Files
renderdoc/util/test/demos/d3d12/d3d12_shader_debugdata_zoo.cpp
T
Jake Turner f858b2320f Extend D3D12_Shader_DebugData_Zoo tests to include matrix
Check matrix in the outputs from Vertex Shader
Check matrix in the inputs to Pixel Shader
Check matrix debug data source values from debugger trace
2025-11-12 11:10:32 +13:00

543 lines
16 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 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 "d3d12_test.h"
RD_TEST(D3D12_Shader_DebugData_Zoo, D3D12GraphicsTest)
{
static constexpr const char *Description = "Tests shader debug data from different sources";
struct ConstsA2V
{
Vec3f pos;
};
std::string pixelBlit = R"EOSHADER(
cbuffer rootconsts : register(b0)
{
float offset;
}
Texture2D<float4> intex : register(t0);
float4 main(float4 pos : SV_Position) : SV_Target0
{
return intex.Load(float3(pos.x, pos.y - offset, 0));
}
)EOSHADER";
std::string common = R"EOSHADER(
struct consts
{
float3 pos : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
uint tri : TRIANGLE;
uint intval : INTVAL;
row_major float3x4 mat : MAT;
};
)EOSHADER";
std::string vertex = R"EOSHADER(
v2f main(consts IN, uint tri : SV_InstanceID)
{
v2f OUT = (v2f)0;
OUT.pos = float4(IN.pos.x + IN.pos.z * float(tri), IN.pos.y, 0.0f, 1);
OUT.tri = tri;
OUT.intval = tri + 11;
OUT.mat._m00 = 1.0;
OUT.mat._m01 = 2.0;
OUT.mat._m02 = 3.0;
OUT.mat._m03 = 4.0;
OUT.mat._m10 = 5.0;
OUT.mat._m11 = 6.0;
OUT.mat._m12 = 7.0;
OUT.mat._m13 = 8.0;
OUT.mat._m20 = 9.0;
OUT.mat._m21 = 10.0;
OUT.mat._m22 = 11.0;
OUT.mat._m23 = 12.0;
return OUT;
}
)EOSHADER";
std::string testDefines = R"EOSHADER(
#define TEST_RESULT 0
#define TEST_DEBUG_TYPE(TYPE) TYPE __test_ ## TYPE = 0;
#define TEST_DEBUG_VECTOR_TYPE(TYPE) \
TEST_DEBUG_TYPE(TYPE) \
TEST_DEBUG_TYPE(TYPE ## 1) \
TEST_DEBUG_TYPE(TYPE ## 2) \
TEST_DEBUG_TYPE(TYPE ## 3) \
TEST_DEBUG_TYPE(TYPE ## 4)
#define TEST_DEBUG_MATRIX23_TYPE(TYPE) \
row_major TYPE ## 2x3 __test_ ## TYPE ## 23 = 0;
#define USE_DEBUG_VECTOR_TYPE(TYPE) \
testResult.x += __test_ ## TYPE .x; \
testResult.x += __test_ ## TYPE ## 1 .x; \
testResult.xy += __test_ ## TYPE ## 2 .xy; \
testResult.xyz += __test_ ## TYPE ## 3 .xyz; \
testResult.xyzw += __test_ ## TYPE ## 4 .xyzw;
#define USE_DEBUG_MATRIX23_TYPE(TYPE) \
testResult.xyz += __test_ ## TYPE ## 23[0] .xyz; \
testResult.xyz += __test_ ## TYPE ## 23[1] .xyz; \
#define TEST_DEBUG_VAR_SET(TYPE, VAR, VALUE) \
VAR = VALUE * __ONE; \
__test_ ## TYPE += VAR;
#define TEST_DEBUG_VAR_DECLARE(TYPE, VAR, VALUE) TYPE VAR; TEST_DEBUG_VAR_SET(TYPE, VAR, VALUE)
#define TEST_DEBUG_VAR_DECLARE_MATRIX23(TYPE, VAR, VALUE) \
row_major TYPE ## 2x3 VAR; \
VAR = VALUE * __ONE; \
__test_ ## TYPE ## 23 = VAR; \
__test_ ## TYPE ## 23 ._m00 += VALUE * __ONE; \
__test_ ## TYPE ## 23 ._m01 += VALUE * __TWO; \
__test_ ## TYPE ## 23 ._m02 += VALUE * __THREE; \
__test_ ## TYPE ## 23 ._m10 += VALUE * __FOUR; \
__test_ ## TYPE ## 23 ._m11 += VALUE * __FIVE; \
__test_ ## TYPE ## 23 ._m12 += VALUE * __SIX; \
struct TestStruct
{
struct
{
int4 a;
int3 b;
} anon;
};
struct TestGrand
{
int3 i3;
int2 i2;
};
struct TestParent : TestGrand
{
int4 i4;
};
struct TestChild : TestParent
{
int i;
};
)EOSHADER";
std::string testsBody = R"EOSHADER(
TestStruct testStruct;
TestChild testChild;
TEST_DEBUG_VECTOR_TYPE(int);
TEST_DEBUG_VECTOR_TYPE(float);
