tests: Add helpers for creating and copying RTASes.

Move bottom RTAS building over to new helpers.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
This commit is contained in:
Hans-Kristian Arntzen 2021-08-26 15:33:59 +02:00
parent 82db981b26
commit 17d5984c2c
1 changed files with 119 additions and 73 deletions

View File

@ -361,6 +361,107 @@ static ID3D12Resource *create_transform_buffer(ID3D12Device *device, unsigned in
return transform_buffer;
}
struct rt_acceleration_structure
{
ID3D12Resource *scratch;
ID3D12Resource *scratch_update;
ID3D12Resource *rtas;
};
static ID3D12Resource *duplicate_acceleration_structure(struct raytracing_test_context *context,
ID3D12Resource *rtas, D3D12_RAYTRACING_ACCELERATION_STRUCTURE_COPY_MODE mode)
{
ID3D12Resource *new_rtas;
new_rtas = create_default_buffer(context->context.device, ID3D12Resource_GetDesc(rtas).Width,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS,
D3D12_RESOURCE_STATE_RAYTRACING_ACCELERATION_STRUCTURE);
ID3D12GraphicsCommandList4_CopyRaytracingAccelerationStructure(context->list4,
ID3D12Resource_GetGPUVirtualAddress(new_rtas),
ID3D12Resource_GetGPUVirtualAddress(rtas), mode);
uav_barrier(context->context.list, new_rtas);
return new_rtas;
}
static void update_acceleration_structure(struct raytracing_test_context *context,
const D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS *inputs,
struct rt_acceleration_structure *rtas)
{
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC build_info;
build_info.DestAccelerationStructureData = ID3D12Resource_GetGPUVirtualAddress(rtas->rtas);
/* In-place update is supported. */
build_info.SourceAccelerationStructureData = ID3D12Resource_GetGPUVirtualAddress(rtas->rtas);
build_info.Inputs = *inputs;
build_info.Inputs.Flags |= D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PERFORM_UPDATE;
build_info.ScratchAccelerationStructureData = ID3D12Resource_GetGPUVirtualAddress(rtas->scratch_update);
ID3D12GraphicsCommandList4_BuildRaytracingAccelerationStructure(context->list4, &build_info, 0, NULL);
uav_barrier(context->context.list, rtas->rtas);
uav_barrier(context->context.list, rtas->scratch_update);
}
static void create_acceleration_structure(struct raytracing_test_context *context,
const D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS *inputs,
struct rt_acceleration_structure *rtas, D3D12_GPU_VIRTUAL_ADDRESS postbuild_va)
{
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC postbuild_desc[3];
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO prebuild_info;
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC build_info;
/* Guard against stubbed variant. */
prebuild_info.ScratchDataSizeInBytes = 16;
prebuild_info.ResultDataMaxSizeInBytes = 16;
prebuild_info.UpdateScratchDataSizeInBytes = 16;
ID3D12Device5_GetRaytracingAccelerationStructurePrebuildInfo(context->device5, inputs, &prebuild_info);
/* An AS in D3D12 is just a plain UAV-enabled buffer, similar with scratch buffers. */
rtas->scratch = create_default_buffer(context->context.device,
prebuild_info.ScratchDataSizeInBytes,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
if (inputs->Flags & D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_UPDATE)
{
rtas->scratch_update = create_default_buffer(context->context.device,
prebuild_info.UpdateScratchDataSizeInBytes,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
}
else
rtas->scratch_update = NULL;
rtas->rtas = create_default_buffer(context->context.device,
prebuild_info.ResultDataMaxSizeInBytes,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS,
D3D12_RESOURCE_STATE_RAYTRACING_ACCELERATION_STRUCTURE);
build_info.DestAccelerationStructureData = ID3D12Resource_GetGPUVirtualAddress(rtas->rtas);
build_info.Inputs = *inputs;
build_info.ScratchAccelerationStructureData = ID3D12Resource_GetGPUVirtualAddress(rtas->scratch);
postbuild_desc[0].InfoType = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_COMPACTED_SIZE;
