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https://github.com/baldurk/renderdoc.git
synced 2026-05-04 17:10:47 +00:00
Add test for D3D12 predication
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@@ -83,6 +83,8 @@ COM_SMARTPTR(ID3D12CommandQueueDownlevel);
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COM_SMARTPTR(ID3D12StateObject);
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COM_SMARTPTR(ID3D12StateObjectProperties);
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COM_SMARTPTR(ID3D12QueryHeap);
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struct D3D12GraphicsTest;
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class D3D12PSOCreator
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@@ -0,0 +1,191 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2026 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "d3d12_test.h"
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RD_TEST(D3D12_Predication, D3D12GraphicsTest)
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{
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static constexpr const char *Description =
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"Tests predication in D3D12 with queries both in and out of the capture";
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int main()
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{
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// initialise, create window, create device, etc
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if(!Init())
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return 3;
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ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
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ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0");
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D3D12_QUERY_HEAP_DESC desc = {};
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desc.Count = 4096;
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desc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
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ID3D12QueryHeapPtr qh;
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dev->CreateQueryHeap(&desc, __uuidof(ID3D12QueryHeap), (void **)&qh);
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ID3D12ResourcePtr queryData = MakeBuffer().Size(sizeof(uint64_t) * (desc.Count + 1) * 3);
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uint64_t val = 1;
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SetBufferData(queryData, D3D12_RESOURCE_STATE_COMMON, (byte *)&val, sizeof(val));
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ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
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ID3D12RootSignaturePtr sig = MakeSig({});
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ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
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ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
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ID3D12ResourcePtr rtvtex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 4, 4)
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.RTV()
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.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
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rtvtex->SetName(L"rtvtex");
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ID3D12ResourcePtr rtvMStex = MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 4, 4)
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.RTV()
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.Multisampled(4)
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.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
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rtvMStex->SetName(L"rtvMStex");
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ID3D12ResourcePtr dsvMStex = MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 4, 4)
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.DSV()
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.NoSRV()
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.Multisampled(4)
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.InitialState(D3D12_RESOURCE_STATE_COMMON);
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dsvMStex->SetName(L"dsvMStex");
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{
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ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
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Reset(cmd);
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ClearRenderTargetView(cmd, MakeRTV(rtvtex).CreateCPU(1), {0.2f, 0.2f, 0.2f, 1.0f});
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ClearRenderTargetView(cmd, MakeRTV(rtvMStex).CreateCPU(2), {0.2f, 0.2f, 0.2f, 1.0f});
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ResourceBarrier(cmd, dsvMStex, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_DEPTH_WRITE);
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ClearDepthStencilView(cmd, dsvMStex, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 0.2f,
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0x55);
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cmd->Close();
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Submit({cmd});
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}
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while(Running())
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{
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ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
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Reset(cmd);
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MakeRTV(rtvtex).CreateCPU(1);
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D3D12_CPU_DESCRIPTOR_HANDLE rtvMS = MakeRTV(rtvMStex).CreateCPU(2);
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MakeDSV(dsvMStex).CreateCPU(0);
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ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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D3D12_CPU_DESCRIPTOR_HANDLE rtv =
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MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
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ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f});
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cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
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cmd->SetPipelineState(pso);
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cmd->SetGraphicsRootSignature(sig);
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float w = (float)screenWidth;
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float h = (float)screenHeight;
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w /= 2.0f;
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h /= 2.0f;
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RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
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OMSetRenderTargets(cmd, {rtvMS}, MakeDSV(dsvMStex).CreateCPU(0));
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OMSetRenderTargets(cmd, {rtv}, {});
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int baseIdx = (curFrame % desc.Count);
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int prevIdx = ((curFrame - 1 + desc.Count) % desc.Count);
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int destIdx = 1 + baseIdx;
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cmd->BeginQuery(qh, D3D12_QUERY_TYPE_OCCLUSION, baseIdx);
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RSSetViewport(cmd, {0.0f, 0.0f, w, h, 0.0f, 1.0f});
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cmd->DrawInstanced(3, 1, 0, 0);
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cmd->EndQuery(qh, D3D12_QUERY_TYPE_OCCLUSION, baseIdx);
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ResourceBarrier(cmd, queryData, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_COPY_DEST);
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cmd->ResolveQueryData(qh, D3D12_QUERY_TYPE_OCCLUSION, baseIdx, 1, queryData,
