723 lines
32 KiB
C
723 lines
32 KiB
C
/*
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* Copyright 2016-2017 Józef Kucia for CodeWeavers
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* Copyright 2020-2021 Philip Rebohle for Valve Corporation
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* Copyright 2020-2021 Joshua Ashton for Valve Corporation
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* Copyright 2020-2021 Hans-Kristian Arntzen for Valve Corporation
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#define VKD3D_DBG_CHANNEL VKD3D_DBG_CHANNEL_API
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#include "d3d12_crosstest.h"
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void test_create_query_heap(void)
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{
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ID3D12Device *device;
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D3D12_QUERY_HEAP_DESC heap_desc;
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ID3D12QueryHeap *query_heap;
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ULONG refcount;
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unsigned int i;
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HRESULT hr;
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static const D3D12_QUERY_HEAP_TYPE types[] =
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{
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D3D12_QUERY_HEAP_TYPE_OCCLUSION,
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D3D12_QUERY_HEAP_TYPE_TIMESTAMP,
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D3D12_QUERY_HEAP_TYPE_PIPELINE_STATISTICS,
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};
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if (!(device = create_device()))
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{
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skip("Failed to create device.\n");
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return;
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}
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for (i = 0; i < ARRAY_SIZE(types); ++i)
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{
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heap_desc.Type = types[i];
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heap_desc.Count = 1;
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heap_desc.NodeMask = 0;
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hr = ID3D12Device_CreateQueryHeap(device, &heap_desc, &IID_ID3D12QueryHeap, (void **)&query_heap);
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ok(hr == S_OK, "Failed to create query heap, type %u, hr %#x.\n", types[i], hr);
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ID3D12QueryHeap_Release(query_heap);
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}
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heap_desc.Type = D3D12_QUERY_HEAP_TYPE_SO_STATISTICS;
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heap_desc.Count = 1;
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heap_desc.NodeMask = 0;
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hr = ID3D12Device_CreateQueryHeap(device, &heap_desc, &IID_ID3D12QueryHeap, (void **)&query_heap);
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if (hr != E_NOTIMPL)
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{
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ok(hr == S_OK, "Failed to create query heap, type %u, hr %#x.\n", heap_desc.Type, hr);
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ID3D12QueryHeap_Release(query_heap);
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}
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else
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{
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skip("Stream output is not supported.\n");
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}
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refcount = ID3D12Device_Release(device);
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ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
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}
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void test_query_timestamp(void)
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{
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uint64_t timestamps[4], timestamp_frequency, timestamp_diff, time_diff;
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ID3D12GraphicsCommandList *command_list;
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D3D12_QUERY_HEAP_DESC heap_desc;
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struct test_context_desc desc;
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ID3D12QueryHeap *query_heap;
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struct resource_readback rb;
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struct test_context context;
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time_t time_start, time_end;
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ID3D12CommandQueue *queue;
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ID3D12Resource *resource;
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ID3D12Device *device;
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unsigned int i;
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HRESULT hr;
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time_start = time(NULL);
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memset(&desc, 0, sizeof(desc));
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desc.no_render_target = true;
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if (!init_test_context(&context, &desc))
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return;
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device = context.device;
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command_list = context.list;
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queue = context.queue;
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hr = ID3D12CommandQueue_GetTimestampFrequency(queue, ×tamp_frequency);
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ok(SUCCEEDED(hr), "Failed to get timestamp frequency, hr %#x.\n", hr);
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heap_desc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
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heap_desc.Count = ARRAY_SIZE(timestamps);
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heap_desc.NodeMask = 0;
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hr = ID3D12Device_CreateQueryHeap(device, &heap_desc, &IID_ID3D12QueryHeap, (void **)&query_heap);
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ok(SUCCEEDED(hr), "Failed to create query heap, type %u, hr %#x.\n", heap_desc.Type, hr);
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resource = create_readback_buffer(device, sizeof(timestamps));
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for (i = 0; i < ARRAY_SIZE(timestamps); ++i)
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ID3D12GraphicsCommandList_EndQuery(command_list, query_heap, D3D12_QUERY_TYPE_TIMESTAMP, i);
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ID3D12GraphicsCommandList_ResolveQueryData(command_list, query_heap,
