3D12Resource_Release(output_buffers[i]);
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ID3D12Resource_Release(output_buffers[i]);
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for (i = 0; i < ARRAY_SIZE(input_buffers); ++i)
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for (i = 0; i < ARRAY_SIZE(input_buffers); ++i)
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ID3D12Resource_Release(input_buffers[i]);
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ID3D12Resource_Release(input_buffers[i]);
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for (i = 0; i < ARRAY_SIZE(input_textures); ++i)
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ID3D12Resource_Release(input_textures[i]);
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for (i = 0; i < ARRAY_SIZE(constant_buffers); ++i)
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for (i = 0; i < ARRAY_SIZE(constant_buffers); ++i)
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ID3D12Resource_Release(constant_buffers[i]);
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ID3D12Resource_Release(constant_buffers[i]);
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ID3D12DescriptorHeap_Release(heap);
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ID3D12DescriptorHeap_Release(heap);
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