Fix array resource indexing with NonUniformResourceIndex

This commit is contained in:
Steve Karolewics
2020-03-09 11:11:10 -07:00
committed by Baldur Karlsson
parent 01929040d3
commit c74edcebbd
3 changed files with 185 additions and 98 deletions
@@ -72,11 +72,77 @@ float4 main() : SV_Target0
{
float4 color = bar[1][2].col;
color += test + float4(0.1f, 0.0f, 0.0f, 0.0f);
return color + res1[uint2(0, 0)] + res2[uint2(0, 0)];
return color + res1[uint2(0, 0)] + res2[uint2(0, 0)];
}
)EOSHADER";
std::string pixel_resArray = R"EOSHADER(
Texture2DArray<float> resArray[4] : register(t10, space1);
float4 main(float4 pos : SV_Position) : SV_Target0
{
uint2 indices = ((uint2)pos.xy) % uint2(4, 4);
float arrayVal = resArray[NonUniformResourceIndex(indices.x)].Load(uint4(0, 0, indices.y, 0));
return float4(arrayVal, arrayVal, arrayVal, 1.0f);
}
)EOSHADER";
void UploadTexture(ID3D12ResourcePtr & uploadBuf, ID3D12ResourcePtr & dstTexture, byte * data,
uint32_t dataStride)
{
// dstTexture is assumed to be in the D3D12_RESOURCE_STATE_COPY_DEST state
D3D12_RESOURCE_DESC desc = dstTexture->GetDesc();
D3D12_PLACED_SUBRESOURCE_FOOTPRINT *pLayouts =
new D3D12_PLACED_SUBRESOURCE_FOOTPRINT[desc.DepthOrArraySize];
dev->GetCopyableFootprints(&desc, 0, desc.DepthOrArraySize, 0, pLayouts, NULL, NULL, NULL);
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
D3D12_TEXTURE_COPY_LOCATION dst, src;
src.Type = src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.pResource = uploadBuf;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.pResource = dstTexture;
byte *dataptr = data;
for(UINT i = 0; i < desc.DepthOrArraySize; ++i)
{
src.PlacedFootprint = pLayouts[i];
uint32_t copyStride =
pLayouts[i].Footprint.RowPitch < dataStride ? pLayouts[i].Footprint.RowPitch : dataStride;
byte *mapptr = Map(uploadBuf, 0) + pLayouts[i].Offset;
for(UINT y = 0; y < pLayouts[i].Footprint.Height; ++y)
{
memcpy(mapptr, dataptr, copyStride);
mapptr += pLayouts[i].Footprint.RowPitch;
dataptr += dataStride;
}
dst.SubresourceIndex = i;
cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
uploadBuf->Unmap(0, NULL);
D3D12_RESOURCE_BARRIER b = {};
b.Transition.pResource = dstTexture;
b.Transition.Subresource = i;
b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
b.Transition.StateAfter = D3D12_RESOURCE_STATE_COMMON;
cmd->ResourceBarrier(1, &b);
}
cmd->Close();
Submit({cmd});
GPUSync();
delete[] pLayouts;
}
// Constant buffer locations must be 256 byte aligned, so that's the smallest size that
// an entry of a CB array can be.
