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renderdoc/util/test/tests/D3D12/D3D12_Execute_Indirect.py
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20 KiB
Python

import renderdoc as rd
import rdtest
import struct
from typing import List
class D3D12_Execute_Indirect(rdtest.TestCase):
demos_test_name = 'D3D12_Execute_Indirect'
slow_test = True
def check_overlays(self, eid: int, x: int, y: int):
with rdtest.log.auto_section(f'EID {eid} Checking Overlays at {x}, {y}'):
pipe = self.controller.GetPipelineState()
if len(pipe.GetOutputTargets()) == 0:
raise rdtest.TestFailureException("No output targets found")
col_tex = pipe.GetOutputTargets()[0].resource
for overlay in rd.DebugOverlay:
if overlay == rd.DebugOverlay.NoOverlay:
continue
if overlay == rd.DebugOverlay.NaN or overlay == rd.DebugOverlay.Clipping:
continue
if overlay == rd.DebugOverlay.ViewportScissor:
continue
tex = rd.TextureDisplay()
tex.resourceId = col_tex
tex.overlay = overlay
tex.subresource.sample = 0
out = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(100, 100), rd.ReplayOutputType.Texture)
out.SetTextureDisplay(tex)
out.Display()
overlayTex = out.GetDebugOverlayTexID()
if overlay == rd.DebugOverlay.ClearBeforeDraw:
overlayTex = col_tex
if overlay == rd.DebugOverlay.ClearBeforePass:
overlayTex = col_tex
picked = self.pick_pixel(overlayTex, x, y, rd.Subresource(), rd.CompType.UNorm)
emptyPixel = (0.0, 0.0, 0.0, 0.0)
if picked.floatValue == emptyPixel:
raise rdtest.TestFailureException(f"{overlay.name} overlay is empty")
out.Shutdown()
def check_pixel_history_succeeds(self, x: int, y: int):
pipe = self.controller.GetPipelineState()
rt = pipe.GetOutputTargets()[0]
tex = rt.resource
sub = rd.Subresource()
with self.pixel_history(tex, x, y, sub, rt.format.compType) as history:
if len(history.modifs) < 2:
raise rdtest.TestFailureException(f"No pixel history found at ({x}, {y})")
rdtest.log.success(f"Pixel History {x}, {y} Worked")
def check_root_consts(self, expected: List[float]):
pipe = self.controller.GetPipelineState()
root_consts = pipe.GetConstantBlock(rd.ShaderStage.Vertex, 1, 0)
if root_consts.descriptor.resource == rd.ResourceId():
raise rdtest.TestFailureException('rootConsts not found in pipeline state')
bytes = self.controller.GetBufferData(root_consts.descriptor.resource, 0, root_consts.descriptor.byteSize)
assert len(bytes) == 16 # 4 floats
data = struct.unpack("ffff", bytes)
for i in range(len(expected)):
if not rdtest.value_compare(expected[i], data[i]):
raise rdtest.TestFailureException(f'rootConsts[i] does not match expected:{expected[i]} got:{data[i]}')
rdtest.log.success("rootConsts is as expected")
def check_capture(self):
assert self.controller is not None
with rdtest.log.auto_section("Checking Indirect Action Names"):
if not self.check_indirect_action_name_consistency(self.controller):
raise rdtest.TestFailureException("Indirect action parameters do not match its event parameters")
with rdtest.log.auto_section('EI without Root Signature'):
action = self.find_action("EI without Root Signature");
self.set_event(action.eventId, False)
action = self.find_action("IndirectDraw", action.eventId)
for drawNum in range(3):
self.set_event(action.eventId + drawNum, False)
pipe = self.controller.GetPipelineState()
if len(pipe.GetOutputTargets()) != 1:
raise rdtest.TestFailureException(
f"With event {action.eventId + drawNum} selected we should have one output target but there is {len(pipe.GetOutputTargets())}")
self.check_pixel_history_succeeds(285, 110)
if drawNum == 0:
self.check_overlays(action.eventId, 285, 110)
