Move D3D11 test to use common pixel history test framework

This commit is contained in:
baldurk
2025-10-16 14:08:32 +01:00
parent a6ad1313fd
commit fbab189b06
6 changed files with 680 additions and 885 deletions
@@ -0,0 +1,671 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2025 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_Pixel_History, D3D11GraphicsTest)
{
static constexpr const char *Description = "Tests pixel history";
const std::string vertex = R"EOSHADER(
void main(float3 pos : POSITION, float4 col : COLOR0,
out float4 outPos : SV_POSITION, out COL_TYPE outCol : COLOR0)
{
outPos = float4(pos, 1.0f);
outCol = ProcessColor(col);
}
)EOSHADER";
const std::string pixel = R"EOSHADER(
void main(float4 pos : SV_POSITION, COL_TYPE col : COLOR0
#if COLOR == 1
, out COL_TYPE outCol : SV_Target0
#endif
)
{
if (pos.x < DISCARD_X+1 && pos.x > DISCARD_X)
discard;
if (col.x > 10000 && col.y > 10000 && col.z > 10000)
discard;
#if COLOR == 1
outCol = col + COL_TYPE(0, 0, 0, ProcessColor((ALPHA_ADD).xxxx).x);
#endif
}
)EOSHADER";
std::string mspixel = R"EOSHADER(
void main(float4 pos : SV_POSITION, uint sampleId : SV_SampleIndex
#if COLOR == 1
, out COL_TYPE outCol : SV_Target0
#endif
)
{
#if COLOR == 1
float4 col = 0.0f.xxxx;
if (sampleId == 0)
col = float4(1, 0, 0, 1+ALPHA_ADD);
else if (sampleId == 1)
col = float4(0, 0, 1, 1+ALPHA_ADD);
else if (sampleId == 2)
col = float4(0, 1, 1, 1+ALPHA_ADD);
else if (sampleId == 3)
col = float4(1, 1, 1, 1+ALPHA_ADD);
outCol = ProcessColor(col);
#endif
}
)EOSHADER";
std::string comp = R"EOSHADER(
IMAGE_TYPE<COL_TYPE> Output : register(u0);
[numthreads(1, 1, 1)]
void main()
{
float4 data = float4(3, 3, 3, 9);
for(int x=0; x < 10; x++)
for(int y=0; y < 10; y++)
Output[STORE_TYPE(STORE_X+x, STORE_Y+y STORE_Z)] = ProcessColor(data);
}
)EOSHADER";
struct D3D11StateSetup
{
struct SetupInfo
{
ID3D11VertexShaderPtr VS;
ID3D11PixelShaderPtr PS;
D3D11_DEPTH_STENCIL_DESC DepthStencilState;
D3D11_RASTERIZER_DESC RasterizerState;
D3D11_BLEND_DESC BlendState;
};
ID3D11VertexShaderPtr VS;
ID3D11PixelShaderPtr PS;
ID3D11DepthStencilStatePtr DS;
ID3D11RasterizerStatePtr RS;
ID3D11BlendStatePtr BS;
UINT ref = 0x55;
UINT SampleMask = ~0U;
void init(ID3D11DevicePtr device, const SetupInfo &info)
{
VS = info.VS;
PS = info.PS;
device->CreateDepthStencilState(&info.DepthStencilState, &DS);
device->CreateRasterizerState(&info.RasterizerState, &RS);
device->CreateBlendState(&info.BlendState, &BS);
}
void set(ID3D11DeviceContextPtr context) const
{
context->VSSetShader(VS, NULL, 0);
context->PSSetShader(PS, NULL, 0);
context->RSSetState(RS);
context->OMSetDepthStencilState(DS, ref);
context->OMSetBlendState(BS, NULL, SampleMask);
}
};
struct D3D11TestBatch
{
std::string name;
bool uint = false;
uint32_t mip = 0;
ID3D11Texture2DPtr colImg2D;
ID3D11RenderTargetViewPtr RTV;
ID3D11DepthStencilViewPtr DSV;
DXGI_FORMAT depthFormat;
ID3D11UnorderedAccessViewPtr compUAV;
ID3D11ComputeShaderPtr comp;
uint32_t width, height;
D3D11StateSetup depthWriteState;
D3D11StateSetup scissorState;
D3D11StateSetup stencilRefState;
D3D11StateSetup stencilMaskState;
D3D11StateSetup depthEqualState;
D3D11StateSetup depthState;
D3D11StateSetup stencilWriteState;
D3D11StateSetup backgroundState;
D3D11StateSetup noPsState;
D3D11StateSetup basicState;
D3D11StateSetup colorMaskState;
D3D11StateSetup cullFrontState;
D3D11StateSetup sampleColourState;
};
std::vector<D3D11TestBatch> batches;
void BuildTestBatch(const std::string &name, uint32_t sampleCount, DXGI_FORMAT colourFormat,
DXGI_FORMAT depthStencilFormat, int targetMip = -1, int targetSlice = -1,
int targetDepthSlice = -1)
{
batches.push_back({});
D3D11TestBatch &batch = batches.back();
batch.name = name;
batch.width = screenWidth;
batch.height = screenHeight;
uint32_t arraySize = targetSlice >= 0 ? 5 : 1;
uint32_t mips = targetMip >= 0 ? 4 : 1;
uint32_t depth = targetDepthSlice >= 0 ? 14 : 1;
uint32_t mip = (uint32_t)std::max(0, targetMip);
uint32_t slice = (uint32_t)std::max(0, targetSlice);
if(depth > 1)
slice = (uint32_t)targetDepthSlice;
batch.mip = mip;
std::string defines;
defines +=
"#define COLOR " + std::string(colourFormat == DXGI_FORMAT_UNKNOWN ? "0" : "1") + "\n";
if(colourFormat == DXGI_FORMAT_R8G8B8A8_UINT || colourFormat == DXGI_FORMAT_R16G16B16A16_UINT ||
colourFormat == DXGI_FORMAT_R32G32B32A32_UINT)
{
batch.uint = true;
defines += R"(
#define COL_TYPE uint4
#define ALPHA_ADD 3
uint4 ProcessColor(float4 col)
{
uint4 ret = uint4(16*col);
if(col.x < 0.0f) ret.x = 0xfffffff0;
if(col.y < 0.0f) ret.y = 0xfffffff0;
if(col.z < 0.0f) ret.z = 0xfffffff0;
return ret;
}
)";
}
else
{
defines += R"(
#define COL_TYPE float4
#define ALPHA_ADD 1.75
float4 ProcessColor(float4 col)
{
float4 ret = col;
// this obviously won't overflow F32 but it will overflow anything 16-bit and under
