/* * Copyright (C) 2020 Zebediah Figura for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "d3d12_crosstest.h" #include "vkd3d_common.h" #define check_preprocess(a, b, c, d, e) check_preprocess_(__LINE__, a, b, c, d, e) static void check_preprocess_(int line, const char *source, const D3D_SHADER_MACRO *macros, ID3DInclude *include, const char *present, const char *absent) { ID3D10Blob *blob, *errors; const char *code; SIZE_T size; HRESULT hr; hr = D3DPreprocess(source, strlen(source), NULL, macros, include, &blob, &errors); assert_that_(line)(hr == S_OK, "Failed to preprocess shader, hr %#x.\n", hr); if (errors) { if (vkd3d_test_state.debug_level) trace_(line)("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors)); ID3D10Blob_Release(errors); } code = ID3D10Blob_GetBufferPointer(blob); size = ID3D10Blob_GetBufferSize(blob); if (present) ok_(line)(vkd3d_memmem(code, size, present, strlen(present)), "\"%s\" not found in preprocessed shader.\n", present); if (absent) ok_(line)(!vkd3d_memmem(code, size, absent, strlen(absent)), "\"%s\" found in preprocessed shader.\n", absent); ID3D10Blob_Release(blob); } static const char test_include_top[] = "#include \"file1\"\n" "#include < file2 >\n" "ARGES\n"; static const char test_include_file1[] = "#define BRONTES\n" "#include \"file3\"\n" "#ifndef BRONTES\n" "#define STEROPES\n" "#endif"; static const char test_include_file2[] = "#ifdef STEROPES\n" "#define ARGES pass\n" "#undef STEROPES\n" "#include < file2 >\n" "#endif"; static const char test_include_file3[] = "#undef BRONTES"; static const char test_include2_top[] = "#define FUNC(a, b) a ## b\n" "#include \"file4\"\n" ",ss)"; static const char test_include2_file4[] = "FUNC(pa"; static unsigned int refcount_file1, refcount_file2, refcount_file3, include_count_file2; static HRESULT WINAPI test_include_Open(ID3DInclude *iface, D3D_INCLUDE_TYPE type, const char *filename, const void *parent_data, const void **code, UINT *size) { ok(!*code, "Data pointer should be zeroed.\n"); ok(!*size, "Size pointer should be zeroed.\n"); if (!strcmp(filename, "file1")) { ok(type == D3D_INCLUDE_LOCAL, "Got type %#x.\n", type); ok(!parent_data, "Got parent data %p.\n", parent_data); *code = test_include_file1; *size = strlen(test_include_file1); ++refcount_file1; } else if (!strcmp(filename, " file2 ")) { ok(type == D3D_INCLUDE_SYSTEM, "Got type %#x.\n", type); if (!include_count_file2++) ok(!parent_data, "Got parent data %p.\n", parent_data); else ok(parent_data == test_include_file2, "Got parent data %p.\n", parent_data); *code = test_include_file2; *size = strlen(test_include_file2); ++refcount_file2; } else if (!strcmp(filename, "file3")) { ok(type == D3D_INCLUDE_LOCAL, "Got type %#x.\n", type); ok(parent_data == test_include_file1, "Got parent data %p.\n", parent_data); *code = test_include_file3; *size = strlen(test_include_file3); ++refcount_file3; } else if (!strcmp(filename, "file4")) { ok(type == D3D_INCLUDE_LOCAL, "Got type %#x.\n", type); ok(!parent_data, "Got parent data %p.\n", parent_data); *code = test_include2_file4; *size = strlen(test_include2_file4); } else { ok(0, "Unexpected filename \"%s\".