TEST_DEBUG_MATRIX23_TYPE(float);
// TEST_DEBUG_VAR_START
TEST_DEBUG_VAR_DECLARE(int, testIndex, TEST_INDEX)
TEST_DEBUG_VAR_DECLARE(int1, intVal, TEST_INDEX)
TEST_DEBUG_VAR_DECLARE(float4, testResult, TEST_RESULT)
TEST_DEBUG_VAR_DECLARE(int2, jake, 5)
TEST_DEBUG_VAR_DECLARE(float1, bob, 3.0)
TEST_DEBUG_VAR_SET(int4, testStruct.anon.a, 1)
TEST_DEBUG_VAR_SET(int3, testStruct.anon.b, 2)
TEST_DEBUG_VAR_SET(int, testChild.i, 1)
TEST_DEBUG_VAR_SET(int2, testChild.i2, 2)
TEST_DEBUG_VAR_SET(int3, testChild.i3, 3)
TEST_DEBUG_VAR_SET(int4, testChild.i4, 4)
TEST_DEBUG_VAR_DECLARE_MATRIX23(float, fish, 7.0)
// TEST_DEBUG_VAR_END
if(testIndex == 0)
{
testResult = intVal;
}
else if(testIndex == 1)
{
testResult = intVal * 2;
}
else if(testIndex == 2)
{
testResult = intVal / 2;
}
else if(testIndex == 3)
{
testResult.x = testStruct.anon.a.x;
testResult.y = testStruct.anon.b.x;
}
else if(testIndex == 4)
{
testResult.x = intVal * 7;
testResult.y = intVal * 5;
SET_DATA(testIndex, testResult);
EARLY_RETURN;
}
else if(testIndex == 5)
{
testResult.x = testChild.i;
testResult.y = testChild.i2.x;
testResult.z = testChild.i3.y;
testResult.w = testChild.i4.z;
}
else if(testIndex == 6)
{
testResult.x = fish[0].x + fish[1].x;
testResult.y = fish[0].y + fish[1].y;
testResult.z = fish[0].z + fish[1].z;
testResult.w = 0.0;
}
else
{
testResult = 0.4f;
}
USE_DEBUG_VECTOR_TYPE(int);
USE_DEBUG_VECTOR_TYPE(float);
USE_DEBUG_MATRIX23_TYPE(float);
)EOSHADER";
std::string pixel = R"EOSHADER(
#define SET_DATA(INDEX, DATA)
#define EARLY_RETURN return testResult
#define TEST_INDEX IN.tri
)EOSHADER" + testDefines +
R"EOSHADER(
float4 main(v2f IN) : SV_Target0
{
int __ONE = floor((IN.intval - 11)/(IN.tri+1.0e-6f)) + 1;
__ONE += floor(abs(IN.pos.x / 1.0e6f));
__ONE += floor(abs(IN.pos.y / 1.0e6f));
__ONE += floor(abs(IN.pos.z / 1.0e6f));
__ONE += floor(abs(IN.pos.w / 1.0e6f));
for (int i = 0; i < 3; i++)
{
__ONE += floor(abs(IN.mat[i].x / 1.0e6f));
__ONE += floor(abs(IN.mat[i].y / 1.0e6f));
__ONE += floor(abs(IN.mat[i].z / 1.0e6f));
__ONE += floor(abs(IN.mat[i].w / 1.0e6f));
}
int __TWO = __ONE + 1;
int __THREE = __TWO + 1;
int __FOUR = __THREE + 1;
int __FIVE = __FOUR + 1;
int __SIX = __FIVE + 1;
)EOSHADER" + testsBody +
R"EOSHADER(
return testResult;
}
)EOSHADER";
std::string compute = R"EOSHADER(
RWStructuredBuffer<float4> bufOut : register(u0);
void SetOutput(uint index, float4 data)
{
bufOut[index] = data;
}
#define SET_DATA(INDEX, DATA) SetOutput(INDEX, DATA)
#define EARLY_RETURN return
#define TEST_INDEX inTestIndex
)EOSHADER" + testDefines +
R"EOSHADER(
[numthreads(1,1,1)]
void main(int inTestIndex: SV_GroupID)
{
int __ONE = floor(inTestIndex/(inTestIndex+1.0e-6f)) + 1;
int __TWO = __ONE + 1;
int __THREE = __TWO + 1;
int __FOUR = __THREE + 1;
int __FIVE = __FOUR + 1;
int __SIX = __FIVE + 1;
)EOSHADER" + testsBody +
R"EOSHADER(
SetOutput(testIndex, testResult);
}
)EOSHADER";
void Prepare(int argc, char **argv)
{
D3D12GraphicsTest::Prepare(argc, argv);
if(!Avail.empty())
return;
bool supportSM60 = (m_HighestShaderModel >= D3D_SHADER_MODEL_6_0) && m_DXILSupport;
if(!supportSM60)
Avail = "Shader Model 6.0 and DXIL is not supported";
}
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
const char *testMatch = NULL;
size_t lastTest = 0;
testMatch = "testIndex == ";
lastTest = pixel.rfind(testMatch);