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D3D12_QUERY_TYPE_TIMESTAMP, 0, 1, resource, 0);
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ID3D12GraphicsCommandList_ResolveQueryData(command_list, query_heap,
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D3D12_QUERY_TYPE_TIMESTAMP, 1, 3, resource, sizeof(uint64_t));
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get_buffer_readback_with_command_list(resource, DXGI_FORMAT_UNKNOWN, &rb, queue, command_list);
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time_end = time(NULL) + 1;
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for (i = 0; i < ARRAY_SIZE(timestamps); ++i)
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timestamps[i] = get_readback_uint64(&rb, i, 0);
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for (i = 0; i < ARRAY_SIZE(timestamps) - 1; ++i)
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{
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ok(timestamps[i] <= timestamps[i + 1], "Expected timestamps to monotonically increase, "
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"but got %"PRIu64" > %"PRIu64".\n", timestamps[i], timestamps[i + 1]);
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}
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time_diff = (uint64_t)difftime(time_end, time_start) * timestamp_frequency;
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timestamp_diff = timestamps[ARRAY_SIZE(timestamps) - 1] - timestamps[0];
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ok(timestamp_diff <= time_diff, "Expected timestamp difference to be bounded by CPU time difference, "
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"but got %"PRIu64" > %"PRIu64".\n", timestamp_diff, time_diff);
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release_resource_readback(&rb);
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ID3D12QueryHeap_Release(query_heap);
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ID3D12Resource_Release(resource);
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destroy_test_context(&context);
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}
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void test_query_pipeline_statistics(void)
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{
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D3D12_QUERY_DATA_PIPELINE_STATISTICS *pipeline_statistics;
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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ID3D12GraphicsCommandList *command_list;
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struct test_context context;
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ID3D12CommandQueue *queue;
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ID3D12Device *device;
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D3D12_QUERY_HEAP_DESC heap_desc;
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ID3D12QueryHeap *query_heap;
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ID3D12Resource *resource;
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struct resource_readback rb;
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unsigned int pixel_count, i;
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HRESULT hr;
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if (!init_test_context(&context, NULL))
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return;
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device = context.device;
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command_list = context.list;
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queue = context.queue;
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heap_desc.Type = D3D12_QUERY_HEAP_TYPE_PIPELINE_STATISTICS;
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heap_desc.Count = 2;
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heap_desc.NodeMask = 0;
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hr = ID3D12Device_CreateQueryHeap(device, &heap_desc, &IID_ID3D12QueryHeap, (void **)&query_heap);
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ok(SUCCEEDED(hr), "Failed to create query heap, type %u, hr %#x.\n", heap_desc.Type, hr);
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resource = create_readback_buffer(device, 2 * sizeof(struct D3D12_QUERY_DATA_PIPELINE_STATISTICS));
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/* First query: do nothing. */
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ID3D12GraphicsCommandList_BeginQuery(command_list, query_heap, D3D12_QUERY_TYPE_PIPELINE_STATISTICS, 0);
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ID3D12GraphicsCommandList_EndQuery(command_list, query_heap, D3D12_QUERY_TYPE_PIPELINE_STATISTICS, 0);
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ID3D12GraphicsCommandList_ResolveQueryData(command_list, query_heap, D3D12_QUERY_TYPE_PIPELINE_STATISTICS, 0, 1,
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resource, 0);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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/* Second query: draw something simple. */
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ID3D12GraphicsCommandList_BeginQuery(command_list, query_heap, D3D12_QUERY_TYPE_PIPELINE_STATISTICS, 1);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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ID3D12GraphicsCommandList_EndQuery(command_list, query_heap, D3D12_QUERY_TYPE_PIPELINE_STATISTICS, 1);
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ID3D12GraphicsCommandList_ResolveQueryData(command_list, query_heap, D3D12_QUERY_TYPE_PIPELINE_STATISTICS, 1, 1,
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resource, sizeof(struct D3D12_QUERY_DATA_PIPELINE_STATISTICS));
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get_buffer_readback_with_command_list(resource, DXGI_FORMAT_UNKNOWN, &rb, queue, command_list);
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for (i = 0; i < sizeof(struct D3D12_QUERY_DATA_PIPELINE_STATISTICS) / sizeof(uint64_t); ++i)
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{
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uint64_t value = get_readback_uint64(&rb, i, 0);
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ok(!value, "Element %d: Got %"PRIu64", expected 0.\n", i, value);
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}
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pipeline_statistics = get_readback_data(&rb, 1, 0, 0, sizeof(*pipeline_statistics));
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/* We read 3 vertices that formed one primitive. */
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ok(pipeline_statistics->IAVertices == 3, "IAVertices: Got %"PRIu64", expected 3.\n",
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pipeline_statistics->IAVertices);
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ok(pipeline_statistics->IAPrimitives == 1, "IAPrimitives: Got %"PRIu64", expected 1.\n",
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pipeline_statistics->IAPrimitives);
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ok(pipeline_statistics->VSInvocations == 3, "VSInvocations: Got %"PRIu64", expected 3.\n",
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pipeline_statistics->VSInvocations);
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/* No geometry shader output primitives.
