Test that OpenExistingHeapFromAddress can be captured and replayed

This commit is contained in:
baldurk
2020-07-29 15:39:04 +01:00
parent d03acd3b6c
commit 9ce60a0b6e
8 changed files with 195 additions and 8 deletions
@@ -0,0 +1,131 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2020 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_Existing_Heap, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Check that creating a heap with OpenExistingHeapFromAddress can be correctly captured and "
"replayed";
void Prepare(int argc, char **argv)
{
D3D12GraphicsTest::Prepare(argc, argv);
if(m_12On7)
Avail = "OpenExistingHeapFromAddress not implemented on D3D12On7";
}
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
if(!dev3)
{
TEST_ERROR("Didn't get ID3D12Device3*");
return 4;
}
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0");
void *addr = VirtualAlloc(NULL, 4096, MEM_COMMIT, PAGE_READWRITE);
memcpy(addr, DefaultTri, sizeof(DefaultTri));
ID3D12HeapPtr existingHeap;
CHECK_HR(dev3->OpenExistingHeapFromAddress(addr, __uuidof(ID3D12Heap), (void **)&existingHeap));
D3D12_RESOURCE_DESC desc;
desc.Alignment = 0;
desc.DepthOrArraySize = 1;
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_CROSS_ADAPTER;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.Height = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Width = sizeof(DefaultTri);
desc.MipLevels = 1;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
ID3D12ResourcePtr vb;
CHECK_HR(dev->CreatePlacedResource(existingHeap, 0, &desc, D3D12_RESOURCE_STATE_COMMON, NULL,
__uuidof(ID3D12Resource), (void **)&vb));
ID3D12RootSignaturePtr sig = MakeSig({});
ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ID3D12ResourcePtr rtvtex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 4, 4)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
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(0);
ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f});
ClearRenderTargetView(cmd, MakeRTV(rtvtex).CreateCPU(1), {0.2f, 0.2f, 0.2f, 1.0f});
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetPipelineState(pso);
cmd->SetGraphicsRootSignature(sig);
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtv}, {});
cmd->DrawInstanced(3, 1, 0, 0);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();
@@ -65,8 +65,6 @@ float4 main() : SV_Target0
ID3D12PipelineStatePtr pso = psoCreator;
ID3D12Device4Ptr dev4 = dev;
// if D3D12.4 (??) is available, use different interfaces
if(dev4)
{
+6 -6
View File
@@ -61,8 +61,8 @@ RD_TEST(D3D12_Sharing, D3D12GraphicsTest)
if(!d3d11.Init(pDXGIAdapter))
return 4;
ID3D12DevicePtr dev2 = CreateDevice({pDXGIAdapter}, D3D_FEATURE_LEVEL_11_0);
if(!dev2)
ID3D12DevicePtr devB = CreateDevice({pDXGIAdapter}, D3D_FEATURE_LEVEL_11_0);
if(!devB)
return 2;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
@@ -86,15 +86,15 @@ RD_TEST(D3D12_Sharing, D3D12GraphicsTest)
ID3D12RootSignaturePtr sig = MakeSig({});
// swap dev with dev2, to force pso to be created on the 'second' device (should be identical to
// swap dev with devB, to force pso to be created on the 'second' device (should be identical to
// the first). This may be completely redundant as we might have two identical pointers, but
// that's not guaranteed.
std::swap(dev, dev2);
std::swap(dev, devB);
ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
// set them back
std::swap(dev, dev2);
std::swap(dev, devB);
ResourceBarrier(d3d12vb, D3D12_RESOURCE_STATE_COMMON,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
@@ -192,7 +192,7 @@ RD_TEST(D3D12_Sharing, D3D12GraphicsTest)
Present();
}
dev2 = NULL;
devB = NULL;
return 0;
}
+5
View File
@@ -426,6 +426,11 @@ float4 main(float4 pos : SV_Position) : SV_Target0
infoqueue = dev;
dev1 = dev;
dev2 = dev;
dev3 = dev;
dev4 = dev;
if(infoqueue)
{
D3D12_INFO_QUEUE_FILTER filter = {};
+4
View File
@@ -215,6 +215,10 @@ struct D3D12GraphicsTest : public GraphicsTest
ID3D12InfoQueuePtr infoqueue;
ID3D12DevicePtr dev;
ID3D12Device1Ptr dev1;
ID3D12Device2Ptr dev2;
ID3D12Device3Ptr dev3;
ID3D12Device4Ptr dev4;
ID3D12DescriptorHeapPtr m_RTV, m_DSV, m_CBVUAVSRV, m_Clear, m_Sampler;
+1
View File
@@ -176,6 +176,7 @@
<ClCompile Include="d3d12\d3d12_draw_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_empty_capture.cpp" />
<ClCompile Include="d3d12\d3d12_execute_indirect.cpp" />
<ClCompile Include="d3d12\d3d12_existing_heap.cpp" />
<ClCompile Include="d3d12\d3d12_helpers.cpp" />
<ClCompile Include="d3d12\d3d12_large_buffer.cpp" />
<ClCompile Include="d3d12\d3d12_mesh_zoo.cpp" />
+3
View File
@@ -535,6 +535,9 @@
<ClCompile Include="vk\vk_validation_use.cpp">
<Filter>Vulkan\demos</Filter>
</ClCompile>
<ClCompile Include="d3d12\d3d12_existing_heap.cpp">
<Filter>D3D12\demos</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="D3D11">
@@ -0,0 +1,45 @@
import renderdoc as rd
import rdtest
class D3D12_Existing_Heap(rdtest.TestCase):
demos_test_name = 'D3D12_Existing_Heap'
def check_capture(self):
last_draw: rd.DrawcallDescription = self.get_last_draw()
self.controller.SetFrameEvent(last_draw.eventId, True)
self.check_triangle(out=last_draw.copyDestination)
draw = self.find_draw("Draw")
self.controller.SetFrameEvent(draw.eventId, False)
postvs_data = self.get_postvs(draw, rd.MeshDataStage.VSOut, 0, draw.numIndices)
postvs_ref = {
0: {
'vtx': 0,
'idx': 0,
'SV_POSITION': [-0.5, -0.5, 0.0, 1.0],
'COLOR': [0.0, 1.0, 0.0, 1.0],
'TEXCOORD': [0.0, 0.0],
},
1: {
'vtx': 1,
'idx': 1,
'SV_POSITION': [0.0, 0.5, 0.0, 1.0],
'COLOR': [0.0, 1.0, 0.0, 1.0],
'TEXCOORD': [0.0, 1.0],
},
2: {
'vtx': 2,
'idx': 2,
'SV_POSITION': [0.5, -0.5, 0.0, 1.0],
'COLOR': [0.0, 1.0, 0.0, 1.0],
'TEXCOORD': [1.0, 0.0],
},
}
self.check_mesh_data(postvs_ref, postvs_data)