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https://gitlab.winehq.org/wine/vkd3d.git
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tests: Add test for compute shader registers.
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parent
694c20b1da
commit
e24a3ba8fd
205
tests/d3d12.c
205
tests/d3d12.c
@ -9260,6 +9260,210 @@ static void test_typed_buffer_uav(void)
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destroy_test_context(&context);
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}
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static void test_compute_shader_registers(void)
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{
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struct data
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{
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unsigned int group_id[3];
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unsigned int group_index;
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unsigned int dispatch_id[3];
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unsigned int thread_id[3];
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};
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor_handle;
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_descriptor_handle;
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
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D3D12_DESCRIPTOR_RANGE descriptor_ranges[1];
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D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
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ID3D12GraphicsCommandList *command_list;
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D3D12_ROOT_PARAMETER root_parameters[2];
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unsigned int i, x, y, group_x, group_y;
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D3D12_HEAP_PROPERTIES heap_properties;
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ID3D12DescriptorHeap *descriptor_heap;
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D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
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D3D12_RESOURCE_DESC resource_desc;
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struct resource_readback rb;
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struct test_context context;
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ID3D12CommandQueue *queue;
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ID3D12Resource *resource;
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const struct data *data;
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struct uvec4 dimensions;
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ID3D12Device *device;
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HRESULT hr;
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static const DWORD cs_code[] =
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{
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#if 0
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struct data
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{
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uint3 group_id;
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uint group_index;
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uint3 dispatch_id;
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uint3 group_thread_id;
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};
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RWStructuredBuffer<data> u;
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uint2 dim;
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[numthreads(3, 2, 1)]
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void main(uint3 group_id : SV_GroupID,
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uint group_index : SV_GroupIndex,
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uint3 dispatch_id : SV_DispatchThreadID,
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uint3 group_thread_id : SV_GroupThreadID)
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{
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uint i = dispatch_id.x + dispatch_id.y * 3 * dim.x;
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u[i].group_id = group_id;
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u[i].group_index = group_index;
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u[i].dispatch_id = dispatch_id;
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u[i].group_thread_id = group_thread_id;
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}
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#endif
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0x43425844, 0xf0bce218, 0xfc1e8267, 0xe6d57544, 0x342df592, 0x00000001, 0x000001a4, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000150, 0x00050050, 0x00000054, 0x0100086a,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400009e, 0x0011e000, 0x00000000, 0x00000028,
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0x0200005f, 0x00024000, 0x0200005f, 0x00021072, 0x0200005f, 0x00022072, 0x0200005f, 0x00020072,
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0x02000068, 0x00000002, 0x0400009b, 0x00000003, 0x00000002, 0x00000001, 0x04000036, 0x00100072,
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0x00000000, 0x00021246, 0x04000036, 0x00100082, 0x00000000, 0x0002400a, 0x08000026, 0x0000d000,
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0x00100012, 0x00000001, 0x0002001a, 0x0020800a, 0x00000000, 0x00000000, 0x08000023, 0x00100012,
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0x00000001, 0x0010000a, 0x00000001, 0x00004001, 0x00000003, 0x0002000a, 0x090000a8, 0x0011e0f2,
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0x00000000, 0x0010000a, 0x00000001, 0x00004001, 0x00000000, 0x00100e46, 0x00000000, 0x04000036,
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0x00100072, 0x00000000, 0x00020246, 0x04000036, 0x00100082, 0x00000000, 0x0002200a, 0x090000a8,
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0x0011e0f2, 0x00000000, 0x0010000a, 0x00000001, 0x00004001, 0x00000010, 0x00100e46, 0x00000000,
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0x080000a8, 0x0011e032, 0x00000000, 0x0010000a, 0x00000001, 0x00004001, 0x00000020, 0x00022596,
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0x0100003e,
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};
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if (!init_compute_test_context(&context))
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return;
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device = context.device;
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command_list = context.list;
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queue = context.queue;
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descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
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descriptor_ranges[0].NumDescriptors = 1;
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descriptor_ranges[0].BaseShaderRegister = 0;
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descriptor_ranges[0].RegisterSpace = 0;
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descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0;
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root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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root_parameters[0].DescriptorTable.NumDescriptorRanges = 1;
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root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges;
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root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
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root_parameters[1].Constants.ShaderRegister = 0;
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root_parameters[1].Constants.RegisterSpace = 0;
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root_parameters[1].Constants.Num32BitValues = 4;
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root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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root_signature_desc.NumParameters = 2;
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root_signature_desc.pParameters = root_parameters;
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root_signature_desc.NumStaticSamplers = 0;
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root_signature_desc.pStaticSamplers = NULL;
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root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
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hr = create_root_signature(device, &root_signature_desc, &context.root_signature);
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ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