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* Depending on the graphics card, the geometry shader might still have been invoked, so
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* GSInvocations might be whatever. */
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ok(pipeline_statistics->GSPrimitives == 0, "GSPrimitives: Got %"PRIu64", expected 0.\n",
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pipeline_statistics->GSPrimitives);
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/* One primitive sent to the rasterizer, but it might have been broken up into smaller pieces then. */
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ok(pipeline_statistics->CInvocations == 1, "CInvocations: Got %"PRIu64", expected 1.\n",
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pipeline_statistics->CInvocations);
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ok(pipeline_statistics->CPrimitives > 0, "CPrimitives: Got %"PRIu64", expected > 0.\n",
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pipeline_statistics->CPrimitives);
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/* Exact number of pixel shader invocations depends on the graphics card. */
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pixel_count = context.render_target_desc.Width * context.render_target_desc.Height;
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ok(pipeline_statistics->PSInvocations >= pixel_count, "PSInvocations: Got %"PRIu64", expected >= %u.\n",
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pipeline_statistics->PSInvocations, pixel_count);
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/* We used no tessellation or compute shaders at all. */
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ok(pipeline_statistics->HSInvocations == 0, "HSInvocations: Got %"PRIu64", expected 0.\n",
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pipeline_statistics->HSInvocations);
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ok(pipeline_statistics->DSInvocations == 0, "DSInvocations: Got %"PRIu64", expected 0.\n",
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pipeline_statistics->DSInvocations);
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ok(pipeline_statistics->CSInvocations == 0, "CSInvocations: Got %"PRIu64", expected 0.\n",
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pipeline_statistics->CSInvocations);
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release_resource_readback(&rb);
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ID3D12QueryHeap_Release(query_heap);
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ID3D12Resource_Release(resource);
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destroy_test_context(&context);
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}
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void test_query_occlusion(void)
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{
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struct test_context_desc desc;
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ID3D12GraphicsCommandList *command_list;
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struct test_context context;
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ID3D12CommandQueue *queue;
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ID3D12Device *device;
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struct depth_stencil_resource ds;
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
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D3D12_QUERY_HEAP_DESC heap_desc;
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ID3D12QueryHeap *query_heap;
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ID3D12Resource *resource;
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struct resource_readback rb;
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unsigned int i;
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HRESULT hr;
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static const DWORD ps_code[] =
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{
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#if 0
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float depth;
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float main() : SV_Depth
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{
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return depth;
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}
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#endif
