From: Conor McCarthy cmccarthy@codeweavers.com
Signed-off-by: Conor McCarthy cmccarthy@codeweavers.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- This supersedes patch 166618.
tests/d3d12.c | 366 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 366 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c index 81fb26a..0c70d5f 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -30470,6 +30470,371 @@ static void test_early_depth_stencil_tests(void) destroy_test_context(&context); }
+static void prepare_instanced_draw(struct test_context *context) +{ + ID3D12GraphicsCommandList *command_list = context->list; + + 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); +} + +static void test_conditional_rendering(void) +{ + D3D12_ROOT_SIGNATURE_DESC root_signature_desc; + ID3D12CommandSignature *command_signature; + ID3D12GraphicsCommandList *command_list; + D3D12_ROOT_PARAMETER root_parameters[2]; + ID3D12Resource *texture, *texture_copy; + ID3D12PipelineState *pipeline_state; + ID3D12RootSignature *root_signature; + struct test_context context; + ID3D12Resource *buffer, *cb; + struct resource_readback rb; + ID3D12Resource *conditions; + ID3D12CommandQueue *queue; + unsigned int i; + uint32_t value; + HRESULT hr; + + static const uint64_t predicate_args[] = {0, 1, (uint64_t)1 << 32}; + static const uint32_t r8g8b8a8_data[] = {0x28384858, 0x39495969}; + static const D3D12_DRAW_ARGUMENTS draw_args = {3, 1, 0, 0}; + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + static const float green[] = {0.0f, 1.0f, 0.0f, 1.0f}; + static const uint32_t init_value = 0xdeadbeef; + static const D3D12_SUBRESOURCE_DATA copy_data[] = + { + {&r8g8b8a8_data[0], sizeof(r8g8b8a8_data[0]), sizeof(r8g8b8a8_data[0])}, + {&r8g8b8a8_data[1], sizeof(r8g8b8a8_data[1]), sizeof(r8g8b8a8_data[1])} + }; + static const DWORD cs_code[] = + { +#if 0 + cbuffer cb + { + unsigned int offset; + unsigned int value; + }; + + RWByteAddressBuffer b; + + [numthreads(1, 1, 1)] + void main() + { + b.Store(4 * offset, value); + } +#endif + 0x43425844, 0xaadc5460, 0x88c27e90, 0x2acacf4e, 0x4e06019a, 0x00000001, 0x000000d8, 0x00000003, + 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000084, 0x00050050, 0x00000021, 0x0100086a, + 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300009d, 0x0011e000, 0x00000000, 0x02000068, + 0x00000001, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x08000029, 0x00100012, 0x00000000, + 0x0020800a, 0x00000000, 0x00000000, 0x00004001, 0x00000002, 0x080000a6, 0x0011e012, 0x00000000, + 0x0010000a, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0100003e, + }; + static const struct + { + uint32_t offset; + uint32_t value; + uint32_t uav_offset; + } + input = {0, 4, 0}; + + if (!init_test_context(&context, NULL)) + return; + command_list = context.list; + queue = context.queue; + + conditions = create_default_buffer(context.device, sizeof(predicate_args), + D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST); + upload_buffer_data(conditions, 0, sizeof(predicate_args), &predicate_args, queue, command_list); + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, conditions, + D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PREDICATION); + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + + /* Skip draw on zero. */ + prepare_instanced_draw(&context); + ID3D12GraphicsCommandList_SetPredication(command_list, conditions, 0, D3D12_PREDICATION_OP_EQUAL_ZERO); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + + check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xffffffff, 0); + + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + + /* Skip draw on non-zero. */ + prepare_instanced_draw(&context); + ID3D12GraphicsCommandList_SetPredication(command_list, conditions, + sizeof(uint64_t), D3D12_PREDICATION_OP_NOT_EQUAL_ZERO); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + /* Don't reset predication to test automatic reset on next SetPredication() call. */ + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + + check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xffffffff, 0); + + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + + /* Skip clear on zero. */ + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + ID3D12GraphicsCommandList_SetPredication(command_list, conditions, 0, D3D12_PREDICATION_OP_EQUAL_ZERO); + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, green, 0, NULL); + ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + + get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list); + todo check_readback_data_uint(&rb, NULL, 0xffffffff, 