Add a test for D3D12 shader debugging

This mimics the D3D11 shader debugging test, but performs the draws
twice - once with SM 5.0 and once with SM 5.1. The python test performs
the same checks as the D3D11 version, but is explicitly disabled since
D3D12 shader debugging is not yet enabled by default.
This commit is contained in:
Steve Karolewics
2020-02-04 00:57:52 -05:00
committed by Baldur Karlsson
parent bd04112dd4
commit 67457bd784
4 changed files with 836 additions and 0 deletions
@@ -0,0 +1,783 @@
/******************************************************************************
* 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_Shader_Debug_Zoo, D3D12GraphicsTest)
{
static constexpr const char *Description = "Tests shader debugging in different edge cases";
struct ConstsA2V
{
Vec3f pos;
float zero;
float one;
float negone;
};
std::string pixelBlit = R"EOSHADER(
cbuffer rootconsts : register(b0)
{
float offset;
}
Texture2D<float4> intex : register(t0);
float4 main(float4 pos : SV_Position) : SV_Target0
{
return intex.Load(float3(pos.x, pos.y - offset, 0));
}
)EOSHADER";
std::string common = R"EOSHADER(
struct consts
{
float3 pos : POSITION;
float zeroVal : ZERO;
float oneVal : ONE;
float negoneVal : NEGONE;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 zeroVal : ZERO;
float tinyVal : TINY;
float oneVal : ONE;
float negoneVal : NEGONE;
uint tri : TRIANGLE;
uint intval : INTVAL;
};
)EOSHADER";
std::string vertex = R"EOSHADER(
v2f main(consts IN, uint tri : SV_InstanceID)
{
v2f OUT = (v2f)0;
OUT.pos = float4(IN.pos.x + IN.pos.z * float(tri), IN.pos.y, 0.0f, 1);
OUT.zeroVal = IN.zeroVal.xx;
OUT.oneVal = IN.oneVal;
OUT.negoneVal = IN.negoneVal;
OUT.tri = tri;
OUT.tinyVal = IN.oneVal * 1.0e-30f;
OUT.intval = tri + 7;
return OUT;
}
)EOSHADER";
std::string pixel = R"EOSHADER(
struct InnerStruct
{
float a;
float b[2];
float c;
};
struct MyStruct
{
float a;
float4 b;
float c;
InnerStruct d;
float e;
};
Buffer<float> test : register(t0);
ByteAddressBuffer byterotest : register(t1);
StructuredBuffer<MyStruct> structrotest : register(t2);
Texture2D<float> dimtex : register(t3);
RWByteAddressBuffer byterwtest : register(u1);
RWStructuredBuffer<MyStruct> structrwtest : register(u2);
float4 main(v2f IN) : SV_Target0
{
float posinf = IN.oneVal/IN.zeroVal.x;
float neginf = IN.negoneVal/IN.zeroVal.x;
float nan = IN.zeroVal.x/IN.zeroVal.y;
float negone = IN.negoneVal;
float posone = IN.oneVal;
float zero = IN.zeroVal.x;
float tiny = IN.tinyVal;
int intval = IN.intval;
if(IN.tri == 0)
return float4(log(negone), log(zero), log(posone), 1.0f);
if(IN.tri == 1)
return float4(log(posinf), log(neginf), log(nan), 1.0f);
if(IN.tri == 2)
return float4(exp(negone), exp(zero), exp(posone), 1.0f);
if(IN.tri == 3)
return float4(exp(posinf), exp(neginf), exp(nan), 1.0f);
if(IN.tri == 4)
return float4(sqrt(negone), sqrt(zero), sqrt(posone), 1.0f);
if(IN.tri == 5)
return float4(sqrt(posinf), sqrt(neginf), sqrt(nan), 1.0f);
if(IN.tri == 6)
return float4(rsqrt(negone), rsqrt(zero), rsqrt(posone), 1.0f);
if(IN.tri == 7)
return float4(saturate(posinf), saturate(neginf), saturate(nan), 1.0f);
if(IN.tri == 8)
return float4(min(posinf, nan), min(neginf, nan), min(nan, nan), 1.0f);
if(IN.tri == 9)
return float4(min(posinf, posinf), min(neginf, posinf), min(nan, posinf), 1.0f);
if(IN.tri == 10)
return float4(min(posinf, neginf), min(neginf, neginf), min(nan, neginf), 1.0f);
if(IN.tri == 11)
return float4(max(posinf, nan), max(neginf, nan), max(nan, nan), 1.0f);
if(IN.tri == 12)
return float4(max(posinf, posinf), max(neginf, posinf), max(nan, posinf), 1.0f);
if(IN.tri == 13)
return float4(max(posinf, neginf), max(neginf, neginf), max(nan, neginf), 1.0f);