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0x43425844, 0x91af6cd0, 0x7e884502, 0xcede4f54, 0x6f2c9326, 0x00000001, 0x000000b0, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0xffffffff,
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0x00000e01, 0x445f5653, 0x68747065, 0xababab00, 0x52444853, 0x00000038, 0x00000040, 0x0000000e,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x02000065, 0x0000c001, 0x05000036, 0x0000c001,
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0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
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static const struct
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{
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D3D12_QUERY_TYPE type;
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bool draw;
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float clear_depth;
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float depth;
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}
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tests[] =
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{
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{D3D12_QUERY_TYPE_OCCLUSION, false, 1.0f, 0.5f},
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{D3D12_QUERY_TYPE_OCCLUSION, true, 1.0f, 0.5f},
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{D3D12_QUERY_TYPE_BINARY_OCCLUSION, false, 1.0f, 0.5f},
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{D3D12_QUERY_TYPE_BINARY_OCCLUSION, true, 1.0f, 0.5f},
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{D3D12_QUERY_TYPE_OCCLUSION, false, 0.0f, 0.5f},
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{D3D12_QUERY_TYPE_OCCLUSION, true, 0.0f, 0.5f},
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{D3D12_QUERY_TYPE_BINARY_OCCLUSION, false, 0.0f, 0.5f},
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{D3D12_QUERY_TYPE_BINARY_OCCLUSION, true, 0.0f, 0.5f},
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};
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memset(&desc, 0, sizeof(desc));
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desc.no_render_target = true;
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if (!init_test_context(&context, &desc))
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return;
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device = context.device;
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command_list = context.list;
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queue = context.queue;
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init_depth_stencil(&ds, context.device, 640, 480, 1, 1, DXGI_FORMAT_D32_FLOAT, 0, NULL);
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set_viewport(&context.viewport, 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 1.0f);
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set_rect(&context.scissor_rect, 0, 0, 640, 480);
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context.root_signature = create_32bit_constants_root_signature(context.device,
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0, 1, D3D12_SHADER_VISIBILITY_PIXEL);
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init_pipeline_state_desc(&pso_desc, context.root_signature, 0, NULL, &ps, NULL);
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pso_desc.NumRenderTargets = 0;
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pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT;
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pso_desc.DepthStencilState.DepthEnable = true;
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pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
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pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(SUCCEEDED(hr), "Failed to create graphics pipeline state, hr %#x.\n", hr);
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heap_desc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
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heap_desc.Count = ARRAY_SIZE(tests);
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heap_desc.NodeMask = 0;
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hr = ID3D12Device_CreateQueryHeap(device, &heap_desc, &IID_ID3D12QueryHeap, (void **)&query_heap);
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ok(SUCCEEDED(hr), "Failed to create query heap, type %u, hr %#x.\n", heap_desc.Type, hr);
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resource = create_readback_buffer(device, ARRAY_SIZE(tests) * sizeof(uint64_t));
