Fix crash when mapping textures on deferred contexts

This commit is contained in:
baldurk
2020-01-20 12:23:47 +00:00
parent 42841e23be
commit 11f1f30b46
5 changed files with 170 additions and 0 deletions
+4
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@@ -613,7 +613,11 @@ void WrappedID3D11DeviceContext::CleanupCapture()
{
D3D11ResourceRecord *record = m_pDevice->GetResourceManager()->GetResourceRecord(it->first);
if(record)
{
if(record->NumSubResources > 0)
record = record->SubResources[0];
record->FreeContextID(it->second);
}
}
if(RenderDoc::Inst().GetCaptureOptions().captureAllCmdLists)
@@ -0,0 +1,142 @@
/******************************************************************************
* 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 "d3d11_test.h"
RD_TEST(D3D11_Deferred_Map, D3D11GraphicsTest)
{
static constexpr const char *Description =
"Test that does Map() on a deferred context on buffers and textures.";
std::string pixel = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float4 uv : TEXCOORD0;
};
Texture2D<float4> tex;
float4 main(v2f IN) : SV_Target0
{
clip(float2(0.9999f, 0.9999f) - IN.uv.xy);
return tex.Load(int3(IN.uv.xyz*64.0f));
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3D11DeviceContextPtr defctx;
dev->CreateDeferredContext(0, &defctx);
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_0");
CreateDefaultInputLayout(vsblob);
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
DefaultA2V triangle[] = {
{Vec3f(-1.0f, 0.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-1.0f, 2.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(3.0f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
{Vec3f(-1.0f, -1.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-1.0f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(3.0f, -1.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
};
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(triangle);
ID3D11Texture2DPtr tex =
MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 64, 64).SRV().Mips(1).Mappable();
ID3D11ShaderResourceViewPtr srv = MakeSRV(tex);
ID3D11CommandListPtr cmdList;
D3D11_MAPPED_SUBRESOURCE mapped = {};
Vec4f *data = NULL;
while(Running())
{
ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->IASetInputLayout(defaultLayout);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
// set mip 0 to green on the deferred context
defctx->Map(tex, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
data = (Vec4f *)mapped.pData;
for(int y = 0; y < 64; y++)
for(int x = 0; x < 64; x++)
data[y * 64 + x] = Vec4f(0.0f, 1.0f, 0.0f, 1.0f);
defctx->Unmap(tex, 0);
defctx->FinishCommandList(TRUE, &cmdList);
// set mip 0 to red on the immediate context
ctx->Map(tex, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
data = (Vec4f *)mapped.pData;
for(int y = 0; y < 64; y++)
for(int x = 0; x < 64; x++)
data[y * 64 + x] = Vec4f(1.0f, 0.0f, 0.0f, 1.0f);
ctx->Unmap(tex, 0);
ctx->Draw(3, 0);
ctx->ExecuteCommandList(cmdList, TRUE);
ctx->Draw(3, 3);
cmdList = NULL;
Present();
}
return 0;
}
};
REGISTER_TEST();
+1
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@@ -123,6 +123,7 @@
<ClCompile Include="d3d11\d3d11_byte_address_buffers.cpp" />
<ClCompile Include="d3d11\d3d11_cbuffer_zoo.cpp" />
<ClCompile Include="d3d11\d3d11_counter_query_pred.cpp" />
<ClCompile Include="d3d11\d3d11_deferred_map.cpp" />
<ClCompile Include="d3d11\d3d11_deferred_updatesubresource.cpp" />
<ClCompile Include="d3d11\d3d11_discard_view.cpp" />
<ClCompile Include="d3d11\d3d11_divergent_shader.cpp" />
+3
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@@ -376,6 +376,9 @@
<ClCompile Include="gl\gl_callstacks.cpp">
<Filter>OpenGL\demos</Filter>
</ClCompile>
<ClCompile Include="d3d11\d3d11_deferred_map.cpp">
<Filter>D3D11\demos</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="D3D11">
@@ -0,0 +1,20 @@
import renderdoc as rd
import rdtest
class D3D11_Deferred_Map(rdtest.TestCase):
demos_test_name = 'D3D11_Deferred_Map'
def check_capture(self):
# Check at the last draw
draw = self.get_last_draw()
self.controller.SetFrameEvent(draw.eventId, False)
pipe: rd.PipeState = self.controller.GetPipelineState()
# Top half should be red, bottom half should be green
self.check_pixel_value(pipe.GetOutputTargets()[0].resourceId, 0.5, 0.25, [1.0, 0.0, 0.0, 1.0])
self.check_pixel_value(pipe.GetOutputTargets()[0].resourceId, 0.5, 0.75, [0.0, 1.0, 0.0, 1.0])
rdtest.log.success("Screen output is as expected")