// rounding tests
float round_a = 1.7f*posone;
float round_b = 2.1f*posone;
float round_c = 1.5f*posone;
float round_d = 2.5f*posone;
float round_e = zero;
float round_f = -1.7f*posone;
float round_g = -2.1f*posone;
float round_h = -1.5f*posone;
float round_i = -2.5f*posone;
if(IN.tri == 14)
return float4(round(round_a), floor(round_a), ceil(round_a), trunc(round_a));
if(IN.tri == 15)
return float4(round(round_b), floor(round_b), ceil(round_b), trunc(round_b));
if(IN.tri == 16)
return float4(round(round_c), floor(round_c), ceil(round_c), trunc(round_c));
if(IN.tri == 17)
return float4(round(round_d), floor(round_d), ceil(round_d), trunc(round_d));
if(IN.tri == 18)
return float4(round(round_e), floor(round_e), ceil(round_e), trunc(round_e));
if(IN.tri == 19)
return float4(round(round_f), floor(round_f), ceil(round_f), trunc(round_f));
if(IN.tri == 20)
return float4(round(round_g), floor(round_g), ceil(round_g), trunc(round_g));
if(IN.tri == 21)
return float4(round(round_h), floor(round_h), ceil(round_h), trunc(round_h));
if(IN.tri == 22)
return float4(round(round_i), floor(round_i), ceil(round_i), trunc(round_i));
if(IN.tri == 23)
return float4(round(neginf), floor(neginf), ceil(neginf), trunc(neginf));
if(IN.tri == 24)
return float4(round(posinf), floor(posinf), ceil(posinf), trunc(posinf));
if(IN.tri == 25)
return float4(round(nan), floor(nan), ceil(nan), trunc(nan));
if(IN.tri == 26)
return test[5].xxxx;
if(IN.tri == 27)
{
uint unsignedVal = uint(344.1f*posone);
int signedVal = int(344.1f*posone);
return float4(firstbithigh(unsignedVal), firstbitlow(unsignedVal),
firstbithigh(signedVal), firstbitlow(signedVal));
}
if(IN.tri == 28)
{
int signedVal = int(344.1f*negone);
return float4(firstbithigh(signedVal), firstbitlow(signedVal), 0.0f, 0.0f);
}
// saturate NaN returns 0
if(IN.tri == 29)
return float4(0.1f+saturate(nan * 2.0f), 0.1f+saturate(nan * 3.0f), 0.1f+saturate(nan * 4.0f), 1.0f);
// min() and max() with NaN return the other component if it's non-NaN, or else nan if it is nan
if(IN.tri == 30)
return float4(min(nan, 0.3f), max(nan, 0.3f), max(nan, nan), 1.0f);
// the above applies componentwise
if(IN.tri == 31)
return max( float4(0.1f, 0.2f, 0.3f, 0.4f), nan.xxxx );
if(IN.tri == 32)
return min( float4(0.1f, 0.2f, 0.3f, 0.4f), nan.xxxx );
// negating nan and abs(nan) gives nan
if(IN.tri == 33)
return float4(-nan, abs(nan), 0.0f, 1.0f);
// check denorm flushing
if(IN.tri == 34)
return float4(tiny * 1.5e-8f, tiny * 1.5e-9f, asfloat(intval) == 0.0f ? 1.0f : 0.0f, 1.0f);
// test reading/writing byte address data
// mis-aligned loads
if(IN.tri == 35)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
return float4(asfloat(byterotest.Load(z+0).x), asfloat(byterotest.Load(z+1).x),
asfloat(byterotest.Load(z+3).x), float(byterotest.Load(z+8).x));
}
// later loads: valid, out of view bounds but in buffer bounds, out of both bounds
if(IN.tri == 36)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
return float4(asfloat(byterotest.Load(z+40).x), asfloat(byterotest.Load(z+44).x),
asfloat(byterotest.Load(z+48).x), float(byterotest.Load(z+4096).x));
}
// 4-uint load
if(IN.tri == 37)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
// test a 4-uint load
return asfloat(byterotest.Load4(z+24));
}
// 4-uint load crossing view bounds
if(IN.tri == 38)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
// test a 4-uint load
return asfloat(byterotest.Load4(z+40));
}
// 4-uint load out of view bounds
if(IN.tri == 39)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
// test a 4-uint load
return asfloat(byterotest.Load4(z+48));
}
// mis-aligned store