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 0, NULL, false, &ds.dsv_handle);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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vkd3d_test_set_context("Test %u", i);
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ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
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D3D12_CLEAR_FLAG_DEPTH, tests[i].clear_depth, 0, 0, NULL);
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ID3D12GraphicsCommandList_BeginQuery(command_list, query_heap, tests[i].type, i);
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if (tests[i].draw)
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{
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 1, &tests[i].depth, 0);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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}
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ID3D12GraphicsCommandList_EndQuery(command_list, query_heap, tests[i].type, i);
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ID3D12GraphicsCommandList_ResolveQueryData(command_list, query_heap, tests[i].type, i, 1,
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resource, i * sizeof(uint64_t));
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}
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vkd3d_test_set_context(NULL);
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get_buffer_readback_with_command_list(resource, DXGI_FORMAT_UNKNOWN, &rb, queue, command_list);
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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const bool samples_passed = tests[i].draw && tests[i].clear_depth > tests[i].depth;
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const uint64_t result = get_readback_uint64(&rb, i, 0);
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uint64_t expected_result;
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if (tests[i].type == D3D12_QUERY_TYPE_BINARY_OCCLUSION)
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expected_result = samples_passed ? 1 : 0;
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else
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expected_result = samples_passed ? 640 * 480 : 0;
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ok(result == expected_result, "Test %u: Got unexpected result %"PRIu64".\n", i, result);
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}
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release_resource_readback(&rb);
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ID3D12QueryHeap_Release(query_heap);
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ID3D12Resource_Release(resource);
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destroy_depth_stencil(&ds);
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destroy_test_context(&context);
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}
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void test_resolve_non_issued_query_data(void)
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{
|
|
static const uint64_t initial_data[] = {0xdeadbeef, 0xdeadbeef, 0xdeadbabe, 0xdeadbeef};
|
|
ID3D12Resource *readback_buffer, *upload_buffer;
|
|
ID3D12GraphicsCommandList *command_list;
|
|
D3D12_QUERY_HEAP_DESC heap_desc;
|
|
struct test_context_desc desc;
|
|
ID3D12QueryHeap *query_heap;
|
|
struct resource_readback rb;
|
|
struct test_context context;
|
|
ID3D12CommandQueue *queue;
|
|
ID3D12Device *device;
|
|
uint64_t *timestamps;
|
|
HRESULT hr;
|
|
|
|
memset(&desc, 0, sizeof(desc));
|
|
desc.no_render_target = true;
|
|
if (!init_test_context(&context, &desc))
|
|
return;
|
|
device = context.device;
|
|
command_list = context.list;
|
|
queue = context.queue;
|
|
|
|
heap_desc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
|
|
heap_desc.Count = ARRAY_SIZE(initial_data);
|
|
heap_desc.NodeMask = 0;
|
|
hr = ID3D12Device_CreateQueryHeap(device, &heap_desc, &IID_ID3D12QueryHeap, (void **)&query_heap);
|
|
ok(SUCCEEDED(hr), "Failed to create query heap, hr %#x.\n", hr);
|
|
|
|
readback_buffer = create_readback_buffer(device, sizeof(initial_data));
|
|
upload_buffer = create_upload_buffer(context.device, sizeof(initial_data), initial_data);
|
|
|
|
ID3D12GraphicsCommandList_EndQuery(command_list, query_heap, D3D12_QUERY_TYPE_TIMESTAMP, 0);
|
|
ID3D12GraphicsCommandList_CopyResource(command_list, readback_buffer, upload_buffer);
|
|
ID3D12GraphicsCommandList_EndQuery(command_list, query_heap, D3D12_QUERY_TYPE_TIMESTAMP, 3);
