Files
renderdoc/util/test/demos/d3d12/d3d12_execute_indirect.cpp
T
Jake Turner a8ee82bfe8 Extend D3D12_EXECUTE_INDIRECT test for partial update of root constants
Change colour of triangle based on root constant values set by direct API not by indirect API.
This allows verification that RenderDoc replay of indirect root constants does not alter values set by the direct API
2025-07-31 08:07:19 +01:00

577 lines
18 KiB
C++

/******************************************************************************
* 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 "d3d12_test.h"
RD_TEST(D3D12_Execute_Indirect, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Tests use of ExecuteIndirect() in different edge-case scenarios.";
std::string vert = R"EOSHADER(
struct vertin
{
float4 pos : POSITION;
float4 col : COLOR0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
};
cbuffer test : register(b0)
{
float4 cbtest[5];
}
cbuffer rootConsts : register(b1)
{
float4 rootConsts;
}
StructuredBuffer<float4> srvtest : register(t0);
RWStructuredBuffer<float4> uavtest : register(u0);
RWStructuredBuffer<float> uavarray[2] : register(u1);
v2f main(vertin IN, uint vid : SV_VertexID)
{
v2f OUT = (v2f)0;
int ZERO = floor(vid/(vid+1.0e-6f));
if(vid < 3)
{
OUT.pos = float4(IN.pos.xyz, 1);
OUT.col = IN.col;
if(cbtest[1].w != 1.234f)
OUT.col.r += 0.1f;
if(srvtest[1].w != 1.234f)
OUT.col.r += 0.2f;
if(uavtest[1].w != 1.234f)
OUT.col.r += 0.5f;
if (rootConsts.x == 0.0f)
OUT.col.b += 0.2f;
if (rootConsts.y == 0.0f)
OUT.col.b += 0.2f;
if (rootConsts.z == 0.0f)
OUT.col.b += 0.2f;
if (rootConsts.w == 0.0f)
OUT.col.b += 0.2f;
if (rootConsts.w != 0.0f)
uavarray[ZERO][10] = 10.0;
else
uavarray[ZERO+1][10] = 20.0;
}
else
{
float4 positions[] = {
float4(-0.5f, -0.5f, 0.0f, 1.0f),
float4( 0.0f, 0.5f, 0.0f, 1.0f),
float4( 0.5f, -0.5f, 0.0f, 1.0f),
};
OUT.pos = positions[vid-3];
OUT.pos.x += 0.5f;
OUT.col = float4(1,0,1,1);
}
return OUT;
}
)EOSHADER";
std::string vert2 = R"EOSHADER(
struct vertin
{
float4 pos : POSITION;
float4 col : COLOR0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
};
v2f main(vertin IN, uint vid : SV_VertexID)
{
v2f OUT = (v2f)0;
OUT.pos = float4(IN.pos.xyz, 1);
OUT.col = IN.col;
return OUT;
}
)EOSHADER";
std::string pixel = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
};
float4 main(v2f IN) : SV_Target0
{
return IN.col;
}
)EOSHADER";
std::string comp = R"EOSHADER(
RWStructuredBuffer<float4> bufout : register(u0);
RWByteAddressBuffer customvbargs : register(u1);
[numthreads(1,1,1)]
void main(uint3 gid : SV_GroupID)
{
uint tid = gid.z*30*12 + gid.y*12 + gid.x;
bufout[tid] = float4(gid, tid);
// try to pick some threads that will race to fill in the draw parameters
// ignore the first set of threadgroups
if(tid < 300)
return;
tid -= 300;
// pick one threadgroup out of every 128
if((tid % 128) != 17)
return;
tid /= 128;
// now pick the first 8
if(tid >= 8)
return;
const uint drawStride = 16;
const uint vertStride = 32;
const uint paddingVerts = 15;
const uint vbStart = 256;
uint numVerts = 3*(1+tid);
uint startVtx = 100*tid + 5;
uint drawslot;
customvbargs.InterlockedAdd(0, 1, drawslot);
uint vbdataslot;
customvbargs.InterlockedAdd(4, vertStride*(numVerts+paddingVerts*2), vbdataslot);
customvbargs.Store4((1+drawslot)*drawStride, uint4(numVerts, 1, (vbdataslot / vertStride) + 15, vbdataslot));
// first fill our range with invalid vertices that will show up
for(uint vert = 0; vert < numVerts+paddingVerts*2; vert++)
{
float2 pos;
switch(vert % 4)
{
default:
