Created a D3D11 version of the shader linkage zoo test

This commit is contained in:
Steve Karolewics
2020-05-07 19:21:17 -07:00
committed by Baldur Karlsson
parent ed45d15d21
commit 4c7f30e690
4 changed files with 387 additions and 0 deletions
@@ -0,0 +1,334 @@
/******************************************************************************
* 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 "d3d11_test.h"
RD_TEST(D3D11_Shader_Linkage_Zoo, D3D11GraphicsTest)
{
static constexpr const char *Description =
"Tests various shader linkage scenarios to ensure proper handling of data between shader "
"stages.";
enum class VarType : uint32_t
{
Float = 0,
UInt = 1,
Count = 2,
};
const std::string varTypeName[(uint32_t)VarType::Count] = {"float", "uint"};
struct ShaderLinkageEntry
{
bool nointerp;
VarType type;
uint32_t components;
uint32_t arraySize;
std::string semantic;
bool consumedByPS;
};
std::string BuildStruct(const std::vector<ShaderLinkageEntry> &outputs)
{
std::string structDef = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
)EOSHADER";
for(size_t i = 0; i < outputs.size(); ++i)
{
structDef += " ";
if(outputs[i].nointerp)
structDef += "nointerpolation ";
structDef += varTypeName[(uint32_t)outputs[i].type];
structDef += std::to_string(outputs[i].components);
structDef += " ";
structDef += "element" + std::to_string(i);
if(outputs[i].arraySize != 0)
structDef += "[" + std::to_string(outputs[i].arraySize) + "]";
structDef += " : " + outputs[i].semantic + ";\n";
}
structDef += "};";
return structDef;
}
std::string BuildVS(const std::vector<ShaderLinkageEntry> &outputs)
{
std::string vs = R"EOSHADER(
struct vertin
{
float3 pos : POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
)EOSHADER";
vs += BuildStruct(outputs);
vs += R"EOSHADER(
v2f main(vertin IN, uint vid : SV_VertexID)
{
v2f OUT = (v2f)0;
OUT.pos = float4(IN.pos, 1.0f);
)EOSHADER";
float counterFloat = 0.0f;
uint32_t counterUInt = 0;
for(size_t i = 0; i < outputs.size(); ++i)
{
uint32_t count = std::max(1U, outputs[i].arraySize);
for(uint32_t j = 0; j < count; ++j)
{
vs += " OUT.element" + std::to_string(i);
if(outputs[i].arraySize != 0)
vs += "[" + std::to_string(j) + "]";
vs += " = ";
vs += varTypeName[(uint32_t)outputs[i].type];
vs += std::to_string(outputs[i].components);
vs += "(";
for(uint32_t k = 0; k < outputs[i].components; ++k)
{
if(k != 0)
vs += ", ";
vs += std::to_string(outputs[i].type == VarType::Float ? counterFloat++ : counterUInt++);
}
vs += ");\n";
}
}
vs += "\n return OUT;\n}\n";
return vs;
}
std::string BuildPS(const std::vector<ShaderLinkageEntry> &inputs)
{
std::string ps = BuildStruct(inputs);
ps += R"EOSHADER(
float4 main(v2f IN) : SV_Target0
{
float4 outF = float4(0.0f, 0.0f, 0.0f, 0.0f);
uint4 outU = uint4(0, 0, 0, 0);
)EOSHADER";
const std::string varAccess[] = {" outF", " outU"};
const std::string componentAccess[] = {".x", ".xy", ".xyz", ".xyzw"};
for(size_t i = 0; i < inputs.size(); ++i)
{
if(inputs[i].consumedByPS)
{
if(inputs[i].arraySize == 0)
{
ps += varAccess[(uint32_t)inputs[i].type];
ps += componentAccess[inputs[i].components - 1];
ps += " += IN.element" + std::to_string(i) + ";\n";
}
else
{
// Access each element
for(uint32_t j = 0; j < inputs[i].arraySize; ++j)
{
ps += varAccess[(uint32_t)inputs[i].type];
ps += componentAccess[inputs[i].components - 1];
ps += " += IN.element" + std::to_string(i);
ps += "[" + std::to_string(j) + "];\n";
}
}
}
}
ps += "\n return outF + (float4)outU;\n}\n";
return ps;
}
struct TestCase
{
ID3D11VertexShaderPtr vs;
ID3D11PixelShaderPtr ps;
ID3D11InputLayoutPtr inputLayout;
};
TestCase BuildTestCase(const std::vector<ShaderLinkageEntry> &elements)
{
ID3DBlobPtr vsblob = Compile(BuildVS(elements), "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(BuildPS(elements), "main", "ps_5_0");
TestCase ret;
ret.vs = CreateVS(vsblob);
ret.ps = CreatePS(psblob);
D3D11_INPUT_ELEMENT_DESC layoutdesc[] = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