|
|
ID3D12GraphicsCommandList_ResolveQueryData(command_list, query_heap,
|
|
D3D12_QUERY_TYPE_TIMESTAMP, 0, 4, readback_buffer, 0);
|
|
|
|
get_buffer_readback_with_command_list(readback_buffer, DXGI_FORMAT_UNKNOWN, &rb, queue, command_list);
|
|
timestamps = get_readback_data(&rb, 0, 0, 0, sizeof(*timestamps));
|
|
ok(timestamps[0] != initial_data[0] && timestamps[0] > 0,
|
|
"Got unexpected timestamp %#"PRIx64".\n", timestamps[0]);
|
|
todo ok(!timestamps[1], "Got unexpected timestamp %#"PRIx64".\n", timestamps[1]);
|
|
todo ok(!timestamps[2], "Got unexpected timestamp %#"PRIx64".\n", timestamps[2]);
|
|
ok(timestamps[3] != initial_data[3] && timestamps[3] > 0,
|
|
"Got unexpected timestamp %#"PRIx64".\n", timestamps[3]);
|
|
release_resource_readback(&rb);
|
|
|
|
ID3D12QueryHeap_Release(query_heap);
|
|
ID3D12Resource_Release(readback_buffer);
|
|
ID3D12Resource_Release(upload_buffer);
|
|
destroy_test_context(&context);
|
|
}
|
|
|
|
void test_resolve_query_data_in_different_command_list(void)
|
|
{
|
|
ID3D12GraphicsCommandList *command_list;
|
|
D3D12_QUERY_HEAP_DESC heap_desc;
|
|
ID3D12Resource *readback_buffer;
|
|
struct resource_readback rb;
|
|
ID3D12QueryHeap *query_heap;
|
|
struct test_context context;
|
|
ID3D12CommandQueue *queue;
|
|
ID3D12Device *device;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
const unsigned int readback_buffer_capacity = 4;
|
|
|
|
if (!init_test_context(&context, NULL))
|
|
return;
|
|
device = context.device;
|
|
command_list = context.list;
|
|
queue = context.queue;
|
|
|
|
heap_desc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
|
|
heap_desc.Count = 1;
|
|
heap_desc.NodeMask = 0;
|
|
hr = ID3D12Device_CreateQueryHeap(device, &heap_desc, &IID_ID3D12QueryHeap, (void **)&query_heap);
|
|
ok(SUCCEEDED(hr), "Failed to create query heap, hr %#x.\n", hr);
|
|
|
|
readback_buffer = create_readback_buffer(device, readback_buffer_capacity * sizeof(uint64_t));
|
|
|
|
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
|
|
|
|
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);
|
|
|
|
ID3D12GraphicsCommandList_BeginQuery(command_list, query_heap, D3D12_QUERY_TYPE_OCCLUSION, 0);
|
|
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
|
|
ID3D12GraphicsCommandList_EndQuery(command_list, query_heap, D3D12_QUERY_TYPE_OCCLUSION, 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);
|
|
for (i = 0; i < readback_buffer_capacity / 2; ++i)
|
|
{
|
|
ID3D12GraphicsCommandList_ResolveQueryData(command_list,
|
|
query_heap, D3D12_QUERY_TYPE_OCCLUSION, 0, 1, readback_buffer, i * sizeof(uint64_t));
|
|
}
|
|
hr = ID3D12GraphicsCommandList_Close(command_list);
|
|
ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
|
|
exec_command_list(queue, command_list);
|
|
wait_queue_idle(context.device, queue);
|
|
|
|
reset_command_list(command_list, context.allocator);
|
|
for (; i < readback_buffer_capacity; ++i)
|
|
{
|
|
ID3D12GraphicsCommandList_ResolveQueryData(command_list,
|
|
query_heap, D3D12_QUERY_TYPE_OCCLUSION, 0, 1, readback_buffer, i * sizeof(uint64_t));
|
|
}
|
|
|
|
get_buffer_readback_with_command_list(readback_buffer, DXGI_FORMAT_UNKNOWN, &rb, queue, command_list);
|
|
for (i = 0; i < readback_buffer_capacity; ++i)
|
|
{
|
|
uint64_t expected_result = context.render_target_desc.Width * context.render_target_desc.Height;
|
|
uint64_t result = get_readback_uint64(&rb, i, 0);
|
|
|
|
ok(result == expected_result, "Got unexpected result %"PRIu64" at %u.\n", result, i);
|
|
}
|
|
release_resource_readback(&rb);
|
|
|
|
ID3D12QueryHeap_Release(query_heap);
|
|
ID3D12Resource_Release(readback_buffer);
|
|
destroy_test_context(&context);
|
|
}
|
|
|
|
void test_resolve_query_data_in_reordered_command_list(void)
|
|
{
|
|
ID3D12GraphicsCommandList *command_lists[2];
|
|
ID3D12CommandAllocator *command_allocator;
|
|
D3D12_QUERY_HEAP_DESC heap_desc;
|
|
ID3D12Resource *readback_buffer;
|
|
struct resource_readback rb;
|
|
ID3D12QueryHeap *query_heap;
|
|
struct test_context context;
|
|
ID3D12CommandQueue *queue;
|
|
ID3D12Device *device;
|
|
uint64_t result;
|
|
HRESULT hr;
|
|
|
|
if (!init_test_context(&context, NULL))
|
|
return;
|
|
device = context.device;
|
|
command_lists[0] = context.list;
|
|
queue = context.queue;
|
|
|
|
hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT,
|
|
&IID_ID3D12CommandAllocator, (void **)&command_allocator);
|
|
ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr);
|
|
hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
|
|
command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_lists[1]);