if(IN.tri == 40)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
uint z2 = uint(zero);
byterwtest.Store(z+0, asuint(5.4321f));
byterwtest.Store(z+1, asuint(9.8765f));
return asfloat(byterwtest.Load(z2+0).x);
}
// mis-aligned loads
if(IN.tri == 41)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
uint z2 = uint(zero);
byterwtest.Store(z+0, asuint(5.4321f));
byterwtest.Store(z+4, asuint(9.8765f));
byterwtest.Store(z+8, 0xbeef);
return float4(asfloat(byterwtest.Load(z2+0).x), asfloat(byterwtest.Load(z2+1).x),
asfloat(byterwtest.Load(z2+3).x), float(byterwtest.Load(z2+8).x));
}
// later stores: valid, out of view bounds but in buffer bounds, out of both bounds
if(IN.tri == 42)
{
// use this to ensure the compiler doesn't know we're loading from the same locations
uint z = intval - IN.tri - 7;
uint z2 = uint(zero);
byterwtest.Store(z+40, asuint(1.2345f));
byterwtest.Store(z+44, asuint(9.8765f));
byterwtest.Store(z+48, asuint(1.81818f));
byterwtest.Store(z+4096, asuint(5.55555f));
return float4(asfloat(byterwtest.Load(z2+40).x), asfloat(byterwtest.Load(z2+44).x),
asfloat(byterwtest.Load(z2+48).x), float(byterwtest.Load(z2+4096).x));
}
// 4-uint store
if(IN.tri == 43)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
uint z2 = uint(zero);
byterwtest.Store4(z+24, uint4(99, 88, 77, 66));
return asfloat(byterotest.Load4(z2+24));
}
// 4-uint store crossing view bounds
if(IN.tri == 44)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
uint z2 = uint(zero);
byterwtest.Store4(z+40, uint4(99, 88, 77, 66));
return asfloat(byterotest.Load4(z2+40));
}
// 4-uint store out of view bounds
if(IN.tri == 45)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
uint z2 = uint(zero);
byterwtest.Store4(z+48, uint4(99, 88, 77, 66));
return asfloat(byterotest.Load4(z2+48));
}
// test reading/writing structured data
// reading struct at 0 (need two tests to verify most of the data,
// we assume the rest is OK because of alignment)
if(IN.tri == 46)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
MyStruct read = structrotest[z+0];
return float4(read.b.xyz, read.c);
}
if(IN.tri == 47)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
MyStruct read = structrotest[z+0];
return float4(read.a, read.e, read.d.b[z+0], read.d.c);
}
// reading later, but in bounds
if(IN.tri == 48)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
MyStruct read = structrotest[z+3];
return float4(read.b.xyz, read.c);
}
if(IN.tri == 49)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
MyStruct read = structrotest[z+3];
return float4(read.a, read.e, read.d.b[z+0], read.d.c);
}
// structured buffers do not allow partially out of bounds behaviour:
// - buffers must by multiples of structure stride (so buffer partials aren't allowed)
// - views work in units of structure stride (so view partials aren't allowed)
// we can only test fully out of bounds of the view, but in bounds of the buffer
if(IN.tri == 50)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
MyStruct read = structrotest[z+7];
return float4(read.b.xyz, read.c);
}
if(IN.tri == 51)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
MyStruct read = structrotest[z+7];
return float4(read.a, read.e, read.d.b[z+0], read.d.c);
}
// storing in bounds
if(IN.tri == 52)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
uint z2 = uint(zero);
MyStruct write = (MyStruct)0;
write.a = zero+1.0f;
write.c = zero+2.0f;
write.e = zero+3.0f;
write.b = float4(zero+4.0f, zero+5.0f, zero+6.0f, zero+7.0f);
write.d.a = zero+8.0f;
write.d.b[0] = zero+9.0f;
write.d.b[1] = zero+10.0f;
write.d.c = zero+11.0f;
structrwtest[z+2] = write;
MyStruct read = structrwtest[z2+2];
return float4(read.b.xyz, read.c);
}
