Files
renderdoc/util/test/demos/d3d12/d3d12_resource_mapping_zoo.cpp
T
Steve Karolewics 2c4f2a57a8 Add resource tracking to DXBC shader debugging
When a resource is accessed, it is now tracked by the debug step. The
shader viewer has a new panel to display resources accessed up to the
current step, with context menus to go to previous/next access of a
specific resource.
2020-04-27 18:16:46 +01:00

444 lines
17 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 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"
RD_TEST(D3D12_Resource_Mapping_Zoo, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Tests various resource types and mappings with both Shader Model 5 and 5.1 to ensure"
"correct parsing and debugging behavior.";
std::string pixel_5_0 = R"EOSHADER(
Texture2D res1 : register(t0);
Texture2D res2 : register(t2);
// TODO: Add UAV writes and test gaps in those mappings
cbuffer consts : register(b3)
{
uint4 test;
};
float4 main() : SV_Target0
{
float4 color = (float4)test + float4(0.1f, 0.0f, 0.0f, 0.0f);
return color + res1[uint2(0, 0)] + res2[uint2(0, 0)];
}
)EOSHADER";
std::string pixel_5_1 = R"EOSHADER(
Texture2D res1 : register(t6);
Texture2D res2 : register(t7);
// TODO: Add UAV writes and test gaps in those mappings
cbuffer consts : register(b3)
{
uint4 test;
};
struct Foo
{
float4 col;
};
ConstantBuffer<Foo> bar[4][3] : register(b4);
float4 main() : SV_Target0
{
float4 color = bar[1][2].col;
color += (float4)test + float4(0.1f, 0.0f, 0.0f, 0.0f);
return color + res1[uint2(0, 0)] + res2[uint2(0, 0)];
}
)EOSHADER";
std::string pixel_resArray = R"EOSHADER(
Texture2DArray<float> resArray[4] : register(t10, space1);
cbuffer consts : register(b3)
{
uint4 test;
};
float4 main(float4 pos : SV_Position) : SV_Target0
{
// Test resource array access with a constant, uniform, and non-uniform
uint2 indices = ((uint2)pos.xy) % uint2(4, 4);
float arrayVal1 = resArray[1].Load(uint4(0, 0, indices.y, 0));
float arrayVal2 = resArray[test.x].Load(uint4(0, 0, indices.y, 0));
float arrayVal3 = resArray[NonUniformResourceIndex(indices.x)].Load(uint4(0, 0, indices.y, 0));
return float4(arrayVal1, arrayVal2, arrayVal3, 1.0f);
}
)EOSHADER";
std::string pixel_bindless = R"EOSHADER(
Texture2DArray<float> resArray[] : register(t0);
cbuffer consts : register(b3)
{
uint4 test;
};
float4 main(float4 pos : SV_Position) : SV_Target0
{
// Test resource array access with a constant, uniform, and non-uniform
uint2 indices = ((uint2)pos.xy) % uint2(4, 4);
float arrayVal1 = resArray[1].Load(uint4(0, 0, indices.y, 0));
float arrayVal2 = resArray[test.x].Load(uint4(0, 0, indices.y, 0));
float arrayVal3 = resArray[NonUniformResourceIndex(indices.x)].Load(uint4(0, 0, indices.y, 0));
return float4(arrayVal1, arrayVal2, arrayVal3, 1.0f);
}
)EOSHADER";
std::string pixel_resourceAccess = R"EOSHADER(
// SRVs
Texture2D<float> srvAccessed : register(t0);
Texture2D<float> srvNotAccessed : register(t1);
Texture2D<float> srvArray[] : register(t0, space1);
// UAVs
RWTexture2D<float> uavAccessed : register(u0);
RWTexture2D<float> uavNotAccessed : register(u1);
struct Data
{
uint4 data;
};
ConstantBuffer<Data> cbvAccessed : register(b0);
ConstantBuffer<Data> cbvNotAccessed : register(b1);
ConstantBuffer<Data> cbvArray[8] : register(b0, space1);
float4 main(float4 pos : SV_Position) : SV_Target0
{
float srvVal = srvAccessed.Load(uint3(0, 0, 0));
uint cbvVal = cbvAccessed.data.x;
float srvArrayVal = srvArray[cbvVal].Load(uint3(0, 0, 0));
float3 cbvArrayVal = (float3)cbvArray[cbvVal].data.yzw;
float3 ret = cbvArrayVal;
uavAccessed[uint2(0, 0)] = srvArrayVal / 100.0f;
ret.x += srvVal;
ret.y += srvArrayVal;
return float4(ret, 1.0f);
}
)EOSHADER";
void UploadTexture(ID3D12ResourcePtr & uploadBuf, ID3D12ResourcePtr & dstTexture, byte * data,
uint32_t dataStride)
{
// dstTexture is assumed to be in the D3D12_RESOURCE_STATE_COPY_DEST state
D3D12_RESOURCE_DESC desc = dstTexture->GetDesc();
D3D12_PLACED_SUBRESOURCE_FOOTPRINT *pLayouts =
new D3D12_PLACED_SUBRESOURCE_FOOTPRINT[desc.DepthOrArraySize];
dev->GetCopyableFootprints(&desc, 0, desc.DepthOrArraySize, 0, pLayouts, NULL, NULL, NULL);
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
D3D12_TEXTURE_COPY_LOCATION dst, src;
src.Type = src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.pResource = uploadBuf;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.pResource = dstTexture;
byte *dataptr = data;