if(col.x < 0.0f) ret.x = 100000.0f;
if(col.y < 0.0f) ret.y = 100000.0f;
if(col.z < 0.0f) ret.z = 100000.0f;
return ret;
}
)";
}
defines += "#define DISCARD_X " + std::to_string(150 >> mip) + "\n";
defines += "#define IMAGE_TYPE " +
std::string(depth > 1 ? "RWTexture3D"
: arraySize > 1 ? "RWTexture2DArray"
: "RWTexture2D") +
"\n";
defines += "#define STORE_X " + std::to_string(220 >> mip) + "\n";
defines += "#define STORE_Y " + std::to_string(80 >> mip) + "\n";
if(depth > 1 || arraySize > 1)
{
defines += "#define STORE_TYPE uint3\n";
defines += "#define STORE_Z , " + std::to_string(slice) + "\n";
}
else
{
defines += "#define STORE_TYPE uint2\n";
defines += "#define STORE_Z \n";
}
defines += "\n\n";
ID3DBlobPtr vsBlob = Compile(defines + vertex, "main", "vs_5_0");
ID3DBlobPtr psBlob = Compile(defines + pixel, "main", "ps_5_0");
ID3DBlobPtr psMsaaBlob = Compile(defines + mspixel, "main", "ps_5_0");
if(colourFormat != DXGI_FORMAT_UNKNOWN)
{
D3D11TextureCreator colCreator =
MakeTexture(colourFormat, batch.width, batch.height, depth)
.Mips(mips)
// this is DepthOrArraySize so need to set it correctly from either
.Array(arraySize)
.Multisampled(sampleCount)
.SRV()
.RTV();
if(sampleCount == 1)
colCreator.UAV();
if(depth > 1)
{
ID3D11Texture3DPtr colImg = colCreator;
SetDebugName(colImg, batch.name + " colImg");
batch.RTV = MakeRTV(colImg).FirstMip(mip).NumMips(1).FirstSlice(slice).NumSlices(1);
batch.comp = CreateCS(Compile(defines + comp, "main", "cs_5_0"));
SetDebugName(batch.comp, batch.name + " comp");
batch.compUAV = MakeUAV(colImg).FirstMip(mip);
SetDebugName(batch.compUAV, batch.name + " compUAV");
}
else
{
batch.colImg2D = colCreator;
SetDebugName(batch.colImg2D, batch.name + " colImg");
batch.RTV = MakeRTV(batch.colImg2D).FirstMip(mip).NumMips(1).FirstSlice(slice).NumSlices(1);
if(sampleCount == 1)
{
batch.comp = CreateCS(Compile(defines + comp, "main", "cs_5_0"));
SetDebugName(batch.comp, batch.name + " comp");
batch.compUAV = MakeUAV(batch.colImg2D).FirstMip(mip);
SetDebugName(batch.compUAV, batch.name + " compUAV");
}
}
}
batch.depthFormat = depthStencilFormat;
if(depthStencilFormat != DXGI_FORMAT_UNKNOWN)
{
// can't create 2D views of 3D with depth images, so we just use a normal 2D array image
if(depth > 1)
{
arraySize = depth;
depth = 1;
}
ID3D11Texture2DPtr depthImg =
MakeTexture(depthStencilFormat, batch.width, batch.height, depth)
.Mips(mips)
// this is DepthOrArraySize so need to set it correctly from either
.Array(arraySize)
.Multisampled(sampleCount)
.DSV();
SetDebugName(depthImg, batch.name + " depthImg");
batch.DSV = MakeDSV(depthImg).FirstMip(mip).NumMips(1).FirstSlice(slice).NumSlices(1);
}
batch.width >>= mip;
batch.height >>= mip;
D3D11StateSetup::SetupInfo stateInfo = {};
ID3D11VertexShaderPtr VS = CreateVS(vsBlob);
SetDebugName(VS, batch.name + " NormalVS");
stateInfo.VS = VS;
ID3D11PixelShaderPtr PS = CreatePS(psBlob);
SetDebugName(PS, batch.name + " NormalPS");
stateInfo.PS = PS;
stateInfo.BlendState.RenderTarget[0].RenderTargetWriteMask = 0xf;
stateInfo.RasterizerState.FillMode = D3D11_FILL_SOLID;
stateInfo.RasterizerState.MultisampleEnable = sampleCount > 1;
stateInfo.RasterizerState.ScissorEnable = TRUE;
stateInfo.RasterizerState.DepthClipEnable = TRUE;
stateInfo.RasterizerState.CullMode = D3D11_CULL_BACK;
stateInfo.DepthStencilState.DepthEnable = TRUE;
stateInfo.DepthStencilState.DepthFunc = D3D11_COMPARISON_ALWAYS;
stateInfo.DepthStencilState.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
stateInfo.DepthStencilState.StencilEnable = FALSE;
stateInfo.DepthStencilState.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
stateInfo.DepthStencilState.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
stateInfo.DepthStencilState.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
stateInfo.DepthStencilState.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
stateInfo.DepthStencilState.StencilReadMask = 0xff;
stateInfo.DepthStencilState.StencilWriteMask = 0xff;
stateInfo.DepthStencilState.BackFace = stateInfo.DepthStencilState.FrontFace;
stateInfo.DepthStencilState.DepthFunc = D3D11_COMPARISON_ALWAYS;
batch.depthWriteState.init(dev, stateInfo);
{
D3D11StateSetup::SetupInfo depthEqualStateInfo = stateInfo;
depthEqualStateInfo.DepthStencilState.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
depthEqualStateInfo.DepthStencilState.DepthFunc = D3D11_COMPARISON_EQUAL;
batch.depthEqualState.init(dev, depthEqualStateInfo);
}
{
D3D11StateSetup::SetupInfo scissorStencilStates = stateInfo;
scissorStencilStates.DepthStencilState.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
scissorStencilStates.DepthStencilState.DepthEnable = FALSE;
batch.scissorState.init(dev, scissorStencilStates);
batch.stencilRefState.init(dev, scissorStencilStates);
batch.stencilRefState.ref = 0x67;
scissorStencilStates.DepthStencilState.StencilReadMask = 0;
