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authorlucy96chen <47800040+lucy96chen@users.noreply.github.com>2022-01-25 10:26:29 -0800
committerGitHub <noreply@github.com>2022-01-25 10:26:29 -0800
commit6528b1c7f32d8e2c8de8f4e1dd386533cd14b8f1 (patch)
treec38fede39e51ae21d840aabe24212d711f522f1e /tools/gfx-unit-test/resolve-resource-tests.cpp
parent7cff340b10b27f82781335093759bbdc19cd2865 (diff)
Add implementations for resolveResource() to D3D12 and Vulkan backends (#2094)
* Added implementations for resolveResource to both D3D and Vulkan backends * Simple test for resolving a multisampled resource written and confirmed to run successfully for D3D12 * Fixed a bug preventing MSAA from working in Vulkan * Changed test format to RGBA32 Float (because swiftshader)
Diffstat (limited to 'tools/gfx-unit-test/resolve-resource-tests.cpp')
-rw-r--r--tools/gfx-unit-test/resolve-resource-tests.cpp355
1 files changed, 355 insertions, 0 deletions
diff --git a/tools/gfx-unit-test/resolve-resource-tests.cpp b/tools/gfx-unit-test/resolve-resource-tests.cpp
new file mode 100644
index 000000000..2876be880
--- /dev/null
+++ b/tools/gfx-unit-test/resolve-resource-tests.cpp
@@ -0,0 +1,355 @@
+#include "tools/unit-test/slang-unit-test.h"
+
+#include "slang-gfx.h"
+#include "gfx-test-util.h"
+#include "tools/gfx-util/shader-cursor.h"
+#include "source/core/slang-basic.h"
+
+#if SLANG_WINDOWS_FAMILY
+#include <d3d12.h>
+#endif
+
+#if 0
+#include <stdlib.h>
+#include <stdio.h>
+
+#define STB_IMAGE_WRITE_IMPLEMENTATION
+#include "external/stb/stb_image_write.h"
+#endif
+
+using namespace Slang;
+using namespace gfx;
+
+namespace
+{
+ using namespace gfx_test;
+
+#if 0
+ Slang::Result writeImage(
+ const char* filename,
+ ISlangBlob* pixels,
+ uint32_t width,
+ uint32_t height)
+ {
+ int stbResult =
+ stbi_write_hdr(filename, width, height, 4, (float*)pixels->getBufferPointer());
+
+ return stbResult ? SLANG_OK : SLANG_FAIL;
+ }
+#endif
+
+ struct Vertex
+ {
+ float position[3];
+ float color[3];
+ };
+
+ static const int kVertexCount = 12;
+ static const Vertex kVertexData[kVertexCount] =
+ {
+ // Triangle 1
+ { { 0, 0, 0.5 }, { 1, 0, 0 } },
+ { { 1, 1, 0.5 }, { 1, 0, 0 } },
+ { { -1, 1, 0.5 }, { 1, 0, 0 } },
+
+ // Triangle 2
+ { { -1, 1, 0.5 }, { 0, 1, 0 } },
+ { { 0, 0, 0.5 }, { 0, 1, 0 } },
+ { { -1, -1, 0.5 }, { 0, 1, 0 } },
+
+ // Triangle 3
+ { { -1, -1, 0.5 }, { 0, 0, 1 } },
+ { { 0, 0, 0.5 }, { 0, 0, 1 } },
+ { { 1, -1, 0.5 }, { 0, 0, 1 } },
+
+ // Triangle 4
+ { { 1, -1, 0.5 }, { 0, 0, 0 } },
+ { { 0, 0, 0.5 }, { 0, 0, 0 } },
+ { { 1, 1, 0.5 }, { 0, 0, 0 } },
+ };
+
+ const int kWidth = 256;
+ const int kHeight = 256;
+ Format format = Format::R32G32B32A32_FLOAT;
+
+ ComPtr<IBufferResource> createVertexBuffer(IDevice* device)
+ {
+ IBufferResource::Desc vertexBufferDesc;
+ vertexBufferDesc.type = IResource::Type::Buffer;
+ vertexBufferDesc.sizeInBytes = kVertexCount * sizeof(Vertex);
+ vertexBufferDesc.defaultState = ResourceState::VertexBuffer;
+ vertexBufferDesc.allowedStates = ResourceState::VertexBuffer;
+ ComPtr<IBufferResource> vertexBuffer = device->createBufferResource(vertexBufferDesc, &kVertexData[0]);
