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