case 0:
pos.x = 1100.0f; pos.y = 0.6f; break;
case 1:
pos.x = -1200.0f; pos.y = 0.2f; break;
case 2:
pos.x = 1300.0f; pos.y = -0.2f; break;
case 3:
pos.x = -1400.0f; pos.y = -0.6f; break;
}
customvbargs.Store4(vbStart + vbdataslot + vert*vertStride, asuint(float4(pos.x, pos.y, vert, 0)));
customvbargs.Store4(vbStart + vbdataslot + vert*vertStride + 16, asuint(float4(1.0f, 0.0f, 1.0f, 1.0f)));
}
// skip the 'middle' in the 9 space
if(tid >= 4) tid++;
float2 origin = float2(float(tid%3)/2.0f, 1.0f - float(tid/3)/2.0f);
// squeeze in a bit towards the centre
origin = ((origin * 2.0f - 1.0f.xx) * 0.75f.xx);
float2 pos[24];
for(int tri=0; tri < 8; tri++)
{
float x = (float(tri)/8.0f)*300.0f;
pos[tri*3+0] = float2(0.0f, 0.0f);
pos[tri*3+1] = float2(sin(radians(x)), cos(radians(x)));
pos[tri*3+2] = float2(sin(radians(x+30.0f)), cos(radians(x+30.0f)));
}
// now fill in just the correct vertices
for(uint i=0; i < numVerts; i++)
{
customvbargs.Store4(vbStart + vbdataslot + (paddingVerts + i)*vertStride, asuint(float4(origin.x+pos[i].x*0.2f, origin.y+pos[i].y*0.2f, 0, 0)));
customvbargs.Store4(vbStart + vbdataslot + (paddingVerts + i)*vertStride + 16, asuint(float4(0.0f, 1.0f, 0.0f, 1.0f)));
}
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(vert, "main", "vs_5_1");
ID3DBlobPtr vs2blob = Compile(vert2, "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0");
const D3D12_INPUT_CLASSIFICATION vertex = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
static const std::vector<D3D12_INPUT_ELEMENT_DESC> layout = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, vertex, 0},
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, vertex, 0},
};
struct A2V
{
Vec4f pos;
Vec4f col;
};
const A2V tri[9] = {
{Vec4f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f)},
{Vec4f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f)},
{Vec4f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f)},
};
float checkdata[1024] = {};
checkdata[64 + 7] = 1.234f;
ID3D12ResourcePtr vb = MakeBuffer().Data(tri);
ID3D12ResourcePtr cbv = MakeBuffer().Data(checkdata);
ID3D12ResourcePtr srv = MakeBuffer().Data(checkdata);
ID3D12ResourcePtr uav = MakeBuffer().UAV().Data(checkdata);
ID3D12RootSignaturePtr patchsig = MakeSig(
{cbvParam(D3D12_SHADER_VISIBILITY_VERTEX, 0, 0),
srvParam(D3D12_SHADER_VISIBILITY_VERTEX, 0, 0),
uavParam(D3D12_SHADER_VISIBILITY_VERTEX, 0, 0),
constParam(D3D12_SHADER_VISIBILITY_VERTEX, 0, 1, 4),
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 1, 2, 0)});
ID3D12CommandSignaturePtr patchArgSig = MakeCommandSig(
patchsig, {vbArg(0), cbvArg(0), srvArg(1), uavArg(2), constArg(3, 0, 1), drawArg()});
struct PatchArgs
{
D3D12_VERTEX_BUFFER_VIEW vb;
D3D12_GPU_VIRTUAL_ADDRESS cbv;
D3D12_GPU_VIRTUAL_ADDRESS srv;
D3D12_GPU_VIRTUAL_ADDRESS uav;
float constData;
D3D12_DRAW_ARGUMENTS draw;
} patchargs;
patchargs.vb.BufferLocation = vb->GetGPUVirtualAddress();
patchargs.vb.SizeInBytes = sizeof(tri);
patchargs.vb.StrideInBytes = sizeof(A2V);
patchargs.cbv = cbv->GetGPUVirtualAddress() + 256;
patchargs.srv = srv->GetGPUVirtualAddress() + 256;
patchargs.uav = uav->GetGPUVirtualAddress() + 256;
patchargs.draw.VertexCountPerInstance = 3;
patchargs.draw.InstanceCount = 1;
patchargs.draw.StartInstanceLocation = 0;
patchargs.draw.StartVertexLocation = 0;
patchargs.constData = 123.0f;
std::vector<char> patchArgsData;
patchArgsData.resize(sizeof(PatchArgs));
char *ptr = patchArgsData.data();
memcpy(ptr, &patchargs.vb, sizeof(D3D12_VERTEX_BUFFER_VIEW));
ptr += sizeof(D3D12_VERTEX_BUFFER_VIEW);