for(UINT i = 0; i < desc.DepthOrArraySize; ++i)
{
src.PlacedFootprint = pLayouts[i];
uint32_t copyStride =
pLayouts[i].Footprint.RowPitch < dataStride ? pLayouts[i].Footprint.RowPitch : dataStride;
byte *mapptr = Map(uploadBuf, 0) + pLayouts[i].Offset;
for(UINT y = 0; y < pLayouts[i].Footprint.Height; ++y)
{
memcpy(mapptr, dataptr, copyStride);
mapptr += pLayouts[i].Footprint.RowPitch;
dataptr += dataStride;
}
dst.SubresourceIndex = i;
cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
uploadBuf->Unmap(0, NULL);
D3D12_RESOURCE_BARRIER b = {};
b.Transition.pResource = dstTexture;
b.Transition.Subresource = i;
b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
b.Transition.StateAfter = D3D12_RESOURCE_STATE_COMMON;
cmd->ResourceBarrier(1, &b);
}
cmd->Close();
Submit({cmd});
GPUSync();
delete[] pLayouts;
}
// Constant buffer locations must be 256 byte aligned, so that's the smallest size that
// an entry of a CB array can be.
struct AlignedCB
{
Vec4f col;
Vec4f padding[15];
};
static_assert(sizeof(AlignedCB) == 256, "Invalid alignment for CB data");
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0");
ID3DBlobPtr psblob_5_0 = Compile(pixel_5_0, "main", "ps_5_0");
ID3DBlobPtr psblob_5_1 = Compile(pixel_5_1, "main", "ps_5_1");
ID3DBlobPtr psblob_resArray = Compile(pixel_resArray, "main", "ps_5_1");
ID3DBlobPtr psblob_bindless = Compile(pixel_bindless, "main", "ps_5_1");
ID3DBlobPtr psblob_resourceAccess = Compile(pixel_resourceAccess, "main", "ps_5_1");
uint32_t cbufferdata[4] = {3, 50, 75, 100};
ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
ID3D12ResourcePtr cb = MakeBuffer().Data(cbufferdata);
// Descriptor table entries:
// 0-12: CB array
// 30-33: SRV array
// 56-57: SRVs containing stepped unorm data
AlignedCB cbufferarray[4][3];
for(uint32_t x = 0; x < 4; ++x)
for(uint32_t y = 0; y < 3; ++y)
cbufferarray[x][y].col = Vec4f(x / 1.0f, y / 1.0f, 0.5f, 0.5f);
ID3D12ResourcePtr cbArray = MakeBuffer().Data(cbufferarray).Size(sizeof(AlignedCB) * 12);
for(uint32_t i = 0; i < 12; ++i)
MakeCBV(cbArray).SizeBytes(256).Offset(i * sizeof(AlignedCB)).CreateGPU(i);
ID3D12ResourcePtr res1 =
MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2).Mips(1).InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
MakeSRV(res1).CreateGPU(56);
ID3D12ResourcePtr res2 =
MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 2, 2).Mips(1).InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
D3D12ViewCreator srvRes2 = MakeSRV(res2);
srvRes2.CreateGPU(57);
// Create a few unused SRVs so that a bindless descriptor table has a lot of things to report
srvRes2.CreateGPU(500);
srvRes2.CreateGPU(501);
srvRes2.CreateGPU(510);
srvRes2.CreateGPU(625);
ID3D12ResourcePtr uploadBuf = MakeBuffer().Size(1024 * 1024).Upload();
// Create texture arrays
ID3D12ResourcePtr resArray[4] = {NULL};
for(int i = 0; i < 4; ++i)
{
resArray[i] =
MakeTexture(DXGI_FORMAT_R32_FLOAT, 2, 2).Array(4).InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
MakeSRV(resArray[i]).NumSlices(4).CreateGPU(30 + i);
float arrayData[16];
for(int j = 0; j < 16; ++j)
arrayData[j] = (float)(i + j);
UploadTexture(uploadBuf, resArray[i], (byte *)arrayData, 2 * sizeof(float));
}
// In UNORM, 1/10, 2/10, 3/10, 4/10
byte res1Data[16] = {26, 51, 77, 102, 26, 51, 77, 102, 26, 51, 77, 102, 26, 51, 77, 102};
UploadTexture(uploadBuf, res1, res1Data, 8);
// In UNORM, 5/10, 6/10, 7/10, 8/10
byte res2Data[16] = {128, 153, 179, 204, 128, 153, 179, 204,
128, 153, 179, 204, 128, 153, 179, 204};
UploadTexture(uploadBuf, res2, res2Data, 8);
// Test the same resource mappings both with explicitly specified resources,
// and a bindless style table param
ID3D12RootSignaturePtr sig_5_0 = MakeSig({
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 3),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 56),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 2, 1, 57),
});
ID3D12RootSignaturePtr sig_5_1 = MakeSig({
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 3),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 0, 4, 12, 0),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, UINT_MAX, 50),
});
ID3D12RootSignaturePtr sig_resArray = MakeSig({
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 3),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 10, 4, 30),
});
ID3D12RootSignaturePtr sig_bindless = MakeSig({
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 3),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, UINT_MAX, 30),
