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Created a D3D11 version of the shader linkage zoo test
This commit is contained in:
committed by
Baldur Karlsson
parent
ed45d15d21
commit
4c7f30e690
@@ -0,0 +1,334 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2020 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 "d3d11_test.h"
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RD_TEST(D3D11_Shader_Linkage_Zoo, D3D11GraphicsTest)
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{
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static constexpr const char *Description =
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"Tests various shader linkage scenarios to ensure proper handling of data between shader "
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"stages.";
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enum class VarType : uint32_t
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{
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Float = 0,
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UInt = 1,
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Count = 2,
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};
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const std::string varTypeName[(uint32_t)VarType::Count] = {"float", "uint"};
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struct ShaderLinkageEntry
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{
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bool nointerp;
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VarType type;
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uint32_t components;
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uint32_t arraySize;
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std::string semantic;
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bool consumedByPS;
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};
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std::string BuildStruct(const std::vector<ShaderLinkageEntry> &outputs)
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{
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std::string structDef = R"EOSHADER(
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struct v2f
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{
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float4 pos : SV_POSITION;
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)EOSHADER";
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for(size_t i = 0; i < outputs.size(); ++i)
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{
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structDef += " ";
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if(outputs[i].nointerp)
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structDef += "nointerpolation ";
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structDef += varTypeName[(uint32_t)outputs[i].type];
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structDef += std::to_string(outputs[i].components);
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structDef += " ";
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structDef += "element" + std::to_string(i);
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if(outputs[i].arraySize != 0)
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structDef += "[" + std::to_string(outputs[i].arraySize) + "]";
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structDef += " : " + outputs[i].semantic + ";\n";
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}
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structDef += "};";
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return structDef;
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}
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std::string BuildVS(const std::vector<ShaderLinkageEntry> &outputs)
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{
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std::string vs = R"EOSHADER(
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struct vertin
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{
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float3 pos : POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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)EOSHADER";
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vs += BuildStruct(outputs);
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vs += R"EOSHADER(
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v2f main(vertin IN, uint vid : SV_VertexID)
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{
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v2f OUT = (v2f)0;
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OUT.pos = float4(IN.pos, 1.0f);
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)EOSHADER";
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float counterFloat = 0.0f;
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uint32_t counterUInt = 0;
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for(size_t i = 0; i < outputs.size(); ++i)
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{
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uint32_t count = std::max(1U, outputs[i].arraySize);
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for(uint32_t j = 0; j < count; ++j)
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{
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vs += " OUT.element" + std::to_string(i);
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if(outputs[i].arraySize != 0)
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vs += "[" + std::to_string(j) + "]";
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vs += " = ";
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vs += varTypeName[(uint32_t)outputs[i].type];
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vs += std::to_string(outputs[i].components);
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vs += "(";
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for(uint32_t k = 0; k < outputs[i].components; ++k)
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{
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if(k != 0)
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vs += ", ";
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vs += std::to_string(outputs[i].type == VarType::Float ? counterFloat++ : counterUInt++);
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}
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vs += ");\n";
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}
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}
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vs += "\n return OUT;\n}\n";
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return vs;
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}
