From 3015a4c12b417f6c5c728fd799af8b9ebe66d240 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Tue, 26 Sep 2017 10:37:41 +0200 Subject: [PATCH] tests: Add test for loading texels from depth textures. --- tests/d3d12.c | 250 +++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 245 insertions(+), 5 deletions(-) diff --git a/tests/d3d12.c b/tests/d3d12.c index 9bb83e2b..fd6aeb7c 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -132,6 +132,11 @@ static bool compare_uvec4(const struct uvec4* v1, const struct uvec4 *v2) return v1->x == v2->x && v1->y == v2->y && v1->z == v2->z && v1->w == v2->w; } +static bool compare_uint16(uint16_t a, uint16_t b, unsigned int max_diff) +{ + return abs(a - b) <= max_diff; +} + static bool compare_color(DWORD c1, DWORD c2, BYTE max_diff) { if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) @@ -658,6 +663,8 @@ static unsigned int format_size(DXGI_FORMAT format) case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: case DXGI_FORMAT_B8G8R8A8_UNORM: return 4; + case DXGI_FORMAT_R16_UNORM: + return 2; case DXGI_FORMAT_BC1_UNORM: case DXGI_FORMAT_BC1_UNORM_SRGB: case DXGI_FORMAT_BC4_UNORM: @@ -850,11 +857,21 @@ static void *get_readback_data(struct resource_readback *rb, unsigned int x, uns return &((BYTE *)rb->data)[rb->row_pitch * y + x * element_size]; } +static uint16_t get_readback_uint16(struct resource_readback *rb, unsigned int x, unsigned int y) +{ + return *(uint16_t *)get_readback_data(rb, x, y, sizeof(uint16_t)); +} + static unsigned int get_readback_uint(struct resource_readback *rb, unsigned int x, unsigned int y) { return *(unsigned int *)get_readback_data(rb, x, y, sizeof(unsigned int)); } +static UINT64 get_readback_uint64(struct resource_readback *rb, unsigned int x, unsigned int y) +{ + return *(UINT64 *)get_readback_data(rb, x, y, sizeof(UINT64)); +} + static float get_readback_float(struct resource_readback *rb, unsigned int x, unsigned int y) { return *(float *)get_readback_data(rb, x, y, sizeof(float)); @@ -870,11 +887,6 @@ static const struct uvec4 *get_readback_uvec4(struct resource_readback *rb, unsi return get_readback_data(rb, x, y, sizeof(struct uvec4)); } -static UINT64 get_readback_uint64(struct resource_readback *rb, unsigned int x, unsigned int y) -{ - return *(UINT64 *)get_readback_data(rb, x, y, sizeof(UINT64)); -} - static void release_resource_readback(struct resource_readback *rb) { D3D12_RANGE range = {0, 0}; @@ -923,6 +935,47 @@ static void check_sub_resource_float_(unsigned int line, ID3D12Resource *texture release_resource_readback(&rb); } +#define check_readback_data_uint16(a, b, c, d) check_readback_data_uint16_(__LINE__, a, b, c, d) +static void check_readback_data_uint16_(unsigned int line, struct resource_readback *rb, + const RECT *rect, uint16_t expected, unsigned int max_diff) +{ + RECT r = {0, 0, rb->width, rb->height}; + unsigned int x = 0, y; + bool all_match = true; + uint16_t got = 0; + + if (rect) + r = *rect; + + for (y = r.top; y < r.bottom; ++y) + { + for (x = r.left; x < r.right; ++x) + { + got = get_readback_uint16(rb, x, y); + if (!compare_uint16(got, expected, max_diff)) + { + all_match = false; + break; + } + } + if (!all_match) + break; + } + ok_(line)(all_match, "Got 0x%04x, expected 0x%04x at (%u, %u).\n", got, expected, x, y); +} + +#define check_sub_resource_uint16(a, b, c, d, e, f) check_sub_resource_uint16_(__LINE__, a, b, c, d, e, f) +static void check_sub_resource_uint16_(unsigned int line, ID3D12Resource *texture, + unsigned int sub_resource_idx, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list, + uint16_t expected, unsigned int max_diff) +{ + struct resource_readback rb; + + get_texture_readback_with_command_list(texture, 0, &rb, queue, command_list); + check_readback_data_uint16_(line, &rb, NULL, expected, max_diff); + release_resource_readback(&rb); +} + #define check_readback_data_uint(a, b, c, d) check_readback_data_uint_(__LINE__, a, b, c, d) static void check_readback_data_uint_(unsigned int line, struct resource_readback *rb, const RECT *rect, unsigned int expected, unsigned int max_diff) @@ -11804,6 +11857,192 @@ static void test_depth_stencil_sampling(void) destroy_test_context(&context); } +static void test_depth_load(void) +{ + D3D12_ROOT_SIGNATURE_DESC root_signature_desc; + D3D12_DESCRIPTOR_RANGE descriptor_ranges[2]; + D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc; + D3D12_ROOT_PARAMETER root_parameters[1]; + ID3D12GraphicsCommandList *command_list; + D3D12_DESCRIPTOR_HEAP_DESC heap_desc; + ID3D12PipelineState *pipeline_state; + struct depth_stencil_resource ds; + struct test_context_desc desc; + struct test_context context; + ID3D12DescriptorHeap *heap; + ID3D12CommandQueue *queue; + ID3D12Resource *texture; + ID3D12Device *device; + unsigned int i; + HRESULT hr; + + static const DWORD cs_code[] = + { +#if 0 + Texture2D t; + RWTexture2D u; + + [numthreads(1, 1, 1)] + void main(uint2 id : SV_GroupID) + { + u[id] = t[id]; + } +#endif + 0x43425844, 0x6ddce3d0, 0x24b47ad3, 0x7f6772d2, 0x6a644890, 0x00000001, 0x00000110, 0x00000003, + 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x000000bc, 0x00050050, 0x0000002f, 0x0100086a, + 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x0400189c, 0x0011e000, 0x00000000, 0x00005555, + 0x0200005f, 0x00021032, 0x02000068, 0x00000001, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, + 0x04000036, 0x00100032, 0x00000000, 0x00021046, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8900002d, 0x800000c2, 0x00155543, 0x00100012, + 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x060000a4, 0x0011e0f2, 0x00000000, + 0x00021546, 0x00100006, 0x00000000, 0x0100003e, + }; + static const DWORD ps_code[] = + { +#if 0 + Texture2D t; + + float main(float4 position : SV_Position) : SV_Target + { + return t[int2(position.x, position.y)]; + } +#endif + 0x43425844, 0xe3ea64c3, 0xd67e08d8, 0xfd408a6d, 0x2eaf0b44, 0x00000001, 0x0000023c, 0x00000005, + 0x00000034, 0x000000ac, 0x000000e0, 0x00000114, 0x000001c0, 0x46454452, 0x00000070, 0x00000000, + 0x00000000, 0x00000001, 0x0000001c, 0xffff0400, 0x00000100, 0x0000003e, 0x0000003c, 0x00000002, + 0x00000005, 0x00000004, 0xffffffff, 0x00000000, 0x00000001, 0x00000000, 0x694d0074, 0x736f7263, + 0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564, 0x706d6f43, 0x72656c69, 0x322e3920, + 0x35392e39, 0x31332e32, 0xab003131, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000a4, 0x00000040, + 0x00000029, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, + 0x00000001, 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000001, 0x0500001b, 0x00100032, + 0x00000000, 0x00101046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x0700002d, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, + 0x00107e46, 0x00000000, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e, + 0x54415453, 0x00000074, 0x00000005, 0x00000001, 0x00000000, 0x00000002, 0x00000000, 0x00000000, + 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000001, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + }; + static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + static const float tests[] = {0.00f, 0.25f, 0.75f, 1.00f}; + + memset(&desc, 0, sizeof(desc)); + desc.rt_format = DXGI_FORMAT_R32_FLOAT; + desc.no_root_signature = true; + if (!init_test_context(&context, &desc)) + return; + device = context.device; + command_list = context.list; + queue = context.queue; + + descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descriptor_ranges[0].NumDescriptors = 1; + descriptor_ranges[0].BaseShaderRegister = 0; + descriptor_ranges[0].RegisterSpace = 0; + descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0; + descriptor_ranges[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; + descriptor_ranges[1].NumDescriptors = 1; + descriptor_ranges[1].BaseShaderRegister = 0; + descriptor_ranges[1].RegisterSpace = 0; + descriptor_ranges[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + root_parameters[0].DescriptorTable.NumDescriptorRanges = 2; + root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges; + root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + root_signature_desc.NumParameters = 1; + 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(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); + + 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); + + memset(&heap_desc, 0, sizeof(heap_desc)); + heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; + heap_desc.NumDescriptors = 2; + heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc, + &IID_ID3D12DescriptorHeap, (void **)&heap); + ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr); + + init_depth_stencil(&ds, device, context.render_target_desc.Width, + context.render_target_desc.Height, DXGI_FORMAT_R32_TYPELESS, + DXGI_FORMAT_D32_FLOAT, NULL); + memset(&srv_desc, 0, sizeof(srv_desc)); + srv_desc.Format = DXGI_FORMAT_R32_FLOAT; + srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + srv_desc.Texture2D.MipLevels = 1; + ID3D12Device_CreateShaderResourceView(device, ds.texture, &srv_desc, + get_cpu_descriptor_handle(&context, heap, 0)); + + texture = create_default_texture(device, 32, 32, DXGI_FORMAT_R16_UNORM, + D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + ID3D12Device_CreateUnorderedAccessView(device, texture, NULL, NULL, + get_cpu_descriptor_handle(&context, heap, 1)); + + for (i = 0; i < ARRAY_SIZE(tests); ++i) + { + ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, + D3D12_CLEAR_FLAG_DEPTH, tests[i], 0, 0, NULL); + transition_sub_resource_state(command_list, ds.texture, 0, + D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + + ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); + + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, + ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap)); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + + ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state); + ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, + ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap)); + ID3D12GraphicsCommandList_Dispatch(command_list, 32, 32, 1); + + transition_sub_resource_state(command_list, context.render_target, 0, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_float(context.render_target, 0, queue, command_list, tests[i], 2); + + reset_command_list(command_list, context.allocator); + transition_sub_resource_state(command_list, texture, 0, + D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_uint16(texture, 0, queue, command_list, tests[i] * UINT16_MAX, 2); + + reset_command_list(command_list, context.allocator); + transition_sub_resource_state(command_list, context.render_target, 0, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + transition_sub_resource_state(command_list, texture, 0, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + transition_sub_resource_state(command_list, ds.texture, 0, + D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE); + } + + destroy_depth_stencil(&ds); + ID3D12Resource_Release(texture); + ID3D12DescriptorHeap_Release(heap); + ID3D12PipelineState_Release(pipeline_state); + destroy_test_context(&context); +} + static void test_typed_buffer_uav(void) { D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor_handle; @@ -15681,6 +15920,7 @@ START_TEST(d3d12) run_test(test_descriptors_visibility); run_test(test_get_copyable_footprints); run_test(test_depth_stencil_sampling); + run_test(test_depth_load); run_test(test_typed_buffer_uav); run_test(test_compute_shader_registers); run_test(test_tgsm);