/****************************************************************************** * 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_Binding_Hazards, D3D11GraphicsTest) { static constexpr const char *Description = "Test of D3D11 hazard tracking write/read bindings"; std::string compute = R"EOSHADER( Texture2D texin : register(t0); Buffer bufin : register(t1); RWTexture2D texout1 : register(u0); RWBuffer bufout1 : register(u1); RWTexture2D texout2 : register(u2); RWBuffer bufout2 : register(u3); [numthreads(1,1,1)] void main() { texout1[uint2(3,4)] = bufin[3]; texout2[uint2(4,4)] = texin[uint2(3,3)]; bufout1[4] = bufin[4]; bufout2[3] = texin[uint2(4,4)]; } )EOSHADER"; int main() { // so that running individually we get errors debugDevice = true; // initialise, create window, create device, etc if(!Init()) return 3; ID3D11ComputeShaderPtr cs = CreateCS(Compile(compute, "main", "cs_5_0")); ID3D11Texture2DPtr tex0 = MakeTexture(DXGI_FORMAT_R32_UINT, 8, 8).UAV().RTV(); ID3D11UnorderedAccessViewPtr uav0 = MakeUAV(tex0); ID3D11RenderTargetViewPtr rtv0 = MakeRTV(tex0); ID3D11Texture2DPtr tex1 = MakeTexture(DXGI_FORMAT_R32_UINT, 8, 8).UAV().RTV(); ID3D11UnorderedAccessViewPtr uav1 = MakeUAV(tex1); ID3D11RenderTargetViewPtr rtv1 = MakeRTV(tex1); ID3D11BufferPtr buf1 = MakeBuffer().Size(65536).SRV().UAV(); ID3D11BufferPtr buf2 = MakeBuffer().Size(65536).SRV(); ID3D11ShaderResourceViewPtr buf1SRV = MakeSRV(buf1).Format(DXGI_FORMAT_R32_UINT); ID3D11UnorderedAccessViewPtr buf1UAV = MakeUAV(buf1).Format(DXGI_FORMAT_R32_UINT); while(Running()) { ctx->ClearState(); ctx->CSSetShader(cs, NULL, 0); ID3D11ShaderResourceViewPtr tempSRV = MakeSRV(buf2).Format(DXGI_FORMAT_R32_UINT).NumElements(128); ctx->CSSetShaderResources(1, 1, &tempSRV.GetInterfacePtr()); tempSRV->AddRef(); ULONG refcount = tempSRV->Release(); ID3D11ShaderResourceView *srvs[2] = {NULL, tempSRV.GetInterfacePtr()}; ctx->CSSetShaderResources(1, 2, srvs); refcount = tempSRV->AddRef(); refcount = tempSRV->Release(); ctx->CSSetShaderResources(3, 2, srvs); refcount = tempSRV->AddRef(); refcount = tempSRV->Release(); ctx->CSSetUnorderedAccessViews(0, 1, &uav0.GetInterfacePtr(), NULL); ctx->CSSetUnorderedAccessViews(2, 1, &uav1.GetInterfacePtr(), NULL); // try to bind the buffer to two slots, find it gets unbound ctx->CSSetUnorderedAccessViews(1, 1, &buf1UAV.GetInterfacePtr(), NULL); ctx->CSSetUnorderedAccessViews(3, 1, &buf1UAV.GetInterfacePtr(), NULL); ID3D11UnorderedAccessView *getCSUAVs[4] = {}; ID3D11RenderTargetView *getOMRTV = NULL; ID3D11RenderTargetView *getOMRTVs[2] = {}; ID3D11UnorderedAccessView *getOMUAV = NULL; // Dispatch each time so we can also check state in UI ctx->Dispatch(1, 1, 1); ctx->CSGetUnorderedAccessViews(0, 4, getCSUAVs); TEST_ASSERT(getCSUAVs[0] == uav0, "Unexpected binding"); TEST_ASSERT(getCSUAVs[1] == NULL, "Unexpected binding"); TEST_ASSERT(getCSUAVs[2] == uav1, "Unexpected binding"); TEST_ASSERT(getCSUAVs[3] == buf1UAV, "Unexpected binding"); // this should unbind uav0 because it's re-bound as rtv0, then unbind uav1 because it's // rebound on another UAV slot ctx->OMSetRenderTargetsAndUnorderedAccessViews(1, &rtv0.GetInterfacePtr(), NULL, 1, 1, &uav1.GetInterfacePtr(), NULL); ctx->Dispatch(1, 1, 1); ctx->OMGetRenderTargetsAndUnorderedAccessViews(1, &getOMRTV, NULL, 1, 1, &getOMUAV); ctx->CSGetUnorderedAccessViews(0, 4, getCSUAVs); TEST_ASSERT(getOMRTV == rtv0, "Unexpected binding"); TEST_ASSERT(getOMUAV == uav1, "Unexpected binding"); TEST_ASSERT(getCSUAVs[0] == NULL, "Unexpected binding"); TEST_ASSERT(getCSUAVs[1] == NULL, "Unexpected binding"); TEST_ASSERT(getCSUAVs[2] == NULL, "Unexpected binding"); TEST_ASSERT(getCSUAVs[3] == buf1UAV, "Unexpected binding"); ctx->OMSetRenderTargetsAndUnorderedAccessViews(D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, NULL, NULL, 