memcpy(ptr, &patchargs.cbv, sizeof(D3D12_GPU_VIRTUAL_ADDRESS));
ptr += sizeof(D3D12_GPU_VIRTUAL_ADDRESS);
memcpy(ptr, &patchargs.srv, sizeof(D3D12_GPU_VIRTUAL_ADDRESS));
ptr += sizeof(D3D12_GPU_VIRTUAL_ADDRESS);
memcpy(ptr, &patchargs.uav, sizeof(D3D12_GPU_VIRTUAL_ADDRESS));
ptr += sizeof(D3D12_GPU_VIRTUAL_ADDRESS);
memcpy(ptr, &patchargs.constData, sizeof(float));
ptr += sizeof(float);
memcpy(ptr, &patchargs.draw, sizeof(D3D12_DRAW_ARGUMENTS));
ptr += sizeof(D3D12_DRAW_ARGUMENTS);
size_t patchArgsDataSize = ptrdiff_t(ptr - patchArgsData.data());
ID3D12ResourcePtr patchArgBuf =
MakeBuffer().Upload().Size((UINT)patchArgsData.size()).Data(patchArgsData.data());
ID3D12PipelineStatePtr patchpso =
MakePSO().RootSig(patchsig).InputLayout(layout).VS(vsblob).PS(psblob);
ID3D12CommandSignaturePtr compArgSig = MakeCommandSig(NULL, {dispatchArg()});
D3D12_DISPATCH_ARGUMENTS compargs;
compargs.ThreadGroupCountX = 12;
compargs.ThreadGroupCountY = 30;
compargs.ThreadGroupCountZ = 10;
ID3D12ResourcePtr compArgBuf = MakeBuffer().Upload().Size(sizeof(compargs)).Data(&compargs);
ID3D12ResourcePtr compuav = MakeBuffer().UAV().Size(1024 * 1024 * 4);
MakeUAV(compuav)
.Format(DXGI_FORMAT_R32G32B32A32_UINT)
.FirstElement(4096)
.NumElements(256000)
.CreateGPU(1);
MakeUAV(compuav).Format(DXGI_FORMAT_R32_FLOAT).FirstElement(0).NumElements(1024).CreateGPU(2);
MakeUAV(compuav).Format(DXGI_FORMAT_R32_FLOAT).FirstElement(1024).NumElements(1024).CreateGPU(3);
ID3D12RootSignaturePtr compsig = MakeSig({
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 1, 0),
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 1, 1, 1),
});
ID3DBlobPtr csblob = Compile(comp, "main", "cs_5_0");
ID3D12PipelineStatePtr comppso = MakePSO().RootSig(compsig).CS(csblob);
ID3D12ResourcePtr customvbargs = MakeBuffer().Size(1024 * 1024 * 4);
const uint32_t countDrawsInFullBuffer = 3;
ID3D12ResourcePtr fullargsDrawBuf =
MakeBuffer().Size(countDrawsInFullBuffer * sizeof(D3D12_INDIRECT_ARGUMENT_DESC));
std::vector<char> fullargsData;
fullargsData.resize(countDrawsInFullBuffer * sizeof(PatchArgs));
char *fullargsPtr = fullargsData.data();
for(uint32_t i = 0; i < countDrawsInFullBuffer; ++i)
{
memcpy(fullargsPtr, patchArgsData.data(), patchArgsDataSize);
fullargsPtr += patchArgsDataSize;
}
ID3D12ResourcePtr fullargsStateDrawBuf =
MakeBuffer().Upload().Size((UINT)fullargsData.size()).Data(fullargsData.data());
ID3D12RootSignaturePtr plainsig = MakeSig({});
ID3D12PipelineStatePtr plainpso =
MakePSO().RootSig(plainsig).InputLayout(layout).VS(vs2blob).PS(psblob);
ID3D12CommandSignaturePtr plainArgSig = MakeCommandSig(NULL, {drawArg()});
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ResourceBarrier(
customvbargs, D3D12_RESOURCE_STATE_COMMON,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER | D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
float baseConstData[4] = {10.0f, 9.0f, 8.0f, 7.0f};
while(Running())
{
std::vector<ID3D12GraphicsCommandListPtr> cmds;
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
cmds.push_back(cmd);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
uint32_t zero[4] = {};
cmd->ClearUnorderedAccessViewUint(
MakeUAV(compuav).Format(DXGI_FORMAT_R32G32B32A32_UINT).CreateGPU(0),
MakeUAV(compuav).Format(DXGI_FORMAT_R32G32B32A32_UINT).CreateClearCPU(0), compuav, zero,
0, NULL);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_CPU_DESCRIPTOR_HANDLE rtv =
MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
pushMarker(cmd, "Multiple draws");