CHECK_HR(dev->CreateInputLayout(layoutdesc, ARRAY_COUNT(layoutdesc), vsblob->GetBufferPointer(),
vsblob->GetBufferSize(), &ret.inputLayout));
return ret;
}
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
ID3D11Texture2DPtr fltTex =
MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight).RTV();
ID3D11RenderTargetViewPtr fltRT = MakeRTV(fltTex);
std::vector<TestCase> tests;
// No additional semantics
tests.push_back(BuildTestCase({}));
// A single semantic of various types, interpolation modes, and components
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{true, VarType::Float, 1, 0, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 4, 0, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 4, 0, "TEXCOORD0", false}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 1, 0, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 4, 0, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 4, 0, "TEXCOORD0", false}}));
tests.push_back(BuildTestCase({{true, VarType::UInt, 4, 0, "TEXCOORD0", true}}));
// A single semantic with various array sizes
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 1, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 2, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 5, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 1, 1, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 1, 2, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 1, 5, "TEXCOORD0", true}}));
// Multiple semantics that pack together
tests.push_back(BuildTestCase({{false, VarType::Float, 2, 0, "TEXCOORD0", true},
{false, VarType::Float, 2, 0, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 2, 0, "TEXCOORD0", true},
{false, VarType::UInt, 2, 0, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{true, VarType::Float, 2, 0, "TEXCOORD0", true},
{true, VarType::Float, 2, 0, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 3, 0, "TEXCOORD0", true},
{false, VarType::Float, 1, 0, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD0", true},
{false, VarType::Float, 3, 0, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD0", true},
{false, VarType::Float, 2, 0, "TEXCOORD1", true},
{false, VarType::Float, 1, 0, "TEXCOORD2", true}}));
// These pack into v1.x, v2.xy, and v1.y
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD0", true},
{false, VarType::UInt, 2, 0, "TEXCOORD1", true},
{false, VarType::Float, 1, 0, "TEXCOORD2", true}}));
// Multiple semantics that don't pack together
tests.push_back(BuildTestCase({{false, VarType::Float, 3, 0, "TEXCOORD0", true},
{false, VarType::Float, 2, 0, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 2, 0, "TEXCOORD0", true},
{false, VarType::Float, 3, 0, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 4, 0, "TEXCOORD0", true},
{false, VarType::Float, 1, 0, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD0", true},
{false, VarType::Float, 4, 0, "TEXCOORD1", true}}));
// Multiple semantics that will pack together "out of order" thanks to FXC's rules
tests.push_back(BuildTestCase({{false, VarType::Float, 2, 0, "TEXCOORD0", true},
{false, VarType::Float, 3, 0, "TEXCOORD1", true},
{false, VarType::Float, 2, 0, "TEXCOORD2", true}}));
// Semantics that don't pack together due to being arrays
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 2, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 2, 1, "TEXCOORD0", true},
{false, VarType::Float, 2, 1, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 2, 1, "TEXCOORD0", true},
{false, VarType::Float, 2, 0, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 2, 0, "TEXCOORD0", true},
{false, VarType::Float, 2, 1, "TEXCOORD1", true}}));
// Tests focusing on different interpolation modes
tests.push_back(BuildTestCase({{false, VarType::Float, 2, 0, "TEXCOORD0", true},
{true, VarType::Float, 2, 0, "TEXCOORD1", true}}));
// The following test is currently broken: the semantics live in v1.x and v1.y, but during
// debugging our initial inputs shader places them in an array[2], resulting in v1.x and v2.x