with rdtest.log.auto_section('Multiple draws'):
from_eid = self.find_action("Multiple draws").eventId
ei_eid = self.find_action("ExecuteIndirect", from_eid).eventId
self.set_event(ei_eid - 1, False)
self.check_root_consts([10.0, 9.0, 8.0, 7.0])
viewX = 0
viewY = 0
sqSize = 300 / 4
viewW = sqSize
viewH = sqSize
for i in range(8):
action = self.find_action("IndirectDraw", from_eid)
assert action is not None
eid = action.eventId
self.set_event(eid, False)
self.check_root_consts([123.0, 9.0, 8.0, 7.0])
# Should be a green triangle in the centre of the screen on a black background
self.check_triangle(back=[0.0, 0.0, 0.0, 1.0], vp=[viewX, viewY, viewW, viewH])
vsin_ref: rdtest.MeshReference = {
0: {
'vtx': 0,
'idx': 0,
'POSITION': [-0.5, -0.5, 0.0, 0.0],
'COLOR': [0.0, 1.0, 0.0, 1.0],
},
1: {
'vtx': 1,
'idx': 1,
'POSITION': [0.0, 0.5, 0.0, 0.0],
'COLOR': [0.0, 1.0, 0.0, 1.0],
},
2: {
'vtx': 2,
'idx': 2,
'POSITION': [0.5, -0.5, 0.0, 0.0],
'COLOR': [0.0, 1.0, 0.0, 1.0],
},
}
self.check_mesh_data(vsin_ref, self.get_vsin(action))
postvs_data = self.get_postvs(action, rd.MeshDataStage.VSOut, 0, action.numIndices)
postvs_ref: rdtest.MeshReference = {
0: {
'vtx': 0,
'idx': 0,
'SV_POSITION': [-0.5, -0.5, 0.0, 1.0],
'COLOR': [0.0, 1.0, 0.0, 1.0],
},
1: {
'vtx': 1,
'idx': 1,
'SV_POSITION': [0.0, 0.5, 0.0, 1.0],
'COLOR': [0.0, 1.0, 0.0, 1.0],
},
2: {
'vtx': 2,
'idx': 2,
'SV_POSITION': [0.5, -0.5, 0.0, 1.0],
'COLOR': [0.0, 1.0, 0.0, 1.0],
},
}
self.check_mesh_data(postvs_ref, postvs_data)
x = int(viewX + viewW/2)
y = int(viewY + viewH/2)
self.check_pixel_history_succeeds(x,y)
self.check_overlays(eid, x,y)
from_eid = eid + 1
pipe = self.controller.GetPipelineState()
vbs = pipe.GetVBuffers()
ro = pipe.GetReadOnlyResources(rd.ShaderStage.Vertex)
rw = pipe.GetReadWriteResources(rd.ShaderStage.Vertex)
assert vbs[0].resourceId != rd.ResourceId()
assert ro[0].descriptor.resource != rd.ResourceId()
assert rw[0].descriptor.resource != rd.ResourceId()
assert pipe.GetConstantBlock(rd.ShaderStage.Vertex, 0, 0).descriptor.resource != rd.ResourceId()
viewX += sqSize
if viewX + sqSize >= 400:
viewX = 0
viewY += sqSize
with rdtest.log.auto_section('State is reset after execute'):
viewX = 0
viewY = 0
action = self.find_action("Post draw")
self.set_event(action.eventId, False)
# triangle should still be visible
self.check_triangle(back=[0.0, 0.0, 0.0, 1.0], vp=[viewX, viewY, viewW, viewH])
# but state should be reset
pipe = self.controller.GetPipelineState()
vbs = pipe.GetVBuffers()
ro = pipe.GetReadOnlyResources(rd.ShaderStage.Vertex)
rw = pipe.GetReadWriteResources(rd.ShaderStage.Vertex)
assert len(vbs) == 0 or vbs[0].resourceId == rd.ResourceId()
assert len(ro) == 0 or ro[0].descriptor.resource == rd.ResourceId()
assert len(rw) == 0 or rw[0].descriptor.resource == rd.ResourceId()
assert pipe.GetConstantBlock(rd.ShaderStage.Vertex, 0, 0).descriptor.resource == rd.ResourceId()
self.check_pixel_history_succeeds(185, 50)
with rdtest.log.auto_section('Dispatch buffer output is correct'):
action = self.find_action("Post Single dispatch")
self.set_event(action.eventId, False)
pipe = self.controller.GetPipelineState()
rw = pipe.GetReadWriteResources(rd.ShaderStage.Compute)
for z in range(10):
for y in range(30):
for x in range(12):
idx = z*30*12+y*12+x
value = struct.unpack_from('4f', self.controller.GetBufferData(rw[0].descriptor.resource, 16*idx, 16))
expect = [float(x), float(y), float(z), float(idx)]
if not rdtest.value_compare(expect, value):
raise rdtest.TestFailureException(
f"buffer at {x},{y},{z}: {value} doesn't match expected {expect}")
self.check_pixel_history_succeeds(185, 50)