scissorStencilStates.DepthStencilState.StencilWriteMask = 0;
batch.stencilMaskState.init(dev, scissorStencilStates);
}
stateInfo.DepthStencilState.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
batch.depthState.init(dev, stateInfo);
stateInfo.DepthStencilState.StencilEnable = TRUE;
batch.stencilWriteState.init(dev, stateInfo);
stateInfo.DepthStencilState.StencilEnable = FALSE;
batch.backgroundState.init(dev, stateInfo);
{
stateInfo.PS = NULL;
stateInfo.DepthStencilState.StencilEnable = TRUE;
batch.noPsState.init(dev, stateInfo);
batch.noPsState.ref = 0x33;
stateInfo.PS = PS;
}
stateInfo.DepthStencilState.StencilEnable = TRUE;
stateInfo.DepthStencilState.FrontFace.StencilFunc = D3D11_COMPARISON_GREATER;
batch.basicState.init(dev, stateInfo);
stateInfo.DepthStencilState.StencilEnable = FALSE;
{
D3D11StateSetup::SetupInfo maskStateInfo = stateInfo;
maskStateInfo.BlendState.RenderTarget[0].RenderTargetWriteMask = 0x3;
batch.colorMaskState.init(dev, maskStateInfo);
}
stateInfo.RasterizerState.CullMode = D3D11_CULL_FRONT;
batch.cullFrontState.init(dev, stateInfo);
stateInfo.RasterizerState.CullMode = D3D11_CULL_BACK;
stateInfo.PS = CreatePS(psMsaaBlob);
SetDebugName(stateInfo.PS, batch.name + " MSAAPS");
stateInfo.DepthStencilState.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
batch.sampleColourState.init(dev, stateInfo);
if(sampleCount == 4)
batch.sampleColourState.SampleMask = 0x7;
}
void RunDraw(const PixelHistory::draw &draw, uint32_t numInstances = 1)
{
ctx->DrawInstanced(draw.count, numInstances, draw.first, 0);
}
void RunBatch(const D3D11TestBatch &b)
{
float factor = float(b.width) / float(screenWidth);
D3D11_VIEWPORT v = {};
v.Width = (float)b.width - (20.0f * factor);
v.Height = (float)b.height - (20.0f * factor);
v.TopLeftX = floorf(10.0f * factor);
v.TopLeftY = floorf(10.0f * factor);
v.MaxDepth = 1.0f;
D3D11_RECT scissor = {0, 0, (LONG)b.width, (LONG)b.height};
D3D11_RECT scissorPass = {95 >> b.mip, 245 >> b.mip, 115U >> b.mip, 253U >> b.mip};
D3D11_RECT scissorFail = {95 >> b.mip, 245 >> b.mip, 103U >> b.mip, 253U >> b.mip};
ctx->RSSetViewports(1, &v);
ctx->RSSetScissorRects(1, &scissor);
ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->IASetInputLayout(defaultLayout);
// draw the setup triangles
pushMarker("Setup");
{
setMarker("Depth Write");
b.depthWriteState.set(ctx);
RunDraw(PixelHistory::DepthWrite);
setMarker("Depth Equal Setup");
RunDraw(PixelHistory::DepthEqualSetup);
setMarker("Unbound Fragment Shader");
b.noPsState.set(ctx);
RunDraw(PixelHistory::UnboundPS);
setMarker("Stencil Write");
b.stencilWriteState.set(ctx);
RunDraw(PixelHistory::StencilWrite);
setMarker("Background");
b.backgroundState.set(ctx);
RunDraw(PixelHistory::Background);
setMarker("Cull Front");
b.cullFrontState.set(ctx);
RunDraw(PixelHistory::CullFront);
// depth bounds would be here but D3D11 does not support it
}
popMarker();
pushMarker("Stress Test");
{
pushMarker("Lots of Drawcalls");
{
setMarker("300 Draws");
b.depthWriteState.set(ctx);
for(int d = 0; d < 300; ++d)
RunDraw(PixelHistory::Draws300);
}
popMarker();
setMarker("300 Instances");
RunDraw(PixelHistory::Instances300, 300);
}
popMarker();
setMarker("Simple Test");
b.basicState.set(ctx);
RunDraw(PixelHistory::MainTest);
b.scissorState.set(ctx);
setMarker("Scissor Fail");
ctx->RSSetScissorRects(1, &scissorFail);
RunDraw(PixelHistory::ScissorFail);
setMarker("Scissor Pass");
ctx->RSSetScissorRects(1, &scissorPass);
RunDraw(PixelHistory::ScissorPass);
ctx->RSSetScissorRects(1, &scissor);
setMarker("Stencil Ref");
b.stencilRefState.set(ctx);
RunDraw(PixelHistory::StencilRef);
setMarker("Stencil Mask");
b.stencilMaskState.set(ctx);
RunDraw(PixelHistory::StencilMask);
setMarker("Depth Test");
b.depthState.set(ctx);
RunDraw(PixelHistory::DepthTest);
setMarker("Sample Colouring");
b.sampleColourState.set(ctx);
RunDraw(PixelHistory::SampleColour);
setMarker("Depth Equal Fail");
b.depthEqualState.set(ctx);
RunDraw(PixelHistory::DepthEqualFail);
setMarker("Depth Equal Pass");
b.depthEqualState.set(ctx);
if(b.depthFormat == DXGI_FORMAT_D24_UNORM_S8_UINT)
RunDraw(PixelHistory::DepthEqualPass24);
else if(b.depthFormat == DXGI_FORMAT_D16_UNORM)
RunDraw(PixelHistory::DepthEqualPass16);
else
RunDraw(PixelHistory::DepthEqualPass32);
setMarker("Colour Masked");
b.colorMaskState.set(ctx);
RunDraw(PixelHistory::ColourMask);
setMarker("Overflowing");
b.backgroundState.set(ctx);
RunDraw(PixelHistory::OverflowingDraw);
setMarker("Per-Fragment discarding");
b.backgroundState.set(ctx);
RunDraw(PixelHistory::PerFragDiscard);
}
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
PixelHistory::init();
ID3D11BufferPtr vb = MakeBuffer()
.Vertex()
.Size(UINT(sizeof(DefaultA2V) * PixelHistory::vb.size()))
.Data(PixelHistory::vb.data());
ID3D11Texture2DPtr bbBlitSource;