struct AlignedCB
@@ -95,6 +161,7 @@ float4 main() : SV_Target0
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0");
ID3DBlobPtr psblob_5_0 = Compile(pixel_5_0, "main", "ps_5_0");
ID3DBlobPtr psblob_5_1 = Compile(pixel_5_1, "main", "ps_5_1");
ID3DBlobPtr psblob_resArray = Compile(pixel_resArray, "main", "ps_5_1");
Vec4f cbufferdata = Vec4f(25.0f, 50.0f, 75.0f, 100.0f);
@@ -111,114 +178,50 @@ float4 main() : SV_Target0
ID3D12ResourcePtr res1 =
MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2).Mips(1).InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
MakeSRV(res1).CreateGPU(18);
MakeSRV(res1).CreateGPU(56);
ID3D12ResourcePtr res2 =
MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2).Mips(1).InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
MakeSRV(res2).CreateGPU(19);
MakeSRV(res2).CreateGPU(57);
ID3D12ResourcePtr uploadBuf = MakeBuffer().Size(1024 * 1024).Upload();
// Create texture arrays
ID3D12ResourcePtr resArray[4] = {NULL};
for(int i = 0; i < 4; ++i)
{
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout = {};
resArray[i] =
MakeTexture(DXGI_FORMAT_R32_FLOAT, 2, 2).Array(4).InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
MakeSRV(resArray[i]).NumSlices(4).CreateGPU(30 + i);
D3D12_RESOURCE_DESC desc = res1->GetDesc();
dev->GetCopyableFootprints(&desc, 0, 1, 0, &layout, NULL, NULL, NULL);
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
byte *mapptr = NULL;
uploadBuf->Map(0, NULL, (void **)&mapptr);
{
D3D12_TEXTURE_COPY_LOCATION dst, src;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.pResource = res1;
dst.SubresourceIndex = 0;
byte data[4] = {26, 51, 77, 102}; // In UNORM, 1/10, 2/10, 3/10, 4/10
byte *dstptr = mapptr + layout.Offset;
memcpy(dstptr, data, sizeof(byte) * 4);
memcpy(dstptr + sizeof(byte) * 4, data, sizeof(byte) * 4);
dstptr += layout.Footprint.RowPitch;
memcpy(dstptr, data, sizeof(byte) * 4);
memcpy(dstptr + sizeof(byte) * 4, data, sizeof(byte) * 4);
src.Type = src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.pResource = uploadBuf;
src.PlacedFootprint = layout;
cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
D3D12_RESOURCE_BARRIER b = {};
b.Transition.pResource = res1;
b.Transition.Subresource = 0;
b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
b.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
cmd->ResourceBarrier(1, &b);
}
cmd->Close();
uploadBuf->Unmap(0, NULL);
Submit({cmd});
GPUSync();
float arrayData[16];
for(int j = 0; j < 16; ++j)
arrayData[j] = (float)(i + j);
UploadTexture(uploadBuf, resArray[i], (byte *)arrayData, 2 * sizeof(float));
}
{
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout = {};
D3D12_RESOURCE_DESC desc = res2->GetDesc();
// In UNORM, 1/10, 2/10, 3/10, 4/10
byte res1Data[16] = {26, 51, 77, 102, 26, 51, 77, 102, 26, 51, 77, 102, 26, 51, 77, 102};
UploadTexture(uploadBuf, res1, res1Data, 8);
dev->GetCopyableFootprints(&desc, 0, 1, 0, &layout, NULL, NULL, NULL);
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
byte *mapptr = NULL;
uploadBuf->Map(0, NULL, (void **)&mapptr);
{
D3D12_TEXTURE_COPY_LOCATION dst, src;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.pResource = res2;
dst.SubresourceIndex = 0;
byte data[4] = {128, 153, 179, 204}; // In UNORM, 5/10, 6/10, 7/10, 8/10
byte *dstptr = mapptr + layout.Offset;
memcpy(dstptr, data, sizeof(byte) * 4);
memcpy(dstptr + sizeof(byte) * 4, data, sizeof(byte) * 4);
dstptr += layout.Footprint.RowPitch;
memcpy(dstptr, data, sizeof(byte) * 4);
memcpy(dstptr + sizeof(byte) * 4, data, sizeof(byte) * 4);
src.Type = src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.pResource = uploadBuf;
src.PlacedFootprint = layout;
cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
D3D12_RESOURCE_BARRIER b = {};
b.Transition.pResource = res2;
b.Transition.Subresource = 0;
b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
b.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
cmd->ResourceBarrier(1, &b);
}
cmd->Close();
uploadBuf->Unmap(0, NULL);
Submit({cmd});
GPUSync();
}
// In UNORM, 5/10, 6/10, 7/10, 8/10
byte res2Data[16] = {128, 153, 179, 204, 128, 153, 179, 204,
128, 153, 179, 204, 128, 153, 179, 204};
UploadTexture(uploadBuf, res2, res2Data, 8);
// Test the same resource mappings both with explicitly specified resources,