postbuild_desc[0].DestBuffer = postbuild_va;
postbuild_desc[1].InfoType = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_CURRENT_SIZE;
postbuild_desc[1].DestBuffer = postbuild_desc[0].DestBuffer + sizeof(D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_COMPACTED_SIZE_DESC);
postbuild_desc[2].InfoType = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_SERIALIZATION;
postbuild_desc[2].DestBuffer = postbuild_desc[1].DestBuffer + sizeof(D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_CURRENT_SIZE_DESC);
ID3D12GraphicsCommandList4_BuildRaytracingAccelerationStructure(context->list4, &build_info,
postbuild_va ? ARRAY_SIZE(postbuild_desc) : 0, postbuild_desc);
uav_barrier(context->context.list, rtas->rtas);
uav_barrier(context->context.list, rtas->scratch);
}
static void destroy_acceleration_structure(struct rt_acceleration_structure *rtas)
{
ID3D12Resource_Release(rtas->scratch);
ID3D12Resource_Release(rtas->rtas);
if (rtas->scratch_update)
ID3D12Resource_Release(rtas->scratch_update);
}
void test_raytracing(void)
{
#define NUM_GEOM_DESC 6
@ -378,7 +479,7 @@ void test_raytracing(void)
ID3D12Resource *bottom_acceleration_structures[3];
ID3D12Resource *top_acceleration_structures[3];
D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
ID3D12Resource *scratch_buffer_update_bottom;
struct rt_acceleration_structure bottom_rtas;
D3D12_DESCRIPTOR_RANGE descriptor_ranges[2];
ID3D12GraphicsCommandList4 *command_list4;
D3D12_RESOURCE_BARRIER resource_barrier;
@ -388,7 +489,6 @@ void test_raytracing(void)
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
struct raytracing_test_context context;
ID3D12DescriptorHeap *descriptor_heap;
ID3D12Resource *scratch_buffer_bottom;
ID3D12StateObject *rt_object_library;
ID3D12RootSignature *local_rs_table;
ID3D12Resource *scratch_buffer_top;
@ -481,76 +581,23 @@ void test_raytracing(void)
for (i = 1; i < ARRAY_SIZE(geom_desc); i++)
geom_desc[i].Triangles.Transform3x4 = ID3D12Resource_GetGPUVirtualAddress(transform_buffer) + i * 4 * 3 * sizeof(float);
/* Guard against stubbed variant. */
prebuild_info.ScratchDataSizeInBytes = 16;
prebuild_info.ResultDataMaxSizeInBytes = 16;
prebuild_info.UpdateScratchDataSizeInBytes = 16;
ID3D12Device5_GetRaytracingAccelerationStructurePrebuildInfo(device5, &inputs, &prebuild_info);
create_acceleration_structure(&context, &inputs, &bottom_rtas,
ID3D12Resource_GetGPUVirtualAddress(postbuild_buffer));
/* Update, and now use correct VBO. */
geom_desc[1].Triangles.VertexBuffer.StartAddress =
ID3D12Resource_GetGPUVirtualAddress(test_geom.vbo) + offsetof(struct initial_vbo, f32);
update_acceleration_structure(&context, &inputs, &bottom_rtas);
/* An AS in D3D12 is just a plain UAV-enabled buffer. */
scratch_buffer_bottom = create_default_buffer(device, prebuild_info.ScratchDataSizeInBytes,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
scratch_buffer_update_bottom = create_default_buffer(device, prebuild_info.UpdateScratchDataSizeInBytes,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
for (i = 0; i < ARRAY_SIZE(bottom_acceleration_structures); i++)
{
bottom_acceleration_structures[i] = create_default_buffer(device, prebuild_info.ResultDataMaxSizeInBytes,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_RAYTRACING_ACCELERATION_STRUCTURE);
}
if (scratch_buffer_bottom && bottom_acceleration_structures[0])
{
memset(&build_info, 0, sizeof(build_info));
build_info.DestAccelerationStructureData = ID3D12Resource_GetGPUVirtualAddress(bottom_acceleration_structures[0]);
build_info.Inputs = inputs;
build_info.ScratchAccelerationStructureData = ID3D12Resource_GetGPUVirtualAddress(scratch_buffer_bottom);
postbuild_desc[0].InfoType = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_COMPACTED_SIZE;
postbuild_desc[0].DestBuffer = ID3D12Resource_GetGPUVirtualAddress(postbuild_buffer);
postbuild_desc[1].InfoType = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_CURRENT_SIZE;