|
|
ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
|
|
|
|
heap_desc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
|
|
heap_desc.Count = 1;
|
|
heap_desc.NodeMask = 0;
|
|
hr = ID3D12Device_CreateQueryHeap(device, &heap_desc, &IID_ID3D12QueryHeap, (void **)&query_heap);
|
|
ok(SUCCEEDED(hr), "Failed to create query heap, hr %#x.\n", hr);
|
|
|
|
readback_buffer = create_readback_buffer(device, sizeof(uint64_t));
|
|
|
|
/* Read query results in the second command list. */
|
|
ID3D12GraphicsCommandList_ResolveQueryData(command_lists[1],
|
|
query_heap, D3D12_QUERY_TYPE_OCCLUSION, 0, 1, readback_buffer, 0);
|
|
hr = ID3D12GraphicsCommandList_Close(command_lists[1]);
|
|
ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
|
|
|
|
/* Produce query results in the first command list. */
|
|
ID3D12GraphicsCommandList_OMSetRenderTargets(command_lists[0], 1, &context.rtv, false, NULL);
|
|
ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_lists[0], context.root_signature);
|
|
ID3D12GraphicsCommandList_SetPipelineState(command_lists[0], context.pipeline_state);
|
|
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_lists[0], D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
ID3D12GraphicsCommandList_RSSetViewports(command_lists[0], 1, &context.viewport);
|
|
ID3D12GraphicsCommandList_RSSetScissorRects(command_lists[0], 1, &context.scissor_rect);
|
|
ID3D12GraphicsCommandList_BeginQuery(command_lists[0], query_heap, D3D12_QUERY_TYPE_OCCLUSION, 0);
|
|
ID3D12GraphicsCommandList_DrawInstanced(command_lists[0], 3, 1, 0, 0);
|
|
ID3D12GraphicsCommandList_EndQuery(command_lists[0], query_heap, D3D12_QUERY_TYPE_OCCLUSION, 0);
|
|
hr = ID3D12GraphicsCommandList_Close(command_lists[0]);
|
|
ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
|
|
|
|
ID3D12CommandQueue_ExecuteCommandLists(queue,
|
|
ARRAY_SIZE(command_lists), (ID3D12CommandList **)command_lists);
|
|
wait_queue_idle(device, queue);
|
|
|
|
reset_command_list(command_lists[0], context.allocator);
|
|
get_buffer_readback_with_command_list(readback_buffer, DXGI_FORMAT_UNKNOWN, &rb, queue, command_lists[0]);
|
|
result = get_readback_uint64(&rb, 0, 0);
|
|
ok(result == context.render_target_desc.Width * context.render_target_desc.Height,
|
|
"Got unexpected result %"PRIu64".\n", result);
|
|
release_resource_readback(&rb);
|
|
|
|
ID3D12GraphicsCommandList_Release(command_lists[1]);
|
|
ID3D12CommandAllocator_Release(command_allocator);
|
|
ID3D12QueryHeap_Release(query_heap);
|
|
ID3D12Resource_Release(readback_buffer);
|
|
destroy_test_context(&context);
|
|
}
|
|
|
|
void test_virtual_queries(void)
|
|
{
|
|
struct test_context_desc desc;
|
|
ID3D12GraphicsCommandList *command_list;
|
|
struct test_context context;
|
|
ID3D12CommandQueue *queue;
|
|
ID3D12Device *device;
|
|
struct depth_stencil_resource ds[2];
|
|
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
|
|
D3D12_QUERY_HEAP_DESC heap_desc;
|
|
ID3D12QueryHeap *query_heaps[2];
|
|
ID3D12Resource *resource;
|
|
struct resource_readback rb;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
float depth;
|
|
|
|
float main() : SV_Depth
|
|
{
|
|
return depth;
|
|
}
|
|
#endif
|
|
0x43425844, 0x91af6cd0, 0x7e884502, 0xcede4f54, 0x6f2c9326, 0x00000001, 0x000000b0, 0x00000003,
|
|
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
|
|
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0xffffffff,
|
|
0x00000e01, 0x445f5653, 0x68747065, 0xababab00, 0x52444853, 0x00000038, 0x00000040, 0x0000000e,
|
|
0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x02000065, 0x0000c001, 0x05000036, 0x0000c001,
|
|
0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
|
|
};
|
|
static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
|
|
static const uint32_t expected_results[] = {1,0,1,1,614400,0,307200,307200};
|
|
static const float depth_one = 1.0f;
|
|
static const float depth_zero = 0.0f;
|
|
|
|
memset(&desc, 0, sizeof(desc));
|
|
desc.no_render_target = true;
|
|
if (!init_test_context(&context, &desc))
|
|
return;
|
|
device = context.device;
|
|
command_list = context.list;
|
|
queue = context.queue;
|
|
|
|
for (i = 0; i < ARRAY_SIZE(ds); i++)
|
|
init_depth_stencil(&ds[i], context.device, 640, 480, 1, 1, DXGI_FORMAT_D32_FLOAT, 0, NULL);
|
|
set_viewport(&context.viewport, 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 1.0f);
|
|
set_rect(&context.scissor_rect, 0, 0, 640, 480);
|
|
|
|
context.root_signature = create_32bit_constants_root_signature(context.device,
|
|
0, 1, D3D12_SHADER_VISIBILITY_PIXEL);
|
|