BuildTestBatch("Basic", 1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
bbBlitSource = batches.back().colImg2D;
BuildTestBatch("MSAA", 4, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
BuildTestBatch("Colour Only", 1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
BuildTestBatch("Depth Only", 1, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
BuildTestBatch("Mip & Slice", 1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_D32_FLOAT_S8X24_UINT,
2, 3);
BuildTestBatch("Slice MSAA", 4, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_D32_FLOAT_S8X24_UINT,
-1, 3);
// can't test 3D textures with depth as 3D depth is not supported and can't mix 3D with 2D array as in other APIs
BuildTestBatch("3D texture", 1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, -1, -1, 8);
BuildTestBatch("D24S8", 1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_D24_UNORM_S8_UINT);
BuildTestBatch("D16", 1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_D16_UNORM);
BuildTestBatch("D32", 1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_D32_FLOAT);
BuildTestBatch("F16 UNORM", 1, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
BuildTestBatch("F16 FLOAT", 1, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
BuildTestBatch("F32 FLOAT", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
BuildTestBatch("8-bit uint", 1, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
BuildTestBatch("16-bit uint", 1, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
BuildTestBatch("32-bit uint", 1, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
while(Running())
{
for(const D3D11TestBatch &b : batches)
{
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
{
pushMarker("Batch: " + b.name);
{
setMarker("Begin RenderPass");
float clearColor[4] = {0.2f, 0.2f, 0.2f, 1.0f};
if(b.uint)
{
clearColor[0] = 80.0f;
clearColor[1] = 80.0f;
clearColor[2] = 80.0f;
clearColor[3] = 16.0f;
}
if(b.RTV)
ctx->ClearRenderTargetView(b.RTV, clearColor);
if(b.DSV)
ctx->ClearDepthStencilView(b.DSV, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
ID3D11RenderTargetViewPtr RTV = b.RTV;
ctx->OMSetRenderTargets(b.RTV ? 1 : 0, &RTV.GetInterfacePtr(), b.DSV);
RunBatch(b);
if(b.comp)
{
setMarker("Compute write");
ctx->OMSetRenderTargets(0, NULL, NULL);
ctx->CSSetShader(b.comp, NULL, 0);
ID3D11UnorderedAccessViewPtr UAV = b.compUAV;
ctx->CSSetUnorderedAccessViews(0, 1, &UAV.GetInterfacePtr(), NULL);
ctx->Dispatch(1, 1, 1);
}
}
popMarker();
}
}
if(bbBlitSource)
{
ctx->OMSetBlendState(NULL, NULL, ~0U);
blitToSwap(bbBlitSource);
}
Present();
}
return 0;
}
};
REGISTER_TEST();
@@ -1,771 +0,0 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2025 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"
const std::string dxgiFormatName[] = {
"DXGI_FORMAT_UNKNOWN",
"DXGI_FORMAT_R32G32B32A32_TYPELESS",
"DXGI_FORMAT_R32G32B32A32_FLOAT",
"DXGI_FORMAT_R32G32B32A32_UINT",
"DXGI_FORMAT_R32G32B32A32_SINT",
"DXGI_FORMAT_R32G32B32_TYPELESS",
"DXGI_FORMAT_R32G32B32_FLOAT",
"DXGI_FORMAT_R32G32B32_UINT",
"DXGI_FORMAT_R32G32B32_SINT",
"DXGI_FORMAT_R16G16B16A16_TYPELESS",
"DXGI_FORMAT_R16G16B16A16_FLOAT",
"DXGI_FORMAT_R16G16B16A16_UNORM",
"DXGI_FORMAT_R16G16B16A16_UINT",
"DXGI_FORMAT_R16G16B16A16_SNORM",
"DXGI_FORMAT_R16G16B16A16_SINT",
"DXGI_FORMAT_R32G32_TYPELESS",
"DXGI_FORMAT_R32G32_FLOAT",
"DXGI_FORMAT_R32G32_UINT",
"DXGI_FORMAT_R32G32_SINT",
"DXGI_FORMAT_R32G8X24_TYPELESS",
"DXGI_FORMAT_D32_FLOAT_S8X24_UINT",
"DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS",
"DXGI_FORMAT_X32_TYPELESS_G8X24_UINT",
"DXGI_FORMAT_R10G10B10A2_TYPELESS",
"DXGI_FORMAT_R10G10B10A2_UNORM",
"DXGI_FORMAT_R10G10B10A2_UINT",
"DXGI_FORMAT_R11G11B10_FLOAT",
"DXGI_FORMAT_R8G8B8A8_TYPELESS",
"DXGI_FORMAT_R8G8B8A8_UNORM",
"DXGI_FORMAT_R8G8B8A8_UNORM_SRGB",
"DXGI_FORMAT_R8G8B8A8_UINT",
"DXGI_FORMAT_R8G8B8A8_SNORM",
"DXGI_FORMAT_R8G8B8A8_SINT",
"DXGI_FORMAT_R16G16_TYPELESS",
"DXGI_FORMAT_R16G16_FLOAT",
"DXGI_FORMAT_R16G16_UNORM",
"DXGI_FORMAT_R16G16_UINT",
"DXGI_FORMAT_R16G16_SNORM",
"DXGI_FORMAT_R16G16_SINT",
"DXGI_FORMAT_R32_TYPELESS",
"DXGI_FORMAT_D32_FLOAT",
"DXGI_FORMAT_R32_FLOAT",
"DXGI_FORMAT_R32_UINT",
"DXGI_FORMAT_R32_SINT",
"DXGI_FORMAT_R24G8_TYPELESS",
"DXGI_FORMAT_D24_UNORM_S8_UINT",
"DXGI_FORMAT_R24_UNORM_X8_TYPELESS",
"DXGI_FORMAT_X24_TYPELESS_G8_UINT",
"DXGI_FORMAT_R8G8_TYPELESS",
"DXGI_FORMAT_R8G8_UNORM",
"DXGI_FORMAT_R8G8_UINT",
"DXGI_FORMAT_R8G8_SNORM",
"DXGI_FORMAT_R8G8_SINT",
"DXGI_FORMAT_R16_TYPELESS",
"DXGI_FORMAT_R16_FLOAT",
"DXGI_FORMAT_D16_UNORM",
"DXGI_FORMAT_R16_UNORM",
"DXGI_FORMAT_R16_UINT",
"DXGI_FORMAT_R16_SNORM",
"DXGI_FORMAT_R16_SINT",
"DXGI_FORMAT_R8_TYPELESS",
"DXGI_FORMAT_R8_UNORM",
"DXGI_FORMAT_R8_UINT",
"DXGI_FORMAT_R8_SNORM",
"DXGI_FORMAT_R8_SINT",
"DXGI_FORMAT_A8_UNORM",
"DXGI_FORMAT_R1_UNORM",
"DXGI_FORMAT_R9G9B9E5_SHAREDEXP",
"DXGI_FORMAT_R8G8_B8G8_UNORM",
