vkd3d/tests: Add tests for predicated rendering.

Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Conor McCarthy 2019-06-15 23:54:47 +04:30 committed by Alexandre Julliard
parent 901fb7e798
commit b6e35378fc
1 changed files with 366 additions and 0 deletions

View File

@ -30470,6 +30470,371 @@ static void test_early_depth_stencil_tests(void)
destroy_test_context(&context);
}
static void prepare_instanced_draw(struct test_context *context)
{
ID3D12GraphicsCommandList *command_list = context->list;
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context->rtv, FALSE, NULL);
ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context->root_signature);
ID3D12GraphicsCommandList_SetPipelineState(command_list, context->pipeline_state);
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context->viewport);
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context->scissor_rect);
}
static void test_conditional_rendering(void)
{
D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
ID3D12CommandSignature *command_signature;
ID3D12GraphicsCommandList *command_list;
D3D12_ROOT_PARAMETER root_parameters[2];
ID3D12Resource *texture, *texture_copy;
ID3D12PipelineState *pipeline_state;
ID3D12RootSignature *root_signature;
struct test_context context;
ID3D12Resource *buffer, *cb;
struct resource_readback rb;
ID3D12Resource *conditions;
ID3D12CommandQueue *queue;
unsigned int i;
uint32_t value;
HRESULT hr;
static const uint64_t predicate_args[] = {0, 1, (uint64_t)1 << 32};
static const uint32_t r8g8b8a8_data[] = {0x28384858, 0x39495969};
static const D3D12_DRAW_ARGUMENTS draw_args = {3, 1, 0, 0};
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
static const float green[] = {0.0f, 1.0f, 0.0f, 1.0f};
static const uint32_t init_value = 0xdeadbeef;
static const D3D12_SUBRESOURCE_DATA copy_data[] =
{
{&r8g8b8a8_data[0], sizeof(r8g8b8a8_data[0]), sizeof(r8g8b8a8_data[0])},
{&r8g8b8a8_data[1], sizeof(r8g8b8a8_data[1]), sizeof(r8g8b8a8_data[1])}
};
static const DWORD cs_code[] =
{
#if 0
cbuffer cb
{
unsigned int offset;
unsigned int value;
};
RWByteAddressBuffer b;
[numthreads(1, 1, 1)]
void main()
{
b.Store(4 * offset, value);
}
#endif
0x43425844, 0xaadc5460, 0x88c27e90, 0x2acacf4e, 0x4e06019a, 0x00000001, 0x000000d8, 0x00000003,
0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000084, 0x00050050, 0x00000021, 0x0100086a,
0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300009d, 0x0011e000, 0x00000000, 0x02000068,
0x00000001, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x08000029, 0x00100012, 0x00000000,
0x0020800a, 0x00000000, 0x00000000, 0x00004001, 0x00000002, 0x080000a6, 0x0011e012, 0x00000000,
0x0010000a, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0100003e,
};
static const struct
{
uint32_t offset;
uint32_t value;
uint32_t uav_offset;
}
input = {0, 4, 0};
if (!init_test_context(&context, NULL))
return;
command_list = context.list;
queue = context.queue;
conditions = create_default_buffer(context.device, sizeof(predicate_args),
D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
upload_buffer_data(conditions, 0, sizeof(predicate_args), &predicate_args, queue, command_list);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, conditions,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PREDICATION);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
/* Skip draw on zero. */
prepare_instanced_draw(&context);
ID3D12GraphicsCommandList_SetPredication(command_list, conditions, 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xffffffff, 0);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
/* Skip draw on non-zero. */
prepare_instanced_draw(&context);
ID3D12GraphicsCommandList_SetPredication(command_list, conditions,
sizeof(uint64_t), D3D12_PREDICATION_OP_NOT_EQUAL_ZERO);
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
/* Don't reset predication to test automatic reset on next SetPredication() call. */
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xffffffff, 0);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
/* Skip clear on zero. */
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
ID3D12GraphicsCommandList_SetPredication(command_list, conditions, 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, green, 0, NULL);
ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list);
todo check_readback_data_uint(&rb, NULL, 0xffffffff, 0);
release_resource_readback(&rb);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
/* Draw on zero. */
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
prepare_instanced_draw(&context);
ID3D12GraphicsCommandList_SetPredication(command_list, conditions, 0, D3D12_PREDICATION_OP_NOT_EQUAL_ZERO);
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
/* Draw on non-zero. */
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
prepare_instanced_draw(&context);
ID3D12GraphicsCommandList_SetPredication(command_list, conditions,
sizeof(uint64_t), D3D12_PREDICATION_OP_EQUAL_ZERO);
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
/* 64-bit conditional 0x100000000 - fails due to Vulkan 32-bit values. */
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
prepare_instanced_draw(&context);
ID3D12GraphicsCommandList_SetPredication(command_list, conditions,
2 * sizeof(uint64_t), D3D12_PREDICATION_OP_NOT_EQUAL_ZERO);
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list);
todo check_readback_data_uint(&rb, NULL, 0xffffffff, 0);
release_resource_readback(&rb);
reset_command_list(command_list, context.allocator);
/* ExecuteIndirect(). */
buffer = create_upload_buffer(context.device, sizeof(draw_args), &draw_args);
command_signature = create_command_signature(context.device, D3D12_INDIRECT_ARGUMENT_TYPE_DRAW);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
prepare_instanced_draw(&context);
/* Skip. */
ID3D12GraphicsCommandList_SetPredication(command_list, conditions, 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
ID3D12GraphicsCommandList_ExecuteIndirect(command_list, command_signature, 1, buffer, 0, NULL, 0);
ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xffffffff, 0);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
prepare_instanced_draw(&context);
/* Draw. */
ID3D12GraphicsCommandList_SetPredication(command_list, conditions, 0, D3D12_PREDICATION_OP_NOT_EQUAL_ZERO);
ID3D12GraphicsCommandList_ExecuteIndirect(command_list, command_signature, 1, buffer, 0, NULL, 0);
ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0);
ID3D12Resource_Release(buffer);
ID3D12CommandSignature_Release(command_signature);
reset_command_list(command_list, context.allocator);
/* CopyResource(). */
texture = create_default_texture(context.device,
1, 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D12_RESOURCE_STATE_COPY_DEST);
upload_texture_data(texture, &copy_data[0], 1, queue, command_list);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, texture,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
texture_copy = create_default_texture(context.device,
1, 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D12_RESOURCE_STATE_COPY_DEST);
upload_texture_data(texture_copy, &copy_data[1], 1, queue, command_list);
reset_command_list(command_list, context.allocator);
/* Skip. */
ID3D12GraphicsCommandList_SetPredication(command_list, conditions, 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
ID3D12GraphicsCommandList_CopyResource(command_list, texture_copy, texture);
ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0);
transition_resource_state(command_list, texture_copy,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_texture_readback_with_command_list(texture_copy, 0, &rb, queue, command_list);
todo check_readback_data_uint(&rb, NULL, r8g8b8a8_data[1], 0);
release_resource_readback(&rb);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, texture_copy,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_COPY_DEST);
/* Copy. */
ID3D12GraphicsCommandList_SetPredication(command_list, conditions, 0, D3D12_PREDICATION_OP_NOT_EQUAL_ZERO);
ID3D12GraphicsCommandList_CopyResource(command_list, texture_copy, texture);
ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0);
transition_resource_state(command_list, texture_copy,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_uint(texture_copy, 0, queue, command_list, r8g8b8a8_data[0], 0);
/* ResolveSubresource(). */
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, texture_copy,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_COPY_DEST);
