tests: Add test for accessing constant buffers from compute shaders.

This commit is contained in:
Józef Kucia 2017-08-02 15:30:15 +02:00
parent fb4e86b292
commit c9b05f68b5

View File

@ -6993,6 +6993,187 @@ static void test_root_signature_deserializer(void)
&static_samplers_rootsig_desc);
}
static void test_cs_constant_buffer(void)
{
D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor_handle;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_descriptor_handle;
D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
D3D12_DESCRIPTOR_RANGE descriptor_ranges[1];
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
ID3D12GraphicsCommandList *command_list;
D3D12_ROOT_PARAMETER root_parameters[2];
D3D12_HEAP_PROPERTIES heap_properties;
ID3D12DescriptorHeap *descriptor_heap;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
ID3D12RootSignature *root_signature;
ID3D12PipelineState *pipeline_state;
D3D12_RESOURCE_DESC resource_desc;
ID3D12Resource *resource, *cb;
struct resource_readback rb;
struct test_context context;
ID3D12CommandQueue *queue;
ID3D12Device *device;
unsigned int x;
float value;
HRESULT hr;
void *ptr;
static const DWORD cs_code[] =
{
#if 0
cbuffer cb : register(b7)
{
float value;
};
RWBuffer<float> buffer;
[numthreads(32, 1, 1)]
void main(uint3 group_id : SV_groupID, uint group_index : SV_GroupIndex)
{
uint global_index = 32 * group_id.x + group_index;
buffer[global_index] = value;
}
#endif
0x43425844, 0xbcbca6fb, 0x0bd883e5, 0x8e0848ea, 0xaf152cfd, 0x00000001, 0x000000e8, 0x00000003,
0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000094, 0x00050050, 0x00000025, 0x0100086a,
0x04000059, 0x00208e46, 0x00000007, 0x00000001, 0x0400089c, 0x0011e000, 0x00000000, 0x00005555,
0x0200005f, 0x00024000, 0x0200005f, 0x00021012, 0x02000068, 0x00000001, 0x0400009b, 0x00000020,
0x00000001, 0x00000001, 0x07000023, 0x00100012, 0x00000000, 0x0002100a, 0x00004001, 0x00000020,
0x0002400a, 0x080000a4, 0x0011e0f2, 0x00000000, 0x00100006, 0x00000000, 0x00208006, 0x00000007,
0x00000000, 0x0100003e,
};
if (!init_compute_test_context(&context))
return;
device = context.device;
command_list = context.list;
queue = context.queue;
value = 2.0f;
cb = create_upload_buffer(context.device, sizeof(value), &value);
memset(&heap_properties, 0, sizeof(heap_properties));
heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resource_desc.Alignment = 0;
resource_desc.Width = 64 * sizeof(float);
resource_desc.Height = 1;
resource_desc.DepthOrArraySize = 1;
resource_desc.MipLevels = 1;
resource_desc.Format = DXGI_FORMAT_UNKNOWN;
resource_desc.SampleDesc.Count = 1;
resource_desc.SampleDesc.Quality = 0;
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
&IID_ID3D12Resource, (void **)&resource);
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
descriptor_ranges[0].NumDescriptors = 1;
descriptor_ranges[0].BaseShaderRegister = 0;
descriptor_ranges[0].RegisterSpace = 0;
descriptor_ranges[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_ranges;
root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
root_parameters[1].Descriptor.ShaderRegister = 7;
root_parameters[1].Descriptor.RegisterSpace = 0;
root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
root_signature_desc.NumParameters = 2;
root_signature_desc.pParameters = root_parameters;
root_signature_desc.NumStaticSamplers = 0;
root_signature_desc.pStaticSamplers = NULL;
root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
hr = create_root_signature(device, &root_signature_desc, &root_signature);
ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
pipeline_state = create_compute_pipeline_state(device, root_signature,
shader_bytecode(cs_code, sizeof(cs_code)));
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 1;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
heap_desc.NodeMask = 0;
hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap);
gpu_descriptor_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap);
uav_desc.Format = DXGI_FORMAT_R32_FLOAT;
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uav_desc.Buffer.FirstElement = 0;
uav_desc.Buffer.NumElements = resource_desc.Width / sizeof(float);
uav_desc.Buffer.StructureByteStride = 0;
uav_desc.Buffer.CounterOffsetInBytes = 0;
uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
ID3D12Device_CreateUnorderedAccessView(device, resource, NULL, &uav_desc, cpu_descriptor_handle);
ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature);
ID3D12GraphicsCommandList_SetComputeRootConstantBufferView(command_list, 1,
ID3D12Resource_GetGPUVirtualAddress(cb));
ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap);
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle);
ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state);
ID3D12GraphicsCommandList_Dispatch(command_list, 2, 1, 1);
transition_sub_resource_state(command_list, resource, 0,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_buffer_readback_with_command_list(resource, uav_desc.Format, &rb, queue, command_list);
for (x = 0; x < rb.width; ++x)
{
float f = get_readback_float(&rb, x, 0);
ok(f == 2.0f, "Got unexpected value %.8e at %u.\n", f, x);
}
release_resource_readback(&rb);
value = 6.0f;
hr = ID3D12Resource_Map(cb, 0, NULL, &ptr);
ok(SUCCEEDED(hr), "Failed to map constant buffer, hr %#x.\n", hr);
memcpy(ptr, &value, sizeof(value));
ID3D12Resource_Unmap(cb, 0, NULL);
hr = ID3D12CommandAllocator_Reset(context.allocator);
ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
transition_sub_resource_state(command_list, resource, 0,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state);
ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature);
ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap);
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle);
ID3D12GraphicsCommandList_SetComputeRootConstantBufferView(command_list, 1,
ID3D12Resource_GetGPUVirtualAddress(cb));
ID3D12GraphicsCommandList_Dispatch(command_list, 2, 1, 1);
transition_sub_resource_state(command_list, resource, 0,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_buffer_readback_with_command_list(resource, uav_desc.Format, &rb, queue, command_list);
for (x = 0; x < rb.width; ++x)
{
float f = get_readback_float(&rb, x, 0);
ok(f == 6.0f, "Got unexpected value %.8e at %u.\n", f, x);
}
release_resource_readback(&rb);
ID3D12Resource_Release(cb);
ID3D12Resource_Release(resource);
ID3D12RootSignature_Release(root_signature);
ID3D12PipelineState_Release(pipeline_state);
ID3D12DescriptorHeap_Release(descriptor_heap);
destroy_test_context(&context);
}
static void test_immediate_constant_buffer(void)
{
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
@ -8058,6 +8239,7 @@ START_TEST(d3d12)
run_test(test_shader_instructions);
run_test(test_shader_interstage_interface);
run_test(test_root_signature_deserializer);
run_test(test_cs_constant_buffer);
run_test(test_immediate_constant_buffer);
run_test(test_root_constants);
run_test(test_texture);