From 25e5fd16713ec2c7c7186e299f13ae2a72352de0 Mon Sep 17 00:00:00 2001 From: =?utf8?q?J=C3=B3zef=20Kucia?= Date: Mon, 14 Aug 2017 23:47:45 +0200 Subject: [PATCH] d3d11/tests: Add test for indirect dispatch. MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit Signed-off-by: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d11/tests/d3d11.c | 193 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 193 insertions(+) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index d346f5e3f2c..3cf49cc4c76 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -18053,6 +18053,198 @@ static void test_uav_counters(void) release_test_context(&test_context); } +static void test_dispatch_indirect(void) +{ + struct stats + { + unsigned int dispatch_count; + unsigned int thread_count; + unsigned int max_x; + unsigned int max_y; + unsigned int max_z; + }; + + ID3D11Buffer *append_buffer, *stats_buffer, *args_buffer, *staging_buffer; + ID3D11UnorderedAccessView *uav, *stats_uav; + D3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc; + ID3D11ComputeShader *cs_append, *cs_stats; + struct d3d11_test_context test_context; + D3D11_BUFFER_DESC buffer_desc; + ID3D11DeviceContext *context; + struct resource_readback rb; + ID3D11Device *device; + unsigned int data, i; + struct stats *stats; + HRESULT hr; + + static const DWORD cs_append_code[] = + { +#if 0 + struct dispatch_args + { + uint x, y, z; + }; + + AppendStructuredBuffer u; + + [numthreads(1, 1, 1)] + void main() + { + dispatch_args args = {4, 2, 1}; + u.Append(args); + args.y = 1; + u.Append(args); + args.x = 3; + u.Append(args); + } +#endif + 0x43425844, 0x954de75a, 0x8bb1b78b, 0x84ded464, 0x9d9532b7, 0x00000001, 0x00000158, 0x00000003, + 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000104, 0x00050050, 0x00000041, 0x0100086a, + 0x0400009e, 0x0011e000, 0x00000000, 0x0000000c, 0x02000068, 0x00000001, 0x0400009b, 0x00000001, + 0x00000001, 0x00000001, 0x050000b2, 0x00100012, 0x00000000, 0x0011e000, 0x00000000, 0x0c0000a8, + 0x0011e072, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000000, 0x00004002, 0x00000004, + 0x00000002, 0x00000001, 0x00000000, 0x050000b2, 0x00100012, 0x00000000, 0x0011e000, 0x00000000, + 0x0c0000a8, 0x0011e072, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000000, 0x00004002, + 0x00000004, 0x00000001, 0x00000001, 0x00000000, 0x050000b2, 0x00100012, 0x00000000, 0x0011e000, + 0x00000000, 0x0c0000a8, 0x0011e072, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000000, + 0x00004002, 0x00000003, 0x00000001, 0x00000001, 0x00000000, 0x0100003e, + }; + static const DWORD cs_stats_code[] = + { +#if 0 + struct stats + { + uint dispatch_count; + uint thread_count; + uint max_x; + uint max_y; + uint max_z; + }; + + RWStructuredBuffer u; + + [numthreads(1, 1, 1)] + void main(uint3 id : SV_DispatchThreadID) + { + if (all(!id)) + InterlockedAdd(u[0].dispatch_count, 1); + InterlockedAdd(u[0].thread_count, 1); + InterlockedMax(u[0].max_x, id.x); + InterlockedMax(u[0].max_y, id.y); + InterlockedMax(u[0].max_z, id.z); + } +#endif + 0x43425844, 0xbd3f2e4e, 0xb0f61ff7, 0xa8e10584, 0x2f61aec9, 0x00000001, 0x000001bc, 0x00000003, + 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000168, 0x00050050, 0x0000005a, 0x0100086a, + 0x0400009e, 0x0011e000, 0x00000000, 0x00000014, 0x0200005f, 0x00020072, 0x02000068, 0x00000001, + 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x09000020, 0x00100072, 0x00000000, 0x00020246, + 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x07000001, 0x00100012, 0x00000000, + 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x07000001, 0x00100012, 0x00000000, 0x0010002a, + 0x00000000, 0x0010000a, 0x00000000, 0x0304001f, 0x0010000a, 0x00000000, 0x0a0000ad, 0x0011e000, + 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00004001, 0x00000001, + 0x01000015, 0x0a0000ad, 0x0011e000, 0x00000000, 0x00004002, 0x00000000, 0x00000004, 0x00000000, + 0x00000000, 0x00004001, 0x00000001, 0x090000b0, 0x0011e000, 0x00000000, 0x00004002, 0x00000000, + 0x00000008, 0x00000000, 0x00000000, 0x0002000a, 0x090000b0, 0x0011e000, 0x00000000, 0x00004002, + 0x00000000, 0x0000000c, 0x00000000, 0x00000000, 0x0002001a, 0x090000b0, 0x0011e000, 0x00000000, + 0x00004002, 0x00000000, 0x00000010, 0x00000000, 0x00000000, 0x0002002a, 0x0100003e, + }; + static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0; + static const unsigned int zero[4] = {0, 0, 0, 0}; + + if (!init_test_context(&test_context, &feature_level)) + return; + + device = test_context.device; + context = test_context.immediate_context; + + hr = ID3D11Device_CreateComputeShader(device, cs_append_code, sizeof(cs_append_code), NULL, &cs_append); + ok(SUCCEEDED(hr), "Failed to create compute shader, hr %#x.