1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195
|
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2020 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "d3d12_test.h"
#include <Psapi.h>
RD_TEST(D3D12_List_Alloc_Tests, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Tests different edge cases of pooled list allocators to ensure we don't have use-after-free "
"problems.";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0");
ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
ID3D12RootSignaturePtr sig = MakeSig({});
ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ID3D12CommandAllocatorPtr alloc1;
CHECK_HR(dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
__uuidof(ID3D12CommandAllocator), (void **)&alloc1));
ID3D12CommandAllocatorPtr alloc2;
CHECK_HR(dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
__uuidof(ID3D12CommandAllocator), (void **)&alloc2));
ID3D12GraphicsCommandListPtr list1 = GetCommandBuffer();
ID3D12GraphicsCommandListPtr list2 = GetCommandBuffer();
std::vector<D3D12_RESOURCE_BARRIER> barriers;
barriers.resize(16 * 1024);
for(D3D12_RESOURCE_BARRIER &b : barriers)
b.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
while(Running())
{
PROCESS_MEMORY_COUNTERS memInfo = {};
if(GetProcessMemoryInfo(GetCurrentProcess(), &memInfo, sizeof(memInfo)))
{
if(memInfo.WorkingSetSize > 800 * 1024 * 1024)
{
TEST_ERROR("Too much memory allocated - leak detected");
break;
}
}
{
// start from scratch
alloc1->Reset();
list1->Reset(alloc1, NULL);
// record commands that are too large to be pooled
for(int i = 0; i < 100; i++)
list1->ResourceBarrier((UINT)barriers.size(), barriers.data());
list1->Close();
// reset the allocator
alloc1->Reset();
// use it for another list
list2->Reset(alloc1, NULL);
// record some dummy commands, overwriting the chunk from above with a non-external alloc
for(int i = 0; i < 100; i++)
list2->SetPipelineState(pso);
list2->Close();
// reset list1 with a different allocator to force it to free any stored chunks. Since we
// trashed the chunks above after allocator reset, this won't correctly free the external
// chunk
list1->Reset(alloc2, NULL);
list1->Close();
// re-associate list2
list2->Reset(alloc2, NULL);
list2->Close();
}
{
ID3D12CommandAllocatorPtr allocTmp;
CHECK_HR(dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
__uuidof(ID3D12CommandAllocator), (void **)&allocTmp));
list1->Reset(allocTmp, NULL);
// record some simple dummy commands
IASetVertexBuffer(list1, vb, sizeof(DefaultA2V), 0);
list1->SetPipelineState(pso);
list1->SetGraphicsRootSignature(sig);
RSSetViewport(list1, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(list1, {0, 0, screenWidth, screenHeight});
list1->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
list1->Close();
// destroy the allocator now
allocTmp = NULL;
// the chunk memory is freed but may not be trashed yet. Serialise a big chunk to try and
// overwrite it.
list2->Reset(alloc2, NULL);
// record commands that are too large to be pooled
for(int i = 0; i < 10; i++)
list2->ResourceBarrier((UINT)barriers.size(), barriers.data());
list2->Close();
alloc2->Reset();
// check that resetting list1 works fine even after the backing for its stored chunks has
// been released
list1->Reset(alloc2, NULL);
list1->Close();
// re-associate list2
list2->Reset(alloc2, NULL);
list2->Close();
}
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_CPU_DESCRIPTOR_HANDLE rtv =
MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f});
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetPipelineState(pso);
cmd->SetGraphicsRootSignature(sig);
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtv}, {});
cmd->DrawInstanced(3, 1, 0, 0);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();
|