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std::string BuildPS(const std::vector<ShaderLinkageEntry> &inputs)
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{
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std::string ps = BuildStruct(inputs);
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ps += R"EOSHADER(
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float4 main(v2f IN) : SV_Target0
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{
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float4 outF = float4(0.0f, 0.0f, 0.0f, 0.0f);
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uint4 outU = uint4(0, 0, 0, 0);
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)EOSHADER";
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const std::string varAccess[] = {" outF", " outU"};
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const std::string componentAccess[] = {".x", ".xy", ".xyz", ".xyzw"};
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for(size_t i = 0; i < inputs.size(); ++i)
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{
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if(inputs[i].consumedByPS)
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{
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if(inputs[i].arraySize == 0)
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{
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ps += varAccess[(uint32_t)inputs[i].type];
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ps += componentAccess[inputs[i].components - 1];
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ps += " += IN.element" + std::to_string(i) + ";\n";
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}
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else
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{
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// Access each element
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for(uint32_t j = 0; j < inputs[i].arraySize; ++j)
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{
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ps += varAccess[(uint32_t)inputs[i].type];
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ps += componentAccess[inputs[i].components - 1];
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ps += " += IN.element" + std::to_string(i);
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ps += "[" + std::to_string(j) + "];\n";
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}
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}
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}
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}
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ps += "\n return outF + (float4)outU;\n}\n";
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return ps;
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}
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struct TestCase
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{
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ID3D11VertexShaderPtr vs;
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ID3D11PixelShaderPtr ps;
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ID3D11InputLayoutPtr inputLayout;
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};
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TestCase BuildTestCase(const std::vector<ShaderLinkageEntry> &elements)
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{
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ID3DBlobPtr vsblob = Compile(BuildVS(elements), "main", "vs_5_0");
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ID3DBlobPtr psblob = Compile(BuildPS(elements), "main", "ps_5_0");
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TestCase ret;
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ret.vs = CreateVS(vsblob);
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ret.ps = CreatePS(psblob);
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D3D11_INPUT_ELEMENT_DESC layoutdesc[] = {
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{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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CHECK_HR(dev->CreateInputLayout(layoutdesc, ARRAY_COUNT(layoutdesc), vsblob->GetBufferPointer(),
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vsblob->GetBufferSize(), &ret.inputLayout));
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return ret;
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}
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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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ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
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ID3D11Texture2DPtr fltTex =
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MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight).RTV();
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ID3D11RenderTargetViewPtr fltRT = MakeRTV(fltTex);
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std::vector<TestCase> tests;
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// No additional semantics
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tests.push_back(BuildTestCase({}));
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// A single semantic of various types, interpolation modes, and components
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tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD0", true}}));
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tests.push_back(BuildTestCase({{true, VarType::Float, 1, 0, "TEXCOORD0", true}}));
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tests.push_back(BuildTestCase({{false, VarType::Float, 4, 0, "TEXCOORD0", true}}));
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tests.push_back(BuildTestCase({{false, VarType::Float, 4, 0, "TEXCOORD0", false}}));
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tests.push_back(BuildTestCase({{false, VarType::UInt, 1, 0, "TEXCOORD0", true}}));
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tests.push_back(BuildTestCase({{false, VarType::UInt, 4, 0, "TEXCOORD0", true}}));
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tests.push_back(BuildTestCase({{false, VarType::UInt, 4, 0, "TEXCOORD0", false}}));
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tests.push_back(BuildTestCase({{true, VarType::UInt, 4, 0, "TEXCOORD0", true}}));
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// A single semantic with various array sizes
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tests.push_back(BuildTestCase({{false, VarType::Float, 1, 1, "TEXCOORD0", true}}));
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tests.push_back(BuildTestCase({{false, VarType::Float, 1, 2, "TEXCOORD0", true}}));
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tests.push_back(BuildTestCase({{false, VarType::Float, 1, 5, "TEXCOORD0", true}}));
