Add test to check ID3DDeviceContextState refcounting/rewrapping

This commit is contained in:
baldurk
2021-01-15 11:33:13 +00:00
parent a544223f07
commit 86ca794494
6 changed files with 137 additions and 14 deletions
+2
View File
@@ -91,6 +91,8 @@ COM_SMARTPTR(ID3D11DepthStencilView);
COM_SMARTPTR(ID3D11Fence);
COM_SMARTPTR(ID3DDeviceContextState);
COM_SMARTPTR(ID3D11InfoQueue);
COM_SMARTPTR(ID3DUserDefinedAnnotation);
@@ -0,0 +1,107 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2021 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_Parameter_Zoo, D3D11GraphicsTest)
{
static constexpr const char *Description =
"General tests of parameters known to cause problems - e.g. optional values that should be "
"ignored, edge cases, special values, etc.";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0");
CreateDefaultInputLayout(vsblob);
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
// make a simple texture so that the structured data includes texture initial states
ID3D11Texture2DPtr fltTex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 4, 4).RTV();
ID3D11RenderTargetViewPtr fltRT = MakeRTV(fltTex);
ID3DDeviceContextStatePtr ctxstate, ctxstate_off;
D3D_FEATURE_LEVEL feat11 = D3D_FEATURE_LEVEL_11_0;
CHECK_HR(dev1->CreateDeviceContextState(0, &feat11, 1, D3D11_SDK_VERSION,
__uuidof(ID3D11Device), NULL, &ctxstate));
CHECK_HR(dev1->CreateDeviceContextState(0, &feat11, 1, D3D11_SDK_VERSION,
__uuidof(ID3D11Device), NULL, &ctxstate_off));
ctx1->SwapDeviceContextState(ctxstate_off, NULL);
while(Running())
{
ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
ClearRenderTargetView(fltRT, {0.2f, 0.2f, 0.2f, 1.0f});
// set the ctxstate, so it only exists in the context's memory (which we don't track)
ctx1->SwapDeviceContextState(ctxstate, NULL);
// release our resource, renderdoc will destroy it now
ctxstate = NULL;
// repeatedly toggle between the states and re-destroy ctxstate
for(int i = 0; i < 100; i++)
{
// we always need an incoming state, pass it in and get back our old state that we destroyed
ctx1->SwapDeviceContextState(ctxstate_off, &ctxstate);
// again make it disappear
ctx1->SwapDeviceContextState(ctxstate, NULL);
ctxstate = NULL;
}
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->IASetInputLayout(defaultLayout);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
ctx->Draw(3, 0);
Present();
// get back to how we should be with a handle to ctxstate and ctxstate_off bound
ctx1->SwapDeviceContextState(ctxstate_off, &ctxstate);
}
return 0;
}
};
REGISTER_TEST();
+1
View File
@@ -148,6 +148,7 @@
<ClCompile Include="d3d11\d3d11_mip_gen_rt.cpp" />
<ClCompile Include="d3d11\d3d11_mip_rtv.cpp" />
<ClCompile Include="d3d11\d3d11_overdraw_stress.cpp" />
<ClCompile Include="d3d11\d3d11_parameter_zoo.cpp" />
<ClCompile Include="d3d11\d3d11_pixel_history_zoo.cpp" />
<ClCompile Include="d3d11\d3d11_primitiveid.cpp" />
<ClCompile Include="d3d11\d3d11_shader_debug_zoo.cpp" />
+3
View File
@@ -568,6 +568,9 @@
<ClCompile Include="d3d11\d3d11_amd_shader_extensions.cpp">
<Filter>D3D11\demos</Filter>
</ClCompile>
<ClCompile Include="d3d11\d3d11_parameter_zoo.cpp">
<Filter>D3D11\demos</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="D3D11">
+11 -14
View File
@@ -6,12 +6,6 @@ from . import util
from .logging import log
# Keep running until we get a capture
def run_until_capture(control):
"""Exits when the first capture is made"""
return len(control.captures()) == 0
class TargetControl():
def __init__(self, ident: int, host="localhost", username="testrunner", force=True, timeout=None, exit_kill=True):
"""
@@ -60,7 +54,7 @@ class TargetControl():
if self.control is not None:
self.control.QueueCapture(frame, num)
def run(self, keep_running=run_until_capture):
def run(self, keep_running):
"""
Runs a loop ticking the target control. The callback is called each time and
can be used to determine if the loop should keep running. The default callback
@@ -92,12 +86,12 @@ class TargetControl():
# If we got a new capture, add it to our list
if msg.type == rd.TargetControlMessageType.NewCapture:
self._captures.append(msg.newCapture)
break
continue
# Similarly for a new child
if msg.type == rd.TargetControlMessageType.NewChild:
self._children.append(msg.newChild)
break
continue
# Shut down the connection
self.control.Shutdown()
@@ -180,15 +174,18 @@ def run_and_capture(exe: str, cmdline: str, frame: int, *, frame_count=1, captur
# Capture frame
control.queue_capture(frame, frame_count)
# By default, runs until the first capture is made
control.run()
# Run until we have all expected captures (probably just 1). If the program
# exits or times out we will also stop, of course
control.run(keep_running=lambda x: len(x.captures()) < frame_count)
captures = control.captures()
if logfile is not None and os.path.exists(logfile):
log.inline_file('Process output', logfile, with_stdout=True)
if len(captures) == 0:
raise RuntimeError("No capture made")
if len(captures) != frame_count:
if len(captures) == 0:
raise RuntimeError("No capture made in program")
raise RuntimeError("Expected {} captures, but only got {}".format(frame_count, len(captures)))
return captures[0].path
return captures[0].path
@@ -0,0 +1,13 @@
import renderdoc as rd
import rdtest
class D3D11_Parameter_Zoo(rdtest.TestCase):
demos_test_name = 'D3D11_Parameter_Zoo'
demos_frame_cap = 50
demos_frame_count = 10
def check_capture(self):
rdtest.log.success("Got {} captures as expected".format(self.demos_frame_count))
# if we successfully got all the captures, so far that's all we care about
pass