"DXGI_FORMAT_G8R8_G8B8_UNORM",
"DXGI_FORMAT_BC1_TYPELESS",
"DXGI_FORMAT_BC1_UNORM",
"DXGI_FORMAT_BC1_UNORM_SRGB",
"DXGI_FORMAT_BC2_TYPELESS",
"DXGI_FORMAT_BC2_UNORM",
"DXGI_FORMAT_BC2_UNORM_SRGB",
"DXGI_FORMAT_BC3_TYPELESS",
"DXGI_FORMAT_BC3_UNORM",
"DXGI_FORMAT_BC3_UNORM_SRGB",
"DXGI_FORMAT_BC4_TYPELESS",
"DXGI_FORMAT_BC4_UNORM",
"DXGI_FORMAT_BC4_SNORM",
"DXGI_FORMAT_BC5_TYPELESS",
"DXGI_FORMAT_BC5_UNORM",
"DXGI_FORMAT_BC5_SNORM",
"DXGI_FORMAT_B5G6R5_UNORM",
"DXGI_FORMAT_B5G5R5A1_UNORM",
"DXGI_FORMAT_B8G8R8A8_UNORM",
"DXGI_FORMAT_B8G8R8X8_UNORM",
"DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM",
"DXGI_FORMAT_B8G8R8A8_TYPELESS",
"DXGI_FORMAT_B8G8R8A8_UNORM_SRGB",
"DXGI_FORMAT_B8G8R8X8_TYPELESS",
"DXGI_FORMAT_B8G8R8X8_UNORM_SRGB",
"DXGI_FORMAT_BC6H_TYPELESS",
"DXGI_FORMAT_BC6H_UF16",
"DXGI_FORMAT_BC6H_SF16",
"DXGI_FORMAT_BC7_TYPELESS",
"DXGI_FORMAT_BC7_UNORM",
"DXGI_FORMAT_BC7_UNORM_SRGB",
"DXGI_FORMAT_AYUV",
"DXGI_FORMAT_Y410",
"DXGI_FORMAT_Y416",
"DXGI_FORMAT_NV12",
"DXGI_FORMAT_P010",
"DXGI_FORMAT_P016",
"DXGI_FORMAT_420_OPAQUE",
"DXGI_FORMAT_YUY2",
"DXGI_FORMAT_Y210",
"DXGI_FORMAT_Y216",
"DXGI_FORMAT_NV11",
"DXGI_FORMAT_AI44",
"DXGI_FORMAT_IA44",
"DXGI_FORMAT_P8",
"DXGI_FORMAT_A8P8",
"DXGI_FORMAT_B4G4R4A4_UNORM",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"DXGI_FORMAT_P208",
"DXGI_FORMAT_V208",
"DXGI_FORMAT_V408",
};
RD_TEST(D3D11_Pixel_History_Zoo, D3D11GraphicsTest)
{
static constexpr const char *Description =
"Checks pixel history on different formats, scenarios, overdraw, etc.";
bool IsUIntFormat(DXGI_FORMAT f)
{
switch(f)
{
case DXGI_FORMAT_R32G32B32A32_UINT:
case DXGI_FORMAT_R32G32B32_UINT:
case DXGI_FORMAT_R16G16B16A16_UINT:
case DXGI_FORMAT_R32G32_UINT:
case DXGI_FORMAT_R10G10B10A2_UINT:
case DXGI_FORMAT_R8G8B8A8_UINT:
case DXGI_FORMAT_R16G16_UINT:
case DXGI_FORMAT_R32_UINT:
case DXGI_FORMAT_R8G8_UINT:
case DXGI_FORMAT_R16_UINT:
case DXGI_FORMAT_R8_UINT: return true;
default: break;
}
return false;
}
bool IsSIntFormat(DXGI_FORMAT f)
{
switch(f)
{
case DXGI_FORMAT_R32G32B32A32_SINT:
case DXGI_FORMAT_R32G32B32_SINT:
case DXGI_FORMAT_R16G16B16A16_SINT:
case DXGI_FORMAT_R32G32_SINT:
case DXGI_FORMAT_R8G8B8A8_SINT:
case DXGI_FORMAT_R16G16_SINT:
case DXGI_FORMAT_R32_SINT:
case DXGI_FORMAT_R8G8_SINT:
case DXGI_FORMAT_R16_SINT:
case DXGI_FORMAT_R8_SINT: return true;
default: break;
}
return false;
}
DXGI_FORMAT GetTypelessFormat(DXGI_FORMAT f)
{
switch(f)
{
case DXGI_FORMAT_R32G32B32A32_TYPELESS:
case DXGI_FORMAT_R32G32B32A32_FLOAT:
case DXGI_FORMAT_R32G32B32A32_UINT:
case DXGI_FORMAT_R32G32B32A32_SINT: return DXGI_FORMAT_R32G32B32A32_TYPELESS;
case DXGI_FORMAT_R32G32B32_TYPELESS:
case DXGI_FORMAT_R32G32B32_FLOAT:
case DXGI_FORMAT_R32G32B32_UINT:
case DXGI_FORMAT_R32G32B32_SINT: return DXGI_FORMAT_R32G32B32_TYPELESS;
case DXGI_FORMAT_R16G16B16A16_TYPELESS:
case DXGI_FORMAT_R16G16B16A16_FLOAT:
case DXGI_FORMAT_R16G16B16A16_UNORM:
case DXGI_FORMAT_R16G16B16A16_UINT:
case DXGI_FORMAT_R16G16B16A16_SNORM:
case DXGI_FORMAT_R16G16B16A16_SINT: return DXGI_FORMAT_R16G16B16A16_TYPELESS;
case DXGI_FORMAT_R32G32_TYPELESS:
case DXGI_FORMAT_R32G32_FLOAT:
case DXGI_FORMAT_R32G32_UINT:
case DXGI_FORMAT_R32G32_SINT: return DXGI_FORMAT_R32G32_TYPELESS;
case DXGI_FORMAT_R32G8X24_TYPELESS:
case DXGI_FORMAT_D32_FLOAT_S8X24_UINT:
case DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS:
case DXGI_FORMAT_X32_TYPELESS_G8X24_UINT: return DXGI_FORMAT_R32G8X24_TYPELESS;
case DXGI_FORMAT_R10G10B10A2_TYPELESS:
case DXGI_FORMAT_R10G10B10A2_UNORM:
case DXGI_FORMAT_R10G10B10A2_UINT:
case DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM: // maybe not valid cast?
return DXGI_FORMAT_R10G10B10A2_TYPELESS;
case DXGI_FORMAT_R8G8B8A8_TYPELESS:
case DXGI_FORMAT_R8G8B8A8_UNORM:
case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:
case DXGI_FORMAT_R8G8B8A8_UINT:
case DXGI_FORMAT_R8G8B8A8_SNORM:
case DXGI_FORMAT_R8G8B8A8_SINT: return DXGI_FORMAT_R8G8B8A8_TYPELESS;
case DXGI_FORMAT_R16G16_TYPELESS:
case DXGI_FORMAT_R16G16_FLOAT:
case DXGI_FORMAT_R16G16_UNORM:
case DXGI_FORMAT_R16G16_UINT:
case DXGI_FORMAT_R16G16_SNORM:
case DXGI_FORMAT_R16G16_SINT: return DXGI_FORMAT_R16G16_TYPELESS;
case DXGI_FORMAT_R32_TYPELESS:
case DXGI_FORMAT_D32_FLOAT: // maybe not valid cast?
case DXGI_FORMAT_R32_FLOAT:
case DXGI_FORMAT_R32_UINT:
case DXGI_FORMAT_R32_SINT: return DXGI_FORMAT_R32_TYPELESS;
// maybe not valid casts?
case DXGI_FORMAT_R24G8_TYPELESS:
case DXGI_FORMAT_D24_UNORM_S8_UINT:
case DXGI_FORMAT_R24_UNORM_X8_TYPELESS:
case DXGI_FORMAT_X24_TYPELESS_G8_UINT: return DXGI_FORMAT_R24G8_TYPELESS;
case DXGI_FORMAT_B8G8R8A8_TYPELESS:
case DXGI_FORMAT_B8G8R8A8_UNORM:
case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB:
case DXGI_FORMAT_R8G8_B8G8_UNORM: // maybe not valid cast?
case DXGI_FORMAT_G8R8_G8B8_UNORM: // maybe not valid cast?