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tests.push_back(BuildTestCase({{false, VarType::UInt, 1, 1, "TEXCOORD0", true}}));
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tests.push_back(BuildTestCase({{false, VarType::UInt, 1, 2, "TEXCOORD0", true}}));
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tests.push_back(BuildTestCase({{false, VarType::UInt, 1, 5, "TEXCOORD0", true}}));
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// Multiple semantics that pack together
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tests.push_back(BuildTestCase({{false, VarType::Float, 2, 0, "TEXCOORD0", true},
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{false, VarType::Float, 2, 0, "TEXCOORD1", true}}));
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tests.push_back(BuildTestCase({{false, VarType::UInt, 2, 0, "TEXCOORD0", true},
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{false, VarType::UInt, 2, 0, "TEXCOORD1", true}}));
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tests.push_back(BuildTestCase({{true, VarType::Float, 2, 0, "TEXCOORD0", true},
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{true, VarType::Float, 2, 0, "TEXCOORD1", true}}));
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tests.push_back(BuildTestCase({{false, VarType::Float, 3, 0, "TEXCOORD0", true},
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{false, VarType::Float, 1, 0, "TEXCOORD1", true}}));
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tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD0", true},
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{false, VarType::Float, 3, 0, "TEXCOORD1", true}}));
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tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD0", true},
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{false, VarType::Float, 2, 0, "TEXCOORD1", true},
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{false, VarType::Float, 1, 0, "TEXCOORD2", true}}));
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// These pack into v1.x, v2.xy, and v1.y
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tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD0", true},
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{false, VarType::UInt, 2, 0, "TEXCOORD1", true},
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{false, VarType::Float, 1, 0, "TEXCOORD2", true}}));
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// Multiple semantics that don't pack together
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tests.push_back(BuildTestCase({{false, VarType::Float, 3, 0, "TEXCOORD0", true},
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{false, VarType::Float, 2, 0, "TEXCOORD1", true}}));
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tests.push_back(BuildTestCase({{false, VarType::Float, 2, 0, "TEXCOORD0", true},
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{false, VarType::Float, 3, 0, "TEXCOORD1", true}}));
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tests.push_back(BuildTestCase({{false, VarType::Float, 4, 0, "TEXCOORD0", true},
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{false, VarType::Float, 1, 0, "TEXCOORD1", true}}));
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tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD0", true},
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{false, VarType::Float, 4, 0, "TEXCOORD1", true}}));
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// Multiple semantics that will pack together "out of order" thanks to FXC's rules
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tests.push_back(BuildTestCase({{false, VarType::Float, 2, 0, "TEXCOORD0", true},
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{false, VarType::Float, 3, 0, "TEXCOORD1", true},
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{false, VarType::Float, 2, 0, "TEXCOORD2", true}}));
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// Semantics that don't pack together due to being arrays
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tests.push_back(BuildTestCase({{false, VarType::Float, 1, 2, "TEXCOORD0", true}}));
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tests.push_back(BuildTestCase({{false, VarType::Float, 2, 1, "TEXCOORD0", true},
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{false, VarType::Float, 2, 1, "TEXCOORD1", true}}));
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tests.push_back(BuildTestCase({{false, VarType::Float, 2, 1, "TEXCOORD0", true},
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{false, VarType::Float, 2, 0, "TEXCOORD1", true}}));
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tests.push_back(BuildTestCase({{false, VarType::Float, 2, 0, "TEXCOORD0", true},
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{false, VarType::Float, 2, 1, "TEXCOORD1", true}}));
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// Tests focusing on different interpolation modes
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tests.push_back(BuildTestCase({{false, VarType::Float, 2, 0, "TEXCOORD0", true},
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{true, VarType::Float, 2, 0, "TEXCOORD1", true}}));
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// The following test is currently broken: the semantics live in v1.x and v1.y, but during
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// debugging our initial inputs shader places them in an array[2], resulting in v1.x and v2.x
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tests.push_back(BuildTestCase({{false, VarType::UInt, 1, 0, "TEXCOORD0", true},
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{true, VarType::UInt, 1, 0, "TEXCOORD1", true}}));
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// The following test is currently broken: the semantics live in v1.x and v2.x, but during
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// debugging our initial inputs shader places them in an array[2], resulting in the correct
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// register placement, but incorrect interpolation modes since uints are always nointerpolation
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tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD0", true},
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{false, VarType::UInt, 1, 0, "TEXCOORD1", true}}));
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// The following test is currently broken: the semantics live in v1.x and v1.y, despite having
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// different types since the interpolation mode is the same. During debugging our initial inputs
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// shader places them in an array[2], resulting in the wrong register placement
