tests: Add exploratory test for accessing root descriptors with overflow.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
This commit is contained in:
Hans-Kristian Arntzen 2022-05-31 15:41:48 +02:00
parent 2953ef8688
commit c2746452f1
2 changed files with 166 additions and 1 deletions

View File

@ -5118,4 +5118,168 @@ void test_uav_3d_sliced_view(void)
ID3D12PipelineState_Release(pso_poison);
ID3D12DescriptorHeap_Release(heap);
destroy_test_context(&context);
}
}
void test_root_descriptor_offset_sign(void)
{
/* Exploratory test in nature. Will likely crash GPU if not on native drivers. Tweak ifdef to run it. */
#if 1
skip("Skipping exploratory test for root descriptor over/underflow test.\n");
#else
ID3D12RootSignature *root_signature;
D3D12_ROOT_PARAMETER root_params[3];
D3D12_ROOT_SIGNATURE_DESC rs_desc;
ID3D12Resource *output_buffer;
ID3D12Resource *input_buffer;
struct resource_readback rb;
struct test_context context;
ID3D12PipelineState *pso;
uint32_t values[4];
unsigned int i;
static const BYTE cs_code_dxil[] =
{
#if 0
RWStructuredBuffer<uint4> RW : register(u0);
StructuredBuffer<uint> R0 : register(t0);
ByteAddressBuffer R1 : register(t1);
[numthreads(1, 1, 1)]
void main()
{
uint a = R0[-1]; // Negative index
uint b = R0[1u << 30]; // offset 4 GB. Does it overflow back to 0?
uint c = R1.Load(-4); // Negative offset
uint d = R1.Load(0);
RW[0] = uint4(a, b, c, d);
}
#endif
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};
static const D3D12_SHADER_BYTECODE cs_code = SHADER_BYTECODE(cs_code_dxil);
static const uint32_t test_data[] = { 0, 1, 2, 3, 4, 5, 6, 7 };
memset(&rs_desc, 0, sizeof(rs_desc));
rs_desc.NumParameters = ARRAY_SIZE(root_params);
rs_desc.pParameters = root_params;
memset(root_params, 0, sizeof(root_params));
root_params[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
root_params[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV;
root_params[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
root_params[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
root_params[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
root_params[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
root_params[2].Descriptor.ShaderRegister = 1;
if (!init_compute_test_context(&context))
return;
if (!context_supports_dxil(&context))
{
destroy_test_context(&context);
return;
}
input_buffer = create_upload_buffer(context.device, sizeof(test_data), test_data);
output_buffer = create_default_buffer(context.device, 16,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
create_root_signature(context.device, &rs_desc, &root_signature);
pso = create_compute_pipeline_state(context.device, root_signature, cs_code);
ID3D12GraphicsCommandList_SetPipelineState(context.list, pso);
ID3D12GraphicsCommandList_SetComputeRootSignature(context.list, root_signature);
ID3D12GraphicsCommandList_SetComputeRootUnorderedAccessView(context.list, 0,
ID3D12Resource_GetGPUVirtualAddress(output_buffer));
ID3D12GraphicsCommandList_SetComputeRootShaderResourceView(context.list, 1,
ID3D12Resource_GetGPUVirtualAddress(input_buffer) + 16);
ID3D12GraphicsCommandList_SetComputeRootShaderResourceView(context.list, 2,
ID3D12Resource_GetGPUVirtualAddress(input_buffer) + 16);
ID3D12GraphicsCommandList_Dispatch(context.list, 1, 1, 1);
transition_resource_state(context.list, output_buffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_buffer_readback_with_command_list(output_buffer, DXGI_FORMAT_R32_UINT, &rb, context.queue, context.list);
for (i = 0; i < 4; i++)
values[i] = get_readback_uint(&rb, i, 0, 0);
skip("Got structured access [-1] = #%x\n", values[0]);
skip("Got structured access [1u << 30] = #%x\n", values[1]);
skip("Got byte address [-4] = #%x\n", values[2]);
skip("Got byte address [0] = #%x\n", values[3]);
/* Observed on AMD:
test_root_descriptor_offset_sign:5262: Test skipped: Got structured access [-1] = #4b416743 <-- Garbage. Likely we accessed garbage memory way out at (4 * UINT_MAX) & UINT_MAX offset.
test_root_descriptor_offset_sign:5263: Test skipped: Got structured access [1u << 30] = #4 <-- Suggests 32-bit uint offset.
test_root_descriptor_offset_sign:5264: Test skipped: Got byte address [-4] = #0 <-- Suggests we hit robustness for driver generated descriptor.
test_root_descriptor_offset_sign:5265: Test skipped: Got byte address [0] = #4
*/
/* Observed on NV: Blue screen of death (?!?!). */
/* Observed on Intel: All 0. Likely faulted and terminated the dispatch before we could write results. */
ID3D12RootSignature_Release(root_signature);
ID3D12PipelineState_Release(pso);
ID3D12Resource_Release(input_buffer);
ID3D12Resource_Release(output_buffer);
release_resource_readback(&rb);
destroy_test_context(&context);
#endif
}

View File

@ -305,3 +305,4 @@ decl_test(test_amplification_shader);
decl_test(test_advanced_cbv_layout);
decl_test(test_shader_waveop_maximal_convergence);
decl_test(test_uav_3d_sliced_view);
decl_test(test_root_descriptor_offset_sign);