tests: Use helper functions to build top-level acceleration structures.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
This commit is contained in:
Hans-Kristian Arntzen 2021-08-26 16:05:28 +02:00
parent 17d5984c2c
commit af2d41f6f8
1 changed files with 13 additions and 65 deletions

View File

@ -471,9 +471,7 @@ void test_raytracing(void)
#define INSTANCE_GEOM_SCALE (0.5f)
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC postbuild_desc[3];
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO prebuild_info;
float sbt_colors[NUM_GEOM_DESC * NUM_UNMASKED_INSTANCES + 1][2];
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC build_info;
D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS inputs;
D3D12_RAYTRACING_GEOMETRY_DESC geom_desc[NUM_GEOM_DESC];
ID3D12Resource *bottom_acceleration_structures[3];
@ -482,7 +480,7 @@ void test_raytracing(void)
struct rt_acceleration_structure bottom_rtas;
D3D12_DESCRIPTOR_RANGE descriptor_ranges[2];
ID3D12GraphicsCommandList4 *command_list4;
D3D12_RESOURCE_BARRIER resource_barrier;
struct rt_acceleration_structure top_rtas;
D3D12_ROOT_PARAMETER root_parameters[2];
ID3D12GraphicsCommandList *command_list;
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
@ -491,7 +489,6 @@ void test_raytracing(void)
ID3D12DescriptorHeap *descriptor_heap;
ID3D12StateObject *rt_object_library;
ID3D12RootSignature *local_rs_table;
ID3D12Resource *scratch_buffer_top;
D3D12_DESCRIPTOR_RANGE table_range;
ID3D12Resource *postbuild_readback;
ID3D12Resource *sbt_colors_buffer;
@ -601,7 +598,6 @@ void test_raytracing(void)
}
/* Create instance buffer. One for every top-level entry into the AS. */
if (bottom_acceleration_structures[2])
{
D3D12_RAYTRACING_INSTANCE_DESC instance_desc[NUM_UNMASKED_INSTANCES + 1];
memset(instance_desc, 0, sizeof(instance_desc));
@ -627,11 +623,8 @@ void test_raytracing(void)
instance_buffer = create_upload_buffer(device, sizeof(instance_desc), instance_desc);
}
else
instance_buffer = NULL;
/* Create top AS */
if (bottom_acceleration_structures[0])
{
memset(&inputs, 0, sizeof(inputs));
memset(geom_desc, 0, sizeof(geom_desc));
@ -643,62 +636,17 @@ void test_raytracing(void)
inputs.Flags = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_TRACE |
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_ALLOW_COMPACTION;
ID3D12Device5_GetRaytracingAccelerationStructurePrebuildInfo(device5, &inputs, &prebuild_info);
create_acceleration_structure(&context, &inputs, &top_rtas,
ID3D12Resource_GetGPUVirtualAddress(postbuild_buffer) + 4 * sizeof(uint64_t));
scratch_buffer_top = create_default_buffer(device, prebuild_info.ScratchDataSizeInBytes,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
for (i = 0; i < ARRAY_SIZE(top_acceleration_structures); i++)
{
top_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_top && top_acceleration_structures[0])
{
memset(&build_info, 0, sizeof(build_info));
build_info.DestAccelerationStructureData = ID3D12Resource_GetGPUVirtualAddress(top_acceleration_structures[0]);
build_info.Inputs = inputs;
build_info.ScratchAccelerationStructureData = ID3D12Resource_GetGPUVirtualAddress(scratch_buffer_top);
postbuild_desc[0].InfoType = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_COMPACTED_SIZE;
postbuild_desc[0].DestBuffer = ID3D12Resource_GetGPUVirtualAddress(postbuild_buffer) + 4 * sizeof(uint64_t);
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);
resource_barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
resource_barrier.Flags = 0;
resource_barrier.UAV.pResource = top_acceleration_structures[0];
ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &resource_barrier);
/* Tests CLONE and COMPACTING copies. COMPACTING can never increase size, so it's safe to allocate up front.
* We test the compacted size later. */
ID3D12GraphicsCommandList4_CopyRaytracingAccelerationStructure(command_list4,
ID3D12Resource_GetGPUVirtualAddress(top_acceleration_structures[1]),
ID3D12Resource_GetGPUVirtualAddress(top_acceleration_structures[0]),
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_COPY_MODE_COMPACT);
resource_barrier.UAV.pResource = top_acceleration_structures[1];
ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &resource_barrier);
ID3D12GraphicsCommandList4_CopyRaytracingAccelerationStructure(command_list4,
ID3D12Resource_GetGPUVirtualAddress(top_acceleration_structures[2]),
ID3D12Resource_GetGPUVirtualAddress(top_acceleration_structures[1]),
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_COPY_MODE_CLONE);
resource_barrier.UAV.pResource = top_acceleration_structures[2];
ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &resource_barrier);
}
}
else
{
scratch_buffer_top = NULL;
memset(top_acceleration_structures, 0, sizeof(top_acceleration_structures));
/* Tests CLONE and COMPACTING copies. COMPACTING can never increase size, so it's safe to allocate up front.
* We test the compacted size later. */
top_acceleration_structures[0] = top_rtas.rtas;
ID3D12Resource_AddRef(top_rtas.rtas);
top_acceleration_structures[1] = duplicate_acceleration_structure(&context,
top_acceleration_structures[0], D3D12_RAYTRACING_ACCELERATION_STRUCTURE_COPY_MODE_COMPACT);
top_acceleration_structures[2] = duplicate_acceleration_structure(&context,
top_acceleration_structures[1], D3D12_RAYTRACING_ACCELERATION_STRUCTURE_COPY_MODE_CLONE);
}
/* Create global root signature. All RT shaders can access these parameters. */
@ -1274,6 +1222,8 @@ void test_raytracing(void)
ID3D12RootSignature_Release(global_rs);
ID3D12RootSignature_Release(local_rs);
ID3D12RootSignature_Release(local_rs_table);
destroy_acceleration_structure(&top_rtas);
for (i = 0; i < ARRAY_SIZE(top_acceleration_structures); i++)
if (top_acceleration_structures[i])
ID3D12Resource_Release(top_acceleration_structures[i]);
@ -1283,8 +1233,6 @@ void test_raytracing(void)
if (bottom_acceleration_structures[i])
ID3D12Resource_Release(bottom_acceleration_structures[i]);
if (scratch_buffer_top)
ID3D12Resource_Release(scratch_buffer_top);
if (rt_pso)
ID3D12StateObject_Release(rt_pso);
if (rt_object_library)