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tests.push_back(BuildTestCase({{true, VarType::Float, 1, 0, "TEXCOORD0", true},
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{false, VarType::UInt, 1, 0, "TEXCOORD1", true}}));
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// Bespoke tests for broken scenarios discovered through bug reports:
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// The following test is currently broken: the semantics live in v1.xy, v2.x, and v3.xyz due
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// to each being an array. During debugging, out initial input shader defines the last semantic
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// without an array size, so FXC packs it into v2.yzw
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tests.push_back(BuildTestCase({{false, VarType::Float, 2, 1, "TEXCOORD0", true},
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{false, VarType::Float, 1, 1, "TEXCOORD1", false},
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{false, VarType::Float, 3, 1, "TEXCOORD2", true}}));
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while(Running())
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{
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ClearRenderTargetView(fltRT, {0.2f, 0.2f, 0.2f, 1.0f});
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ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
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IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
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ctx->OMSetRenderTargets(1, &fltRT.GetInterfacePtr(), NULL);
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for(size_t i = 0; i < tests.size(); ++i)
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{
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setMarker("draw" + std::to_string(i));
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ctx->IASetInputLayout(tests[i].inputLayout);
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ctx->VSSetShader(tests[i].vs, NULL, 0);
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ctx->PSSetShader(tests[i].ps, NULL, 0);
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ctx->Draw(3, 0);
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}
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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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@@ -154,6 +154,7 @@
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<ClCompile Include="d3d11\d3d11_saturate.cpp" />
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<ClCompile Include="d3d11\d3d11_shader_editing.cpp" />
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<ClCompile Include="d3d11\d3d11_shader_isa.cpp" />
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<ClCompile Include="d3d11\d3d11_shader_linkage_zoo.cpp" />
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<ClCompile Include="d3d11\d3d11_simple_dispatch.cpp" />
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<ClCompile Include="d3d11\d3d11_simple_triangle.cpp" />
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<ClCompile Include="d3d11\d3d11_stream_out.cpp" />
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@@ -487,6 +487,9 @@
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<ClCompile Include="d3d12\d3d12_shader_linkage_zoo.cpp">
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<Filter>D3D12\demos</Filter>
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</ClCompile>
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<ClCompile Include="d3d11\d3d11_shader_linkage_zoo.cpp">
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<Filter>D3D11\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 +1,49 @@
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import renderdoc as rd
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from typing import List
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import rdtest
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class D3D11_Shader_Linkage_Zoo(rdtest.TestCase):
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demos_test_name = 'D3D11_Shader_Linkage_Zoo'
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def check_capture(self):
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failed = False
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test_marker: rd.DrawcallDescription = self.find_draw("draw")
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while test_marker is not None:
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drawcall = test_marker.next
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event_name = test_marker.name
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test_marker: rd.DrawcallDescription = self.find_draw("draw", drawcall.eventId)
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self.controller.SetFrameEvent(drawcall.eventId, False)
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pipe: rd.PipeState = self.controller.GetPipelineState()
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# Debug the shader
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trace: rd.ShaderDebugTrace = self.controller.DebugPixel(200, 150, rd.ReplayController.NoPreference,
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rd.ReplayController.NoPreference)
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if trace.debugger is None:
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failed = True
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rdtest.log.error("Test {} could not be debugged.".format(event_name))
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continue
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cycles, variables = self.process_trace(trace)
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output = self.find_output_source_var(trace, rd.ShaderBuiltin.ColorOutput, 0)
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debugged = self.evaluate_source_var(output, variables)
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try:
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self.check_pixel_value(pipe.GetOutputTargets()[0].resourceId, 200, 150, debugged.value.fv[0:4])
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except rdtest.TestFailureException as ex:
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failed = True
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rdtest.log.error("Test {} did not match. {}".format(event_name, str(ex)))
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continue
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finally:
|
||||
self.controller.FreeTrace(trace)
|
||||
|
||||
rdtest.log.success("Test {} matched as expected".format(event_name))
|
||||
|
||||
if failed:
|
||||
raise rdtest.TestFailureException("Some tests were not as expected")
|
||||
|
||||
rdtest.log.success("All tests matched")
|
||||
Reference in New Issue
Block a user