0); + release_resource_readback(&rb); + + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + + /* Draw on zero. */ + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + prepare_instanced_draw(&context); + ID3D12GraphicsCommandList_SetPredication(command_list, conditions, 0, D3D12_PREDICATION_OP_NOT_EQUAL_ZERO); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + + check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0); + + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + + /* Draw on non-zero. */ + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + prepare_instanced_draw(&context); + ID3D12GraphicsCommandList_SetPredication(command_list, conditions, + sizeof(uint64_t), D3D12_PREDICATION_OP_EQUAL_ZERO); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + + check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0); + + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + + /* 64-bit conditional 0x100000000 - fails due to Vulkan 32-bit values. */ + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + prepare_instanced_draw(&context); + ID3D12GraphicsCommandList_SetPredication(command_list, conditions, + 2 * sizeof(uint64_t), D3D12_PREDICATION_OP_NOT_EQUAL_ZERO); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + + get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list); + todo check_readback_data_uint(&rb, NULL, 0xffffffff, 0); + release_resource_readback(&rb); + reset_command_list(command_list, context.allocator); + + /* ExecuteIndirect(). */ + buffer = create_upload_buffer(context.device, sizeof(draw_args), &draw_args); + + command_signature = create_command_signature(context.device, D3D12_INDIRECT_ARGUMENT_TYPE_DRAW); + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + prepare_instanced_draw(&context); + /* Skip. */ + ID3D12GraphicsCommandList_SetPredication(command_list, conditions, 0, D3D12_PREDICATION_OP_EQUAL_ZERO); + ID3D12GraphicsCommandList_ExecuteIndirect(command_list, command_signature, 1, buffer, 0, NULL, 0); + ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + + check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xffffffff, 0); + + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + + prepare_instanced_draw(&context); + /* Draw. */ + ID3D12GraphicsCommandList_SetPredication(command_list, conditions, 0, D3D12_PREDICATION_OP_NOT_EQUAL_ZERO); + ID3D12GraphicsCommandList_ExecuteIndirect(command_list, command_signature, 1, buffer, 0, NULL, 0); + ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + + check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0); + + ID3D12Resource_Release(buffer); + ID3D12CommandSignature_Release(command_signature); + reset_command_list(command_list, context.allocator); + + /* CopyResource(). */ + texture = create_default_texture(context.device, + 1, 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D12_RESOURCE_STATE_COPY_DEST); + upload_texture_data(texture, ©_data[0], 1, queue, command_list); + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, texture, + D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE); + + texture_copy = create_default_texture(context.device, + 1, 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D12_RESOURCE_STATE_COPY_DEST); + upload_texture_data(texture_copy, ©_data[1], 1, queue, command_list); + reset_command_list(command_list, context.allocator); + + /* Skip. */ + ID3D12GraphicsCommandList_SetPredication(command_list, conditions, 0, D3D12_PREDICATION_OP_EQUAL_ZERO); + ID3D12GraphicsCommandList_CopyResource(command_list, texture_copy, texture); + ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0); + + transition_resource_state(command_list, texture_copy, + D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE); + + get_texture_readback_with_command_list(texture_copy, 0, &rb, queue, command_list); + todo check_readback_data_uint(&rb, NULL, r8g8b8a8_data[1], 0); + release_resource_readback(&rb); + + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, texture_copy, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_COPY_DEST); + + /* Copy. */ + ID3D12GraphicsCommandList_SetPredication(command_list, conditions, 0, D3D12_PREDICATION_OP_NOT_EQUAL_ZERO); + ID3D12GraphicsCommandList_CopyResource(command_list, texture_copy, texture); + ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0); + + transition_resource_state(command_list, texture_copy, + D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE); + + check_sub_resource_uint(texture_copy, 0, queue, command_list, r8g8b8a8_data[0], 0); + + /* ResolveSubresource(). */ + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, texture_copy, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_COPY_DEST); + upload_texture_data(texture_copy, ©_data[1], 1, queue, command_list); + + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, texture_copy, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RESOLVE_DEST); + transition_resource_state(command_list, texture, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RESOLVE_SOURCE); + + /* Skip. */ + ID3D12GraphicsCommandList_SetPredication(command_list, conditions, 0, D3D12_PREDICATION_OP_EQUAL_ZERO); + ID3D12GraphicsCommandList_ResolveSubresource(command_list, + texture_copy, 0, texture, 0, DXGI_FORMAT_R8G8B8A8_UNORM); + ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0); + + transition_resource_state(command_list, texture_copy, + D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE); + + get_texture_readback_with_command_list(texture_copy, 0, &rb, queue, command_list); + todo check_readback_data_uint(&rb, NULL, r8g8b8a8_data[1], 0); + release_resource_readback(&rb); + + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, texture_copy, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RESOLVE_DEST); + + /* Resolve. */ + ID3D12GraphicsCommandList_SetPredication(command_list, conditions, 0, D3D12_PREDICATION_OP_NOT_EQUAL_ZERO); + ID3D12GraphicsCommandList_ResolveSubresource(command_list, + texture_copy, 0, texture, 0, DXGI_FORMAT_R8G8B8A8_UNORM); + ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0); + + transition_resource_state(command_list, texture_copy, + D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE); + + check_sub_resource_uint(texture_copy, 0, queue, command_list, r8g8b8a8_data[0], 0); + + reset_command_list(command_list, context.allocator); + + /* Dispatch(). */ + cb = create_upload_buffer(context.device, sizeof(input), &input); + + buffer = create_default_buffer(context.device, 512, + D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); + upload_buffer_data(buffer, 0, sizeof(uint32_t), &init_value, queue, command_list); + reset_command_list(command_list, context.allocator); + transition_sub_resource_state(command_list, buffer, 0, + D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + + root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; + root_parameters[0].Descriptor.ShaderRegister = 0; + root_parameters[0].Descriptor.RegisterSpace = 0; + root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV; + root_parameters[1].Descriptor.ShaderRegister = 0; + root_parameters[1].Descriptor.RegisterSpace = 0; + root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + memset(&root_signature_desc, 0, sizeof(root_signature_desc)); + root_signature_desc.NumParameters = 2; + root_signature_desc.pParameters = root_parameters; + hr = create_root_signature(context.device, &root_signature_desc, &root_signature); + ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr); + + pipeline_state = create_compute_pipeline_state(context.device, root_signature, + shader_bytecode(cs_code, sizeof(cs_code))); + + for (i = 0; i < 2; ++i) + { + ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state); + ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature); + ID3D12GraphicsCommandList_SetComputeRootConstantBufferView(command_list, + 0, ID3D12Resource_GetGPUVirtualAddress(cb)); + ID3D12GraphicsCommandList_SetComputeRootUnorderedAccessView(command_list, + 1, ID3D12Resource_GetGPUVirtualAddress(buffer)); + ID3D12GraphicsCommandList_SetPredication(command_list, conditions, i * sizeof(uint64_t), + D3D12_PREDICATION_OP_EQUAL_ZERO); + ID3D12GraphicsCommandList_Dispatch(command_list, 1, 1, 1); + ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0); + + transition_sub_resource_state(command_list, buffer, 0, + 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 == (!i ? init_value : input.value), "Got %#x, expected %#x.\n", value, input.value); + release_resource_readback(&rb); + reset_command_list(command_list, context.allocator); + + transition_sub_resource_state(command_list, buffer, 0, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + } + + ID3D12Resource_Release(texture); + ID3D12Resource_Release(texture_copy); + ID3D12Resource_Release(conditions); + ID3D12Resource_Release(cb); + ID3D12Resource_Release(buffer); + ID3D12RootSignature_Release(root_signature); + ID3D12PipelineState_Release(pipeline_state); + destroy_test_context(&context); +} + START_TEST(d3d12) { parse_args(argc, argv); @@ -30629,4 +30994,5 @@ START_TEST(d3d12) run_test(test_queue_wait); run_test(test_graphics_compute_queue_synchronization); run_test(test_early_depth_stencil_tests); + run_test(test_conditional_rendering); }