});
ID3D12RootSignaturePtr sig_resourceAccess = MakeSig({
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 56),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 1, 1, 57),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0, UINT_MAX, 30),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 1, 56),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 1, 1, 57),
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0), cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 1),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 8, 0),
});
ID3D12PipelineStatePtr pso_5_0 = MakePSO()
.RootSig(sig_5_0)
.InputLayout()
.VS(vsblob)
.PS(psblob_5_0)
.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
ID3D12PipelineStatePtr pso_5_1 = MakePSO()
.RootSig(sig_5_1)
.InputLayout()
.VS(vsblob)
.PS(psblob_5_1)
.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
ID3D12PipelineStatePtr pso_resArray = MakePSO()
.RootSig(sig_resArray)
.InputLayout()
.VS(vsblob)
.PS(psblob_resArray)
.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
ID3D12PipelineStatePtr pso_bindless = MakePSO()
.RootSig(sig_bindless)
.InputLayout()
.VS(vsblob)
.PS(psblob_bindless)
.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
ID3D12PipelineStatePtr pso_resourceAccess = MakePSO()
.RootSig(sig_resourceAccess)
.InputLayout()
.VS(vsblob)
.PS(psblob_resourceAccess)
.RTVs({DXGI_FORMAT_R32G32B32A32_FLOAT});
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ResourceBarrier(cb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ResourceBarrier(cbArray, D3D12_RESOURCE_STATE_COMMON,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ID3D12ResourcePtr rtvtex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_CPU_DESCRIPTOR_HANDLE bbrtv =
MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
D3D12_CPU_DESCRIPTOR_HANDLE offrtv = MakeRTV(rtvtex).CreateCPU(1);
OMSetRenderTargets(cmd, {offrtv}, {});
ClearRenderTargetView(cmd, bbrtv, {0.4f, 0.5f, 0.6f, 1.0f});
ClearRenderTargetView(cmd, offrtv, {0.4f, 0.5f, 0.6f, 1.0f});
setMarker(cmd, "sm_5_0");
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetPipelineState(pso_5_0);
cmd->SetGraphicsRootSignature(sig_5_0);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetGraphicsRootConstantBufferView(0, cb->GetGPUVirtualAddress());
cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetGraphicsRootDescriptorTable(2, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
cmd->DrawInstanced(3, 1, 0, 0);
setMarker(cmd, "sm_5_1");
cmd->SetPipelineState(pso_5_1);
cmd->SetGraphicsRootSignature(sig_5_1);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetGraphicsRootConstantBufferView(0, cb->GetGPUVirtualAddress());
cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetGraphicsRootDescriptorTable(2, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->DrawInstanced(3, 1, 0, 0);
setMarker(cmd, "ResArray");
cmd->SetPipelineState(pso_resArray);
cmd->SetGraphicsRootSignature(sig_resArray);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetGraphicsRootConstantBufferView(0, cb->GetGPUVirtualAddress());
cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->DrawInstanced(3, 1, 0, 0);
setMarker(cmd, "Bindless");
cmd->SetPipelineState(pso_bindless);
cmd->SetGraphicsRootSignature(sig_bindless);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetGraphicsRootConstantBufferView(0, cb->GetGPUVirtualAddress());
cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->DrawInstanced(3, 1, 0, 0);
setMarker(cmd, "ResourceAccess");
cmd->SetPipelineState(pso_resourceAccess);
cmd->SetGraphicsRootSignature(sig_resourceAccess);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetGraphicsRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetGraphicsRootDescriptorTable(1, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetGraphicsRootDescriptorTable(2, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetGraphicsRootDescriptorTable(3, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetGraphicsRootDescriptorTable(4, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetGraphicsRootConstantBufferView(5, cb->GetGPUVirtualAddress());
cmd->SetGraphicsRootConstantBufferView(6, cb->GetGPUVirtualAddress() + sizeof(AlignedCB));
cmd->SetGraphicsRootDescriptorTable(7, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->DrawInstanced(3, 1, 0, 0);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();