Signed-off-by: Jactry Zeng jzeng@codeweavers.com --- tests/d3d12.c | 366 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 366 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c index 9c608c1..b047753 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -31741,6 +31741,371 @@ static void test_conditional_rendering(void) ID3D12PipelineState_Release(pipeline_state); destroy_test_context(&context); } +static void test_bufinfo_instruction(void) +{ + D3D12_ROOT_SIGNATURE_DESC root_signature_desc; + D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; + const D3D12_SHADER_BYTECODE *current_shader; + D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc; + D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc; + ID3D12GraphicsCommandList *command_list; + D3D12_DESCRIPTOR_RANGE descriptor_range; + D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle; + D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; + D3D12_INPUT_LAYOUT_DESC input_layout; + D3D12_ROOT_PARAMETER root_parameter; + struct test_context_desc desc; + D3D12_VERTEX_BUFFER_VIEW vbv; + struct test_context context; + ID3D12Resource *vb, *buffer; + ID3D12DescriptorHeap *heap; + ID3D12CommandQueue *queue; + ID3D12Device *device; + HRESULT hr; + int i; + static const D3D12_INPUT_ELEMENT_DESC layout_desc[] = + { + {"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + }; + static const DWORD vs_code[] = + { +#if 0 + void main(float4 in_position : POSITION, out float4 out_position : SV_POSITION) + { + out_position = in_position; + } +#endif + 0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040, + 0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, + 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)}; + static const DWORD ps_srv_raw_code[] = + { +#if 0 + ByteAddressBuffer b; + + uint4 main(void) : SV_Target + { + uint width; + b.GetDimensions(width); + return width; + } +#endif + 0x43425844, 0x934bc27a, 0x3251cc9d, 0xa129bdd3, 0xf7cedcc4, 0x00000001, 0x000000d8, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000060, 0x00000050, 0x00000018, + 0x0100086a, 0x030000a1, 0x00107000, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, + 0x00000001, 0x87000079, 0x800002c2, 0x00199983, 0x00100012, 0x00000000, 0x00107e46, 0x00000000, + 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps_srv_raw = {ps_srv_raw_code, sizeof(ps_srv_raw_code)}; + static const DWORD ps_srv_structured_code[] = + { +#if 0 + StructuredBuffer<bool> b; + + uint4 main(void) : SV_Target + { + uint count, stride; + b.GetDimensions(count, stride); + return uint4(count, stride, 0, 1); + } +#endif + 0x43425844, 0x313f910c, 0x2f60c646, 0x2d87455c, 0xb9988c2c, 0x00000001, 0x000000fc, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000084, 0x00000050, 0x00000021, + 0x0100086a, 0x040000a2, 0x00107000, 0x00000000, 0x00000004, 0x03000065, 0x001020f2, 0x00000000, + 0x02000068, 0x00000001, 0x87000079, 0x80002302, 0x00199983, 0x00100012, 0x00000000, 0x00107e46, + 0x00000000, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x08000036, 0x001020e2, + 0x00000000, 0x00004002, 0x00000000, 0x00000004, 0x00000000, 0x00000001, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps_srv_structured = {ps_srv_structured_code, sizeof(ps_srv_structured_code)}; + static const DWORD ps_srv_typed_code[] = + { +#if 0 + Buffer<float> b; + + uint4 main(void) : SV_Target + { + uint width; + b.GetDimensions(width); + return width; + } +#endif + 0x43425844, 0x6ae6dbb0, 0x6289d227, 0xaf4e708e, 0x111efed1, 0x00000001, 0x000000dc, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000064, 0x00000050, 0x00000019, + 0x0100086a, 0x04000858, 0x00107000, 0x00000000, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, + 0x02000068, 0x00000001, 0x87000079, 0x80000042, 0x00155543, 0x00100012, 0x00000000, 0x00107e46, + 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps_srv_typed = {ps_srv_typed_code, sizeof(ps_srv_typed_code)}; + static const DWORD ps_uav_raw_code[] = + { +#if 0 + RWByteAddressBuffer b; + + uint4 main(void) : SV_Target + { + uint width; + b.GetDimensions(width); + return width; + } +#endif + 0x43425844, 0xb06e9715, 0x99733b00, 0xaa536550, 0x703a01c5, 0x00000001, 0x000000d8, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000060, 0x00000050, 0x00000018, + 0x0100086a, 0x0300009d, 0x0011e000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, + 0x00000001, 0x87000079, 0x800002c2, 0x00199983, 0x00100012, 0x00000000, 0x0011ee46, 0x00000001, + 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps_uav_raw = {ps_uav_raw_code, sizeof(ps_uav_raw_code)}; + static const DWORD