Files
renderdoc/util/test/demos/d3d11/d3d11_binding_hazards.cpp
T
baldurk 8d12dfc3e3 Avoid need to re-state test name in REGISTER_TEST() macro
* At the same time while changing this we ensure all tests are prefixed.
2019-05-24 12:08:24 +01:00

246 lines
9.8 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2019 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"
TEST(D3D11_Binding_Hazards, D3D11GraphicsTest)
{
static constexpr const char *Description = "Test of D3D11 hazard tracking write/read bindings";
std::string compute = R"EOSHADER(
Texture2D<uint> texin : register(t0);
Buffer<uint> bufin : register(t1);
RWTexture2D<uint> texout1 : register(u0);
RWBuffer<uint> bufout1 : register(u1);
RWTexture2D<uint> texout2 : register(u2);
RWBuffer<uint> 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();