upload_texture_data(texture_copy, &copy_data[1], 1, queue, command_list);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, texture_copy,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RESOLVE_DEST);
transition_resource_state(command_list, texture,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
/* Skip. */
ID3D12GraphicsCommandList_SetPredication(command_list, conditions, 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
ID3D12GraphicsCommandList_ResolveSubresource(command_list,
texture_copy, 0, texture, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0);
transition_resource_state(command_list, texture_copy,
D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_texture_readback_with_command_list(texture_copy, 0, &rb, queue, command_list);
todo check_readback_data_uint(&rb, NULL, r8g8b8a8_data[1], 0);
release_resource_readback(&rb);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, texture_copy,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RESOLVE_DEST);
/* Resolve. */
ID3D12GraphicsCommandList_SetPredication(command_list, conditions, 0, D3D12_PREDICATION_OP_NOT_EQUAL_ZERO);
ID3D12GraphicsCommandList_ResolveSubresource(command_list,
texture_copy, 0, texture, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0);
transition_resource_state(command_list, texture_copy,
D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_uint(texture_copy, 0, queue, command_list, r8g8b8a8_data[0], 0);
reset_command_list(command_list, context.allocator);
/* Dispatch(). */
cb = create_upload_buffer(context.device, sizeof(input), &input);
buffer = create_default_buffer(context.device, 512,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST);
upload_buffer_data(buffer, 0, sizeof(uint32_t), &init_value, queue, command_list);
reset_command_list(command_list, context.allocator);
transition_sub_resource_state(command_list, buffer, 0,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
root_parameters[0].Descriptor.ShaderRegister = 0;
root_parameters[0].Descriptor.RegisterSpace = 0;
root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV;
root_parameters[1].Descriptor.ShaderRegister = 0;
root_parameters[1].Descriptor.RegisterSpace = 0;
root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
memset(&root_signature_desc, 0, sizeof(root_signature_desc));
root_signature_desc.NumParameters = 2;
root_signature_desc.pParameters = root_parameters;
hr = create_root_signature(context.device, &root_signature_desc, &root_signature);
ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
pipeline_state = create_compute_pipeline_state(context.device, root_signature,
shader_bytecode(cs_code, sizeof(cs_code)));
for (i = 0; i < 2; ++i)
{
ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state);
ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature);
ID3D12GraphicsCommandList_SetComputeRootConstantBufferView(command_list,
0, ID3D12Resource_GetGPUVirtualAddress(cb));
ID3D12GraphicsCommandList_SetComputeRootUnorderedAccessView(command_list,
1, ID3D12Resource_GetGPUVirtualAddress(buffer));
ID3D12GraphicsCommandList_SetPredication(command_list, conditions, i * sizeof(uint64_t),
D3D12_PREDICATION_OP_EQUAL_ZERO);
ID3D12GraphicsCommandList_Dispatch(command_list, 1, 1, 1);
ID3D12GraphicsCommandList_SetPredication(command_list, NULL, 0, 0);
transition_sub_resource_state(command_list, buffer, 0,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_buffer_readback_with_command_list(buffer, DXGI_FORMAT_R32_UINT, &rb, queue, command_list);
value = get_readback_uint(&rb, 0, 0, 0);
ok(value == (!i ? init_value : input.value), "Got %#x, expected %#x.\n", value, input.value);
release_resource_readback(&rb);
reset_command_list(command_list, context.allocator);
transition_sub_resource_state(command_list, buffer, 0,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
}
ID3D12Resource_Release(texture);
ID3D12Resource_Release(texture_copy);
ID3D12Resource_Release(conditions);
ID3D12Resource_Release(cb);
ID3D12Resource_Release(buffer);
ID3D12RootSignature_Release(root_signature);
ID3D12PipelineState_Release(pipeline_state);
destroy_test_context(&context);
}
START_TEST(d3d12)
{
parse_args(argc, argv);
@ -30629,4 +30994,5 @@ START_TEST(d3d12)
run_test(test_queue_wait);
run_test(test_graphics_compute_queue_synchronization);
run_test(test_early_depth_stencil_tests);
run_test(test_conditional_rendering);
}