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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2022 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"
RD_TEST(D3D12_Parameter_Zoo, D3D12GraphicsTest)
{
static constexpr const char *Description =
"General tests of parameters known to cause problems - e.g. optional values that should be "
"ignored, edge cases, special values, etc.";
std::string pixel = R"EOSHADER(
Texture2D<float> empty : register(t50);
float4 main() : SV_Target0
{
return float4(0, 1, 0, 1) + empty.Load(int3(0,0,0));
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
LUID luid = dev->GetAdapterLuid();
IDXGIAdapterPtr pDXGIAdapter;
ID3D12DevicePtr devB;
{
HRESULT hr = EnumAdapterByLuid(dev->GetAdapterLuid(), pDXGIAdapter);
if(FAILED(hr))
return 2;
devB = CreateDevice({pDXGIAdapter}, D3D_FEATURE_LEVEL_11_0);
if(!devB)
return 2;
}
// create a buffer on another unrelated device
ID3D12ResourcePtr bufferB = D3D12BufferCreator(devB, this).Data(DefaultTri);
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0");
uint32_t indices[1024 / 4] = {0, 1, 2};
dev->CreateConstantBufferView(NULL, m_CBVUAVSRV->GetCPUDescriptorHandleForHeapStart());
ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
D3D12_HEAP_DESC heapDesc;
heapDesc.SizeInBytes = 4096;
heapDesc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
heapDesc.Alignment = 0;
heapDesc.Properties.Type = D3D12_HEAP_TYPE_DEFAULT;
heapDesc.Properties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapDesc.Properties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapDesc.Properties.CreationNodeMask = 1;
heapDesc.Properties.VisibleNodeMask = 1;
D3D12_RESOURCE_DESC resDesc;
resDesc.Alignment = 0;
resDesc.DepthOrArraySize = 1;
resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
resDesc.Format = DXGI_FORMAT_UNKNOWN;
resDesc.Height = 1;
resDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resDesc.Width = sizeof(indices);
resDesc.MipLevels = 1;
resDesc.SampleDesc.Count = 1;
resDesc.SampleDesc.Quality = 0;
ID3D12HeapPtr ibHeap;
CHECK_HR(dev->CreateHeap(&heapDesc, __uuidof(ID3D12Heap), (void **)&ibHeap));
ID3D12Pageable *ibHeapPageable = (ID3D12Pageable *)ibHeap.GetInterfacePtr();
ID3D12ResourcePtr ib;
CHECK_HR(dev->CreatePlacedResource(ibHeap, 0, &resDesc, D3D12_RESOURCE_STATE_COMMON, NULL,
__uuidof(ID3D12Resource), (void **)&ib));
SetBufferData(ib, D3D12_RESOURCE_STATE_COMMON, (const byte *)indices, sizeof(indices));
ID3D12ResourcePtr vb2;
{
ID3D12HeapPtr vbReleasedHeap;
CHECK_HR(dev->CreateHeap(&heapDesc, __uuidof(ID3D12Heap), (void **)&vbReleasedHeap));
CHECK_HR(dev->CreatePlacedResource(vbReleasedHeap, 0, &resDesc, D3D12_RESOURCE_STATE_COMMON,
NULL, __uuidof(ID3D12Resource), (void **)&vb2));
}
SetBufferData(vb2, D3D12_RESOURCE_STATE_COMMON, (const byte *)DefaultTri, sizeof(DefaultTri));
// test residency refcounting
ID3D12Pageable *vbPageable = (ID3D12Pageable *)vb.GetInterfacePtr();
dev->MakeResident(1, &vbPageable);
dev->MakeResident(1, &vbPageable);
dev->MakeResident(1, &vbPageable);
dev->Evict(1, &vbPageable);
dev->Evict(1, &vbPageable);
dev->Evict(1, &vbPageable);
ID3D12RootSignaturePtr sig = MakeSig({
// table that's larger than the descriptor heap we'll bind
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 50, 999, 0),
});
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
D3D12PSOCreator psoCreator = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
psoCreator.GraphicsDesc.StreamOutput.NumEntries = 0;
psoCreator.GraphicsDesc.StreamOutput.pSODeclaration = (D3D12_SO_DECLARATION_ENTRY *)0x3456;
psoCreator.GraphicsDesc.StreamOutput.NumStrides = 0xcccccccc;
psoCreator.GraphicsDesc.StreamOutput.pBufferStrides = (UINT *)0x1234;
ID3D12RootSignaturePtr duplicateSig = MakeSig(
{
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0),
constParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 1, 1),
},
D3D12_ROOT_SIGNATURE_FLAG_NONE);
ID3D12DescriptorHeapPtr descHeap;
{
D3D12_DESCRIPTOR_HEAP_DESC desc;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
desc.NodeMask = 1;
desc.NumDescriptors = 4;
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
CHECK_HR(dev->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap), (void **)&descHeap));
}
ID3D12DescriptorHeapPtr sampHeap;
{
D3D12_DESCRIPTOR_HEAP_DESC desc;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
desc.NodeMask = 1;
desc.NumDescriptors = 2000;