tests.push_back(BuildTestCase({{false, VarType::UInt, 1, 0, "TEXCOORD0", true},
{true, VarType::UInt, 1, 0, "TEXCOORD1", true}}));
// The following test is currently broken: the semantics live in v1.x and v2.x, but during
// debugging our initial inputs shader places them in an array[2], resulting in the correct
// register placement, but incorrect interpolation modes since uints are always nointerpolation
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD0", true},
{false, VarType::UInt, 1, 0, "TEXCOORD1", true}}));
// The following test is currently broken: the semantics live in v1.x and v1.y, despite having
// different types since the interpolation mode is the same. During debugging our initial inputs
// shader places them in an array[2], resulting in the wrong register placement
tests.push_back(BuildTestCase({{true, VarType::Float, 1, 0, "TEXCOORD0", true},
{false, VarType::UInt, 1, 0, "TEXCOORD1", true}}));
// Bespoke tests for broken scenarios discovered through bug reports:
// The following test is currently broken: the semantics live in v1.xy, v2.x, and v3.xyz due
// to each being an array. During debugging, out initial input shader defines the last semantic
// without an array size, so FXC packs it into v2.yzw
tests.push_back(BuildTestCase({{false, VarType::Float, 2, 1, "TEXCOORD0", true},
{false, VarType::Float, 1, 1, "TEXCOORD1", false},
{false, VarType::Float, 3, 1, "TEXCOORD2", true}}));
while(Running())
{
ClearRenderTargetView(fltRT, {0.2f, 0.2f, 0.2f, 1.0f});
ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
ctx->OMSetRenderTargets(1, &fltRT.GetInterfacePtr(), NULL);
for(size_t i = 0; i < tests.size(); ++i)
{
setMarker("draw" + std::to_string(i));
ctx->IASetInputLayout(tests[i].inputLayout);
ctx->VSSetShader(tests[i].vs, NULL, 0);
ctx->PSSetShader(tests[i].ps, NULL, 0);
ctx->Draw(3, 0);
}
Present();
}
return 0;
}
};
REGISTER_TEST();
+1
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@@ -154,6 +154,7 @@
<ClCompile Include="d3d11\d3d11_saturate.cpp" />
<ClCompile Include="d3d11\d3d11_shader_editing.cpp" />
<ClCompile Include="d3d11\d3d11_shader_isa.cpp" />
<ClCompile Include="d3d11\d3d11_shader_linkage_zoo.cpp" />
<ClCompile Include="d3d11\d3d11_simple_dispatch.cpp" />
<ClCompile Include="d3d11\d3d11_simple_triangle.cpp" />
<ClCompile Include="d3d11\d3d11_stream_out.cpp" />
+3
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@@ -487,6 +487,9 @@
<ClCompile Include="d3d12\d3d12_shader_linkage_zoo.cpp">
<Filter>D3D12\demos</Filter>
</ClCompile>
<ClCompile Include="d3d11\d3d11_shader_linkage_zoo.cpp">
<Filter>D3D11\demos</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="D3D11">
@@ -0,0 +1,49 @@
import renderdoc as rd
from typing import List
import rdtest
class D3D11_Shader_Linkage_Zoo(rdtest.TestCase):
demos_test_name = 'D3D11_Shader_Linkage_Zoo'
def check_capture(self):
failed = False
test_marker: rd.DrawcallDescription = self.find_draw("draw")
while test_marker is not None:
drawcall = test_marker.next
event_name = test_marker.name
test_marker: rd.DrawcallDescription = self.find_draw("draw", drawcall.eventId)
self.controller.SetFrameEvent(drawcall.eventId, False)
pipe: rd.PipeState = self.controller.GetPipelineState()
# Debug the shader
trace: rd.ShaderDebugTrace = self.controller.DebugPixel(200, 150, rd.ReplayController.NoPreference,
rd.ReplayController.NoPreference)
if trace.debugger is None:
failed = True
rdtest.log.error("Test {} could not be debugged.".format(event_name))
continue
cycles, variables = self.process_trace(trace)
output = self.find_output_source_var(trace, rd.ShaderBuiltin.ColorOutput, 0)
debugged = self.evaluate_source_var(output, variables)
try:
self.check_pixel_value(pipe.GetOutputTargets()[0].resourceId, 200, 150, debugged.value.fv[0:4])
except rdtest.TestFailureException as ex:
failed = True
rdtest.log.error("Test {} did not match. {}".format(event_name, str(ex)))
continue
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")