\n", filename); } return S_FALSE; } static HRESULT WINAPI test_include_Close(ID3DInclude *iface, const void *code) { if (code == test_include_file1) --refcount_file1; else if (code == test_include_file2) --refcount_file2; else if (code == test_include_file3) --refcount_file3; return E_FAIL; } static const struct ID3DIncludeVtbl test_include_vtbl = { test_include_Open, test_include_Close, }; static HRESULT WINAPI test_include_fail_Open(ID3DInclude *iface, D3D_INCLUDE_TYPE type, const char *filename, const void *parent_data, const void **code, UINT *size) { return 0xdeadbeef; } static HRESULT WINAPI test_include_fail_Close(ID3DInclude *iface, const void *code) { ok(0, "Unexpected call.\n"); return E_FAIL; } static const struct ID3DIncludeVtbl test_include_fail_vtbl = { test_include_fail_Open, test_include_fail_Close, }; static void test_preprocess(void) { ID3DInclude test_include_fail = {&test_include_fail_vtbl}; ID3DInclude test_include = {&test_include_vtbl}; D3D_SHADER_MACRO macros[3]; ID3D10Blob *blob, *errors; unsigned int i; HRESULT hr; static const struct { const char *source; const char *present; const char *absent; } tests[] = { /* Stringification. */ { "#define KEY(a) #a\n" "KEY(apple)", "\"apple\"", }, { "#define KEY(a) # a\n" "KEY(apple)", "\"apple\"", }, { "#define KEY(if) #if\n" "KEY(apple)", "\"apple\"", }, { "#define KEY(a) #a\n" "KEY(\"apple\")", "\"\\\"apple\\\"\"", }, { "#define KEY(a) #b\n" "KEY(apple)", "\"b\"", }, { "#define KEY(a) a\n" "KEY(banana #apple)", "#", "\"apple\"", }, { "#define KEY #apple\n" "KEY", "apple", "\"apple\"", }, { "banana #apple\n", "apple", "\"apple\"", }, { "banana #apple\n", "#", }, /* #pragma is preserved. */ { "#pragma pack_matrix(column_major)\n" "text", "#pragma pack_matrix(column_major)\n", }, /* DOS-style newlines. */ { "#define KEY(a, b) \\\r\n" " a ## b\r\n" "KEY(pa,\r\n" "ss\r\n" ")\r\n" "#ifndef KEY\r\n" "fail\r\n" "#endif\r\n", "pass", "fail", }, { "#define KEY(a, b) \\\r\n" " a ## b\n" "KEY(pa,\r\n" "ss\n" ")\r\n" "#ifndef KEY\n" "fail\r\n" "#endif\n", "pass", "fail", }, /* Pre-defined macros. */ { "__LINE__", "1", "__LINE__", }, { "\n" "__LINE__", "2", "__LINE__", }, { "#define KEY __LINE__\n" "KEY", "2", }, /* Tokens which must be preserved verbatim for HLSL (i.e. which cannot * be broken up with spaces). */ {"<<", "<<"}, {">>", ">>"}, {"++", "++"}, {"--", "--"}, {"+=", "+="}, {"-=", "-="}, {"*=", "*="}, {"/=", "/="}, {"%=", "%="}, {"&=", "&="}, {"|=", "|="}, {"^=", "^="}, {"<<=", "<<="}, {">>=", ">>="}, {"0.0", "0.0"}, {".0", ".0"}, {"0.", "0."}, {"1e1", "1e1"}, {"1E1", "1E1"}, {"1e+1", "1e+1"}, {"1e-1", "1e-1"}, {".0f", ".0f"}, {".0F", ".0F"}, {".0h", ".0h"}, {".0H", ".0H"}, {"0.f", "0.f"}, {"1.1e-1f", "1.1e-1f"}, /* Parentheses are emitted for object-like macros invoked like * function-like macros. */ { "#define KEY value\n" "KEY(apple)", "(", }, /* Function-like macro with no parentheses and no following tokens (a * corner case in our implementation). */ { "#define pass(a) fail\n" "pass", "pass", "fail", }, /* A single-line comment not terminated by a newline. */ { "pass // fail", "pass", "fail", }, }; for (i = 0; i < ARRAY_SIZE(tests); ++i) { vkd3d_test_set_context("Source \"%s\"", tests[i].source); check_preprocess(tests[i].source, NULL, NULL, tests[i].present, tests[i].absent); } vkd3d_test_set_context(NULL); macros[0].Name = "KEY"; macros[0].Definition = "value"; macros[1].Name = NULL; macros[1].Definition = NULL; check_preprocess("KEY", macros, NULL, "value", "KEY"); check_preprocess("#undef KEY\nKEY", macros, NULL, "KEY", "value"); macros[0].Name = NULL; check_preprocess("KEY", macros, NULL, "KEY", "value"); macros[0].Name = "KEY"; macros[0].Definition = NULL; check_preprocess("KEY", macros, NULL, NULL, "KEY"); macros[0].Name = "0"; macros[0].Definition = "value"; check_preprocess("0", macros, NULL, "0", "value"); macros[0].Name = "KEY(a)"; macros[0].Definition = "value"; check_preprocess("KEY(a)", macros, NULL, "KEY", "value"); macros[0].Name = "KEY"; macros[0].Definition = "value1"; macros[1].Name = "KEY"; macros[1].Definition = "value2"; macros[2].Name = NULL; macros[2].Definition = NULL; check_preprocess("KEY", macros, NULL, "value2", NULL); macros[0].Name = "KEY"; macros[0].Definition = "KEY2"; macros[1].Name = "KEY2"; macros[1].Definition = "value"; check_preprocess("KEY", macros, NULL, "value", NULL); macros[0].Name = "KEY2"; macros[0].Definition = "value"; macros[1].Name = "KEY"; macros[1].Definition = "KEY2"; check_preprocess("KEY", macros, NULL, "value", NULL); check_preprocess(test_include_top, NULL, &test_include, "pass", "fail"); ok(!refcount_file1, "Got %d references to file1.\n", refcount_file1); ok(!refcount_file2, "Got %d references to file1.\n", refcount_file2); ok(!refcount_file3, "Got %d references to file1.\n", refcount_file3); ok(include_count_file2 == 2, "file2 was included %u times.\n", include_count_file2); /* Macro invocation spread across multiple files. */ check_preprocess(test_include2_top, NULL, &test_include, "pass", NULL); blob = errors = (ID3D10Blob *)0xdeadbeef; hr = D3DPreprocess(test_include_top, strlen(test_include_top), NULL, NULL, &test_include_fail, &blob, &errors); ok(hr == E_FAIL, "Got hr %#x.\n", hr); ok(blob == (ID3D10Blob *)0xdeadbeef, "Expected no compiled shader blob.\n"); ok(!!errors, "Expected non-NULL error blob.\n"); if (vkd3d_test_state.debug_level) trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors)); ID3D10Blob_Release(errors); } #define compile_shader(a, b) compile_shader_(__LINE__, a, b, 0) #define compile_shader_flags(a, b, c) compile_shader_(__LINE__, a, b, c) static ID3D10Blob *compile_shader_(unsigned int line, const char *source, const char *target, UINT flags) { ID3D10Blob *blob = NULL, *errors = NULL; HRESULT hr; hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", target, flags, 0, &blob, &errors); ok_(line)(hr == S_OK, "Failed to compile shader, hr %#x.\n", hr); if (errors) { if (vkd3d_test_state.debug_level) trace_(line)("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors)); ID3D10Blob_Release(errors); } return blob; } static void test_thread_id(void) { ID3D12GraphicsCommandList *command_list; struct d3d12_resource_readback rb; struct test_context context; ID3D12Resource *textures[3]; ID3D12DescriptorHeap *heap; unsigned int i, x, y, z; ID3D12Device *device; ID3D10Blob *cs_code; HRESULT hr; static const char cs_source[] = "RWTexture3D group_uav, thread_uav, dispatch_uav;\n" "[numthreads(5, 3, 2)]\n" "void main(uint3 group : sv_groupid, uint3 thread : sv_groupthreadid, uint3 dispatch : sv_dispatchthreadid)\n" "{\n" " group_uav[dispatch] = uint4(group, 1);\n" " thread_uav[dispatch] = uint4(thread, 2);\n" " dispatch_uav[dispatch] = uint4(dispatch, 3);\n" "}"; static const D3D12_DESCRIPTOR_RANGE descriptor_range = {D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 3, 0, 0, 0}; static const D3D12_ROOT_PARAMETER root_parameter = { .ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, .DescriptorTable = {1, &descriptor_range}, }; static const D3D12_ROOT_SIGNATURE_DESC root_signature_desc = { .NumParameters = 1, .pParameters = &root_parameter, }; if (!init_compute_test_context(&context)) return; command_list = context.list; device = context.device; hr = create_root_signature(device, &root_signature_desc, &context.root_signature); ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr); heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 3); for (i = 0; i < 3; ++i) { textures[i] = create_default_texture3d(device, 16, 8, 8, 1, DXGI_FORMAT_R32G32B32A32_UINT, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); ID3D12Device_CreateUnorderedAccessView(device, textures[i], NULL, NULL, get_cpu_descriptor_handle(&context, heap, i)); } todo cs_code = compile_shader(cs_source, "cs_5_0"); if (cs_code) { context.pipeline_state = create_compute_pipeline_state(device, context.root_signature, shader_bytecode(ID3D10Blob_GetBufferPointer(cs_code), ID3D10Blob_GetBufferSize(cs_code))); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, get_gpu_descriptor_handle(&context, heap, 0)); ID3D12GraphicsCommandList_Dispatch(command_list, 2, 2, 2); transition_resource_state(command_list, textures[0], D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_texture_readback_with_command_list(textures[0], 0, &rb, context.queue, command_list); for (x = 0; x < 16; ++x) { for (y = 0; y < 8; ++y) { for (z = 0; z < 8; ++z) { const struct uvec4 *v = get_readback_data(&rb.rb, x, y, z, sizeof(struct uvec4)); struct uvec4 expect = {x / 5, y / 3, z / 2, 1}; if (x >= 10 || y >= 6 || z >= 4) memset(&expect, 0, sizeof(expect)); ok(compare_uvec4(v, &expect), "Got {%u, %u, %u, %u} at (%u, %u, %u).\n", v->x, v->y, v->z, v->w, x, y, z); } } } release_resource_readback(&rb); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, textures[1], D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_texture_readback_with_command_list(textures[1], 0, &rb, context.queue, command_list); for (x = 0; x < 16; ++x) { for (y = 0; y < 8; ++y) { for (z = 0; z < 8; ++z) { const struct uvec4 *v = get_readback_data(&rb.rb, x, y, z, sizeof(struct uvec4)); struct uvec4 expect = {x % 5, y % 3, z % 2, 2}; if (x >= 10 || y >= 6 || z >= 4) memset(&expect, 0, sizeof(expect)); ok(compare_uvec4(v, &expect), "Got {%u, %u, %u, %u} at (%u, %u, %u).\n", v->x, v->y, v->z, v->w, x, y, z); } } } release_resource_readback(&rb); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, textures[2], D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_texture_readback_with_command_list(textures[2], 0, &rb, context.queue, command_list); for (x = 0; x < 16; ++x) { for (y = 0; y < 8; ++y) { for (z = 0; z < 8; ++z) { const struct uvec4 *v = get_readback_data(&rb.rb, x, y, z, sizeof(struct uvec4)); struct uvec4 expect = {x, y, z, 3}; if (x >= 10 || y >= 6 || z >= 4) memset(&expect, 0, sizeof(expect)); ok(compare_uvec4(v, &expect), "Got {%u, %u, %u, %u} at (%u, %u, %u).\n", v->x, v->y, v->z, v->w, x, y, z); } } } release_resource_readback(&rb); reset_command_list(command_list, context.allocator); } for (i = 0; i < 3; ++i) ID3D12Resource_Release(textures[i]); ID3D12DescriptorHeap_Release(heap); destroy_test_context(&context); } START_TEST(hlsl_d3d12) { parse_args(argc, argv); enable_d3d12_debug_layer(argc, argv); init_adapter_info(); run_test(test_preprocess); run_test(test_thread_id); }