init_pipeline_state_desc(&pso_desc, context.root_signature, 0, NULL, &ps, NULL);
|
|
pso_desc.NumRenderTargets = 0;
|
|
pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT;
|
|
pso_desc.DepthStencilState.DepthEnable = true;
|
|
pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
|
|
pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS;
|
|
hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
|
|
&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
|
|
ok(SUCCEEDED(hr), "Failed to create graphics pipeline state, hr %#x.\n", hr);
|
|
|
|
heap_desc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
|
|
heap_desc.Count = ARRAY_SIZE(expected_results) / 2;
|
|
heap_desc.NodeMask = 0;
|
|
for (i = 0; i < ARRAY_SIZE(query_heaps); i++)
|
|
{
|
|
hr = ID3D12Device_CreateQueryHeap(device, &heap_desc, &IID_ID3D12QueryHeap, (void **)&query_heaps[i]);
|
|
ok(SUCCEEDED(hr), "Failed to create query heap, type %u, hr %#x.\n", heap_desc.Type, hr);
|
|
}
|
|
|
|
resource = create_readback_buffer(device, ARRAY_SIZE(expected_results) * sizeof(uint64_t));
|
|
|
|
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);
|
|
|
|
ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds[0].dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, NULL);
|
|
ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds[1].dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 0.5f, 0, 0, NULL);
|
|
|
|
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 0, NULL, false, &ds[0].dsv_handle);
|
|
ID3D12GraphicsCommandList_BeginQuery(command_list, query_heaps[0], D3D12_QUERY_TYPE_BINARY_OCCLUSION, 0);
|
|
ID3D12GraphicsCommandList_BeginQuery(command_list, query_heaps[0], D3D12_QUERY_TYPE_BINARY_OCCLUSION, 1);
|
|
ID3D12GraphicsCommandList_BeginQuery(command_list, query_heaps[0], D3D12_QUERY_TYPE_BINARY_OCCLUSION, 2);
|
|
ID3D12GraphicsCommandList_BeginQuery(command_list, query_heaps[1], D3D12_QUERY_TYPE_OCCLUSION, 0);
|
|
ID3D12GraphicsCommandList_BeginQuery(command_list, query_heaps[1], D3D12_QUERY_TYPE_OCCLUSION, 1);
|
|
ID3D12GraphicsCommandList_BeginQuery(command_list, query_heaps[1], D3D12_QUERY_TYPE_OCCLUSION, 2);
|
|
ID3D12GraphicsCommandList_EndQuery(command_list, query_heaps[0], D3D12_QUERY_TYPE_BINARY_OCCLUSION, 1);
|
|
ID3D12GraphicsCommandList_EndQuery(command_list, query_heaps[1], D3D12_QUERY_TYPE_OCCLUSION, 1);
|
|
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 1, &depth_zero, 0);
|
|
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
|
|
ID3D12GraphicsCommandList_EndQuery(command_list, query_heaps[0], D3D12_QUERY_TYPE_BINARY_OCCLUSION, 2);
|
|
ID3D12GraphicsCommandList_EndQuery(command_list, query_heaps[1], D3D12_QUERY_TYPE_OCCLUSION, 2);
|
|
|
|
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 0, NULL, false, &ds[1].dsv_handle);
|
|
ID3D12GraphicsCommandList_BeginQuery(command_list, query_heaps[0], D3D12_QUERY_TYPE_BINARY_OCCLUSION, 3);
|
|
ID3D12GraphicsCommandList_BeginQuery(command_list, query_heaps[1], D3D12_QUERY_TYPE_OCCLUSION, 3);
|
|
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
|
|
ID3D12GraphicsCommandList_EndQuery(command_list, query_heaps[0], D3D12_QUERY_TYPE_BINARY_OCCLUSION, 0);
|
|
ID3D12GraphicsCommandList_EndQuery(command_list, query_heaps[1], D3D12_QUERY_TYPE_OCCLUSION, 0);
|
|
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 1, &depth_one, 0);
|
|
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
|
|
ID3D12GraphicsCommandList_EndQuery(command_list, query_heaps[0], D3D12_QUERY_TYPE_BINARY_OCCLUSION, 3);
|
|
ID3D12GraphicsCommandList_EndQuery(command_list, query_heaps[1], D3D12_QUERY_TYPE_OCCLUSION, 3);
|
|
|
|
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 0, NULL, false, &ds[1].dsv_handle);
|
|
|
|
for (i = 0; i < ARRAY_SIZE(query_heaps); i++)
|
|
{
|
|
ID3D12GraphicsCommandList_ResolveQueryData(command_list, query_heaps[i],
|
|
i ? D3D12_QUERY_TYPE_OCCLUSION : D3D12_QUERY_TYPE_BINARY_OCCLUSION,
|
|
0, 4, resource, i * 4 * sizeof(uint64_t));
|
|
}
|
|
|
|
get_buffer_readback_with_command_list(resource, DXGI_FORMAT_UNKNOWN, &rb, queue, command_list);
|
|
for (i = 0; i < ARRAY_SIZE(expected_results); ++i)
|
|
{
|
|
const uint64_t result = get_readback_uint64(&rb, i, 0);
|
|
ok(result == expected_results[i], "Test %u: Got unexpected result %"PRIu64".\n", i, result);
|
|
}
|
|
release_resource_readback(&rb);
|
|
|
|
for (i = 0; i < ARRAY_SIZE(query_heaps); i++)
|
|
ID3D12QueryHeap_Release(query_heaps[i]);
|
|
ID3D12Resource_Release(resource);
|
|
for (i = 0; i < ARRAY_SIZE(ds); i++)
|
|
destroy_depth_stencil(&ds[i]);
|
|
destroy_test_context(&context);
|
|
}
|
|
|