return DXGI_FORMAT_B8G8R8A8_TYPELESS;
case DXGI_FORMAT_B8G8R8X8_UNORM:
case DXGI_FORMAT_B8G8R8X8_TYPELESS:
case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB: return DXGI_FORMAT_B8G8R8X8_TYPELESS;
case DXGI_FORMAT_R8G8_TYPELESS:
case DXGI_FORMAT_R8G8_UNORM:
case DXGI_FORMAT_R8G8_UINT:
case DXGI_FORMAT_R8G8_SNORM:
case DXGI_FORMAT_R8G8_SINT: return DXGI_FORMAT_R8G8_TYPELESS;
case DXGI_FORMAT_R16_TYPELESS:
case DXGI_FORMAT_R16_FLOAT:
case DXGI_FORMAT_D16_UNORM:
case DXGI_FORMAT_R16_UNORM:
case DXGI_FORMAT_R16_UINT:
case DXGI_FORMAT_R16_SNORM:
case DXGI_FORMAT_R16_SINT: return DXGI_FORMAT_R16_TYPELESS;
case DXGI_FORMAT_R8_TYPELESS:
case DXGI_FORMAT_R8_UNORM:
case DXGI_FORMAT_R8_UINT:
case DXGI_FORMAT_R8_SNORM:
case DXGI_FORMAT_R8_SINT: return DXGI_FORMAT_R8_TYPELESS;
case DXGI_FORMAT_BC1_TYPELESS:
case DXGI_FORMAT_BC1_UNORM:
case DXGI_FORMAT_BC1_UNORM_SRGB: return DXGI_FORMAT_BC1_TYPELESS;
case DXGI_FORMAT_BC4_TYPELESS:
case DXGI_FORMAT_BC4_UNORM:
case DXGI_FORMAT_BC4_SNORM: return DXGI_FORMAT_BC4_TYPELESS;
case DXGI_FORMAT_BC2_TYPELESS:
case DXGI_FORMAT_BC2_UNORM:
case DXGI_FORMAT_BC2_UNORM_SRGB: return DXGI_FORMAT_BC2_TYPELESS;
case DXGI_FORMAT_BC3_TYPELESS:
case DXGI_FORMAT_BC3_UNORM:
case DXGI_FORMAT_BC3_UNORM_SRGB: return DXGI_FORMAT_BC3_TYPELESS;
case DXGI_FORMAT_BC5_TYPELESS:
case DXGI_FORMAT_BC5_UNORM:
case DXGI_FORMAT_BC5_SNORM: return DXGI_FORMAT_BC5_TYPELESS;
case DXGI_FORMAT_BC6H_TYPELESS:
case DXGI_FORMAT_BC6H_UF16:
case DXGI_FORMAT_BC6H_SF16: return DXGI_FORMAT_BC6H_TYPELESS;
case DXGI_FORMAT_BC7_TYPELESS:
case DXGI_FORMAT_BC7_UNORM:
case DXGI_FORMAT_BC7_UNORM_SRGB: return DXGI_FORMAT_BC7_TYPELESS;
case DXGI_FORMAT_R1_UNORM:
case DXGI_FORMAT_A8_UNORM:
case DXGI_FORMAT_R9G9B9E5_SHAREDEXP:
case DXGI_FORMAT_B5G6R5_UNORM:
case DXGI_FORMAT_B5G5R5A1_UNORM:
case DXGI_FORMAT_R11G11B10_FLOAT:
case DXGI_FORMAT_AYUV:
case DXGI_FORMAT_Y410:
case DXGI_FORMAT_YUY2:
case DXGI_FORMAT_Y416:
case DXGI_FORMAT_NV12:
case DXGI_FORMAT_P010:
case DXGI_FORMAT_P016:
case DXGI_FORMAT_420_OPAQUE:
case DXGI_FORMAT_Y210:
case DXGI_FORMAT_Y216:
case DXGI_FORMAT_NV11:
case DXGI_FORMAT_AI44:
case DXGI_FORMAT_IA44:
case DXGI_FORMAT_P8:
case DXGI_FORMAT_A8P8:
case DXGI_FORMAT_P208:
case DXGI_FORMAT_V208:
case DXGI_FORMAT_V408:
case DXGI_FORMAT_B4G4R4A4_UNORM: return f;
case DXGI_FORMAT_UNKNOWN: return DXGI_FORMAT_UNKNOWN;
default: return DXGI_FORMAT_UNKNOWN;
}
}
std::string vertex = R"EOSHADER(
struct vertin
{
float3 pos : POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
v2f main(vertin IN, uint vid : SV_VertexID)
{
v2f OUT = (v2f)0;
OUT.pos = float4(IN.pos.xy, 0.5f, 1.0f);
OUT.col = IN.col;
OUT.uv = IN.uv;
return OUT;
}
)EOSHADER";
std::string pixel = R"EOSHADER(
cbuffer refcounter : register(b0)
{
uint expected;
};
cbuffer uavcounter : register(b1)
{
uint actual;
};
float4 main() : SV_Target0
{
if(expected != actual)
return float4(1.0f, 0.0f, 0.0f, 1.0f);
return float4(0.0f, 1.0f, 0.1234f, 0.5f);
}
)EOSHADER";
std::string pixelUInt = R"EOSHADER(
cbuffer refcounter : register(b0)
{
uint expected;
};
cbuffer uavcounter : register(b1)
{
uint actual;
};
uint4 main() : SV_Target0
{
if(expected != actual)
return uint4(1, 0, 0, 1);
return uint4(0, 1, 1234, 5);
}
)EOSHADER";
std::string pixelSInt = R"EOSHADER(
cbuffer refcounter : register(b0)
{
uint expected;
};
cbuffer uavcounter : register(b1)
{
uint actual;
};
int4 main() : SV_Target0
{
if(expected != actual)
return int4(1, 0, 0, 1);
return int4(0, 1, -1234, 5);
}
)EOSHADER";
std::string compute = R"EOSHADER(
RWBuffer<uint> buf : register(u0);
[numthreads(1,1,1)]
void main()
{
InterlockedAdd(buf[0], 1);
}
)EOSHADER";
std::string pixelUAVWrite = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
RWTexture2D<float4> uavOut;
float4 main(v2f IN) : SV_Target0
{
uavOut[IN.pos.xy*0.5] = float4(IN.uv.x, IN.uv.y, 0.0f, 1.0f);
return float4(0.1234, 1.0f, 0.0f, 0.5f);
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(vertex, "main", "vs_4_0");
CreateDefaultInputLayout(vsblob);
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(Compile(pixel, "main", "ps_4_0"));
ID3D11PixelShaderPtr psUInt = CreatePS(Compile(pixelUInt, "main", "ps_4_0"));
ID3D11PixelShaderPtr psSInt = CreatePS(Compile(pixelSInt, "main", "ps_4_0"));
ID3D11PixelShaderPtr psUAVWrite = CreatePS(Compile(pixelUAVWrite, "main", "ps_5_0"));
ID3D11ComputeShaderPtr cs = CreateCS(Compile(compute, "main", "cs_5_0"));
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
const DXGI_FORMAT depthFormats[] = {
DXGI_FORMAT_D32_FLOAT,
DXGI_FORMAT_D16_UNORM,
DXGI_FORMAT_D24_UNORM_S8_UINT,
DXGI_FORMAT_R32G8X24_TYPELESS,
