diff --git a/tests/d3d12.c b/tests/d3d12.c index b0b47124..d1e64649 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -8455,6 +8455,207 @@ static void test_descriptor_tables(void) destroy_test_context(&context); } +/* Tests overlapping descriptor heap ranges for SRV and UAV descriptor tables. + * Only descriptors used by the pipeline have to be valid. + */ +static void test_descriptor_tables_overlapping_bindings(void) +{ + ID3D12Resource *input_buffers[2], *output_buffers[2]; + D3D12_ROOT_SIGNATURE_DESC root_signature_desc; + D3D12_DESCRIPTOR_RANGE descriptor_range[2]; + D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc; + D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc; + D3D12_ROOT_PARAMETER root_parameters[3]; + ID3D12GraphicsCommandList *command_list; + D3D12_DESCRIPTOR_HEAP_DESC heap_desc; + struct resource_readback rb; + struct test_context context; + ID3D12DescriptorHeap *heap; + ID3D12CommandQueue *queue; + ID3D12Device *device; + unsigned int i; + HRESULT hr; + + static const DWORD cs_code[] = + { +#if 0 + ByteAddressBuffer t0; + ByteAddressBuffer t4 : register(t4); + + RWByteAddressBuffer u0; + RWByteAddressBuffer u2 : register(u2); + + uint size; + uint size2; + + [numthreads(1, 1, 1)] + void main() + { + uint i; + for (i = 0; i < size; ++i) + u0.Store(4 * i, t0.Load(4 *i)); + for (i = 0; i < size2; ++i) + u2.Store(4 * i, t4.Load(4 * i)); + } +#endif + 0x43425844, 0x8d2646b7, 0xeb60d9ee, 0x33ccd6ed, 0x5557e649, 0x00000001, 0x0000023c, 0x00000003, + 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x000001e8, 0x00050050, 0x0000007a, 0x0100086a, + 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x030000a1, 0x00107000, 0x00000000, 0x030000a1, + 0x00107000, 0x00000004, 0x0300009d, 0x0011e000, 0x00000000, 0x0300009d, 0x0011e000, 0x00000002, + 0x02000068, 0x00000001, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x05000036, 0x00100012, + 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x08000050, 0x00100022, 0x00000000, 0x0010000a, + 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x03040003, 0x0010001a, 0x00000000, 0x07000029, + 0x00100022, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000002, 0x890000a5, 0x800002c2, + 0x00199983, 0x00100042, 0x00000000, 0x0010001a, 0x00000000, 0x00107006, 0x00000000, 0x070000a6, + 0x0011e012, 0x00000000, 0x0010001a, 0x00000000, 0x0010002a, 0x00000000, 0x0700001e, 0x00100012, + 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x05000036, 0x00100012, + 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x08000050, 0x00100022, 0x00000000, 0x0010000a, + 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x03040003, 0x0010001a, 0x00000000, 0x07000029, + 0x00100022, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000002, 0x890000a5, 0x800002c2, + 0x00199983, 0x00100042, 0x00000000, 0x0010001a, 0x00000000, 0x00107006, 0x00000004, 0x070000a6, + 0x0011e012, 0x00000002, 0x0010001a, 0x00000000, 0x0010002a, 0x00000000, 0x0700001e, 0x00100012, + 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x0100003e, + }; + static const uint32_t buffer_data[] = {0xdeadbabe}; + static const uint32_t buffer_data2[] = {0, 1, 2, 3, 4, 5}; + + if (!init_compute_test_context(&context)) + return; + device = context.device; + command_list = context.list; + queue = context.queue; + + descriptor_range[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descriptor_range[0].NumDescriptors = 10; + descriptor_range[0].BaseShaderRegister = 0; + descriptor_range[0].RegisterSpace = 0; + descriptor_range[0].OffsetInDescriptorsFromTableStart = 0; + root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + root_parameters[0].DescriptorTable.NumDescriptorRanges = 1; + root_parameters[0].DescriptorTable.pDescriptorRanges = &descriptor_range[0]; + root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + + descriptor_range[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; + descriptor_range[1].NumDescriptors = 10; + descriptor_range[1].BaseShaderRegister = 0; + descriptor_range[1].RegisterSpace = 0; + descriptor_range[1].OffsetInDescriptorsFromTableStart = 0; + root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + root_parameters[1].DescriptorTable.NumDescriptorRanges = 1; + root_parameters[1].DescriptorTable.pDescriptorRanges = &descriptor_range[1]; + root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + + root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; + root_parameters[2].Constants.ShaderRegister = 0; + root_parameters[2].Constants.RegisterSpace = 0; + root_parameters[2].Constants.Num32BitValues = 2; + root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + + memset(&root_signature_desc, 0, sizeof(root_signature_desc)); + root_signature_desc.NumParameters = 3; + root_signature_desc.pParameters = root_parameters; + hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature); + ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); + + context.pipeline_state = create_compute_pipeline_state(device, context.root_signature, + shader_bytecode(cs_code, sizeof(cs_code))); + + memset(&heap_desc, 0, sizeof(heap_desc)); + heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; + heap_desc.NumDescriptors = 30; + heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc, + &IID_ID3D12DescriptorHeap, (void **)&heap); + ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr); + + input_buffers[0] = create_default_buffer(device, sizeof(buffer_data), + D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST); + upload_buffer_data(input_buffers[0], 0, sizeof(buffer_data), &buffer_data, queue, command_list); + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, input_buffers[0], + D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE); + + input_buffers[1] = create_default_buffer(device, sizeof(buffer_data2), + D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST); + upload_buffer_data(input_buffers[1], 0, sizeof(buffer_data2), &buffer_data2, queue, command_list); + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, input_buffers[1], + D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE); + + output_buffers[0] = create_default_buffer(device, sizeof(buffer_data), + D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + output_buffers[1] = create_default_buffer(device, sizeof(buffer_data2), + D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + + memset(&uav_desc, 0, sizeof(uav_desc)); + uav_desc.Format = DXGI_FORMAT_R32_TYPELESS; + uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; + uav_desc.Buffer.FirstElement = 0; + uav_desc.Buffer.NumElements = ARRAY_SIZE(buffer_data); + uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW; + ID3D12Device_CreateUnorderedAccessView(device, output_buffers[0], NULL, &uav_desc, + get_cpu_descriptor_handle(&context, heap, 0)); /* u0 */ + uav_desc.Buffer.NumElements = ARRAY_SIZE(buffer_data2); + ID3D12Device_CreateUnorderedAccessView(device, output_buffers[1], NULL, &uav_desc, + get_cpu_descriptor_handle(&context, heap, 2)); /* u2 */ + + memset(&srv_desc, 0, sizeof(srv_desc)); + srv_desc.Format = DXGI_FORMAT_R32_TYPELESS; + srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER; + srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + srv_desc.Buffer.FirstElement = 0; + srv_desc.Buffer.NumElements = ARRAY_SIZE(buffer_data); + srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW; + ID3D12Device_CreateShaderResourceView(device, input_buffers[0], &srv_desc, + get_cpu_descriptor_handle(&context, heap, 3)); /* t0 */ + srv_desc.Buffer.NumElements = ARRAY_SIZE(buffer_data2); + ID3D12Device_CreateShaderResourceView(device, input_buffers[1], &srv_desc, + get_cpu_descriptor_handle(&context, heap, 7)); /* t4 */ + + ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); + ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); + ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, + get_gpu_descriptor_handle(&context, heap, 3)); + ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 1, + get_gpu_descriptor_handle(&context, heap, 0)); + ID3D12GraphicsCommandList_SetComputeRoot32BitConstant(command_list, 2, + ARRAY_SIZE(buffer_data), 0); + ID3D12GraphicsCommandList_SetComputeRoot32BitConstant(command_list, 2, + ARRAY_SIZE(buffer_data2), 1); + ID3D12GraphicsCommandList_Dispatch(command_list, 1, 1, 1); + + for (i = 0; i < ARRAY_SIZE(output_buffers); ++i) + { + transition_resource_state(command_list, output_buffers[i], + D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); + } + + get_buffer_readback_with_command_list(output_buffers[0], DXGI_FORMAT_R32_UINT, &rb, queue, command_list); + for (i = 0; i < ARRAY_SIZE(buffer_data); ++i) + { + unsigned int value = get_readback_uint(&rb, i, 0); + ok(value == buffer_data[i], "Got %#x, expected %#x.\n", value, buffer_data[i]); + } + release_resource_readback(&rb); + reset_command_list(command_list, context.allocator); + get_buffer_readback_with_command_list(output_buffers[1], DXGI_FORMAT_R32_UINT, &rb, queue, command_list); + for (i = 0; i < ARRAY_SIZE(buffer_data2); ++i) + { + unsigned int value = get_readback_uint(&rb, i, 0); + ok(value == buffer_data2[i], "Got %#x, expected %#x.\n", value, buffer_data2[i]); + } + release_resource_readback(&rb); + + for (i = 0; i < ARRAY_SIZE(input_buffers); ++i) + ID3D12Resource_Release(input_buffers[i]); + for (i = 0; i < ARRAY_SIZE(output_buffers); ++i) + ID3D12Resource_Release(output_buffers[i]); + ID3D12DescriptorHeap_Release(heap); + destroy_test_context(&context); +} + static void test_update_root_descriptors(void) { D3D12_ROOT_SIGNATURE_DESC root_signature_desc; @@ -13135,6 +13336,7 @@ START_TEST(d3d12) run_test(test_root_constants); run_test(test_texture); run_test(test_descriptor_tables); + run_test(test_descriptor_tables_overlapping_bindings); run_test(test_update_root_descriptors); run_test(test_update_descriptor_tables); run_test(test_update_descriptor_heap_after_closing_command_list);