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
CHECK_HR(dev->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap), (void **)&sampHeap));
}
sampHeap->SetName(L"Sampler Heap");
D3D12_SAMPLER_DESC samplerDesc = {};
samplerDesc.Filter = D3D12_FILTER_ANISOTROPIC;
samplerDesc.AddressU = samplerDesc.AddressV = samplerDesc.AddressW =
D3D12_TEXTURE_ADDRESS_MODE_BORDER;
samplerDesc.MaxAnisotropy = 4;
samplerDesc.MinLOD = 1.5f;
UINT increment = dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
D3D12_CPU_DESCRIPTOR_HANDLE samplerStart = sampHeap->GetCPUDescriptorHandleForHeapStart();
dev->CreateSampler(&samplerDesc, {samplerStart.ptr + increment * 1234});
D3D12_GPU_DESCRIPTOR_HANDLE descGPUHandle = descHeap->GetGPUDescriptorHandleForHeapStart();
ID3D12DescriptorHeap *heaps[] = {
descHeap.GetInterfacePtr(), sampHeap.GetInterfacePtr(),
};
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = 1;
dev->CreateShaderResourceView(NULL, &srvDesc, descHeap->GetCPUDescriptorHandleForHeapStart());
ID3D12PipelineStatePtr pso = psoCreator;
ID3D12PipelineStatePtr pso2;
if(dev2)
{
struct StreamStructBase
{
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE rootsig_type =
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_ROOT_SIGNATURE;
UINT padding0;
ID3D12RootSignature *pRootSignature;
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE vs_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VS;
UINT padding1;
D3D12_SHADER_BYTECODE vs = {};
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE ps_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PS;
UINT padding2;
D3D12_SHADER_BYTECODE ps = {};
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE input_type =
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_INPUT_LAYOUT;
D3D12_INPUT_LAYOUT_DESC InputLayout;
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE mask_type =
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_MASK;
UINT SampleMask;
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE dsv_type =
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL_FORMAT;
DXGI_FORMAT DSVFormat;
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE blend_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_BLEND;
D3D12_BLEND_DESC BlendState;
UINT padding3;
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE rast_type =
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER;
D3D12_RASTERIZER_DESC RasterizerState;
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE depth_type =
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL;
D3D12_DEPTH_STENCIL_DESC DepthStencilState;
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE prim_type =
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PRIMITIVE_TOPOLOGY;
D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType;
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE rtv_type =
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RENDER_TARGET_FORMATS;
D3D12_RT_FORMAT_ARRAY RTVFormats;
};
struct StreamStructMesh : StreamStructBase
{
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE as_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_AS;
UINT padding3;
D3D12_SHADER_BYTECODE as = {};
D3D12_PIPELINE_STATE_SUBOBJECT_TYPE ms_type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_MS;
UINT padding4;
D3D12_SHADER_BYTECODE ms = {};
} streamStruct;
streamStruct.InputLayout = psoCreator.GraphicsDesc.InputLayout;
streamStruct.pRootSignature = psoCreator.GraphicsDesc.pRootSignature;
streamStruct.vs = psoCreator.GraphicsDesc.VS;
streamStruct.ps = psoCreator.GraphicsDesc.PS;
streamStruct.SampleMask = psoCreator.GraphicsDesc.SampleMask;
streamStruct.DSVFormat = psoCreator.GraphicsDesc.DSVFormat;
streamStruct.BlendState = psoCreator.GraphicsDesc.BlendState;
streamStruct.RasterizerState = psoCreator.GraphicsDesc.RasterizerState;
streamStruct.DepthStencilState = psoCreator.GraphicsDesc.DepthStencilState;
streamStruct.PrimitiveTopologyType = psoCreator.GraphicsDesc.PrimitiveTopologyType;
memcpy(&streamStruct.RTVFormats.RTFormats, &psoCreator.GraphicsDesc.RTVFormats,
sizeof(D3D12_RT_FORMAT_ARRAY));
streamStruct.RTVFormats.NumRenderTargets = 1;
D3D12_PIPELINE_STATE_STREAM_DESC streamDesc = {};
streamDesc.pPipelineStateSubobjectStream = &streamStruct;
streamDesc.SizeInBytes = sizeof(StreamStructMesh);
// if the device understands the options7 query we assume it can handle mesh shader structs?