for(int i = 0; i < 8; i++)
{
ClearRenderTargetView(cmd, rtv, {0.0f, 0.0f, 0.0f, 1.0f});
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
cmd->SetPipelineState(patchpso);
cmd->SetGraphicsRootSignature(patchsig);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetGraphicsRootDescriptorTable(4, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtv}, {});
cmd->SetGraphicsRoot32BitConstants(3, 4, baseConstData, 0);
cmd->ExecuteIndirect(patchArgSig, 1, patchArgBuf, 0, NULL, 0);
}
popMarker(cmd);
setMarker(cmd, "Post draw");
cmd->Close();
cmd = GetCommandBuffer();
Reset(cmd);
cmds.push_back(cmd);
setMarker(cmd, "Separate Post draw");
pushMarker(cmd, "Single dispatch");
{
cmd->SetPipelineState(comppso);
cmd->SetComputeRootSignature(compsig);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetComputeRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetComputeRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->ExecuteIndirect(compArgSig, 1, compArgBuf, 0, NULL, 0);
}
popMarker(cmd);
setMarker(cmd, "Post Single dispatch");
cmd->Close();
cmd = GetCommandBuffer();
Reset(cmd);
cmds.push_back(cmd);
setMarker(cmd, "Separate Post Single dispatch");
D3D12_RESOURCE_BARRIER barrier;
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.UAV.pResource = compuav;
cmd->ResourceBarrier(1, &barrier);
ResourceBarrier(cmd, compuav, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
D3D12_RESOURCE_STATE_COPY_SOURCE);
cmd->CopyBufferRegion(customvbargs, 0, compuav, 0, 4 * 1024 * 1024);
ResourceBarrier(
cmd, customvbargs, D3D12_RESOURCE_STATE_COPY_DEST,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER | D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT);
cmd->Close();
cmd = GetCommandBuffer();
Reset(cmd);
cmds.push_back(cmd);
pushMarker(cmd, "Custom order draw");
{
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D12_VERTEX_BUFFER_VIEW view;
view.BufferLocation = customvbargs->GetGPUVirtualAddress() + 4096 * (sizeof(Vec4f)) + 256;
view.StrideInBytes = sizeof(A2V);
view.SizeInBytes = sizeof(A2V) * 1120;
cmd->IASetVertexBuffers(0, 1, &view);
cmd->SetPipelineState(plainpso);
cmd->SetGraphicsRootSignature(plainsig);
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtv}, {});
cmd->ExecuteIndirect(plainArgSig, 8, customvbargs, 4096 * (sizeof(Vec4f)) + sizeof(Vec4u),
NULL, 0);
}
popMarker(cmd);
pushMarker(cmd, "Full Arg Buffer: Pure Draw");
{
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D12_VERTEX_BUFFER_VIEW view;
view.BufferLocation = customvbargs->GetGPUVirtualAddress() + 4096 * (sizeof(Vec4f)) + 256;
view.StrideInBytes = sizeof(A2V);
view.SizeInBytes = sizeof(A2V) * 1120;
cmd->IASetVertexBuffers(0, 1, &view);
cmd->SetPipelineState(plainpso);
cmd->SetGraphicsRootSignature(plainsig);
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtv}, {});
cmd->ExecuteIndirect(plainArgSig, countDrawsInFullBuffer, fullargsDrawBuf, 0, NULL, 0);
}
popMarker(cmd);
pushMarker(cmd, "Full Arg Buffer: State + Draw");
{
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
cmd->SetPipelineState(patchpso);
cmd->SetGraphicsRootSignature(patchsig);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetGraphicsRootDescriptorTable(4, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtv}, {});
cmd->SetGraphicsRoot32BitConstants(3, 4, baseConstData, 0);
cmd->ExecuteIndirect(patchArgSig, countDrawsInFullBuffer, fullargsStateDrawBuf, 0, NULL, 0);
}
popMarker(cmd);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit(cmds);
Present();
}
return 0;
}
};
REGISTER_TEST();