DXGI_FORMAT_D32_FLOAT_S8X24_UINT,
};
const DXGI_FORMAT dsvFormats[] = {
DXGI_FORMAT_D32_FLOAT,
DXGI_FORMAT_D16_UNORM,
DXGI_FORMAT_D24_UNORM_S8_UINT,
DXGI_FORMAT_D32_FLOAT_S8X24_UINT,
DXGI_FORMAT_D32_FLOAT_S8X24_UINT,
};
static_assert(sizeof(depthFormats) == sizeof(dsvFormats),
"depth arrays should be identical sizes.");
ID3D11BufferPtr bufRef = MakeBuffer().Size(256).Constant();
ID3D11BufferPtr bufCounter = MakeBuffer().Size(256).UAV();
ID3D11BufferPtr bufCounterCB = MakeBuffer().Size(256).Constant();
ID3D11UnorderedAccessViewPtr bufCounterUAV = MakeUAV(bufCounter).Format(DXGI_FORMAT_R32_UINT);
ctx->CSSetUnorderedAccessViews(0, 1, &bufCounterUAV.GetInterfacePtr(), NULL);
ctx->CSSetShader(cs, NULL, 0);
std::vector<ID3D11DepthStencilViewPtr> dsvs;
std::vector<ID3D11RenderTargetViewPtr> rts;
for(size_t i = 0; i < ARRAY_COUNT(dsvFormats); i++)
{
// normal
dsvs.push_back(
MakeDSV(MakeTexture(depthFormats[i], 16, 16).DSV().Tex2D()).Format(dsvFormats[i]));
// submip and subslice selected
dsvs.push_back(MakeDSV(MakeTexture(depthFormats[i], 32, 32).Array(32).DSV().Mips(2).Tex2D())
.Format(dsvFormats[i])
.FirstMip(1)
.NumMips(1)
.FirstSlice(4)
.NumSlices(1));
}
const DXGI_FORMAT colorFormats[] = {
DXGI_FORMAT_R32G32B32A32_FLOAT,
DXGI_FORMAT_R32G32B32A32_UINT,
DXGI_FORMAT_R32G32B32A32_SINT,
DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R32G32B32_UINT,
DXGI_FORMAT_R32G32B32_SINT,
DXGI_FORMAT_R16G16B16A16_FLOAT,
DXGI_FORMAT_R16G16B16A16_UNORM,
DXGI_FORMAT_R16G16B16A16_UINT,
DXGI_FORMAT_R16G16B16A16_SNORM,
DXGI_FORMAT_R16G16B16A16_SINT,
DXGI_FORMAT_R32G32_FLOAT,
DXGI_FORMAT_R32G32_UINT,
DXGI_FORMAT_R32G32_SINT,
DXGI_FORMAT_R10G10B10A2_UNORM,
DXGI_FORMAT_R10G10B10A2_UINT,
DXGI_FORMAT_R11G11B10_FLOAT,
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_R8G8B8A8_UNORM_SRGB,
DXGI_FORMAT_R8G8B8A8_UINT,
DXGI_FORMAT_R8G8B8A8_SNORM,
DXGI_FORMAT_R8G8B8A8_SINT,
DXGI_FORMAT_R16G16_FLOAT,
DXGI_FORMAT_R16G16_UNORM,
DXGI_FORMAT_R16G16_UINT,
DXGI_FORMAT_R16G16_SNORM,
DXGI_FORMAT_R16G16_SINT,
DXGI_FORMAT_R32_FLOAT,
DXGI_FORMAT_R32_UINT,
DXGI_FORMAT_R32_SINT,
DXGI_FORMAT_R8G8_UNORM,
DXGI_FORMAT_R8G8_UINT,
DXGI_FORMAT_R8G8_SNORM,
DXGI_FORMAT_R8G8_SINT,
DXGI_FORMAT_R16_FLOAT,
DXGI_FORMAT_R16_UNORM,
DXGI_FORMAT_R16_UINT,
DXGI_FORMAT_R16_SNORM,
DXGI_FORMAT_R16_SINT,
DXGI_FORMAT_R8_UNORM,
DXGI_FORMAT_R8_UINT,
DXGI_FORMAT_R8_SNORM,
DXGI_FORMAT_R8_SINT,
DXGI_FORMAT_A8_UNORM,
DXGI_FORMAT_R1_UNORM,
DXGI_FORMAT_R9G9B9E5_SHAREDEXP,
DXGI_FORMAT_B5G6R5_UNORM,
DXGI_FORMAT_B5G5R5A1_UNORM,
DXGI_FORMAT_B8G8R8A8_UNORM,
DXGI_FORMAT_B8G8R8X8_UNORM,
DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM,
DXGI_FORMAT_B8G8R8A8_UNORM_SRGB,
DXGI_FORMAT_B8G8R8X8_UNORM_SRGB,
DXGI_FORMAT_B4G4R4A4_UNORM,
};
for(size_t i = 0; i < ARRAY_COUNT(colorFormats); i++)
{
DXGI_FORMAT f = colorFormats[i];
UINT supp = 0;
dev->CheckFormatSupport(f, &supp);
if((supp & D3D11_FORMAT_SUPPORT_RENDER_TARGET) == 0)
continue;
std::vector<DXGI_FORMAT> fmts = {f};
// test typeless->casted for the first three (RGBA32)
if(i < 3)
fmts.push_back(GetTypelessFormat(f));
for(DXGI_FORMAT tex_fmt : fmts)
{
// make a normal one
rts.push_back(MakeRTV(MakeTexture(tex_fmt, 16, 16).RTV().Tex2D()).Format(f));
// make a subslice and submip one
rts.push_back(MakeRTV(MakeTexture(tex_fmt, 32, 32).Array(32).Mips(2).RTV().Tex2D())
.Format(f)
.FirstMip(1)
.NumMips(1)
.FirstSlice(4)
.NumSlices(1));
}
}
// make a simple dummy texture for MRT testing
ID3D11RenderTargetViewPtr mrt =
MakeRTV(MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 16, 16).RTV().Tex2D());
// texture for UAV write testing
ID3D11UnorderedAccessViewPtr uavView =
MakeUAV(MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 8, 8).UAV().Tex2D());
while(Running())
{
ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
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, 16.0f, 16.0f, 0.0f, 1.0f});
UINT zero[4] = {};
ctx->ClearUnorderedAccessViewUint(bufCounterUAV, zero);
uint32_t testCounter = 0;
// for each DSV and for none
for(size_t dsvIdx = 0; dsvIdx <= dsvs.size(); dsvIdx++)
{
ID3D11DepthStencilViewPtr dsv = dsvIdx < dsvs.size() ? dsvs[dsvIdx] : NULL;
DXGI_FORMAT df = DXGI_FORMAT_UNKNOWN;
if(dsv)
{
D3D11_DEPTH_STENCIL_VIEW_DESC desc;
dsv->GetDesc(&desc);
df = desc.Format;
}
// for each RT
for(size_t rtIdx = 0; rtIdx < rts.size(); rtIdx++)
{
ID3D11RenderTargetViewPtr rt = rts[rtIdx];
ID3D11RenderTargetViewPtr dummy = mrt;
DXGI_FORMAT f = DXGI_FORMAT_UNKNOWN;
{
D3D11_RENDER_TARGET_VIEW_DESC desc;
rt->GetDesc(&desc);
f = desc.Format;
}
// for all but the first DSV and the last (none) DSV, skip the bulk of the colour tests to
// reduce the test matrix.
