Improve D3D12 compute shader debugging

Added fetching of texture data for UAVs, to allow stores to occur.
Fixed issues with sample/gather when debugging a compute shader.
Added a demo for dispatch in D3D12.
This commit is contained in:
Steve Karolewics
2020-02-24 18:10:43 +00:00
committed by Baldur Karlsson
parent 640fc256dd
commit 3927d82e24
4 changed files with 174 additions and 2 deletions
+24 -2
View File
@@ -379,8 +379,9 @@ bool D3D12DebugAPIWrapper::FetchUAV(const DXBCDebug::BindingSlot &slot)
}
else
{
// TODO: Handle texture resources in UAVs - need to copy/map to fetch the data
uavData.tex = true;
m_pDevice->GetReplay()->GetTextureData(uavId, Subresource(),
GetTextureDataParams(), uavData.data);
}
return true;
@@ -1341,8 +1342,13 @@ bool D3D12DebugAPIWrapper::CalculateSampleGather(
// Create a PSO with our VS/PS and all other state from the original event
D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
D3D12RenderState prevState = rs;
// If we're debugging a compute shader, we should be able to reuse the rootsig for a
// pixel shader, since the entries will have to use shader visibility all
bool isCompute = m_dxbc->m_Type == DXBC::ShaderType::Compute;
ResourceId sigId = isCompute ? rs.compute.rootsig : rs.graphics.rootsig;
WrappedID3D12RootSignature *pRootSig =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12RootSignature>(rs.graphics.rootsig);
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12RootSignature>(sigId);
D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeDesc;
ZeroMemory(&pipeDesc, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
@@ -1378,6 +1384,22 @@ bool D3D12DebugAPIWrapper::CalculateSampleGather(
ID3D12GraphicsCommandListX *cmdList = m_pDevice->GetDebugManager()->ResetDebugList();
rs.pipe = GetResID(samplePso);
rs.rts.clear();
// Set viewport/scissor unconditionally - we need to set this all the time for sampling for a
// compute shader, but also a graphics draw might exclude pixel (0, 0) from its view or scissor
rs.views.clear();
rs.views.push_back({0, 0, 1, 1, 0, 1});
rs.scissors.clear();
rs.scissors.push_back({0, 0, 1, 1});
if(isCompute)
{
// When debugging compute, we need to move the root sig and elems to the graphics portion
rs.graphics.rootsig = sigId;
rs.graphics.sigelems = rs.compute.sigelems;
rs.compute.rootsig = ResourceId();
rs.compute.sigelems.clear();
}
rs.topo = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
rs.ApplyState(m_pDevice, cmdList);
// Create a 1x1 texture to store the sample result
@@ -0,0 +1,146 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 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"
RD_TEST(D3D12_Simple_Dispatch, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Test that just does a dispatch and some copies, for checking basic compute stuff";
std::string compute = R"EOSHADER(
Texture2D<uint> texin : register(t0);
RWTexture2D<uint> texout : register(u0);
[numthreads(1,1,1)]
void main()
{
texout[uint2(3,4)] = texin[uint2(4,3)];
texout[uint2(4,4)] = texin[uint2(3,3)];
texout[uint2(4,3)] = texin[uint2(3,4)];
texout[uint2(3,3)] = texin[uint2(4,4)];
texout[uint2(0,0)] = texin[uint2(0,0)] + 3;
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr csblob = Compile(compute, "main", "cs_5_0");
ID3D12RootSignaturePtr sig = MakeSig({
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 0),
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 1, 1),
});
ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).CS(csblob);
ID3D12ResourcePtr texin = MakeTexture(DXGI_FORMAT_R32_UINT, 8, 8)
.InitialState(D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE)
.UAV();
ID3D12ResourcePtr texout = MakeTexture(DXGI_FORMAT_R32_UINT, 8, 8)
.InitialState(D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE)
.UAV();
D3D12_TEXTURE_COPY_LOCATION dstLocation;
dstLocation.pResource = texin;
dstLocation.SubresourceIndex = 0;
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
MakeSRV(texin).CreateGPU(0);
MakeUAV(texout).CreateGPU(1);
D3D12_TEXTURE_COPY_LOCATION srcLocation;
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
D3D12_RESOURCE_DESC srcDesc = texin->GetDesc();
dev->GetCopyableFootprints(&srcDesc, 0, 1, 0, &srcLocation.PlacedFootprint, NULL, NULL, NULL);
UINT dataSize = srcLocation.PlacedFootprint.Footprint.RowPitch *
srcLocation.PlacedFootprint.Footprint.Height;
std::vector<uint32_t> data;
data.reserve(dataSize);
for(size_t i = 0; i < dataSize; i++)
{
data.push_back(5 + rand() % 100);
}
ID3D12ResourcePtr copybuffer = MakeBuffer().Data(data).Upload();
srcLocation.pResource = copybuffer;
D3D12_RESOURCE_BARRIER toDestState[2] = {};
toDestState[0].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
toDestState[0].Transition.pResource = texin;
toDestState[0].Transition.Subresource = 0;
toDestState[0].Transition.StateBefore = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
toDestState[0].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
toDestState[1].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
toDestState[1].Transition.pResource = texout;
toDestState[1].Transition.Subresource = 0;
toDestState[1].Transition.StateBefore = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
toDestState[1].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
D3D12_RESOURCE_BARRIER toUseState[2] = {};
toUseState[0].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
toUseState[0].Transition.pResource = texin;
toUseState[0].Transition.Subresource = 0;
toUseState[0].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
toUseState[0].Transition.StateAfter = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
toUseState[1].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
toUseState[1].Transition.pResource = texout;
toUseState[1].Transition.Subresource = 0;
toUseState[1].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
toUseState[1].Transition.StateAfter = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
{
cmd->ResourceBarrier(2, toDestState);
cmd->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
dstLocation.pResource = texout;
cmd->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
cmd->ResourceBarrier(2, toUseState);
}
cmd->SetComputeRootSignature(sig);
cmd->SetPipelineState(pso);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetComputeRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetComputeRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->Dispatch(1, 1, 1);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();
+1
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@@ -177,6 +177,7 @@
<ClCompile Include="d3d12\d3d12_shader_editing.cpp" />
<ClCompile Include="d3d12\d3d12_shader_isa.cpp" />
<ClCompile Include="d3d12\d3d12_sharing.cpp" />
<ClCompile Include="d3d12\d3d12_simple_dispatch.cpp" />
<ClCompile Include="d3d12\d3d12_simple_triangle.cpp" />
<ClCompile Include="d3d12\d3d12_test.cpp" />
<ClCompile Include="d3d12\d3d12_texture_zoo.cpp" />
+3
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@@ -448,6 +448,9 @@
<ClCompile Include="d3d11\d3d11_empty_capture.cpp">
<Filter>D3D11\demos</Filter>
</ClCompile>
<ClCompile Include="d3d12\d3d12_simple_dispatch.cpp">
<Filter>D3D12\demos</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="D3D11">