From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- tests/d3d12.c | 252 +++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 251 insertions(+), 1 deletion(-)
diff --git a/tests/d3d12.c b/tests/d3d12.c index d44fff02b998..d37223855a7c 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -303,6 +303,27 @@ static const DXGI_FORMAT depth_stencil_formats[] = DXGI_FORMAT_D16_UNORM, };
+static void init_readback(struct resource_readback *rb, ID3D12Resource *buffer, + uint64_t buffer_size, uint64_t width, uint64_t height, unsigned int depth, uint64_t row_pitch) +{ + D3D12_RANGE read_range; + HRESULT hr; + + rb->width = width; + rb->height = height; + rb->depth = depth; + rb->resource = buffer; + rb->row_pitch = row_pitch; + rb->data = NULL; + + ID3D12Resource_AddRef(rb->resource); + + read_range.Begin = 0; + read_range.End = buffer_size; + hr = ID3D12Resource_Map(rb->resource, 0, &read_range, &rb->data); + ok(hr == S_OK, "Failed to map readback buffer, hr %#x.\n", hr); +} + static void get_buffer_readback_with_command_list(ID3D12Resource *buffer, DXGI_FORMAT format, struct resource_readback *rb, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list) { @@ -6275,7 +6296,7 @@ static void test_bundle_state_inheritance(void)
if (!vkd3d_test_platform_is_windows()) { - /* Avoid 2048 test todos. */ + /* FIXME: Avoid 2048 test todos. */ skip("Bundles are not implemented yet.\n"); return; } @@ -27581,6 +27602,234 @@ done: destroy_test_context(&context); }
+static void test_queue_wait(void) +{ + D3D12_TEXTURE_COPY_LOCATION dst_location, src_location; + ID3D12GraphicsCommandList *command_list; + ID3D12Resource *readback_buffer, *cb; + ID3D12CommandQueue *queue, *queue2; + D3D12_RESOURCE_DESC resource_desc; + uint64_t row_pitch, buffer_size; + struct test_context_desc desc; + struct resource_readback rb; + ID3D12Fence *fence, *fence2; + struct test_context context; + ID3D12Device *device; + unsigned int ret; + uint64_t value; + float color[4]; + HANDLE event; + HRESULT hr; + + static const float blue[] = {0.0f, 0.0f, 1.0f, 1.0f}; + static const float green[] = {0.0f, 1.0f, 0.0f, 1.0f}; + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + static const DWORD ps_code[] = + { +#if 0 + float4 color; + + float4 main(float4 position : SV_POSITION) : SV_Target + { + return color; + } +#endif + 0x43425844, 0xd18ead43, 0x8b8264c1, 0x9c0a062d, 0xfc843226, 0x00000001, 0x000000e0, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000044, 0x00000050, + 0x00000011, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, + 0x00000000, 0x06000036, 0x001020f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 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; + command_list = context.list; + queue = context.queue; + + queue2 = create_command_queue(device, D3D12_COMMAND_LIST_TYPE_DIRECT, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL); + + event = create_event(); + ok(event, "Failed to create event.\n"); + + hr = ID3D12Device_CreateFence(device, 1, 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); + + context.root_signature = create_cb_root_signature(context.device, + 0, D3D12_SHADER_VISIBILITY_PIXEL, D3D12_ROOT_SIGNATURE_FLAG_NONE); + context.pipeline_state = create_pipeline_state(context.device, + context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL); + + cb = create_upload_buffer(device, sizeof(color), NULL); + + resource_desc = ID3D12Resource_GetDesc(context.render_target); + + row_pitch = align(resource_desc.Width * format_size(resource_desc.Format), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); + buffer_size = row_pitch * resource_desc.Height; + readback_buffer = create_readback_buffer(device, buffer_size); + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL); + 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_SetGraphicsRootConstantBufferView(command_list, 0, + ID3D12Resource_GetGPUVirtualAddress(cb)); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + + dst_location.pResource = readback_buffer; + dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; + dst_location.PlacedFootprint.Offset = 0; + dst_location.PlacedFootprint.Footprint.Format = resource_desc.Format; + dst_location.PlacedFootprint.Footprint.Width = resource_desc.Width; + dst_location.PlacedFootprint.Footprint.Height = resource_desc.Height; + dst_location.PlacedFootprint.Footprint.Depth = 1; + dst_location.PlacedFootprint.Footprint.RowPitch = row_pitch; + src_location.pResource = context.render_target; + src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + src_location.SubresourceIndex = 0; + ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, 0, 0, 0, &src_location, NULL); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + + hr = ID3D12GraphicsCommandList_Close(command_list); + ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr); + + /* Wait() with signaled fence */ + update_buffer_data(cb, 0, sizeof(green), &green); + 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, command_list); + wait_queue_idle(device, queue); + init_readback(&rb, readback_buffer, buffer_size, resource_desc.Width, resource_desc.Height, 1, row_pitch); + check_readback_data_uint(&rb, NULL, 0xff00ff00, 0); + release_resource_readback(&rb); + + if (!vkd3d_test_platform_is_windows()) + { + skip("Wait() is not implemented yet.