if(dsvIdx > 0 && dsvIdx < dsvs.size())
{
if(rtIdx > 10)
break;
}
pushMarker("Test RTV: " + dxgiFormatName[f] +
" & depth: " + (df == DXGI_FORMAT_UNKNOWN ? "None" : dxgiFormatName[df]));
ctx->OMSetRenderTargets(1, &rt.GetInterfacePtr(), dsv);
// dispatch the CS to increment the buffer counter on the GPU
ctx->Dispatch(1, 1, 1);
// increment the CPU counter
testCounter++;
// update CBs so we can check for validity
uint32_t data[256 / 4];
data[0] = testCounter;
ctx->UpdateSubresource(bufRef, 0, NULL, data, 256, 256);
ctx->CopyResource(bufCounterCB, bufCounter);
ctx->PSSetConstantBuffers(0, 1, &bufRef.GetInterfacePtr());
ctx->PSSetConstantBuffers(1, 1, &bufCounterCB.GetInterfacePtr());
setMarker("Test " + std::to_string(testCounter));
if(IsUIntFormat(f))
{
setMarker("UInt tex");
ctx->PSSetShader(psUInt, NULL, 0);
}
else if(IsSIntFormat(f))
{
setMarker("SInt tex");
ctx->PSSetShader(psSInt, NULL, 0);
}
else
{
setMarker("Float tex");
ctx->PSSetShader(ps, NULL, 0);
}
if(dsv)
{
setMarker("DSVClear");
ctx->ClearDepthStencilView(dsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
}
setMarker("RTVClear");
ClearRenderTargetView(rt, Vec4f(1.0f, 0.0f, 1.0f, 1.0f));
setMarker("BasicDraw");
ctx->Draw(3, 0);
popMarker();
}
}
{
float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
ctx->ClearUnorderedAccessViewFloat(uavView.GetInterfacePtr(), white);
ctx->PSSetShader(psUAVWrite, NULL, 0);
ctx->OMSetRenderTargetsAndUnorderedAccessViews(1, &rts[0].GetInterfacePtr(), NULL, 1, 1,
&uavView.GetInterfacePtr(), NULL);
setMarker("UAVWrite");
ctx->Draw(3, 0);
ctx->PSSetShader(psUAVWrite, NULL, 0);
}
Present();
}
return 0;
}
};
REGISTER_TEST();
+1 -1
View File
@@ -164,7 +164,7 @@
<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_pixel_history.cpp" />
<ClCompile Include="d3d11\d3d11_primitiveid.cpp" />
<ClCompile Include="d3d11\d3d11_shader_debug_zoo.cpp" />
<ClCompile Include="d3d11\d3d11_overlay_test.cpp" />
+3 -3
View File
@@ -451,9 +451,6 @@
<ClCompile Include="d3d12\d3d12_rendertarget_binds.cpp">
<Filter>D3D12\demos</Filter>
</ClCompile>
<ClCompile Include="d3d11\d3d11_pixel_history_zoo.cpp">
<Filter>D3D11\demos</Filter>
</ClCompile>
<ClCompile Include="gl\gl_large_buffer.cpp">
<Filter>OpenGL\demos</Filter>
</ClCompile>
@@ -739,6 +736,9 @@
<ClCompile Include="d3d12\d3d12_memory_overlap.cpp">
<Filter>D3D12\demos</Filter>
</ClCompile>
<ClCompile Include="d3d11\d3d11_pixel_history.cpp">
<Filter>D3D11\demos</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="D3D11">
@@ -0,0 +1,5 @@
import rdtest
class D3D11_Pixel_History(rdtest.Pixel_History):
demos_test_name = 'D3D11_Pixel_History'
internal = False
@@ -1,110 +0,0 @@
import renderdoc as rd
import rdtest
from typing import List
class D3D11_Pixel_History_Zoo(rdtest.TestCase):
slow_test = True
demos_test_name = 'D3D11_Pixel_History_Zoo'
def check_capture(self):
actions = self.controller.GetRootActions()
for d in self.controller.GetRootActions():
# Only process test actions
if not d.customName.startswith('Test'):
continue
# Go to the last child action
self.controller.SetFrameEvent(d.children[-1].eventId, True)
if any(['UInt tex' in d.customName for d in d.children]):
value_selector = lambda x: x.uintValue
shader_out = (0, 1, 1234, 5)
elif any(['SInt tex' in d.customName for d in d.children]):
value_selector = lambda x: x.intValue
shader_out = (0, 1, -1234, 5)
else:
value_selector = lambda x: x.floatValue
shader_out = (0.0, 1.0, 0.1234, 0.5)
pipe: rd.PipeState = self.controller.GetPipelineState()
rt = pipe.GetOutputTargets()[0]
vp: rd.Viewport = pipe.GetViewport(0)
tex = rt.resource
x, y = (int(vp.width / 2), int(vp.height / 2))
tex_details = self.get_texture(tex)
sub = rd.Subresource()
if tex_details.arraysize > 1:
sub.slice = rt.firstSlice
if tex_details.mips > 1:
sub.mip = rt.firstMip
modifs: List[rd.PixelModification] = self.controller.PixelHistory(tex, x, y, sub, rt.format.compType)
# Should be at least two modifications in every test - clear and action
self.check(len(modifs) >= 2)
self.check_modifiations(modifs, value_selector, shader_out)
rdtest.log.success("shader output and premod/postmod is consistent")
# The current pixel value should match the last postMod
self.check_pixel_value(tex, x, y, value_selector(modifs[-1].postMod.col), sub=sub, cast=rt.format.compType)
# Also the red channel should be zero, as it indicates errors
self.check(float(value_selector(modifs[-1].postMod.col)[0]) == 0.0)
self.check_uavwrite()
def check_uavwrite(self):
uavWrite = self.find_action("UAVWrite")
if uavWrite is None:
rdtest.log.print("UAVWrite Test not found")
return
self.controller.SetFrameEvent(uavWrite.next.eventId, True)
pipe: rd.PipeState = self.controller.GetPipelineState()
uav = pipe.GetReadWriteResources(rd.ShaderStage.Pixel)[0].descriptor
vp: rd.Viewport = pipe.GetViewport(0)
tex = uav.resource
x, y = 4, 4
sub = rd.Subresource()
value_selector = lambda x: x.floatValue
shader_out = (0.3451, 0.43922, 0.0, 1.0)
modifs: List[rd.PixelModification] = self.controller.PixelHistory(tex, x, y, sub, uav.format.compType)
# Should be two modifications - clear and draw
self.check(len(modifs) == 2)
self.check_modifiations(modifs, value_selector, shader_out)
rdtest.log.success("UAVWrite shader output and premod/postmod is consistent")
# The current pixel value should match the last postMod
self.check_pixel_value(tex, x, y, value_selector(modifs[-1].postMod.col), sub=sub, cast=uav.format.compType)
def check_modifiations(self, modifs: List[rd.PixelModification], value_selector, shader_out):
# Check that the modifications are self consistent - postmod of each should match premod of the next
for i in range(len(modifs) - 1):
if value_selector(modifs[i].postMod.col) != value_selector(modifs[i + 1].preMod.col):
raise rdtest.TestFailureException(
"postmod at {}: {} doesn't match premod at {}: {}".format(modifs[i].eventId,
value_selector(modifs[i].postMod.col),
modifs[i + 1].eventId,
value_selector(modifs[i].preMod.col)))
# A fragment event : postMod.stencil should be unknown
if modifs[i].eventId == modifs[i+1].eventId:
if modifs[i].postMod.stencil != -1 and modifs[i].postMod.stencil != -2:
raise rdtest.TestFailureException(
"postmod stencil at {} primitive {}: {} is not unknown".format(modifs[i].eventId,
modifs[i].primitiveID,
modifs[i].postMod.stencil))
if self.get_action(modifs[i].eventId).flags & rd.ActionFlags.Drawcall:
if not rdtest.value_compare(value_selector(modifs[i].shaderOut.col), shader_out):
raise rdtest.TestFailureException(
"Shader output {} isn't as expected {}".format(value_selector(modifs[i].shaderOut.col),
shader_out))