HRESULT hr = dev2->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS7, &opts7, sizeof(opts7));
if(hr != S_OK)
{
streamDesc.SizeInBytes = sizeof(StreamStructBase);
}
hr = dev2->CreatePipelineState(&streamDesc, __uuidof(ID3D12PipelineState), (void **)&pso2);
TEST_ASSERT(hr == S_OK, "Pipe created");
}
// if D3D12.4 (??) is available, use different interfaces
if(dev4)
{
GPUSync();
D3D12_RESOURCE_DESC desc;
desc.Alignment = 0;
desc.DepthOrArraySize = 1;
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.Height = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Width = sizeof(DefaultTri);
desc.MipLevels = 1;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
CHECK_HR(dev4->CreateCommittedResource1(&heapDesc.Properties, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_COMMON, NULL, NULL,
__uuidof(ID3D12Resource), (void **)&vb));
SetBufferData(vb, D3D12_RESOURCE_STATE_COMMON, (const byte *)DefaultTri, sizeof(DefaultTri));
ID3D12Heap1Ptr heap;
CHECK_HR(dev4->CreateHeap1(&heapDesc, NULL, __uuidof(ID3D12Heap1), (void **)&heap));
desc.Width = sizeof(indices);
CHECK_HR(dev4->CreatePlacedResource(heap, 0, &desc, D3D12_RESOURCE_STATE_COMMON, NULL,
__uuidof(ID3D12Resource), (void **)&ib));
SetBufferData(ib, D3D12_RESOURCE_STATE_COMMON, (const byte *)indices, sizeof(indices));
}
ID3D12ResourcePtr rtvtex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 4, 4)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
ID3D12CommandSignaturePtr cmdsig = MakeCommandSig(NULL, {vbArg(0), drawArg()});
ID3D12ResourcePtr argBuf = MakeBuffer().Upload().Size(1024);
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ID3D12DebugCommandListPtr debug = cmd;
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
// force duplicate signature to be used
cmd->SetGraphicsRootSignature(duplicateSig);
if(debug)
debug->AssertResourceState(bb, D3D12_RESOURCE_STATE_RENDER_TARGET, 0);
D3D12_CPU_DESCRIPTOR_HANDLE rtv =
MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
ClearRenderTargetView(cmd, rtv, {1.0f, 0.0f, 1.0f, 1.0f});
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
cmd->SetDescriptorHeaps(2, heaps);
IASetVertexBuffer(cmd, vb2, sizeof(DefaultA2V), 0);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
D3D12_INDEX_BUFFER_VIEW view;
view.BufferLocation = ib->GetGPUVirtualAddress();
view.Format = DXGI_FORMAT_R32_UINT;
view.SizeInBytes = 1024;
cmd->IASetIndexBuffer(&view);
if(pso2)
cmd->SetPipelineState(pso2);
cmd->SetPipelineState(pso);
cmd->SetGraphicsRootSignature(sig);
cmd->SetGraphicsRootDescriptorTable(0, descGPUHandle);
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
// trash slots 3 and 4
D3D12_CPU_DESCRIPTOR_HANDLE rtv3 = MakeRTV(rtvtex).CreateCPU(3);
D3D12_CPU_DESCRIPTOR_HANDLE rtv4 = MakeRTV(rtvtex).CreateCPU(4);
// write the proper RTV to slot 3
MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(3);
// copy to slot 4
dev->CopyDescriptorsSimple(1, rtv4, rtv3, D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
// bind from slot 4
cmd->OMSetRenderTargets(1, &rtv4, FALSE, NULL);
// trash RTV slots 3 and 4 again
MakeRTV(rtvtex).CreateCPU(3);
MakeRTV(rtvtex).CreateCPU(4);
setMarker(cmd, "Color Draw");
cmd->DrawIndexedInstanced(3, 1, 0, 0, 0);
setMarker(cmd, "Empty indirect execute");
cmd->ExecuteIndirect(cmdsig, 0, argBuf, 0, NULL, 0);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
if(debug)
{
BOOL wrong = debug->AssertResourceState(bb, D3D12_RESOURCE_STATE_COPY_DEST, 0);
BOOL right = debug->AssertResourceState(bb, D3D12_RESOURCE_STATE_PRESENT, 0);
if(wrong == TRUE)
TEST_WARN("Didn't get the expected return value from AssertResourceState(COPY_DEST)");
if(right == FALSE)
TEST_WARN("Didn't get the expected return value from AssertResourceState(PRESENT)");
}
cmd->Close();
Submit({cmd});
{
ID3D12CommandAllocatorPtr tempAlloc;
CHECK_HR(dev->CreateCommandAllocator(
D3D12_COMMAND_LIST_TYPE_DIRECT, __uuidof(ID3D12CommandAllocator), (void **)&tempAlloc));
ID3D12GraphicsCommandListPtr tempCmd = NULL;
CHECK_HR(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, tempAlloc, NULL,
__uuidof(ID3D12GraphicsCommandList), (void **)&tempCmd));
// record a lot of commands just to ensure that if they get corrupted we'll notice
for(int i = 0; i < 1000; i++)
{
tempCmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
tempCmd->SetDescriptorHeaps(1, &descHeap.GetInterfacePtr());
tempCmd->SetPipelineState(pso);
tempCmd->SetGraphicsRootSignature(sig);
tempCmd->SetGraphicsRootDescriptorTable(0, descGPUHandle);
}
tempCmd->Close();
ID3D12CommandList *list = tempCmd.GetInterfacePtr();
queue->ExecuteCommandLists(1, &list);
GPUSync();
}
// keep vertex/index buffer evicted across presents
dev->Evict(1, &vbPageable);
dev->Evict(1, &ibHeapPageable);
Present();
dev->MakeResident(1, &vbPageable);
dev->MakeResident(1, &ibHeapPageable);
}
return 0;
}
};
REGISTER_TEST();
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