if(IN.tri == 53)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
uint z2 = uint(zero);
MyStruct write = (MyStruct)0;
write.a = zero+1.0f;
write.c = zero+2.0f;
write.e = zero+3.0f;
write.b = float4(zero+4.0f, zero+5.0f, zero+6.0f, zero+7.0f);
write.d.a = zero+8.0f;
write.d.b[0] = zero+9.0f;
write.d.b[1] = zero+10.0f;
write.d.c = zero+11.0f;
structrwtest[z+2] = write;
MyStruct read = structrwtest[z2+2];
return float4(read.a, read.e, read.d.b[z2+0], read.d.c);
}
// storing out of bounds
if(IN.tri == 54)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
uint z2 = uint(zero);
MyStruct write = (MyStruct)0;
write.a = zero+1.0f;
write.c = zero+2.0f;
write.e = zero+3.0f;
write.b = float4(zero+4.0f, zero+5.0f, zero+6.0f, zero+7.0f);
write.d.a = zero+8.0f;
write.d.b[0] = zero+9.0f;
write.d.b[1] = zero+10.0f;
write.d.c = zero+11.0f;
structrwtest[z+7] = write;
MyStruct read = structrwtest[z2+7];
return float4(read.b.xyz, read.c);
}
if(IN.tri == 55)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
uint z2 = uint(zero);
MyStruct write = (MyStruct)0;
write.a = zero+1.0f;
write.c = zero+2.0f;
write.e = zero+3.0f;
write.b = float4(zero+4.0f, zero+5.0f, zero+6.0f, zero+7.0f);
write.d.a = zero+8.0f;
write.d.b[0] = zero+9.0f;
write.d.b[1] = zero+10.0f;
write.d.c = zero+11.0f;
structrwtest[z+7] = write;
MyStruct read = structrwtest[z2+7];
return float4(read.a, read.e, read.d.b[z2+0], read.d.c);
}
if(IN.tri == 56)
{
uint width = 0, height = 0, numLevels = 0;
dimtex.GetDimensions(0, width, height, numLevels);
return float4(width, height, numLevels, 0.0f);
}
if(IN.tri == 57)
{
uint width = 0, height = 0, numLevels = 0;
dimtex.GetDimensions(2, width, height, numLevels);
return float4(width, height, numLevels, 0.0f);
}
if(IN.tri == 58)
{
uint width = 0, height = 0, numLevels = 0;
dimtex.GetDimensions(10, width, height, numLevels);
return float4(max(1,width), max(1,height), numLevels, 0.0f);
}
if(IN.tri == 59)
{
// use this to ensure the compiler doesn't know we're using fixed mips
uint z = intval - IN.tri - 7;
uint width = 0, height = 0, numLevels = 0;
dimtex.GetDimensions(z, width, height, numLevels);
return float4(width, height, numLevels, 0.0f);
}
if(IN.tri == 60)
{
// use this to ensure the compiler doesn't know we're using fixed mips
uint z = intval - IN.tri - 7;
uint width = 0, height = 0, numLevels = 0;
dimtex.GetDimensions(z+2, width, height, numLevels);
return float4(width, height, numLevels, 0.0f);
}
if(IN.tri == 61)
{
// use this to ensure the compiler doesn't know we're using fixed mips
uint z = intval - IN.tri - 7;
uint width = 0, height = 0, numLevels = 0;
dimtex.GetDimensions(z+10, width, height, numLevels);
return float4(max(1,width), max(1,height), numLevels, 0.0f);
}
return float4(0.4f, 0.4f, 0.4f, 0.4f);
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
size_t lastTest = pixel.rfind("IN.tri == ");
lastTest += sizeof("IN.tri == ") - 1;
const uint32_t numTests = atoi(pixel.c_str() + lastTest) + 1;
ID3DBlobPtr vsblob = Compile(common + vertex, "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(common + pixel, "main", "ps_5_0");
std::vector<D3D12_INPUT_ELEMENT_DESC> inputLayout;
inputLayout.reserve(4);
inputLayout.push_back({
"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0,
});
inputLayout.push_back({
"ZERO", 0, DXGI_FORMAT_R32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT,
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0,
});
inputLayout.push_back({
"ONE", 0, DXGI_FORMAT_R32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT,
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0,
});
inputLayout.push_back({
"NEGONE", 0, DXGI_FORMAT_R32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT,
