Files
renderdoc/util/test/demos/d3d11/d3d11_shader_linkage_zoo.cpp
T
baldurk 6b6480fafb Fix detection of semantic arrays to not falsely merge separated elements
* It's impossible to distinguish a separate TEXCOORD0 and TEXCOORD1 from an
  array at TEXCOORD0. However making this an array by that same logic is fine.
  We can't make an array though if there is another element in between they must
  be contiguous.
2026-03-03 18:05:57 +00:00

406 lines
18 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020-2026 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_Shader_Linkage_Zoo, D3D11GraphicsTest)
{
static constexpr const char *Description =
"Tests various shader linkage scenarios to ensure proper handling of data between shader "
"stages.";
enum class VarType : uint32_t
{
Float = 0,
UInt = 1,
Count = 2,
};
const std::string varTypeName[(uint32_t)VarType::Count] = {"float", "uint"};
struct ShaderLinkageEntry
{
bool nointerp;
VarType type;
uint32_t components;
uint32_t arraySize;
std::string semantic;
bool consumedByPS;
};
std::string BuildStruct(const std::vector<ShaderLinkageEntry> &outputs)
{
std::string structDef = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
)EOSHADER";
for(size_t i = 0; i < outputs.size(); ++i)
{
structDef += " ";
if(outputs[i].nointerp)
structDef += "nointerpolation ";
structDef += varTypeName[(uint32_t)outputs[i].type];
structDef += std::to_string(outputs[i].components);
structDef += " ";
structDef += "element" + std::to_string(i);
if(outputs[i].arraySize != 0)
structDef += "[" + std::to_string(outputs[i].arraySize) + "]";
structDef += " : " + outputs[i].semantic + ";\n";
}
structDef += "};";
return structDef;
}
std::string BuildVS(const std::vector<ShaderLinkageEntry> &outputs)
{
std::string vs = R"EOSHADER(
struct vertin
{
float3 pos : POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
)EOSHADER";
vs += BuildStruct(outputs);
vs += R"EOSHADER(
v2f main(vertin IN, uint vid : SV_VertexID)
{
v2f OUT = (v2f)0;
OUT.pos = float4(IN.pos, 1.0f);
)EOSHADER";
float counterFloat = 1.5f;
uint32_t counterUInt = 1;
for(size_t i = 0; i < outputs.size(); ++i)
{
uint32_t count = std::max(1U, outputs[i].arraySize);
for(uint32_t j = 0; j < count; ++j)
{
vs += " OUT.element" + std::to_string(i);
if(outputs[i].arraySize != 0)
vs += "[" + std::to_string(j) + "]";
vs += " = ";
vs += varTypeName[(uint32_t)outputs[i].type];
vs += std::to_string(outputs[i].components);
vs += "(";
for(uint32_t k = 0; k < outputs[i].components; ++k)
{
if(k != 0)
vs += ", ";
vs += outputs[i].type == VarType::Float ? std::to_string(counterFloat++)
: std::to_string(counterUInt++);
}
vs += ");\n";
}
}
vs += "\n return OUT;\n}\n";
return vs;
}
std::string BuildPS(const std::vector<ShaderLinkageEntry> &inputs)
{
std::string ps = BuildStruct(inputs);
ps += R"EOSHADER(
float4 main(v2f IN) : SV_Target0
{
float4 outF = float4(0.0f, 0.0f, 0.0f, 0.0f);
uint4 outU = uint4(0, 0, 0, 0);
)EOSHADER";
const std::string varAccess[] = {" outF", " outU"};
const std::string componentAccess[] = {".x", ".xy", ".xyz", ".xyzw"};
for(size_t i = 0; i < inputs.size(); ++i)
{
if(inputs[i].consumedByPS)
{
if(inputs[i].arraySize == 0)
{
ps += varAccess[(uint32_t)inputs[i].type];
ps += componentAccess[inputs[i].components - 1];
ps += " += IN.element" + std::to_string(i) + ";\n";
}
else
{
// Access each element
for(uint32_t j = 0; j < inputs[i].arraySize; ++j)
{
ps += varAccess[(uint32_t)inputs[i].type];
ps += componentAccess[inputs[i].components - 1];
ps += " += IN.element" + std::to_string(i);
ps += "[" + std::to_string(j) + "];\n";
}
}
}
}
ps += "\n return outF + (float4)outU;\n}\n";
return ps;
}
struct TestCase
{
ID3D11VertexShaderPtr vs;
ID3D11PixelShaderPtr ps;
ID3D11InputLayoutPtr inputLayout;
};
TestCase BuildTestCase(const std::vector<ShaderLinkageEntry> &elements)
{
ID3DBlobPtr vsblob = Compile(BuildVS(elements), "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(BuildPS(elements), "main", "ps_5_0");
TestCase ret;
ret.vs = CreateVS(vsblob);
ret.ps = CreatePS(psblob);
D3D11_INPUT_ELEMENT_DESC layoutdesc[] = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
CHECK_HR(dev->CreateInputLayout(layoutdesc, ARRAY_COUNT(layoutdesc), vsblob->GetBufferPointer(),
vsblob->GetBufferSize(), &ret.inputLayout));
return ret;
}
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
ID3D11Texture2DPtr fltTex =
MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight).RTV();
ID3D11RenderTargetViewPtr fltRT = MakeRTV(fltTex);
std::vector<TestCase> tests;
// No additional semantics
tests.push_back(BuildTestCase({}));
// A single semantic of various types, interpolation modes, and components
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{true, VarType::Float, 1, 0, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 4, 0, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 4, 0, "TEXCOORD0", false}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 1, 0, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 4, 0, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 4, 0, "TEXCOORD0", false}}));
tests.push_back(BuildTestCase({{true, VarType::UInt, 4, 0, "TEXCOORD0", true}}));
// test semantics with indices that don't start from 0
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{true, VarType::Float, 1, 0, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 1, 0, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 4, 0, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD2", true}}));
tests.push_back(BuildTestCase({{true, VarType::Float, 1, 0, "TEXCOORD2", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 1, 0, "TEXCOORD2", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 4, 0, "TEXCOORD2", true}}));
// A single semantic with various array sizes
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 1, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 2, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 5, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 1, 1, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 1, 2, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 1, 5, "TEXCOORD0", true}}));
// One array with 2 or 3 components
tests.push_back(BuildTestCase({{false, VarType::Float, 2, 5, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 3, 5, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 4, 5, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 2, 5, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 3, 5, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 4, 5, "TEXCOORD0", true}}));
// degenerate array with 2 or 3 components
tests.push_back(BuildTestCase({{false, VarType::Float, 2, 1, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 3, 1, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 4, 1, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 2, 1, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 3, 1, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 4, 1, "TEXCOORD0", true}}));
// something that looks like an array but isn't
tests.push_back(BuildTestCase({
{false, VarType::Float, 2, 1, "TEXCOORD0", true},
{false, VarType::Float, 2, 1, "OTHER", true},
{false, VarType::Float, 2, 1, "TEXCOORD1", true},
}));
// float2 array with an extra float2
tests.push_back(BuildTestCase({{false, VarType::Float, 2, 5, "TEXCOORD0", true},
{false, VarType::Float, 2, 0, "OTHER", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 2, 5, "TEXCOORD0", true},
{false, VarType::UInt, 2, 0, "OTHER", true}}));
// float2 degenerate array with an extra float2
tests.push_back(BuildTestCase({{false, VarType::Float, 2, 1, "TEXCOORD0", true},
{false, VarType::Float, 2, 0, "OTHER", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 2, 1, "TEXCOORD0", true},
{false, VarType::UInt, 2, 0, "OTHER", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 2, 1, "A", true},
{false, VarType::Float, 2, 0, "B", true},
{false, VarType::Float, 3, 1, "C", true},
{false, VarType::Float, 1, 0, "D", true}}));
// Multiple semantics that pack together
tests.push_back(BuildTestCase({{false, VarType::Float, 2, 0, "TEXCOORD0", true},
{false, VarType::Float, 2, 0, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{false, VarType::UInt, 2, 0, "TEXCOORD0", true},
{false, VarType::UInt, 2, 0, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{true, VarType::Float, 2, 0, "TEXCOORD0", true},
{true, VarType::Float, 2, 0, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 3, 0, "TEXCOORD0", true},
{false, VarType::Float, 1, 0, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD0", true},
{false, VarType::Float, 3, 0, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD0", true},
{false, VarType::Float, 2, 0, "TEXCOORD1", true},
{false, VarType::Float, 1, 0, "TEXCOORD2", true}}));
