From: Józef Kucia <jkucia(a)codeweavers.com>
Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com>
---
tests/d3d12.c | 225 ++++++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 225 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c
index cb05b5e0d65d..bc3695de41c0 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -28611,6 +28611,230 @@ skip_tests:
destroy_test_context(&context);
}
+static void test_graphics_compute_queue_synchronization(void)
+{
+ ID3D12GraphicsCommandList *graphics_lists[2], *compute_lists[2];
+ D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
+ ID3D12PipelineState *compute_pipeline_state;
+ D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
+ ID3D12CommandQueue *queue, *compute_queue;
+ ID3D12DescriptorHeap *cpu_heap, *gpu_heap;
+ ID3D12GraphicsCommandList *command_list;
+ D3D12_ROOT_PARAMETER root_parameters[2];
+ ID3D12CommandAllocator *allocators[3];
+ struct test_context_desc desc;
+ struct resource_readback rb;
+ struct test_context context;
+ ID3D12Fence *fence, *fence2;
+ ID3D12Resource *buffer;
+ ID3D12Device *device;
+ uint32_t value;
+ unsigned int i;
+ HRESULT hr;
+
+ unsigned int clear_value[4] = {0};
+ static const DWORD cs_code[] =
+ {
+#if 0
+ uint expected_value;
+ RWByteAddressBuffer u : register(u1);
+
+ [numthreads(64, 1, 1)]
+ void main(void)
+ {
+ u.InterlockedCompareStore(0, expected_value, expected_value + 10);
+ }
+#endif
+ 0x43425844, 0x7909aab0, 0xf8576455, 0x58f9dd61, 0x3e7e64f0, 0x00000001, 0x000000e0, 0x00000003,
+ 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+ 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x0000008c, 0x00050050, 0x00000023, 0x0100086a,
+ 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300009d, 0x0011e000, 0x00000001, 0x02000068,
+ 0x00000001, 0x0400009b, 0x00000040, 0x00000001, 0x00000001, 0x0800001e, 0x00100012, 0x00000000,
+ 0x0020800a, 0x00000000, 0x00000000, 0x00004001, 0x0000000a, 0x0a0000ac, 0x0011e000, 0x00000001,
+ 0x00004001, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e,
+ };
+ static const DWORD ps_code[] =
+ {
+#if 0
+ uint expected_value;
+ RWByteAddressBuffer u;
+
+ float4 main(void) : SV_Target
+ {
+ u.InterlockedCompareStore(0, expected_value, expected_value + 2);
+ return float4(0, 1, 0, 1);
+ }
+#endif
+ 0x43425844, 0x82fbce04, 0xa014204c, 0xc4d46d91, 0x1081c7a7, 0x00000001, 0x00000120, 0x00000003,
+ 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+ 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000a8, 0x00000050, 0x0000002a,
+ 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300009d, 0x0011e000, 0x00000001,
+ 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0800001e, 0x00100012, 0x00000000,
+ 0x0020800a, 0x00000000, 0x00000000, 0x00004001, 0x00000002, 0x0a0000ac, 0x0011e000, 0x00000001,
+ 0x00004001, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0010000a, 0x00000000, 0x08000036,
+ 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
+
+ memset(&desc, 0, sizeof(desc));
+ desc.no_root_signature = true;
+ if (!init_test_context(&context, &desc))
+ return;
+ device = context.device;
+ queue = context.queue;
+
+ root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV;
+ root_parameters[0].Descriptor.ShaderRegister = 1;
+ root_parameters[0].Descriptor.RegisterSpace = 0;
+ root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
+ root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
+ root_parameters[1].Constants.ShaderRegister = 0;
+ root_parameters[1].Constants.RegisterSpace = 0;
+ root_parameters[1].Constants.Num32BitValues = 1;
+ root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
+ root_signature_desc.NumParameters = ARRAY_SIZE(root_parameters);
+ 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, &context.root_signature);
+ ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
+
+ compute_pipeline_state = create_compute_pipeline_state(device, context.root_signature,
+ shader_bytecode(cs_code, sizeof(cs_code)));
+ context.pipeline_state = create_pipeline_state(context.device,
+ context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL);
+
+ compute_queue = create_command_queue(device, D3D12_COMMAND_LIST_TYPE_COMPUTE, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL);
+ hr = ID3D12Device_CreateFence(device, 0, D3D12_FENCE_FLAG_NONE, &IID_ID3D12Fence, (void **)&fence);
+ ok(hr == S_OK, "Failed to create fence, hr %#x.\n", hr);
+ hr = ID3D12Device_CreateFence(device, 0, D3D12_FENCE_FLAG_NONE, &IID_ID3D12Fence, (void **)&fence2);
+ ok(hr == S_OK, "Failed to create fence, hr %#x.\n", hr);
+
+ buffer = create_default_buffer(device, 1024,
+ D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
+
+ hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT,
+ &IID_ID3D12CommandAllocator, (void **)&allocators[0]);
+ ok(hr == S_OK, "Failed to create command allocator, hr %#x.\n", hr);
+ hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
+ allocators[0], NULL, &IID_ID3D12GraphicsCommandList, (void **)&graphics_lists[0]);
+ ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
+
+ graphics_lists[1] = context.list;
+ ID3D12GraphicsCommandList_AddRef(graphics_lists[1]);
+
+ for (i = 0; i < ARRAY_SIZE(compute_lists); ++i)
+ {
+ hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_COMPUTE,
+ &IID_ID3D12CommandAllocator, (void **)&allocators[i + 1]);
+ ok(hr == S_OK, "Failed to create command allocator, hr %#x.\n", hr);
+ hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_COMPUTE,
+ allocators[i + 1], NULL, &IID_ID3D12GraphicsCommandList, (void **)&compute_lists[i]);
+ ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
+ }
+
+ cpu_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
+ gpu_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
+
+ memset(&uav_desc, 0, sizeof(uav_desc));
+ uav_desc.Format = DXGI_FORMAT_R32_UINT;
+ uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
+ uav_desc.Buffer.NumElements = 1024 / sizeof(uint32_t);
+ ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc,
+ get_cpu_descriptor_handle(&context, cpu_heap, 0));
+ ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc,
+ get_cpu_descriptor_handle(&context, gpu_heap, 0));
+
+ ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(compute_lists[0],
+ get_gpu_descriptor_handle(&context, gpu_heap, 0),
+ get_cpu_descriptor_handle(&context, cpu_heap, 0),
+ buffer, clear_value, 0, NULL);
+ uav_barrier(compute_lists[0], buffer);
+
+ value = 0;
+ for (i = 0; i < ARRAY_SIZE(compute_lists); ++i)
+ {
+ command_list = compute_lists[i];
+
+ ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature);
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, compute_pipeline_state);
+ ID3D12GraphicsCommandList_SetComputeRootUnorderedAccessView(command_list,
+ 0, ID3D12Resource_GetGPUVirtualAddress(buffer));
+ ID3D12GraphicsCommandList_SetComputeRoot32BitConstants(command_list, 1, 1, &value, 0);
+ ID3D12GraphicsCommandList_Dispatch(command_list, 1, 1, 1);
+ hr = ID3D12GraphicsCommandList_Close(command_list);
+ ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
+
+ value += 10;
+
+ command_list = graphics_lists[i];
+
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
+ ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+ ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
+ ID3D12GraphicsCommandList_SetGraphicsRootUnorderedAccessView(command_list,
+ 0, ID3D12Resource_GetGPUVirtualAddress(buffer));
+ ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 1, &value, 0);
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
+ hr = ID3D12GraphicsCommandList_Close(command_list);
+ ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
+
+ value += 2;
+ }
+
+ exec_command_list(compute_queue, compute_lists[0]);
+ hr = ID3D12CommandQueue_Signal(compute_queue, fence, 1);
+ ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr);
+
+ hr = ID3D12CommandQueue_Wait(queue, fence, 1);
+ ok(hr == S_OK, "Failed to submit wait operation to queue, hr %#x.\n", hr);
+ exec_command_list(queue, graphics_lists[0]);
+ hr = ID3D12CommandQueue_Signal(queue, fence2, 1);
+ ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr);
+
+ hr = ID3D12CommandQueue_Wait(compute_queue, fence2, 1);
+ ok(hr == S_OK, "Failed to submit wait operation to queue, hr %#x.\n", hr);
+ exec_command_list(compute_queue, compute_lists[1]);
+ hr = ID3D12CommandQueue_Signal(compute_queue, fence, 2);
+ ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr);
+
+ hr = ID3D12CommandQueue_Wait(queue, fence, 2);
+ ok(hr == S_OK, "Failed to submit wait operation to queue, hr %#x.\n", hr);
+ exec_command_list(queue, graphics_lists[1]);
+
+ hr = wait_for_fence(fence2, 1);
+ ok(hr == S_OK, "Failed to wait for fence, hr %#x.\n", hr);
+ reset_command_list(graphics_lists[0], allocators[0]);
+ command_list = graphics_lists[0];
+
+ transition_resource_state(command_list, buffer,
+ D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
+ get_buffer_readback_with_command_list(buffer, DXGI_FORMAT_R32_UINT, &rb, queue, command_list);
+ value = get_readback_uint(&rb, 0, 0, 0);
+ ok(value == 24, "Got unexpected value %u.\n", value);
+ release_resource_readback(&rb);
+
+ ID3D12DescriptorHeap_Release(cpu_heap);
+ ID3D12DescriptorHeap_Release(gpu_heap);
+ for (i = 0; i < ARRAY_SIZE(graphics_lists); ++i)
+ ID3D12GraphicsCommandList_Release(graphics_lists[i]);
+ for (i = 0; i < ARRAY_SIZE(compute_lists); ++i)
+ ID3D12GraphicsCommandList_Release(compute_lists[i]);
+ for (i = 0; i < ARRAY_SIZE(allocators); ++i)
+ ID3D12CommandAllocator_Release(allocators[i]);
+ ID3D12Fence_Release(fence);
+ ID3D12Fence_Release(fence2);
+ ID3D12Resource_Release(buffer);
+ ID3D12CommandQueue_Release(compute_queue);
+ ID3D12PipelineState_Release(compute_pipeline_state);
+ destroy_test_context(&context);
+}
+
START_TEST(d3d12)
{
parse_args(argc, argv);
@@ -28761,4 +28985,5 @@ START_TEST(d3d12)
run_test(test_vertex_shader_stream_output);
run_test(test_read_write_subresource);
run_test(test_queue_wait);
+ run_test(test_graphics_compute_queue_synchronization);
}
--
2.21.0