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sizeof(uint64_t) * destIdx * 3 + 8);
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if(curFrame > 1)
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cmd->ResolveQueryData(qh, D3D12_QUERY_TYPE_OCCLUSION, prevIdx, 1, queryData,
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sizeof(uint64_t) * destIdx * 3 + 0);
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ResourceBarrier(cmd, queryData, D3D12_RESOURCE_STATE_COPY_DEST,
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D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
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cmd->SetPredication(queryData, 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
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RSSetViewport(cmd, {w, 0.0f, w, h, 0.0f, 1.0f});
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cmd->DrawInstanced(3, 1, 0, 0);
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cmd->SetPredication(queryData, sizeof(uint64_t) * destIdx * 3 + 8,
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D3D12_PREDICATION_OP_EQUAL_ZERO);
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RSSetViewport(cmd, {0.0f, h, w, h, 0.0f, 1.0f});
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cmd->DrawInstanced(3, 1, 0, 0);
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cmd->SetPredication(queryData, sizeof(uint64_t) * destIdx * 3 + 0,
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D3D12_PREDICATION_OP_EQUAL_ZERO);
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RSSetViewport(cmd, {w, h, w, h, 0.0f, 1.0f});
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cmd->DrawInstanced(3, 1, 0, 0);
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cmd->SetPredication(queryData, sizeof(uint64_t) * destIdx * 3 + 16,
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D3D12_PREDICATION_OP_EQUAL_ZERO);
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RSSetViewport(cmd, {w * 0.5f, h * 0.5f, w, h, 0.0f, 1.0f});
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cmd->DrawInstanced(3, 1, 0, 0);
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FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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cmd->Close();
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Submit({cmd});
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Present();
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}
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return 0;
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}
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};
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REGISTER_TEST();
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@@ -218,6 +218,7 @@
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<ClCompile Include="d3d12\d3d12_overlay_test.cpp" />
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<ClCompile Include="d3d12\d3d12_parameter_zoo.cpp" />
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<ClCompile Include="d3d12\d3d12_pixel_history.cpp" />
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<ClCompile Include="d3d12\d3d12_predication.cpp" />
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<ClCompile Include="d3d12\d3d12_primitiveid.cpp" />
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<ClCompile Include="d3d12\d3d12_reflection_zoo.cpp" />
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<ClCompile Include="d3d12\d3d12_rendertarget_binds.cpp" />
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@@ -754,6 +754,9 @@
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<ClCompile Include="d3d11\d3d11_annotations.cpp">
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<Filter>D3D11\demos</Filter>
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</ClCompile>
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<ClCompile Include="d3d12\d3d12_predication.cpp">
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<Filter>D3D12\demos</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<Filter Include="D3D11">
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@@ -0,0 +1,56 @@
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import renderdoc as rd
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import rdtest
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class D3D12_Predication(rdtest.TestCase):
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demos_test_name = 'D3D12_Predication'
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def check_capture(self):
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a = self.find_action("Draw")
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b = self.find_action("Draw", a.eventId+1)
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c = self.find_action("Draw", b.eventId+1)
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d = self.find_action("Draw", c.eventId+1)
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e = self.find_action("Draw", d.eventId+1)
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viewport_array = lambda view: (view.x, view.y, view.width, view.height)
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self.controller.SetFrameEvent(a.eventId, False)
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pipe = self.controller.GetPipelineState()
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self.check_triangle(vp=viewport_array(pipe.GetViewport(0)))
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rdtest.log.success("Non-predicated triangle is correct")
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self.check(self.controller.GetD3D12PipelineState().predication.resourceId == rd.ResourceId())
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self.controller.SetFrameEvent(b.eventId, False)
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pipe = self.controller.GetPipelineState()
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self.check_triangle(vp=viewport_array(pipe.GetViewport(0)))
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self.check(self.controller.GetD3D12PipelineState().predication.resourceId != rd.ResourceId())
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self.check(self.controller.GetD3D12PipelineState().predication.offset == 0)
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rdtest.log.success("Fixed data predicated triangle is correct")
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self.controller.SetFrameEvent(c.eventId, False)
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pipe = self.controller.GetPipelineState()
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self.check_triangle(vp=viewport_array(pipe.GetViewport(0)))
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self.check(self.controller.GetD3D12PipelineState().predication.resourceId != rd.ResourceId())
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self.check(self.controller.GetD3D12PipelineState().predication.offset > 0)
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rdtest.log.success("Current frame query-predicated triangle is correct")
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self.controller.SetFrameEvent(d.eventId, False)
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pipe = self.controller.GetPipelineState()
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self.check_triangle(vp=viewport_array(pipe.GetViewport(0)))
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rdtest.log.success("Previous frame query-predicated triangle is correct")
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self.controller.SetFrameEvent(e.eventId, False)
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pipe = self.controller.GetPipelineState()
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self.check_pixel_value(pipe.GetOutputTargets()[0].resource, 200, 150, [0.2, 0.2, 0.2, 1.0])
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self.check(self.controller.GetD3D12PipelineState().predication.resourceId != rd.ResourceId())
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self.check(self.controller.GetD3D12PipelineState().predication.offset > 0)
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rdtest.log.success("Failing predicated triangle is correct")
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