From: Conor McCarthy cmccarthy@codeweavers.com
As long as the reserved regions are not used, this is okay.
Based on a vkd3d-proton patch by Hans-Kristian Arntzen. --- tests/d3d12.c | 178 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 178 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c index b09a01aab..fc2e176c3 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -39382,6 +39382,183 @@ static void test_update_tile_mappings(void) destroy_test_context(&context); }
+static void test_sparse_buffer_memory_lifetime(void) +{ + /* Attempt to bind sparse memory, then free the underlying heap, but keep the sparse resource + * alive. This should confuse drivers that attempt to track BO lifetimes. */ + D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc; + D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc; + const UINT values[] = { 42, 42, 42, 42 }; + D3D12_ROOT_PARAMETER root_parameters[2]; + D3D12_TILE_REGION_SIZE region_size; + D3D12_CPU_DESCRIPTOR_HANDLE h_cpu; + D3D12_ROOT_SIGNATURE_DESC rs_desc; + D3D12_DESCRIPTOR_RANGE desc_range; + struct d3d12_resource_readback rb; + struct test_context context; + ID3D12DescriptorHeap *cpu; + ID3D12DescriptorHeap *gpu; + D3D12_HEAP_DESC heap_desc; + D3D12_RESOURCE_DESC desc; + ID3D12Resource *sparse; + ID3D12Resource *buffer; + ID3D12Heap *heap_live; + ID3D12Heap *heap; + unsigned int i; + HRESULT hr; + + if (test_options.use_warp_device) + { + /* Mysterious references remain on the device at the end. */ + skip("Broken on WARP.\n"); + return; + } + + if (!init_compute_test_context(&context)) + return; + + if (get_tiled_resources_tier(context.device) < D3D12_TILED_RESOURCES_TIER_1) + { + skip("Tiled resources not supported by device.\n"); + destroy_test_context(&context); + return; + } + + memset(&rs_desc, 0, sizeof(rs_desc)); + memset(root_parameters, 0, sizeof(root_parameters)); + memset(&desc_range, 0, sizeof(desc_range)); + rs_desc.NumParameters = ARRAY_SIZE(root_parameters); + rs_desc.pParameters = root_parameters; + root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV; + root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + root_parameters[1].DescriptorTable.NumDescriptorRanges = 1; + root_parameters[1].DescriptorTable.pDescriptorRanges = &desc_range; + desc_range.NumDescriptors = 1; + desc_range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + create_root_signature(context.device, &rs_desc, &context.root_signature); + + memset(&heap_desc, 0, sizeof(heap_desc)); + heap_desc.SizeInBytes = 4 * 1024 * 1024; + heap_desc.Properties.Type = D3D12_HEAP_TYPE_DEFAULT; + heap_desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; + heap_desc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS; + hr = ID3D12Device_CreateHeap(context.device, &heap_desc, &IID_ID3D12Heap, (void**)&heap); + ok(SUCCEEDED(hr), "Failed to create heap, hr #%x.\n", hr); + hr = ID3D12Device_CreateHeap(context.device, &heap_desc, &IID_ID3D12Heap, (void**)&heap_live); + ok(SUCCEEDED(hr), "Failed to create heap, hr #%x.\n", hr); + + memset(&desc, 0, sizeof(desc)); + desc.Width = 64 * 1024 * 1024; + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.SampleDesc.Count = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.MipLevels = 1; + desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; + hr = ID3D12Device_CreateReservedResource(context.device, &desc, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, + NULL, &IID_ID3D12Resource, (void**)&sparse); + ok(SUCCEEDED(hr), "Failed to create reserved resource, hr #%x.