tests: Add headless D3D12 RenderDoc capture support.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
This commit is contained in:
Hans-Kristian Arntzen 2022-06-06 12:53:33 +02:00
parent 277bbe35e8
commit 433262c254
2 changed files with 67 additions and 4 deletions

View File

@ -27,6 +27,10 @@ PFN_D3D12_GET_DEBUG_INTERFACE pfn_D3D12GetDebugInterface;
const char *vkd3d_test_platform = "other";
struct vkd3d_test_state_context vkd3d_test_state;
#ifdef _WIN32
RENDERDOC_API_1_0_0 *renderdoc_api;
#endif
bool compare_float(float f, float g, int ulps)
{
int x, y;
@ -861,6 +865,7 @@ ID3D12CommandSignature *create_command_signature_(unsigned int line,
bool init_compute_test_context_(unsigned int line, struct test_context *context)
{
D3D12_COMMAND_LIST_TYPE command_list_type = D3D12_COMMAND_LIST_TYPE_COMPUTE;
ID3D12Device *device;
HRESULT hr;
@ -873,14 +878,21 @@ bool init_compute_test_context_(unsigned int line, struct test_context *context)
}
device = context->device;
context->queue = create_command_queue_(line, device,
D3D12_COMMAND_LIST_TYPE_COMPUTE, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL);
#ifdef _WIN32
begin_renderdoc_capturing(device);
/* Workaround RenderDoc bug. It expects a DIRECT command queue to exist. */
if (renderdoc_api)
command_list_type = D3D12_COMMAND_LIST_TYPE_DIRECT;
#endif
hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_COMPUTE,
context->queue = create_command_queue_(line, device,
command_list_type, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL);
hr = ID3D12Device_CreateCommandAllocator(device, command_list_type,
&IID_ID3D12CommandAllocator, (void **)&context->allocator);
ok_(line)(hr == S_OK, "Failed to create command allocator, hr %#x.\n", hr);
hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_COMPUTE,
hr = ID3D12Device_CreateCommandList(device, 0, command_list_type,
context->allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&context->list);
ok_(line)(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);

View File

@ -19,6 +19,10 @@
#ifndef __VKD3D_D3D12_TEST_UTILS_H
#define __VKD3D_D3D12_TEST_UTILS_H
#ifdef _WIN32
#include "renderdoc_app.h"
#endif
#define SHADER_BYTECODE(code) {code,sizeof(code)}
#define wait_queue_idle(a, b) wait_queue_idle_(__LINE__, a, b)
@ -1049,6 +1053,45 @@ static inline void create_render_target_(unsigned int line, struct test_context
ID3D12Device_CreateRenderTargetView(context->device, *render_target, NULL, *rtv);
}
/* Utility code for capturing native D3D12 tests, which is why this only covers Win32.
* Launch the d3d12.exe test binary from RenderDoc UI.
* For Vulkan capturing, use VKD3D_AUTO_CAPTURE_COUNTS and friends instead. */
#ifdef _WIN32
extern RENDERDOC_API_1_0_0 *renderdoc_api;
static inline void begin_renderdoc_capturing(ID3D12Device *device)
{
pRENDERDOC_GetAPI get_api;
HANDLE renderdoc;
FARPROC fn_ptr;
if (!renderdoc_api)
{
renderdoc = GetModuleHandleA("renderdoc.dll");
if (renderdoc)
{
fn_ptr = GetProcAddress(renderdoc, "RENDERDOC_GetAPI");
if (fn_ptr)
{
/* Workaround compiler warnings about casting to function pointer. */
memcpy(&get_api, &fn_ptr, sizeof(fn_ptr));
if (!get_api(eRENDERDOC_API_Version_1_0_0, (void **)&renderdoc_api))
renderdoc_api = NULL;
}
}
}
if (renderdoc_api)
renderdoc_api->StartFrameCapture(device, NULL);
}
static inline void end_renderdoc_capturing(ID3D12Device *device)
{
if (renderdoc_api)
renderdoc_api->EndFrameCapture(device, NULL);
}
#endif
#define init_test_context(context, desc) init_test_context_(__LINE__, context, desc)
static inline bool init_test_context_(unsigned int line, struct test_context *context,
const struct test_context_desc *desc)
@ -1066,6 +1109,10 @@ static inline bool init_test_context_(unsigned int line, struct test_context *co
}
device = context->device;
#ifdef _WIN32
begin_renderdoc_capturing(device);
#endif
context->queue = create_command_queue_(line, device, D3D12_COMMAND_LIST_TYPE_DIRECT, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL);
hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT,
@ -1117,6 +1164,10 @@ static inline void destroy_test_context_(unsigned int line, struct test_context
{
ULONG refcount;
#ifdef _WIN32
end_renderdoc_capturing(context->device);
#endif
if (context->pipeline_state)
ID3D12PipelineState_Release(context->pipeline_state);
if (context->root_signature)