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context.pipeline_state = create_compute_pipeline_state(device, context.root_signature,
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shader_bytecode(cs_code, sizeof(cs_code)));
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memset(&heap_properties, 0, sizeof(heap_properties));
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heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
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resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resource_desc.Alignment = 0;
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resource_desc.Width = 10240;
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resource_desc.Height = 1;
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resource_desc.DepthOrArraySize = 1;
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resource_desc.MipLevels = 1;
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resource_desc.Format = DXGI_FORMAT_UNKNOWN;
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resource_desc.SampleDesc.Count = 1;
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resource_desc.SampleDesc.Quality = 0;
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resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
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hr = ID3D12Device_CreateCommittedResource(device,
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&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
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&IID_ID3D12Resource, (void **)&resource);
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ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
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heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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heap_desc.NumDescriptors = 1;
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heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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heap_desc.NodeMask = 0;
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hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
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&IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
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ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
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cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap);
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gpu_descriptor_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap);
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memset(&uav_desc, 0, sizeof(uav_desc));
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uav_desc.Format = DXGI_FORMAT_UNKNOWN;
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uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
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uav_desc.Buffer.FirstElement = 0;
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uav_desc.Buffer.NumElements = 256;
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uav_desc.Buffer.StructureByteStride = 40;
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ID3D12Device_CreateUnorderedAccessView(device, resource, NULL, &uav_desc, cpu_descriptor_handle);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap);
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ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle);
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dimensions.x = 2;
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dimensions.y = 3;
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dimensions.z = 1;
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dimensions.w = 0;
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ID3D12GraphicsCommandList_SetComputeRoot32BitConstants(command_list, 1, 4, &dimensions, 0);
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ID3D12GraphicsCommandList_Dispatch(command_list, dimensions.x, dimensions.y, dimensions.z);
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transition_resource_state(command_list, resource,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
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get_buffer_readback_with_command_list(resource, uav_desc.Format, &rb, queue, command_list);
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i = 0;
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data = rb.data;
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for (y = 0; y < dimensions.y; ++y)
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{
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for (group_y = 0; group_y < 2; ++group_y)
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{
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for (x = 0; x < dimensions.x; ++x)
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{
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for (group_x = 0; group_x < 3; ++group_x)
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{
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const unsigned int dispatch_id[2] = {x * 3 + group_x, y * 2 + group_y};
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const unsigned int group_index = group_y * 3 + group_x;
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const struct data *d = &data[i];
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ok(d->group_id[0] == x && d->group_id[1] == y && !d->group_id[2],
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"Got group id (%u, %u, %u), expected (%u, %u, %u) at %u (%u, %u, %u, %u).\n",
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d->group_id[0], d->group_id[1], d->group_id[2], x, y, 0,
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i, x, y, group_x, group_y);
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ok(d->group_index == group_index,
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"Got group index %u, expected %u at %u (%u, %u, %u, %u).\n",
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d->group_index, group_index, i, x, y, group_x, group_y);
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ok(d->dispatch_id[0] == dispatch_id[0] && d->dispatch_id[1] == dispatch_id[1]
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&& !d->dispatch_id[2],
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"Got dispatch id (%u, %u, %u), expected (%u, %u, %u) "
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"at %u (%u, %u, %u, %u).\n",
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d->dispatch_id[0], d->dispatch_id[1], d->dispatch_id[2],
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dispatch_id[0], dispatch_id[1], 0,
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i, x, y, group_x, group_y);
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ok(d->thread_id[0] == group_x && d->thread_id[1] == group_y && !d->thread_id[2],
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"Got group thread id (%u, %u, %u), expected (%u, %u, %u) "
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"at %u (%u, %u, %u, %u).\n",
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d->thread_id[0], d->thread_id[1], d->thread_id[2], group_x, group_y, 0,
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i, x, y, group_x, group_y);
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++i;
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}
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}
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}
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}
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release_resource_readback(&rb);
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ID3D12DescriptorHeap_Release(descriptor_heap);
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ID3D12Resource_Release(resource);
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destroy_test_context(&context);
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}
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static void test_cs_uav_store(void)
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{
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor_handle;
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@ -9743,5 +9947,6 @@ START_TEST(d3d12)
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run_test(test_get_copyable_footprints);
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run_test(test_depth_stencil_sampling);
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run_test(test_typed_buffer_uav);
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run_test(test_compute_shader_registers);
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run_test(test_cs_uav_store);
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}
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