lastTest += strlen(testMatch);
const uint32_t numPSTests = atoi(pixel.c_str() + lastTest) + 1;
lastTest = compute.rfind(testMatch);
lastTest += strlen(testMatch);
const uint32_t numCSTests = atoi(compute.c_str() + lastTest) + 1;
TEST_ASSERT(numPSTests == numCSTests,
"Mismatched number of tests between pixel and compute shaders");
std::vector<D3D12_INPUT_ELEMENT_DESC> inputLayout;
inputLayout.reserve(4);
inputLayout.push_back({
"POSITION",
0,
DXGI_FORMAT_R32G32B32_FLOAT,
0,
0,
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
0,
});
D3D12_STATIC_SAMPLER_DESC staticSamp = {};
staticSamp.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
staticSamp.AddressU = staticSamp.AddressV = staticSamp.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
staticSamp.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
ID3D12RootSignaturePtr sig =
MakeSig({}, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT, 1, &staticSamp);
const int numShaderModels = 1; // 6.0
ID3D12PipelineStatePtr psos[numShaderModels] = {};
uint32_t compileOptions = CompileOptionFlags::None;
std::string shaderDefines = "";
{
ID3DBlobPtr vsblob = Compile(common + vertex, "main", "vs_6_0");
psos[0] = MakePSO()
.RootSig(sig)
.InputLayout(inputLayout)
.VS(vsblob)
.PS(Compile(common + "\n#define SM_6_0 1\n" + shaderDefines + pixel, "main",
"ps_6_0", compileOptions | CompileOptionFlags::SkipOptimise))
.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
psos[0]->SetName(L"ps_6_0");
}
static const uint32_t texDim = AlignUp(numPSTests, 64U) * 4;
ID3D12ResourcePtr fltTex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, texDim, 4)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_CPU_DESCRIPTOR_HANDLE fltRTV = MakeRTV(fltTex).CreateCPU(0);
D3D12_GPU_DESCRIPTOR_HANDLE fltSRV = MakeSRV(fltTex).CreateGPU(8);
float triWidth = 8.0f / float(texDim);
ConstsA2V triangle[] = {
{Vec3f(-1.0f, -1.0f, triWidth)},
{Vec3f(-1.0f, 1.0f, triWidth)},
{Vec3f(-1.0f + triWidth, 1.0f, triWidth)},
};
ID3D12ResourcePtr vb = MakeBuffer().Data(triangle);
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ID3D12RootSignaturePtr blitSig = MakeSig({
constParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0, 1),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 8),
});
ID3D12PipelineStatePtr blitpso = MakePSO()
.RootSig(blitSig)
.VS(Compile(D3DFullscreenQuadVertex, "main", "vs_4_0"))
.PS(Compile(pixelBlit, "main", "ps_5_0"));
const uint32_t renderDataSize = sizeof(float) * 22;
// Create resources for compute shader
const uint32_t computeDataStart = AlignUp(renderDataSize, 1024U);
ID3D12RootSignaturePtr sigCompute = MakeSig({
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 2),
});
const uint32_t countComputeSMs = 1;
ID3D12PipelineStatePtr computePSOs[countComputeSMs] = {NULL};
std::string computeSMs[countComputeSMs] = {"cs_6_0"};
ID3DBlobPtr csblob =
Compile(compute, "main", "cs_6_0", compileOptions | CompileOptionFlags::SkipOptimise);
computePSOs[0] = MakePSO().RootSig(sigCompute).CS(csblob);
const uint32_t uavSize = AlignUp(numCSTests, 1024U);
ID3D12ResourcePtr bufOut = MakeBuffer().Size(uavSize).UAV();
bufOut->SetName(L"bufOut");
D3D12_GPU_DESCRIPTOR_HANDLE bufOutGPU =
MakeUAV(bufOut).Format(DXGI_FORMAT_R32G32B32A32_FLOAT).CreateGPU(computeDataStart + 0);
D3D12_CPU_DESCRIPTOR_HANDLE bufOutClearCPU =