1, 0, NULL, NULL); ctx->OMGetRenderTargetsAndUnorderedAccessViews(1, &getOMRTV, NULL, 1, 1, &getOMUAV); TEST_ASSERT(getOMRTV == rtv0, "Unexpected binding"); TEST_ASSERT(getOMUAV == NULL, "Unexpected binding"); ctx->OMSetRenderTargetsAndUnorderedAccessViews(1, &rtv0.GetInterfacePtr(), NULL, 1, 1, &uav1.GetInterfacePtr(), NULL); ctx->OMSetRenderTargetsAndUnorderedAccessViews(D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, &rtv1.GetInterfacePtr(), NULL, 1, 0, NULL, NULL); ctx->OMGetRenderTargetsAndUnorderedAccessViews(1, &getOMRTV, NULL, 1, 1, &getOMUAV); TEST_ASSERT(getOMRTV == rtv0, "Unexpected binding"); TEST_ASSERT(getOMUAV == NULL, "Unexpected binding"); ctx->OMSetRenderTargetsAndUnorderedAccessViews(1, &rtv0.GetInterfacePtr(), NULL, 1, 1, &uav1.GetInterfacePtr(), NULL); ID3D11RenderTargetView *empty = NULL; ctx->OMSetRenderTargetsAndUnorderedAccessViews(1, &empty, NULL, 1, D3D11_KEEP_UNORDERED_ACCESS_VIEWS, NULL, NULL); ctx->OMGetRenderTargetsAndUnorderedAccessViews(1, &getOMRTV, NULL, 1, 1, &getOMUAV); TEST_ASSERT(getOMRTV == empty, "Unexpected binding"); TEST_ASSERT(getOMUAV == uav1, "Unexpected binding"); ctx->OMSetRenderTargetsAndUnorderedAccessViews(1, &rtv0.GetInterfacePtr(), NULL, 1, 1, &uav1.GetInterfacePtr(), NULL); ctx->OMSetRenderTargetsAndUnorderedAccessViews( 1, &empty, NULL, 1, D3D11_KEEP_UNORDERED_ACCESS_VIEWS, &uav0.GetInterfacePtr(), NULL); ctx->OMGetRenderTargetsAndUnorderedAccessViews(1, &getOMRTV, NULL, 1, 1, &getOMUAV); TEST_ASSERT(getOMRTV == empty, "Unexpected binding"); TEST_ASSERT(getOMUAV == uav1, "Unexpected binding"); // finally this should unbind both OM views, and rebind back on the CS ctx->CSSetUnorderedAccessViews(0, 1, &uav0.GetInterfacePtr(), NULL); ctx->CSSetUnorderedAccessViews(2, 1, &uav1.GetInterfacePtr(), NULL); ctx->Dispatch(1, 1, 1); ctx->OMGetRenderTargetsAndUnorderedAccessViews(1, &getOMRTV, NULL, 1, 1, &getOMUAV); ctx->CSGetUnorderedAccessViews(0, 4, getCSUAVs); TEST_ASSERT(getOMRTV == NULL, "Unexpected binding"); TEST_ASSERT(getOMUAV == NULL, "Unexpected binding"); TEST_ASSERT(getCSUAVs[0] == uav0, "Unexpected binding"); TEST_ASSERT(getCSUAVs[1] == NULL, "Unexpected binding"); TEST_ASSERT(getCSUAVs[2] == uav1, "Unexpected binding"); TEST_ASSERT(getCSUAVs[3] == buf1UAV, "Unexpected binding"); ctx->ClearState(); ctx->CSSetShader(cs, NULL, 0); ID3D11RenderTargetView *RTVs[] = { rtv0, rtv0, }; // can't bind the same RTV to two slots ctx->OMSetRenderTargets(2, RTVs, NULL); ctx->Dispatch(1, 1, 1); ctx->OMGetRenderTargetsAndUnorderedAccessViews(2, getOMRTVs, NULL, 2, 1, &getOMUAV); TEST_ASSERT(getOMRTVs[0] == NULL, "Unexpected binding"); TEST_ASSERT(getOMRTVs[1] == NULL, "Unexpected binding"); TEST_ASSERT(getOMUAV == NULL, "Unexpected binding"); RTVs[0] = rtv1; RTVs[1] = rtv0; // this bind is fine, no overlapping state ctx->OMSetRenderTargetsAndUnorderedAccessViews(2, RTVs, NULL, 2, 1, &buf1UAV.GetInterfacePtr(), NULL); ctx->Dispatch(1, 1, 1); ctx->OMGetRenderTargetsAndUnorderedAccessViews(2, getOMRTVs, NULL, 2, 1, &getOMUAV); TEST_ASSERT(getOMRTVs[0] == rtv1, "Unexpected binding"); TEST_ASSERT(getOMRTVs[1] == rtv0, "Unexpected binding"); TEST_ASSERT(getOMUAV == buf1UAV, "Unexpected binding"); RTVs[0] = rtv0; RTVs[1] = rtv1; // this bind is discarded, because rtv0 overlaps uav0. ctx->OMSetRenderTargetsAndUnorderedAccessViews(2, RTVs, NULL, 2, 1, &uav0.GetInterfacePtr(), NULL); ctx->Dispatch(1, 1, 1); ctx->OMGetRenderTargetsAndUnorderedAccessViews(2, getOMRTVs, NULL, 2, 1, &getOMUAV); TEST_ASSERT(getOMRTVs[0] == rtv1, "Unexpected binding"); TEST_ASSERT(getOMRTVs[1] == rtv0, "Unexpected binding"); TEST_ASSERT(getOMUAV == buf1UAV, "Unexpected binding"); Present(); } return 0; } }; REGISTER_TEST();