# The final draw is in indeterminate order because the parameters are defined by a compute shader in
# indeterminate order
# If the vertex buffer is referenced in the wrong order (e.g. by cached draw parameters) it will show exploding
# polygons. To check the behaviour we can't require any given draw appear in any given place. However each
# time we replay it should be self-consistent - after selecting the 4th draw then eactly 4 draws should appear.
# And of course no exploding polys!
with rdtest.log.auto_section('Custom order draw'):
action = self.find_action("Custom order draw")
action = self.find_action("IndirectDraw", action.eventId)
drawPoints = [
(310, 78),
(338, 78),
(367, 78),
(310, 107),
(367, 107),
(310, 135),
(338, 135),
(367, 135),
]
sdfile = self.controller.GetStructuredFile()
# do N passes since it will be unpredictable
for passNum in range(50):
for drawNum in range(8):
self.set_event(action.eventId + drawNum, False)
pipe = self.controller.GetPipelineState()
out = pipe.GetOutputTargets()[0].resource
count = 0
draws: List[int] = []
for i, p in enumerate(drawPoints):
picked = self.pick_pixel(out, p[0], p[1], rd.Subresource(), rd.CompType.UNorm)
if rdtest.value_compare(picked.floatValue, [0.0, 1.0, 0.0, 1.0]):
count += 1
draws += [i]
if not rdtest.value_compare(drawNum + 1, count):
raise rdtest.TestFailureException(
f"With {action.GetName(sdfile)} selected we should have {drawNum + 1} draws, but counted {count} draws")
rdtest.log.print(f"With draw #{drawNum} selected we saw draws {draws!s} active")
# the exploded verts are calibrated to render as purple. We don't handle the case where exploding polys
# reference vertices from other draws, but this _should_ not happen as we leave a large margin between
# each draw's segments
data = self.controller.GetTextureData(out, rd.Subresource(0, 0, 0))
tex = self.get_texture(out)
rdtest.log.print(f"{len(data)} - {tex.width} {tex.height} ")
pixels = [struct.unpack_from("4B", data, 4 * p) for p in range(int(tex.width * tex.height))]
unique_pixels = list(set(pixels))
if (255, 0, 255, 255) in unique_pixels:
raise rdtest.TestFailureException(
f"Detected an exploded polygon with {action.GetName(sdfile)} selected")
self.check_pixel_history_succeeds(185, 50)
rdtest.log.success(f"Pass {passNum} of unordered draw was correct")
# This does not draw anything but its argument buffer is fully used with no spare bytes
# Iterate over every draw and check the replay has valid output target
with rdtest.log.auto_section('Fully used argument buffer with multiple draws replayed'):
action = self.find_action("Full Arg Buffer")
action = self.find_action("IndirectDraw", action.eventId)
for drawNum in range(3):
self.set_event(action.eventId + drawNum, False)
pipe = self.controller.GetPipelineState()
if len(pipe.GetOutputTargets()) != 1:
raise rdtest.TestFailureException(
f"With event {action.eventId + drawNum} selected we should have one output target but there is {len(pipe.GetOutputTargets())}")
self.check_pixel_history_succeeds(185, 50)
# This does not draw anything but its argument buffer is fully used with no spare bytes
# Iterate over every draw and check the replay has valid output target
with rdtest.log.auto_section('Fully used argument buffer with multiple states + draws replayed'):
action = self.find_action("Full Arg Buffer: State + Draw")
action = self.find_action("IndirectDraw", action.eventId)
for drawNum in range(3):
eid = action.eventId
self.set_event(eid, False)
pipe = self.controller.GetPipelineState()
if len(pipe.GetOutputTargets()) != 1:
raise rdtest.TestFailureException(
f"With event {eid} selected we should have one output target but there is {len(pipe.GetOutputTargets())}")
x = 100