\n"); /* FIXME */ + goto skip_tests; + } + + /* Wait() before CPU signal */ + update_buffer_data(cb, 0, sizeof(blue), &blue); + 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, command_list); + hr = ID3D12CommandQueue_Signal(queue, fence2, 1); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); + hr = ID3D12Fence_SetEventOnCompletion(fence2, 1, event); + ok(hr == S_OK, "Failed to set event on completion, hr %#x.\n", hr); + ret = wait_event(event, 0); + ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); + init_readback(&rb, readback_buffer, buffer_size, resource_desc.Width, resource_desc.Height, 1, row_pitch); + check_readback_data_uint(&rb, NULL, 0xff00ff00, 0); + release_resource_readback(&rb); + value = ID3D12Fence_GetCompletedValue(fence2); + ok(value == 0, "Got unexpected value %"PRIu64".\n", value); + + hr = ID3D12Fence_Signal(fence, 2); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); + ret = wait_event(event, INFINITE); + ok(ret == WAIT_OBJECT_0, "Got unexpected return value %#x.\n", ret); + ret = wait_event(event, 0); + ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); + init_readback(&rb, readback_buffer, buffer_size, resource_desc.Width, resource_desc.Height, 1, row_pitch); + check_readback_data_uint(&rb, NULL, 0xffff0000, 0); + release_resource_readback(&rb); + value = ID3D12Fence_GetCompletedValue(fence2); + ok(value == 1, "Got unexpected value %"PRIu64".\n", value); + + /* Wait() before GPU signal */ + update_buffer_data(cb, 0, sizeof(green), &green); + hr = ID3D12CommandQueue_Wait(queue, fence, 3); + ok(hr == S_OK, "Failed to submit wait operation to queue, hr %#x.\n", hr); + exec_command_list(queue, command_list); + hr = ID3D12CommandQueue_Signal(queue, fence2, 2); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); + hr = ID3D12Fence_SetEventOnCompletion(fence2, 2, event); + ok(hr == S_OK, "Failed to set event on completion, hr %#x.\n", hr); + ret = wait_event(event, 0); + ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); + init_readback(&rb, readback_buffer, buffer_size, resource_desc.Width, resource_desc.Height, 1, row_pitch); + check_readback_data_uint(&rb, NULL, 0xffff0000, 0); + release_resource_readback(&rb); + value = ID3D12Fence_GetCompletedValue(fence2); + ok(value == 1, "Got unexpected value %"PRIu64".\n", value); + + hr = ID3D12CommandQueue_Signal(queue2, fence, 3); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); + ret = wait_event(event, INFINITE); + ok(ret == WAIT_OBJECT_0, "Got unexpected return value %#x.\n", ret); + ret = wait_event(event, 0); + ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); + init_readback(&rb, readback_buffer, buffer_size, resource_desc.Width, resource_desc.Height, 1, row_pitch); + check_readback_data_uint(&rb, NULL, 0xff00ff00, 0); + release_resource_readback(&rb); + value = ID3D12Fence_GetCompletedValue(fence2); + ok(value == 2, "Got unexpected value %"PRIu64".\n", value); + + /* update constant buffer after Wait() */ + hr = ID3D12CommandQueue_Wait(queue, fence, 5); + ok(hr == S_OK, "Failed to submit wait operation to queue, hr %#x.\n", hr); + exec_command_list(queue, command_list); + hr = ID3D12Fence_Signal(fence, 4); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); + update_buffer_data(cb, 0, sizeof(blue), &blue); + hr = ID3D12Fence_Signal(fence, 5); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); + wait_queue_idle(device, queue); + init_readback(&rb, readback_buffer, buffer_size, resource_desc.Width, resource_desc.Height, 1, row_pitch); + check_readback_data_uint(&rb, NULL, 0xffff0000, 0); + release_resource_readback(&rb); + + hr = ID3D12Fence_Signal(fence, 6); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); + update_buffer_data(cb, 0, sizeof(green), &green); + exec_command_list(queue, command_list); + wait_queue_idle(device, queue); + init_readback(&rb, readback_buffer, buffer_size, resource_desc.Width, resource_desc.Height, 1, row_pitch); + check_readback_data_uint(&rb, NULL, 0xff00ff00, 0); + release_resource_readback(&rb); + +skip_tests: + /* Signal() and Wait() in the same command queue */ + update_buffer_data(cb, 0, sizeof(blue), &blue); + hr = ID3D12CommandQueue_Signal(queue, fence, 7); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); + hr = ID3D12CommandQueue_Wait(queue, fence, 7); + ok(hr == S_OK, "Failed to submit wait operation to queue, hr %#x.\n", hr); + exec_command_list(queue, command_list); + wait_queue_idle(device, queue); + init_readback(&rb, readback_buffer, buffer_size, resource_desc.Width, resource_desc.Height, 1, row_pitch); + check_readback_data_uint(&rb, NULL, 0xffff0000, 0); + release_resource_readback(&rb); + + value = ID3D12Fence_GetCompletedValue(fence); + ok(value == 7, "Got unexpected value %"PRIu64".\n", value); + + destroy_event(event); + ID3D12Fence_Release(fence); + ID3D12Fence_Release(fence2); + ID3D12Resource_Release(cb); + ID3D12CommandQueue_Release(queue2); + ID3D12Resource_Release(readback_buffer); + destroy_test_context(&context); +} + START_TEST(d3d12) { parse_args(argc, argv); @@ -27725,4 +27974,5 @@ START_TEST(d3d12) run_test(test_primitive_restart); run_test(test_vertex_shader_stream_output); run_test(test_read_write_subresource); + run_test(test_queue_wait); }