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https://github.com/baldurk/renderdoc.git
synced 2026-05-17 15:30:51 +00:00
Add test to check ID3DDeviceContextState refcounting/rewrapping
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@@ -91,6 +91,8 @@ COM_SMARTPTR(ID3D11DepthStencilView);
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COM_SMARTPTR(ID3D11Fence);
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COM_SMARTPTR(ID3DDeviceContextState);
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COM_SMARTPTR(ID3D11InfoQueue);
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COM_SMARTPTR(ID3DUserDefinedAnnotation);
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@@ -0,0 +1,107 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2021 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_Parameter_Zoo, D3D11GraphicsTest)
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{
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static constexpr const char *Description =
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"General tests of parameters known to cause problems - e.g. optional values that should be "
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"ignored, edge cases, special values, etc.";
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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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ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
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ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0");
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CreateDefaultInputLayout(vsblob);
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ID3D11VertexShaderPtr vs = CreateVS(vsblob);
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ID3D11PixelShaderPtr ps = CreatePS(psblob);
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ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
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// make a simple texture so that the structured data includes texture initial states
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ID3D11Texture2DPtr fltTex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 4, 4).RTV();
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ID3D11RenderTargetViewPtr fltRT = MakeRTV(fltTex);
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ID3DDeviceContextStatePtr ctxstate, ctxstate_off;
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D3D_FEATURE_LEVEL feat11 = D3D_FEATURE_LEVEL_11_0;
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CHECK_HR(dev1->CreateDeviceContextState(0, &feat11, 1, D3D11_SDK_VERSION,
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__uuidof(ID3D11Device), NULL, &ctxstate));
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CHECK_HR(dev1->CreateDeviceContextState(0, &feat11, 1, D3D11_SDK_VERSION,
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__uuidof(ID3D11Device), NULL, &ctxstate_off));
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ctx1->SwapDeviceContextState(ctxstate_off, NULL);
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while(Running())
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{
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ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
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ClearRenderTargetView(fltRT, {0.2f, 0.2f, 0.2f, 1.0f});
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// set the ctxstate, so it only exists in the context's memory (which we don't track)
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ctx1->SwapDeviceContextState(ctxstate, NULL);
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// release our resource, renderdoc will destroy it now
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ctxstate = NULL;
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// repeatedly toggle between the states and re-destroy ctxstate
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for(int i = 0; i < 100; i++)
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{
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// we always need an incoming state, pass it in and get back our old state that we destroyed
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ctx1->SwapDeviceContextState(ctxstate_off, &ctxstate);
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// again make it disappear
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ctx1->SwapDeviceContextState(ctxstate, NULL);
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ctxstate = NULL;
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}
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IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->IASetInputLayout(defaultLayout);
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ctx->VSSetShader(vs, NULL, 0);
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ctx->PSSetShader(ps, NULL, 0);
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RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
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ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
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ctx->Draw(3, 0);
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Present();
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// get back to how we should be with a handle to ctxstate and ctxstate_off bound
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ctx1->SwapDeviceContextState(ctxstate_off, &ctxstate);
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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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@@ -148,6 +148,7 @@
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<ClCompile Include="d3d11\d3d11_mip_gen_rt.cpp" />
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<ClCompile Include="d3d11\d3d11_mip_rtv.cpp" />
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<ClCompile Include="d3d11\d3d11_overdraw_stress.cpp" />
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<ClCompile Include="d3d11\d3d11_parameter_zoo.cpp" />
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<ClCompile Include="d3d11\d3d11_pixel_history_zoo.cpp" />
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<ClCompile Include="d3d11\d3d11_primitiveid.cpp" />
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<ClCompile Include="d3d11\d3d11_shader_debug_zoo.cpp" />
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@@ -568,6 +568,9 @@
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<ClCompile Include="d3d11\d3d11_amd_shader_extensions.cpp">
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<Filter>D3D11\demos</Filter>
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</ClCompile>
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<ClCompile Include="d3d11\d3d11_parameter_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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+11
-14
@@ -6,12 +6,6 @@ from . import util
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from .logging import log
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# Keep running until we get a capture
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def run_until_capture(control):
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"""Exits when the first capture is made"""
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return len(control.captures()) == 0
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class TargetControl():
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def __init__(self, ident: int, host="localhost", username="testrunner", force=True, timeout=None, exit_kill=True):
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"""
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@@ -60,7 +54,7 @@ class TargetControl():
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if self.control is not None:
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self.control.QueueCapture(frame, num)
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def run(self, keep_running=run_until_capture):
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def run(self, keep_running):
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"""
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Runs a loop ticking the target control. The callback is called each time and
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can be used to determine if the loop should keep running. The default callback
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@@ -92,12 +86,12 @@ class TargetControl():
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# If we got a new capture, add it to our list
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if msg.type == rd.TargetControlMessageType.NewCapture:
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self._captures.append(msg.newCapture)
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break
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continue
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# Similarly for a new child
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if msg.type == rd.TargetControlMessageType.NewChild:
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self._children.append(msg.newChild)
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break
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continue
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# Shut down the connection
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self.control.Shutdown()
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@@ -180,15 +174,18 @@ def run_and_capture(exe: str, cmdline: str, frame: int, *, frame_count=1, captur
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# Capture frame
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control.queue_capture(frame, frame_count)
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# By default, runs until the first capture is made
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control.run()
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# Run until we have all expected captures (probably just 1). If the program
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# exits or times out we will also stop, of course
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control.run(keep_running=lambda x: len(x.captures()) < frame_count)
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captures = control.captures()
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if logfile is not None and os.path.exists(logfile):
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log.inline_file('Process output', logfile, with_stdout=True)
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if len(captures) == 0:
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raise RuntimeError("No capture made")
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if len(captures) != frame_count:
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if len(captures) == 0:
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raise RuntimeError("No capture made in program")
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raise RuntimeError("Expected {} captures, but only got {}".format(frame_count, len(captures)))
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return captures[0].path
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return captures[0].path
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@@ -0,0 +1,13 @@
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import renderdoc as rd
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import rdtest
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class D3D11_Parameter_Zoo(rdtest.TestCase):
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demos_test_name = 'D3D11_Parameter_Zoo'
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demos_frame_cap = 50
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demos_frame_count = 10
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def check_capture(self):
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rdtest.log.success("Got {} captures as expected".format(self.demos_frame_count))
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# if we successfully got all the captures, so far that's all we care about
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pass
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