y = 210 - drawNum * 20
self.check_overlays(eid, x, y)
self.check_pixel_history_succeeds(x, 210)
if drawNum > 0:
self.check_pixel_history_succeeds(x, 190)
if drawNum > 1:
self.check_pixel_history_succeeds(x, 170)
action = action.nextAction
with rdtest.log.auto_section('Checking Count Buffer Draws'):
base = self.find_action("Count Buffer Draws")
tests = [
("MaxCount: 1024 CountBuf: 256", 256, 170),
("MaxCount: 1 CountBuf: 7", 1, 250),
("MaxCount: 0 CountBuf: 11", 0, 0)
]
for test in tests:
marker = test[0]
expectedDraws = test[1]
xpos = test[2]
with rdtest.log.auto_section(f'Checking "{marker}"'):
markerAction = self.find_action(marker, base.eventId);
executeAction = self.find_action("ExecuteIndirect", markerAction.eventId);
# Exclude the ExecuteIndirect end marker
countDraws = len(executeAction.children) - 1
self.check_eq(countDraws, expectedDraws)
action = self.find_action("IndirectDraw", executeAction.eventId)
for drawNum in range(min(countDraws, 12)):
eid = action.eventId
self.set_event(eid, False)
pipe = self.controller.GetPipelineState()
if len(pipe.GetOutputTargets()) != 1:
raise rdtest.TestFailureException(
f"With event {eid} selected we should have one output target but there is {len(pipe.GetOutputTargets())}")
drawNum = drawNum % 6
x = xpos
y = 210 - drawNum * 20
if drawNum > 2:
x = xpos + 30
y = 165 + (drawNum - 3) * 20
self.check_overlays(eid, x, y)
self.check_pixel_history_succeeds(xpos, 210)
if drawNum > 0:
self.check_pixel_history_succeeds(xpos, 190)
if drawNum > 1:
self.check_pixel_history_succeeds(xpos, 170)
if drawNum > 2:
self.check_pixel_history_succeeds(x, 165)
if drawNum > 3:
self.check_pixel_history_succeeds(x, 185)
if drawNum > 4:
self.check_pixel_history_succeeds(x, 205)
action = action.nextAction
with rdtest.log.auto_section('Two Single Draws QuadOverdraw (Pass) replayed correctly'):
for drawNum in range(2):
action = self.find_action("Two Single Draws")
action = self.find_action("IndirectDraw", action.eventId)
if drawNum == 1:
action = self.find_action("IndirectDraw", action.eventId+1)
eid = action.eventId
self.set_event(action.eventId, False)
pipe = self.controller.GetPipelineState()
if len(pipe.GetOutputTargets()) != 1:
raise rdtest.TestFailureException(
f"With event {action.eventId} selected we should have one output target but there is {len(pipe.GetOutputTargets())}")
x = 50 + 80 * drawNum
y = 275
self.check_pixel_history_succeeds(x, y)
self.check_overlays(eid, x, y)
overlay = rd.DebugOverlay.QuadOverdrawPass
tex = rd.TextureDisplay()
col_tex = pipe.GetOutputTargets()[0].resource
tex.resourceId = col_tex
tex.overlay = overlay
tex.subresource.sample = 0
outw = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(100, 100), rd.ReplayOutputType.Texture)
outw.SetTextureDisplay(tex)
outw.Display()
outw.Shutdown()
largeEIMarker = self.find_action("MaxCount: 1024 CountBuf: 256")
skipEIDmin = largeEIMarker.eventId + 10
largeEIAction = self.find_action("ExecuteIndirect", largeEIMarker.eventId);
skipEIDmax = largeEIAction.eventId + len(largeEIAction.children) - 10
with rdtest.log.auto_section('Checking All Overlays'):
for eid in range(self.get_first_action().eventId, self.get_last_action().eventId + 1):
if eid >= skipEIDmin and eid <= skipEIDmax:
continue
self.set_event(eid, False)
pipe = self.controller.GetPipelineState()
if len(pipe.GetOutputTargets()) == 0:
continue
rdtest.log.print(f"EID: {eid}")
for overlay in rd.DebugOverlay:
tex = rd.TextureDisplay()
col_tex = pipe.GetOutputTargets()[0].resource
tex.resourceId = col_tex
tex.overlay = overlay
tex.subresource.sample = 0
outw = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(100, 100), rd.ReplayOutputType.Texture)
outw.SetTextureDisplay(tex)
outw.Display()
outw.Shutdown()