Add test that tries to stress reallocation/pool allocation of commands

This commit is contained in:
baldurk
2020-10-29 14:47:39 +00:00
parent 3465809447
commit ffd8827812
4 changed files with 223 additions and 0 deletions
@@ -0,0 +1,195 @@
/******************************************************************************
* 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"
#include <Psapi.h>
RD_TEST(D3D12_List_Alloc_Tests, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Tests different edge cases of pooled list allocators to ensure we don't have use-after-free "
"problems.";
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");
ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
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);
ID3D12CommandAllocatorPtr alloc1;
CHECK_HR(dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
__uuidof(ID3D12CommandAllocator), (void **)&alloc1));
ID3D12CommandAllocatorPtr alloc2;
CHECK_HR(dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
__uuidof(ID3D12CommandAllocator), (void **)&alloc2));
ID3D12GraphicsCommandListPtr list1 = GetCommandBuffer();
ID3D12GraphicsCommandListPtr list2 = GetCommandBuffer();
std::vector<D3D12_RESOURCE_BARRIER> barriers;
barriers.resize(16 * 1024);
for(D3D12_RESOURCE_BARRIER &b : barriers)
b.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
while(Running())
{
PROCESS_MEMORY_COUNTERS memInfo = {};
if(GetProcessMemoryInfo(GetCurrentProcess(), &memInfo, sizeof(memInfo)))
{
if(memInfo.WorkingSetSize > 800 * 1024 * 1024)
{
TEST_ERROR("Too much memory allocated - leak detected");
break;
}
}
{
// start from scratch
alloc1->Reset();
list1->Reset(alloc1, NULL);
// record commands that are too large to be pooled
for(int i = 0; i < 100; i++)
list1->ResourceBarrier((UINT)barriers.size(), barriers.data());
list1->Close();
// reset the allocator
alloc1->Reset();
// use it for another list
list2->Reset(alloc1, NULL);
// record some dummy commands, overwriting the chunk from above with a non-external alloc
for(int i = 0; i < 100; i++)
list2->SetPipelineState(pso);
list2->Close();
// reset list1 with a different allocator to force it to free any stored chunks. Since we
// trashed the chunks above after allocator reset, this won't correctly free the external
// chunk
list1->Reset(alloc2, NULL);
list1->Close();
// re-associate list2
list2->Reset(alloc2, NULL);
list2->Close();
}
{
ID3D12CommandAllocatorPtr allocTmp;
CHECK_HR(dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
__uuidof(ID3D12CommandAllocator), (void **)&allocTmp));
list1->Reset(allocTmp, NULL);
// record some simple dummy commands
IASetVertexBuffer(list1, vb, sizeof(DefaultA2V), 0);
list1->SetPipelineState(pso);
list1->SetGraphicsRootSignature(sig);
RSSetViewport(list1, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(list1, {0, 0, screenWidth, screenHeight});
list1->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
list1->Close();
// destroy the allocator now
allocTmp = NULL;
// the chunk memory is freed but may not be trashed yet. Serialise a big chunk to try and
// overwrite it.
list2->Reset(alloc2, NULL);
// record commands that are too large to be pooled
for(int i = 0; i < 10; i++)
list2->ResourceBarrier((UINT)barriers.size(), barriers.data());
list2->Close();
alloc2->Reset();
// check that resetting list1 works fine even after the backing for its stored chunks has
// been released
list1->Reset(alloc2, NULL);
list1->Close();
// re-associate list2
list2->Reset(alloc2, NULL);
list2->Close();
}
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});
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();
+1
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@@ -181,6 +181,7 @@
<ClCompile Include="d3d12\d3d12_existing_heap.cpp" />
<ClCompile Include="d3d12\d3d12_helpers.cpp" />
<ClCompile Include="d3d12\d3d12_large_buffer.cpp" />
<ClCompile Include="d3d12\d3d12_list_alloc_tests.cpp" />
<ClCompile Include="d3d12\d3d12_list_types.cpp" />
<ClCompile Include="d3d12\d3d12_mesh_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_overlay_test.cpp" />
+3
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@@ -562,6 +562,9 @@
<ClCompile Include="d3d12\d3d12_list_types.cpp">
<Filter>D3D12\demos</Filter>
</ClCompile>
<ClCompile Include="d3d12\d3d12_list_alloc_tests.cpp">
<Filter>D3D12\demos</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="D3D11">
@@ -0,0 +1,24 @@
import struct
import math
import renderdoc as rd
import rdtest
class D3D12_List_Alloc_Tests(rdtest.TestCase):
demos_test_name = 'D3D12_List_Alloc_Tests'
demos_frame_cap = 40
def check_capture(self):
draw = self.find_draw("Draw")
self.check(draw is not None)
draw = draw.next
self.controller.SetFrameEvent(draw.eventId, False)
pipe: rd.PipeState = self.controller.GetPipelineState()
self.check_pixel_value(pipe.GetOutputTargets()[0].resourceId, 0.5, 0.5, [0.0, 1.0, 0.0, 1.0])
rdtest.log.success("Captured loaded with color as expected")