// These pack into v1.x, v2.xy, and v1.y
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD0", true},
{false, VarType::UInt, 2, 0, "TEXCOORD1", true},
{false, VarType::Float, 1, 0, "TEXCOORD2", true}}));
// Multiple semantics that don't pack together
tests.push_back(BuildTestCase({{false, VarType::Float, 3, 0, "TEXCOORD0", true},
{false, VarType::Float, 2, 0, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 2, 0, "TEXCOORD0", true},
{false, VarType::Float, 3, 0, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 4, 0, "TEXCOORD0", true},
{false, VarType::Float, 1, 0, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD0", true},
{false, VarType::Float, 4, 0, "TEXCOORD1", true}}));
// Multiple semantics that will pack together "out of order" thanks to FXC's rules
tests.push_back(BuildTestCase({{false, VarType::Float, 2, 0, "TEXCOORD0", true},
{false, VarType::Float, 3, 0, "TEXCOORD1", true},
{false, VarType::Float, 2, 0, "TEXCOORD2", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 2, 1, "TEXCOORD0", true},
{false, VarType::Float, 2, 1, "TEXCOORD1", true},
{false, VarType::Float, 3, 2, "TEXCOORD2", true},
{false, VarType::Float, 2, 0, "TEXCOORD4", true}}));
// Semantics that don't pack together due to being arrays
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 2, "TEXCOORD0", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 2, 1, "TEXCOORD0", true},
{false, VarType::Float, 2, 1, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 2, 1, "TEXCOORD0", true},
{false, VarType::Float, 2, 0, "TEXCOORD1", true}}));
tests.push_back(BuildTestCase({{false, VarType::Float, 2, 0, "TEXCOORD0", true},
{false, VarType::Float, 2, 1, "TEXCOORD1", true}}));
// Tests focusing on different interpolation modes
tests.push_back(BuildTestCase({{false, VarType::Float, 2, 0, "TEXCOORD0", true},
{true, VarType::Float, 2, 0, "TEXCOORD1", true}}));
// These semantics are placed in v1.x and v1.y since they share interpolation modes and types
// (all int semantics are nointerpolation). Test that they don't get placed in v1.x and v2.x
tests.push_back(BuildTestCase({{false, VarType::UInt, 1, 0, "TEXCOORD0", true},
{true, VarType::UInt, 1, 0, "TEXCOORD1", true}}));
// These semantics are placed in v1.x and v2.x since their interpolation modes differ. Test that
// they don't turn into an array[2] which would result in an erroneous interpolation mode for
// one semantic or the other
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD0", true},
{false, VarType::UInt, 1, 0, "TEXCOORD1", true}}));
// These semantics are placed in v1.x and v1.y despite having different types since the
// interpolation mode is the same. Test that they don't turn into an array[2] which would place
// them in the wrong registers
tests.push_back(BuildTestCase({{true, VarType::Float, 1, 0, "TEXCOORD0", true},
{false, VarType::UInt, 1, 0, "TEXCOORD1", true}}));
// Packing float with a float3
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD0", true},
{true, VarType::UInt, 1, 0, "TEXCOORD1", true},
{false, VarType::Float, 3, 0, "COLOR", true}}));
// Packing float with a float3[1]
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD0", true},
{true, VarType::UInt, 1, 0, "TEXCOORD1", true},
{false, VarType::Float, 3, 1, "COLOR", true}}));
// Not packing float with a float3[2]
tests.push_back(BuildTestCase({{false, VarType::Float, 1, 0, "TEXCOORD0", true},
{true, VarType::UInt, 1, 0, "TEXCOORD1", true},
{false, VarType::Float, 3, 2, "COLOR", true}}));
// Bespoke tests for broken scenarios discovered through bug reports:
// These semantics live in v1.xy, v2.x, and v3.xyz due to each being an array. If any of them
// are not treated as an array[1], they will incorrectly pack together with a previous semantic
tests.push_back(BuildTestCase({{false, VarType::Float, 2, 1, "TEXCOORD0", true},
{false, VarType::Float, 1, 1, "TEXCOORD1", false},
{false, VarType::Float, 3, 1, "TEXCOORD2", true}}));
while(Running())
{
ClearRenderTargetView(fltRT, {0.2f, 0.2f, 0.2f, 1.0f});
ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
ctx->OMSetRenderTargets(1, &fltRT.GetInterfacePtr(), NULL);
for(size_t i = 0; i < tests.size(); ++i)
{
setMarker("draw" + std::to_string(i));
ctx->IASetInputLayout(tests[i].inputLayout);
ctx->VSSetShader(tests[i].vs, NULL, 0);
ctx->PSSetShader(tests[i].ps, NULL, 0);
ctx->Draw(3, 0);
}
Present();
}
return 0;
}
};
REGISTER_TEST();