\n", hr); + hr = ID3D11Device_CreateComputeShader(device, cs_stats_code, sizeof(cs_stats_code), NULL, &cs_stats); + ok(SUCCEEDED(hr), "Failed to create compute shader, hr %#x.\n", hr); + + memset(&buffer_desc, 0, sizeof(buffer_desc)); + buffer_desc.ByteWidth = sizeof(unsigned int); + buffer_desc.Usage = D3D11_USAGE_STAGING; + buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; + hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &staging_buffer); + ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x.\n", hr); + + buffer_desc.ByteWidth = 60; + buffer_desc.Usage = D3D11_USAGE_DEFAULT; + buffer_desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS; + buffer_desc.CPUAccessFlags = 0; + buffer_desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED; + buffer_desc.StructureByteStride = 3 * sizeof(unsigned int); + hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &append_buffer); + ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x.\n", hr); + uav_desc.Format = DXGI_FORMAT_UNKNOWN; + uav_desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; + U(uav_desc).Buffer.FirstElement = 0; + U(uav_desc).Buffer.NumElements = 5; + U(uav_desc).Buffer.Flags = D3D11_BUFFER_UAV_FLAG_APPEND; + hr = ID3D11Device_CreateUnorderedAccessView(device, (ID3D11Resource *)append_buffer, &uav_desc, &uav); + ok(SUCCEEDED(hr), "Failed to create unordered access view, hr %#x.\n", hr); + + /* We use a separate buffer because D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS + * and D3D11_RESOURCE_MISC_BUFFER_STRUCTURED are mutually exclusive flags. + */ + buffer_desc.BindFlags = 0; + buffer_desc.MiscFlags = D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS; + hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &args_buffer); + ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x.\n", hr); + + buffer_desc.ByteWidth = sizeof(*stats); + buffer_desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS; + buffer_desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED; + buffer_desc.StructureByteStride = sizeof(*stats); + hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &stats_buffer); + ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x.\n", hr); + hr = ID3D11Device_CreateUnorderedAccessView(device, (ID3D11Resource *)stats_buffer, NULL, &stats_uav); + ok(SUCCEEDED(hr), "Failed to create unordered access view, hr %#x.\n", hr); + + data = read_uav_counter(context, staging_buffer, uav); + ok(!data, "Got unexpected initial value %u.\n", data); + data = 8; + ID3D11DeviceContext_CSSetUnorderedAccessViews(context, 0, 1, &uav, &data); + data = read_uav_counter(context, staging_buffer, uav); + ok(data == 8, "Got unexpected value %u.\n", data); + + ID3D11DeviceContext_CSSetShader(context, cs_append, NULL, 0); + data = 0; + ID3D11DeviceContext_CSSetUnorderedAccessViews(context, 0, 1, &uav, &data); + ID3D11DeviceContext_Dispatch(context, 1, 1, 1); + data = read_uav_counter(context, staging_buffer, uav); + ok(data == 3, "Got unexpected value %u.\n", data); + ID3D11DeviceContext_CopyResource(context, (ID3D11Resource *)args_buffer, (ID3D11Resource *)append_buffer); + + ID3D11DeviceContext_CSSetShader(context, cs_stats, NULL, 0); + ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, stats_uav, zero); + ID3D11DeviceContext_CSSetUnorderedAccessViews(context, 0, 1, &stats_uav, NULL); + data = read_uav_counter(context, staging_buffer, uav); + for (i = 0; i < data; ++i) + ID3D11DeviceContext_DispatchIndirect(context, args_buffer, i * 3 * sizeof(unsigned int)); + get_buffer_readback(stats_buffer, &rb); + stats = rb.map_desc.pData; + ok(stats->dispatch_count == 3, "Got unexpected dispatch count %u.\n", stats->dispatch_count); + ok(stats->thread_count == 15, "Got unexpected thread count %u.\n", stats->thread_count); + ok(stats->max_x == 3, "Got unexpected max x %u.\n", stats->max_x); + ok(stats->max_y == 1, "Got unexpected max y %u.\n", stats->max_y); + ok(stats->max_z == 0, "Got unexpected max z %u.\n", stats->max_z); + release_resource_readback(&rb); + + ID3D11Buffer_Release(append_buffer); + ID3D11Buffer_Release(args_buffer); + ID3D11Buffer_Release(staging_buffer); + ID3D11Buffer_Release(stats_buffer); + ID3D11ComputeShader_Release(cs_append); + ID3D11ComputeShader_Release(cs_stats); + ID3D11UnorderedAccessView_Release(uav); + ID3D11UnorderedAccessView_Release(stats_uav); + release_test_context(&test_context); +} + static void test_compute_shader_registers(void) { struct data @@ -20881,6 +21073,7 @@ START_TEST(d3d11) run_for_each_feature_level_in_range(D3D_FEATURE_LEVEL_10_0, D3D_FEATURE_LEVEL_11_0, test_unaligned_raw_buffer_access); test_uav_counters(); + test_dispatch_indirect(); test_compute_shader_registers(); test_tgsm(); test_geometry_shader(); -- 2.11.4.GIT