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0,
});
ID3D12RootSignaturePtr sig = MakeSig({
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 4, 0),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 1, 2, 4),
});
ID3D12PipelineStatePtr pso_5_0 = MakePSO()
.RootSig(sig)
.InputLayout(inputLayout)
.VS(vsblob)
.PS(psblob)
.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
// Recompile the same PS with SM 5.1 to test shader debugging with the different bytecode
psblob = Compile(common + pixel, "main", "ps_5_1");
ID3D12PipelineStatePtr pso_5_1 = MakePSO()
.RootSig(sig)
.InputLayout(inputLayout)
.VS(vsblob)
.PS(psblob)
.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
static const uint32_t texDim = AlignUp(numTests, 64U) * 4;
ID3D12ResourcePtr fltTex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, texDim, 4)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_CPU_DESCRIPTOR_HANDLE fltRTV = MakeRTV(fltTex).CreateCPU(0);
D3D12_GPU_DESCRIPTOR_HANDLE fltSRV = MakeSRV(fltTex).CreateGPU(6);
float triWidth = 8.0f / float(texDim);
ConstsA2V triangle[] = {
{Vec3f(-1.0f, -1.0f, triWidth), 0.0f, 1.0f, -1.0f},
{Vec3f(-1.0f, 1.0f, triWidth), 0.0f, 1.0f, -1.0f},
{Vec3f(-1.0f + triWidth, 1.0f, triWidth), 0.0f, 1.0f, -1.0f},
};
ID3D12ResourcePtr vb = MakeBuffer().Data(triangle);
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
union
{
float f;
uint32_t u;
} pun;
pun.u = 0xdead;
float testdata[] = {
1.0f, 2.0f, 3.0f, 4.0f, 1.234567f, pun.f, 7.0f, 8.0f, 9.0f, 10.0f,
11.0f, 12.0f, 13.0f, 14.0f, 15.0f, 16.0f, 17.0f, 18.0f, 19.0f, 20.0f,
};
ID3D12ResourcePtr srvBuf = MakeBuffer().Data(testdata);
MakeSRV(srvBuf).Format(DXGI_FORMAT_R32_FLOAT).CreateGPU(0);
ID3D12ResourcePtr testTex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 16, 16).Mips(3);
MakeSRV(testTex).CreateGPU(3);
ID3D12ResourcePtr rawBuf = MakeBuffer().Data(testdata);
MakeSRV(rawBuf)
.Format(DXGI_FORMAT_R32_TYPELESS)
.ByteAddressed()
.FirstElement(4)
.NumElements(12)
.CreateGPU(1);
ID3D12ResourcePtr rawBuf2 = MakeBuffer().Size(1024).UAV();
D3D12ViewCreator uavView1 =
MakeUAV(rawBuf2).Format(DXGI_FORMAT_R32_TYPELESS).ByteAddressed().FirstElement(4).NumElements(12);
D3D12_CPU_DESCRIPTOR_HANDLE uav1cpu = uavView1.CreateClearCPU(4);
D3D12_GPU_DESCRIPTOR_HANDLE uav1gpu = uavView1.CreateGPU(4);
float structdata[220];
for(int i = 0; i < 220; i++)
structdata[i] = float(i);
ID3D12ResourcePtr structBuf = MakeBuffer().Data(structdata);
MakeSRV(structBuf)
.Format(DXGI_FORMAT_UNKNOWN)
.FirstElement(3)
.NumElements(5)
.StructureStride(11 * sizeof(float))
.CreateGPU(2);
ID3D12ResourcePtr structBuf2 = MakeBuffer().Size(880).UAV();
D3D12ViewCreator uavView2 = MakeUAV(structBuf2)
.Format(DXGI_FORMAT_UNKNOWN)
.FirstElement(3)
.NumElements(5)
.StructureStride(11 * sizeof(float));
D3D12_CPU_DESCRIPTOR_HANDLE uav2cpu = uavView2.CreateClearCPU(5);
D3D12_GPU_DESCRIPTOR_HANDLE uav2gpu = uavView2.CreateGPU(5);
vsblob = Compile(D3DFullscreenQuadVertex, "main", "vs_4_0");
psblob = Compile(pixelBlit, "main", "ps_5_0");
ID3D12RootSignaturePtr blitSig = MakeSig({
constParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0, 1),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 6),
});
ID3D12PipelineStatePtr blitpso = MakePSO().RootSig(blitSig).VS(vsblob).PS(psblob);
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_CPU_DESCRIPTOR_HANDLE rtv =
MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(1);
ClearRenderTargetView(cmd, rtv, {0.4f, 0.5f, 0.6f, 1.0f});
ID3D12PipelineStatePtr psos[2] = {pso_5_0, pso_5_1};
float blitOffsets[2] = {0.0f, 4.0f};
D3D12_RECT scissors[2] = {{0, 0, (int)texDim, 4}, {0, 4, (int)texDim, 8}};