ps_uav_structured_code[] = + { +#if 0 + struct s + { + uint4 u; + bool b; + }; + + RWStructuredBuffer<s> b; + + uint4 main(void) : SV_Target + { + uint count, stride; + b.GetDimensions(count, stride); + return uint4(count, stride, 0, 1); + } +#endif + 0x43425844, 0xe1900f85, 0x13c1f338, 0xbb19865e, 0x366df28f, 0x00000001, 0x000000fc, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000084, 0x00000050, 0x00000021, + 0x0100086a, 0x0400009e, 0x0011e000, 0x00000001, 0x00000014, 0x03000065, 0x001020f2, 0x00000000, + 0x02000068, 0x00000001, 0x87000079, 0x8000a302, 0x00199983, 0x00100012, 0x00000000, 0x0011ee46, + 0x00000001, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x08000036, 0x001020e2, + 0x00000000, 0x00004002, 0x00000000, 0x00000014, 0x00000000, 0x00000001, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps_uav_structured = {ps_uav_structured_code, sizeof(ps_uav_structured_code)}; + static const DWORD ps_uav_structured32_code[] = + { +#if 0 + struct s + { + uint4 u; + bool4 b; + }; + + RWStructuredBuffer<s> b; + + uint4 main(void) : SV_Target + { + uint count, stride; + b.GetDimensions(count, stride); + return uint4(count, stride, 0, 1); + } +#endif + 0x43425844, 0xdd87a805, 0x28090470, 0xe4fa7c4d, 0x57963f52, 0x00000001, 0x000000fc, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000084, 0x00000050, 0x00000021, + 0x0100086a, 0x0400009e, 0x0011e000, 0x00000001, 0x00000020, 0x03000065, 0x001020f2, 0x00000000, + 0x02000068, 0x00000001, 0x87000079, 0x80010302, 0x00199983, 0x00100012, 0x00000000, 0x0011ee46, + 0x00000001, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x08000036, 0x001020e2, + 0x00000000, 0x00004002, 0x00000000, 0x00000020, 0x00000000, 0x00000001, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps_uav_structured32 = {ps_uav_structured32_code, sizeof(ps_uav_structured32_code)}; + static const DWORD ps_uav_typed_code[] = + { +#if 0 + RWBuffer<float> b; + + uint4 main(void) : SV_Target + { + uint width; + b.GetDimensions(width); + return width; + } +#endif + 0x43425844, 0x96b39f5f, 0x5fef24c7, 0xed404a41, 0x01c9d4fe, 0x00000001, 0x000000dc, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000064, 0x00000050, 0x00000019, + 0x0100086a, 0x0400089c, 0x0011e000, 0x00000001, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, + 0x02000068, 0x00000001, 0x87000079, 0x80000042, 0x00155543, 0x00100012, 0x00000000, 0x0011ee46, + 0x00000001, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps_uav_typed = {ps_uav_typed_code, sizeof(ps_uav_typed_code)}; + static const struct test + { + const D3D12_SHADER_BYTECODE *ps; + BOOL uav; + BOOL raw; + unsigned int buffer_size; + unsigned int buffer_structure_byte_stride; + DXGI_FORMAT view_format; + unsigned int view_element_idx; + unsigned int view_element_count; + struct uvec4 expected_result; + } + tests[] = + { + {&ps_srv_raw, false, true, 100, 0, DXGI_FORMAT_R32_TYPELESS, 0, 25, {100, 100, 100, 100}}, + {&ps_srv_raw, false, true, 500, 0, DXGI_FORMAT_R32_TYPELESS, 64, 4, { 16, 16, 16, 16}}, + {&ps_srv_structured, false, false, 100, 4, DXGI_FORMAT_UNKNOWN, 0, 5, { 5, 4, 0, 1}}, + {&ps_srv_structured, false, false, 100, 4, DXGI_FORMAT_UNKNOWN, 0, 2, { 2, 4, 0, 1}}, + {&ps_srv_structured, false, false, 400, 4, DXGI_FORMAT_UNKNOWN, 64, 2, { 2, 4, 0, 1}}, + {&ps_srv_typed, false, false, 200, 0, DXGI_FORMAT_R32_FLOAT, 0, 50, { 50, 50, 50, 50}}, + {&ps_srv_typed, false, false, 400, 0, DXGI_FORMAT_R32_FLOAT, 64, 1, { 1, 1, 1, 1}}, + {&ps_srv_typed, false, false, 100, 0, DXGI_FORMAT_R16_FLOAT, 0, 50, { 50, 50, 50, 50}}, + {&ps_srv_typed, false, false, 400, 0, DXGI_FORMAT_R16_FLOAT, 128, 2, { 2, 2, 2, 2}}, + {&ps_uav_raw, true, true, 100, 0, DXGI_FORMAT_R32_TYPELESS, 0, 25, {100, 100, 100, 100}}, + {&ps_uav_raw, true, true, 512, 0, DXGI_FORMAT_R32_TYPELESS, 64, 64, {256, 256, 256, 256}}, + {&ps_uav_structured, true, false, 100, 20, DXGI_FORMAT_UNKNOWN, 0, 5, { 5, 20, 0, 1}}, + {&ps_uav_structured, true, false, 100, 20, DXGI_FORMAT_UNKNOWN, 0, 2, { 2, 20, 0, 1}}, + {&ps_uav_structured32, true, false, 320, 32, DXGI_FORMAT_UNKNOWN, 8, 2, { 2, 32, 0, 1}}, + {&ps_uav_typed, true, false, 200, 0, DXGI_FORMAT_R32_FLOAT, 0, 50, { 50, 50, 50, 50}}, + {&ps_uav_typed, true, false, 400, 0, DXGI_FORMAT_R32_FLOAT, 64, 1, { 1, 1, 1, 1}}, + {&ps_uav_typed, true, false, 100, 0, DXGI_FORMAT_R16_FLOAT, 0, 50, { 50, 50, 50, 50}}, + {&ps_uav_typed, true, false, 400, 0, DXGI_FORMAT_R16_FLOAT, 128, 1, { 1, 1, 1, 1}}, + }; + static const struct vec4 quad[] = + { + {-1.0f, -1.0f, 0.0f, 1.0f}, + {-1.0f, 1.0f, 0.0f, 1.0f}, + { 1.0f, -1.0f, 0.0f, 1.0f}, + { 1.0f, 1.0f, 