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import renderdoc as rd
import rdtest
import struct
class D3D12_AMD_Shader_Extensions(rdtest.TestCase):
demos_test_name = 'D3D12_AMD_Shader_Extensions'
def check_capture(self):
for pass_type in ["SM51", "SM60"]:
action = self.find_action(pass_type + " Draw")
if action is not None:
self.controller.SetFrameEvent(action.next.eventId, False)
pipe = self.controller.GetPipelineState()
tex = pipe.GetOutputTargets()[0].resourceId
vp = pipe.GetViewport(0)
# Should have barycentrics showing the closest vertex for each pixel in the triangle
# Without relying on barycentric order, ensure that the three pixels are red, green, and blue
pixels = []
x = int(vp.x + vp.width * 0.5)
y = int(vp.y + vp.height * 0.5)
picked: rd.PixelValue = self.controller.PickPixel(tex, x+ 0, y+ 0, rd.Subresource(), rd.CompType.UNorm)
pixels.append(picked.floatValue[0:4])
picked: rd.PixelValue = self.controller.PickPixel(tex, x-20, y+20, rd.Subresource(), rd.CompType.UNorm)
pixels.append(picked.floatValue[0:4])
picked: rd.PixelValue = self.controller.PickPixel(tex, x+20, y+20, rd.Subresource(), rd.CompType.UNorm)
pixels.append(picked.floatValue[0:4])
if (not (1.0, 0.0, 0.0, 1.0) in pixels) or (not (1.0, 0.0, 0.0, 1.0) in pixels) or (
not (1.0, 0.0, 0.0, 1.0) in pixels):
raise rdtest.TestFailureException("Expected red, green and blue in picked pixels. Got {}".format(pixels))
rdtest.log.success("Picked barycentric values are as expected")
action = self.find_action(pass_type + " Dispatch")
self.controller.SetFrameEvent(action.next.eventId, False)
# find the cpuMax and gpuMax actions
cpuMax = self.find_action(pass_type + " cpuMax")
gpuMax = self.find_action(pass_type + " gpuMax")
# The values should be identical
cpuMax = int(cpuMax.customName.split(': ')[1])
gpuMax = int(gpuMax.customName.split(': ')[1])
if cpuMax != gpuMax or cpuMax == 0:
raise rdtest.TestFailureException(
"captured cpuMax and gpuMax are not equal and positive: {} vs {}".format(cpuMax, gpuMax))
rdtest.log.success("recorded cpuMax and gpuMax are as expected")
outBuf = self.get_resource_by_name("outBuf")
data = self.controller.GetBufferData(outBuf.resourceId, 0, 8)
replayedGpuMax = struct.unpack("Q", data)[0]
if replayedGpuMax != gpuMax:
raise rdtest.TestFailureException(
"captured gpuMax and replayed gpuMax are not equal: {} vs {}".format(gpuMax, replayedGpuMax))
rdtest.log.success("replayed gpuMax is as expected")
# We should get everything except maybe DXIL
elif pass_type != "SM60":
raise rdtest.TestFailureException("Didn't find test action for {}".format(pass_type))
# We always check the CS pipe to ensure the reflection is OK
cs_pipe = self.get_resource_by_name("cspipe" + pass_type)
if cs_pipe is None:
# everything but DXIL we must get, DXIL we may not be able to compile
if pass_type != "SM60":
raise rdtest.TestFailureException("Didn't find compute pipeline for {}".format(pass_type))
continue
pipe = cs_pipe.resourceId
cs = rd.ResourceId()
for d in cs_pipe.derivedResources + cs_pipe.parentResources:
res = self.get_resource(d)
if res.type == rd.ResourceType.Shader:
cs = res.resourceId
break
refl: rd.ShaderReflection = self.controller.GetShader(pipe, cs,
rd.ShaderEntryPoint("main", rd.ShaderStage.Compute))
self.check(len(refl.readWriteResources) == 2)
self.check([rw.name for rw in refl.readWriteResources] == ["inUAV", "outUAV"])
# Don't test disassembly or debugging with DXIL, we don't do any of that
if pass_type == "SM60":
continue
disasm = self.controller.DisassembleShader(pipe, refl, "")
if "amd_u64_atomic" not in disasm:
raise rdtest.TestFailureException(
"Didn't find expected AMD opcode in disassembly: {}".format(disasm))
rdtest.log.success("compute shader disassembly is as expected")
if refl.debugInfo.debuggable:
self.controller.SetFrameEvent(self.find_action("Dispatch").eventId, False)
trace: rd.ShaderDebugTrace = self.controller.DebugThread((0, 0, 0), (0, 0, 0))
if trace.debugger is None:
self.controller.FreeTrace(trace)
raise rdtest.TestFailureException("Couldn't debug compute shader")
cycles, variables = self.process_trace(trace)
if cycles < 3:
raise rdtest.TestFailureException("Compute shader has too few cycles {}".format(cycles))
else:
raise rdtest.TestFailureException(
"Compute shader is listed as non-debuggable: {}".format(refl.debugInfo.debugStatus))
rdtest.log.success("compute shader debugged successfully")
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