const char *markers[2] = {"sm_5_0", "sm_5_1"};
// Clear, draw, and blit to backbuffer twice - once for SM 5.0 and again for SM 5.1
for(int i = 0; i < 2; ++i)
{
ClearRenderTargetView(cmd, fltRTV, {0.4f, 0.5f, 0.6f, 1.0f});
IASetVertexBuffer(cmd, vb, sizeof(ConstsA2V), 0);
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
OMSetRenderTargets(cmd, {fltRTV}, {});
cmd->SetGraphicsRootSignature(sig);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetGraphicsRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetPipelineState(psos[i]);
RSSetViewport(cmd, {0.0f, 0.0f, (float)texDim, 4.0f, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, (int)texDim, 4});
UINT zero[4] = {};
cmd->ClearUnorderedAccessViewUint(uav1gpu, uav1cpu, rawBuf2, zero, 0, NULL);
cmd->ClearUnorderedAccessViewUint(uav2gpu, uav2cpu, structBuf2, zero, 0, NULL);
// Add a marker so we can easily locate this draw
cmd->SetMarker(1, markers[i], (UINT)strlen(markers[i]));
cmd->DrawInstanced(3, numTests, 0, 0);
ResourceBarrier(cmd, fltTex, D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
OMSetRenderTargets(cmd, {rtv}, {});
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, scissors[i]);
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
cmd->SetGraphicsRootSignature(blitSig);
cmd->SetPipelineState(blitpso);
cmd->SetGraphicsRoot32BitConstant(0, *(UINT *)&blitOffsets[i], 0);
cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->DrawInstanced(4, 1, 0, 0);
ResourceBarrier(cmd, fltTex, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_STATE_RENDER_TARGET);
}
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();
+1
View File
@@ -167,6 +167,7 @@
<ClCompile Include="d3d12\d3d12_overlay_test.cpp" />
<ClCompile Include="d3d12\d3d12_parameter_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_resource_lifetimes.cpp" />
<ClCompile Include="d3d12\d3d12_shader_debug_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_shader_editing.cpp" />
<ClCompile Include="d3d12\d3d12_shader_isa.cpp" />
<ClCompile Include="d3d12\d3d12_sharing.cpp" />
+3
View File
@@ -418,6 +418,9 @@
<ClCompile Include="gl\gl_shader_isa.cpp">
<Filter>OpenGL\demos</Filter>
</ClCompile>
<ClCompile Include="d3d12\d3d12_shader_debug_zoo.cpp">
<Filter>D3D12\demos</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="D3D11">
@@ -0,0 +1,49 @@
import renderdoc as rd
import rdtest
class D3D12_Shader_Debug_Zoo(rdtest.TestCase):
demos_test_name = 'D3D12_Shader_Debug_Zoo'
def check_support(self):
return False, 'shader debugging is not yet enabled for D3D12'
def check_capture(self):
failed = False
shaderModels = ["sm_5_0", "sm_5_1"]
for sm in range(len(shaderModels)):
rdtest.log.print("Beginning " + shaderModels[sm] + " tests...")
rdtest.log.indent()
# Jump to the draw
test_marker: rd.DrawcallDescription = self.find_draw(shaderModels[sm])
draw = test_marker.next
self.controller.SetFrameEvent(draw.eventId, True)
pipe: rd.PipeState = self.controller.GetPipelineState()
# Loop over every test
for test in range(draw.numInstances):
# Debug the shader
trace: rd.ShaderDebugTrace = self.controller.DebugPixel(4 * test, 0, rd.ReplayController.NoPreference,
rd.ReplayController.NoPreference)
last_state: rd.ShaderDebugState = trace.states[-1]
try:
self.check_pixel_value(pipe.GetOutputTargets()[0].resourceId, 4 * test, 0, last_state.outputs[0].value.fv[0:4], 0.0)
except rdtest.TestFailureException as ex:
failed = True
rdtest.log.error("Test {} did not match. {}".format(test, str(ex)))
continue
rdtest.log.success("Test {} matched as expected".format(test))
rdtest.log.dedent()
if failed:
raise rdtest.TestFailureException("Some tests were not as expected")
rdtest.log.success("All tests matched")