MakeUAV(bufOut).Format(DXGI_FORMAT_R32G32B32A32_FLOAT).CreateClearCPU(computeDataStart + 0);
{
D3D12_CPU_DESCRIPTOR_HANDLE cpu = m_CBVUAVSRV->GetCPUDescriptorHandleForHeapStart();
cpu.ptr += dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV) * 0;
D3D12_UNORDERED_ACCESS_VIEW_DESC uavdesc = {};
uavdesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
uavdesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uavdesc.Buffer.NumElements = numCSTests;
dev->CreateUnorderedAccessView(bufOut, NULL, &uavdesc, cpu);
}
std::vector<float> bufOutInitData;
bufOutInitData.resize(uavSize);
for(uint32_t i = 0; i < uavSize; ++i)
{
bufOutInitData[i] = 222.0f + i / 4.0f;
}
D3D12_RECT uavClearRect = {};
uavClearRect.right = uavSize;
uavClearRect.bottom = 1;
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(2);
ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f});
float blitOffsets[] = {0.0f};
D3D12_RECT scissors[] = {
{0, 0, (int)texDim, 4},
};
const char *markers[] = {
"sm_6_0",
};
static_assert(ARRAY_COUNT(blitOffsets) == ARRAY_COUNT(psos), "mismatched array dimension");
static_assert(ARRAY_COUNT(scissors) == ARRAY_COUNT(psos), "mismatched array dimension");
static_assert(ARRAY_COUNT(markers) == ARRAY_COUNT(psos), "mismatched array dimension");
// Clear, draw, and blit to backbuffer
size_t countGraphicsPasses = 1;
TEST_ASSERT(countGraphicsPasses <= ARRAY_COUNT(psos), "More graphic passes than psos");
pushMarker(cmd, "Pixel");
for(size_t i = 0; i < countGraphicsPasses; ++i)
{
OMSetRenderTargets(cmd, {fltRTV}, {});
ClearRenderTargetView(cmd, fltRTV, {0.2f, 0.2f, 0.2f, 1.0f});
IASetVertexBuffer(cmd, vb, sizeof(ConstsA2V), 0);
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
cmd->SetGraphicsRootSignature(sig);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetPipelineState(psos[i]);
RSSetViewport(cmd, {0.0f, 0.0f, (float)texDim, 4.0f, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, (int)texDim, 4});
// Add a marker so we can easily locate this draw
setMarker(cmd, markers[i]);
cmd->DrawInstanced(3, numPSTests, 0, 0);
ResourceBarrier(cmd, fltTex, D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
OMSetRenderTargets(cmd, {rtv}, {});
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, scissors[i]);
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
cmd->SetGraphicsRootSignature(blitSig);
cmd->SetPipelineState(blitpso);
cmd->SetGraphicsRoot32BitConstant(0, *(UINT *)&blitOffsets[i], 0);
cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->DrawInstanced(4, 1, 0, 0);
ResourceBarrier(cmd, fltTex, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_STATE_RENDER_TARGET);
}
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
popMarker(cmd);
pushMarker(cmd, "Compute");
size_t countComputePasses = 1;
TEST_ASSERT(countComputePasses <= ARRAY_COUNT(computePSOs), "More compute passes than psos");
for(size_t i = 0; i < countComputePasses; ++i)
{
cmd->ClearUnorderedAccessViewFloat(bufOutGPU, bufOutClearCPU, bufOut, bufOutInitData.data(),
1, &uavClearRect);
cmd->SetComputeRootSignature(sigCompute);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetComputeRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetPipelineState(computePSOs[i]);
setMarker(cmd, computeSMs[i]);
cmd->Dispatch(numCSTests, 1, 1);
}
popMarker(cmd);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();