\n", hr); + + { + const D3D12_TILED_RESOURCE_COORDINATE region_start_coordinate = { 0 }; + const D3D12_TILE_RANGE_FLAGS range_flag = D3D12_TILE_RANGE_FLAG_NULL; + const UINT offset = 0; + const UINT count = desc.Width / (64 * 1024); + region_size.UseBox = FALSE; + region_size.NumTiles = desc.Width / (64 * 1024); + ID3D12CommandQueue_UpdateTileMappings(context.queue, sparse, 1, ®ion_start_coordinate, ®ion_size, + NULL, 1, &range_flag, &offset, &count, D3D12_TILE_MAPPING_FLAG_NONE); + } + + region_size.UseBox = FALSE; + region_size.NumTiles = 1; + + for (i = 0; i < 2; i++) + { + const D3D12_TILED_RESOURCE_COORDINATE region_start_coordinate = { i, 0, 0, 0 }; + const D3D12_TILE_RANGE_FLAGS range_flag = D3D12_TILE_RANGE_FLAG_NONE; + const UINT offset = i; + const UINT count = 1; + + ID3D12CommandQueue_UpdateTileMappings(context.queue, sparse, 1, ®ion_start_coordinate, ®ion_size, + i ? heap_live : heap, 1, &range_flag, &offset, &count, D3D12_TILE_MAPPING_FLAG_NONE); + } + wait_queue_idle(context.device, context.queue); + + buffer = create_default_buffer(context.device, 128 * 1024, + D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); + cpu = create_cpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); + gpu = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 2); + + memset(&uav_desc, 0, sizeof(uav_desc)); + uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; + uav_desc.Format = DXGI_FORMAT_R32_UINT; + uav_desc.Buffer.NumElements = 128 * 1024 / 4; + uav_desc.Buffer.FirstElement = 0; + ID3D12Device_CreateUnorderedAccessView(context.device, sparse, NULL, &uav_desc, + ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(cpu)); + ID3D12Device_CreateUnorderedAccessView(context.device, sparse, NULL, &uav_desc, + ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(gpu)); + + memset(&srv_desc, 0, sizeof(srv_desc)); + srv_desc.Buffer.FirstElement = 0; + srv_desc.Buffer.NumElements = 2 * 1024 * 1024; + srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER; + srv_desc.Format = DXGI_FORMAT_R32_UINT; + srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + + h_cpu = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(gpu); + h_cpu.ptr += ID3D12Device_GetDescriptorHandleIncrementSize(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); + ID3D12Device_CreateShaderResourceView(context.device, sparse, &srv_desc, h_cpu); + + ID3D12GraphicsCommandList_SetDescriptorHeaps(context.list, 1, &gpu); + ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(context.list, + ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(gpu), + ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(cpu), sparse, values, 0, NULL); + transition_resource_state(context.list, sparse, + D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); + ID3D12GraphicsCommandList_CopyBufferRegion(context.list, buffer, 0, sparse, 0, 128 * 1024); + + transition_resource_state(context.list, buffer, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE); + get_buffer_readback_with_command_list(buffer, DXGI_FORMAT_R32_UINT, &rb, context.queue, context.list); + i = get_readback_uint(&rb.rb, 0, 0, 0); + todo ok(i == 42, "Got #%x, expected 42.\n", i); + i = get_readback_uint(&rb.rb, 64 * 1024 / 4, 0, 0); + todo ok(i == 42, "Got #%x, expected 42.\n", i); + release_resource_readback(&rb); + + reset_command_list(context.list, context.allocator); + + ID3D12Heap_Release(heap); + + /* Access a resource where we can hypothetically access the freed heap memory. */ + /* On AMD Windows native at least, if we read the freed region, we read garbage, which proves it's not required to unbind explicitly. + * We'd read 0 in that case. */ + ID3D12GraphicsCommandList_CopyBufferRegion(context.list, buffer, 0, sparse, 64 * 1024, 64 * 1024); + + transition_resource_state(context.list, buffer, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE); + + get_buffer_readback_with_command_list(buffer, DXGI_FORMAT_R32_UINT, &rb, context.queue, context.list); + + i = get_readback_uint(&rb.rb, 2048 / 4, 0, 0); + todo ok(i == 42, "Got #%x, expected 42.\n", i); + i = get_readback_uint(&rb.rb, 64 * 1024 / 4, 0, 0); + todo ok(i == 42, "Got #%x, expected 42.\n", i); + release_resource_readback(&rb); + + ID3D12Resource_Release(buffer); + ID3D12Resource_Release(sparse); + ID3D12DescriptorHeap_Release(cpu); + ID3D12DescriptorHeap_Release(gpu); + ID3D12Heap_Release(heap_live); + destroy_test_context(&context); +} + START_TEST(d3d12) { parse_args(argc, argv); @@ -39568,4 +39745,5 @@ START_TEST(d3d12) run_test(test_unused_interpolated_input); run_test(test_shader_cache); run_test(test_update_tile_mappings); + run_test(test_sparse_buffer_memory_lifetime); }