// and a bindless style table param
ID3D12RootSignaturePtr sig_5_0 = MakeSig({
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 3),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 18),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 2, 1, 19),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 56),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 2, 1, 57),
});
ID3D12RootSignaturePtr sig_5_1 = MakeSig({
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 3),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 0, 4, 12, 0),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, UINT_MAX, 12),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, UINT_MAX, 50),
});
ID3D12RootSignaturePtr sig_resArray = MakeSig({
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 10, 4, 30),
});
ID3D12PipelineStatePtr pso_5_0 = MakePSO()
@@ -233,6 +236,12 @@ float4 main() : SV_Target0
.VS(vsblob)
.PS(psblob_5_1)
.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
ID3D12PipelineStatePtr pso_resArray = MakePSO()
.RootSig(sig_resArray)
.InputLayout()
.VS(vsblob)
.PS(psblob_resArray)
.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ResourceBarrier(cb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
@@ -254,12 +263,13 @@ float4 main() : SV_Target0
D3D12_CPU_DESCRIPTOR_HANDLE bbrtv =
MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
D3D12_CPU_DESCRIPTOR_HANDLE offrtv = MakeRTV(rtvtex).CreateCPU(1);
OMSetRenderTargets(cmd, {offrtv}, {});
ClearRenderTargetView(cmd, bbrtv, {0.4f, 0.5f, 0.6f, 1.0f});
D3D12_CPU_DESCRIPTOR_HANDLE offrtv = MakeRTV(rtvtex).CreateCPU(0);
ClearRenderTargetView(cmd, offrtv, {0.4f, 0.5f, 0.6f, 1.0f});
setMarker(cmd, "sm_5_0");
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
@@ -273,10 +283,9 @@ float4 main() : SV_Target0
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {offrtv}, {});
cmd->DrawInstanced(3, 1, 0, 0);
setMarker(cmd, "sm_5_1");
cmd->SetPipelineState(pso_5_1);
cmd->SetGraphicsRootSignature(sig_5_1);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
@@ -285,6 +294,13 @@ float4 main() : SV_Target0
cmd->SetGraphicsRootDescriptorTable(2, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->DrawInstanced(3, 1, 0, 0);
setMarker(cmd, "ResArray");
cmd->SetPipelineState(pso_resArray);
cmd->SetGraphicsRootSignature(sig_resArray);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetGraphicsRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->DrawInstanced(3, 1, 0, 0);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
@@ -0,0 +1,64 @@
import renderdoc as rd
from typing import List
import rdtest
class D3D12_Resource_Mapping_Zoo(rdtest.TestCase):
demos_test_name = 'D3D12_Resource_Mapping_Zoo'
def check_support(self):
return False, 'shader debugging is not yet enabled for D3D12'
def test_debug_pixel(self, x, y, test_name):
pipe: rd.PipeState = self.controller.GetPipelineState()
# Debug the shader
trace: rd.ShaderDebugTrace = self.controller.DebugPixel(x, y, rd.ReplayController.NoPreference,
rd.ReplayController.NoPreference)
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, x, y, debugged.value.fv[0:4])
except rdtest.TestFailureException as ex:
rdtest.log.error("Test {} did not match. {}".format(test_name, str(ex)))
return False
finally:
self.controller.FreeTrace(trace)
rdtest.log.success("Test {} matched as expected".format(test_name))
return True
def check_capture(self):
failed = False
test_marker: rd.DrawcallDescription = self.find_draw("sm_5_0")
draw = test_marker.next
self.controller.SetFrameEvent(draw.eventId, False)
failed = not self.test_debug_pixel(200, 200, "sm_5_0") or failed
test_marker: rd.DrawcallDescription = self.find_draw("sm_5_1")
draw = test_marker.next
self.controller.SetFrameEvent(draw.eventId, False)
failed = not self.test_debug_pixel(200, 200, "sm_5_1") or failed
rdtest.log.begin_section("Resource array tests")
test_marker: rd.DrawcallDescription = self.find_draw("ResArray")
draw = test_marker.next
self.controller.SetFrameEvent(draw.eventId, False)
for y in range(4):
for x in range(4):
failed = not self.test_debug_pixel(200 + x, 200 + y, "ResArray({},{})".format(x, y)) or failed
rdtest.log.end_section("Resource array tests")
if failed:
raise rdtest.TestFailureException("Some tests were not as expected")
rdtest.log.success("All tests matched")