0.0f, 1.0f}, + }; + + memset(&desc, 0, sizeof(desc)); + desc.rt_width = desc.rt_height = 64; + desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT; + desc.no_root_signature = true; + desc.no_pipeline = true; + if (!init_test_context(&context, &desc)) + return; + device = context.device; + command_list = context.list; + queue = context.queue; + + heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); + cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap); + gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap); + + vb = create_upload_buffer(device, sizeof(quad), quad); + vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb); + vbv.StrideInBytes = sizeof(*quad); + vbv.SizeInBytes = sizeof(quad); + + current_shader = NULL; + for (i = 0; i < ARRAY_SIZE(tests); ++i) + { + const struct test *test = &tests[i]; + + vkd3d_test_set_context("Test %u", i); + + if (!context.root_signature || test->uav != tests[i - 1].uav) + { + if (context.root_signature) + ID3D12RootSignature_Release(context.root_signature); + + descriptor_range.RangeType = test->uav + ? D3D12_DESCRIPTOR_RANGE_TYPE_UAV : D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descriptor_range.NumDescriptors = 1; + descriptor_range.BaseShaderRegister = test->uav ? 1 : 0; + descriptor_range.RegisterSpace = 0; + descriptor_range.OffsetInDescriptorsFromTableStart = 0; + root_parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + root_parameter.DescriptorTable.NumDescriptorRanges = 1; + root_parameter.DescriptorTable.pDescriptorRanges = &descriptor_range; + root_parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + memset(&root_signature_desc, 0, sizeof(root_signature_desc)); + root_signature_desc.NumParameters = 1; + root_signature_desc.pParameters = &root_parameter; + root_signature_desc.NumStaticSamplers = 0; + root_signature_desc.pStaticSamplers = NULL; + root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; + hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature); + ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); + } + + if (current_shader != test->ps) + { + if (context.pipeline_state) + ID3D12PipelineState_Release(context.pipeline_state); + + input_layout.pInputElementDescs = layout_desc; + input_layout.NumElements = ARRAY_SIZE(layout_desc); + current_shader = test->ps; + init_pipeline_state_desc(&pso_desc, context.root_signature, + context.render_target_desc.Format, &vs, current_shader, &input_layout); + hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc, + &IID_ID3D12PipelineState, (void **)&context.pipeline_state); + ok(hr == S_OK, "Failed to create state, hr %#x.\n", hr); + } + + if (test->uav) + { + buffer = create_default_buffer(device, test->buffer_size, + D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + memset(&uav_desc, 0, sizeof(uav_desc)); + uav_desc.Format = test->view_format; + uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; + uav_desc.Buffer.Flags = test->raw ? D3D12_BUFFER_UAV_FLAG_RAW : 0; + uav_desc.Buffer.FirstElement = test->view_element_idx; + uav_desc.Buffer.NumElements = test->view_element_count; + uav_desc.Buffer.StructureByteStride = test->buffer_structure_byte_stride;; + ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc, cpu_handle); + } + else + { + buffer = create_default_buffer(device, test->buffer_size, + D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST); + memset(&srv_desc, 0, sizeof(srv_desc)); + srv_desc.Format = test->view_format; + srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER; + srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + srv_desc.Buffer.Flags = test->raw ? D3D12_BUFFER_SRV_FLAG_RAW : 0; + srv_desc.Buffer.FirstElement = test->view_element_idx; + srv_desc.Buffer.NumElements = test->view_element_count; + srv_desc.Buffer.StructureByteStride = test->buffer_structure_byte_stride; + ID3D12Device_CreateShaderResourceView(device, buffer, &srv_desc, cpu_handle); + } + + 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_TRIANGLESTRIP); + ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_uvec4(context.render_target, 0, queue, command_list, &test->expected_result); + reset_command_list(command_list, context.allocator); + + ID3D12Resource_Release(buffer); + } + vkd3d_test_set_context(NULL); + + ID3D12Resource_Release(vb); + ID3D12DescriptorHeap_Release(heap); + destroy_test_context(&context); +}
START_TEST(d3d12) { @@ -31903,4 +32268,5 @@ START_TEST(d3d12) run_test(test_graphics_compute_queue_synchronization); run_test(test_early_depth_stencil_tests); run_test(test_conditional_rendering); + run_test(test_bufinfo_instruction); }