postbuild_desc[1].DestBuffer = postbuild_desc[0].DestBuffer + sizeof(D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_COMPACTED_SIZE_DESC);
postbuild_desc[2].InfoType = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_SERIALIZATION;
postbuild_desc[2].DestBuffer = postbuild_desc[1].DestBuffer + sizeof(D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_CURRENT_SIZE_DESC);
ID3D12GraphicsCommandList4_BuildRaytracingAccelerationStructure(command_list4, &build_info, ARRAY_SIZE(postbuild_desc), postbuild_desc);
/* An UAV barrier serves as a raytracing barrier as well ... */
resource_barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
resource_barrier.Flags = 0;
resource_barrier.UAV.pResource = bottom_acceleration_structures[0];
ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &resource_barrier);
/* Update, and now use correct VBO. */
geom_desc[1].Triangles.VertexBuffer.StartAddress = ID3D12Resource_GetGPUVirtualAddress(test_geom.vbo) + offsetof(struct initial_vbo, f32);
build_info.Inputs.Flags |= D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PERFORM_UPDATE;
/* In-place update is supported. */
build_info.SourceAccelerationStructureData = build_info.DestAccelerationStructureData;
build_info.ScratchAccelerationStructureData = ID3D12Resource_GetGPUVirtualAddress(scratch_buffer_update_bottom);
ID3D12GraphicsCommandList4_BuildRaytracingAccelerationStructure(command_list4, &build_info, ARRAY_SIZE(postbuild_desc), postbuild_desc);
/* Tests CLONE and COMPACTING copies. COMPACTING can never increase size, so it's safe to allocate up front.
* We test the compacted size later. */
resource_barrier.UAV.pResource = bottom_acceleration_structures[0];
ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &resource_barrier);
ID3D12GraphicsCommandList4_CopyRaytracingAccelerationStructure(command_list4,
ID3D12Resource_GetGPUVirtualAddress(bottom_acceleration_structures[1]),
ID3D12Resource_GetGPUVirtualAddress(bottom_acceleration_structures[0]),
/* Tests CLONE and COMPACTING copies. COMPACTING can never increase size, so it's safe to allocate up front.
* We test the compacted size later. */
bottom_acceleration_structures[0] = bottom_rtas.rtas;
ID3D12Resource_AddRef(bottom_rtas.rtas);
bottom_acceleration_structures[1] = duplicate_acceleration_structure(&context,
bottom_acceleration_structures[0],
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_COPY_MODE_COMPACT);
resource_barrier.UAV.pResource = bottom_acceleration_structures[1];
ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &resource_barrier);
ID3D12GraphicsCommandList4_CopyRaytracingAccelerationStructure(command_list4,
ID3D12Resource_GetGPUVirtualAddress(bottom_acceleration_structures[2]),
ID3D12Resource_GetGPUVirtualAddress(bottom_acceleration_structures[1]),
bottom_acceleration_structures[2] = duplicate_acceleration_structure(&context,
bottom_acceleration_structures[1],
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_COPY_MODE_CLONE);
resource_barrier.UAV.pResource = bottom_acceleration_structures[2];
ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &resource_barrier);
}
}
/* Create instance buffer. One for every top-level entry into the AS. */
@ -1230,15 +1277,14 @@ void test_raytracing(void)
for (i = 0; i < ARRAY_SIZE(top_acceleration_structures); i++)
if (top_acceleration_structures[i])
ID3D12Resource_Release(top_acceleration_structures[i]);
destroy_acceleration_structure(&bottom_rtas);
for (i = 0; i < ARRAY_SIZE(bottom_acceleration_structures); i++)
if (bottom_acceleration_structures[i])
ID3D12Resource_Release(bottom_acceleration_structures[i]);
if (scratch_buffer_top)
ID3D12Resource_Release(scratch_buffer_top);
if (scratch_buffer_bottom)
ID3D12Resource_Release(scratch_buffer_bottom);
if (scratch_buffer_update_bottom)
ID3D12Resource_Release(scratch_buffer_update_bottom);
if (rt_pso)
ID3D12StateObject_Release(rt_pso);
if (rt_object_library)