From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@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); }