+ SLANG_CHECK_ABORT(vertexBuffer != nullptr);
+ return vertexBuffer;
+ }
+
+ struct BaseResolveResourceTest
+ {
+ IDevice* device;
+ UnitTestContext* context;
+
+ ComPtr<ITextureResource> msaaTexture;
+ ComPtr<ITextureResource> dstTexture;
+
+ ComPtr<ITransientResourceHeap> transientHeap;
+ ComPtr<IPipelineState> pipelineState;
+ ComPtr<IRenderPassLayout> renderPass;
+ ComPtr<IFramebuffer> framebuffer;
+
+ ComPtr<IBufferResource> vertexBuffer;
+
+ struct TextureInfo
+ {
+ ITextureResource::Size extent;
+ int numMipLevels;
+ int arraySize;
+ ITextureResource::SubresourceData const* initData;
+ };
+
+ void init(IDevice* device, UnitTestContext* context)
+ {
+ this->device = device;
+ this->context = context;
+ }
+
+ void createRequiredResources(TextureInfo msaaTextureInfo, TextureInfo dstTextureInfo, Format format)
+ {
+ VertexStreamDesc vertexStreams[] = {
+ { sizeof(Vertex), InputSlotClass::PerVertex, 0 },
+ };
+
+ InputElementDesc inputElements[] = {
+ // Vertex buffer data
+ { "POSITION", 0, Format::R32G32B32_FLOAT, offsetof(Vertex, position), 0 },
+ { "COLOR", 0, Format::R32G32B32_FLOAT, offsetof(Vertex, color), 0 },
+ };
+
+ ITextureResource::Desc msaaTexDesc = {};
+ msaaTexDesc.type = IResource::Type::Texture2D;
+ msaaTexDesc.numMipLevels = dstTextureInfo.numMipLevels;
+ msaaTexDesc.arraySize = dstTextureInfo.arraySize;
+ msaaTexDesc.size = dstTextureInfo.extent;
+ msaaTexDesc.defaultState = ResourceState::RenderTarget;
+ msaaTexDesc.allowedStates = ResourceStateSet(
+ ResourceState::RenderTarget,
+ ResourceState::ResolveSource);
+ msaaTexDesc.format = format;
+ msaaTexDesc.sampleDesc.numSamples = 4;
+
+ GFX_CHECK_CALL_ABORT(device->createTextureResource(
+ msaaTexDesc,
+ msaaTextureInfo.initData,
+ msaaTexture.writeRef()));
+
+ ITextureResource::Desc dstTexDesc = {};
+ dstTexDesc.type = IResource::Type::Texture2D;
+ dstTexDesc.numMipLevels = dstTextureInfo.numMipLevels;
+ dstTexDesc.arraySize = dstTextureInfo.arraySize;
+ dstTexDesc.size = dstTextureInfo.extent;
+ dstTexDesc.defaultState = ResourceState::ResolveDestination;
+ dstTexDesc.allowedStates = ResourceStateSet(
+ ResourceState::ResolveDestination,
+ ResourceState::CopySource);
+ dstTexDesc.format = format;
+
+ GFX_CHECK_CALL_ABORT(device->createTextureResource(
+ dstTexDesc,
+ dstTextureInfo.initData,
+ dstTexture.writeRef()));
+
+ IInputLayout::Desc inputLayoutDesc = {};
+ inputLayoutDesc.inputElementCount = SLANG_COUNT_OF(inputElements);
+ inputLayoutDesc.inputElements = inputElements;
+ inputLayoutDesc.vertexStreamCount = SLANG_COUNT_OF(vertexStreams);
+ inputLayoutDesc.vertexStreams = vertexStreams;
+ auto inputLayout = device->createInputLayout(inputLayoutDesc);
+ SLANG_CHECK_ABORT(inputLayout != nullptr);
+
+ vertexBuffer = createVertexBuffer(device);
+
+ ITransientResourceHeap::Desc transientHeapDesc = {};
+ transientHeapDesc.constantBufferSize = 4096;
+ GFX_CHECK_CALL_ABORT(
+ device->createTransientResourceHeap(transientHeapDesc, transientHeap.writeRef()));
+
+ ComPtr<IShaderProgram> shaderProgram;
+ slang::ProgramLayout* slangReflection;
+ GFX_CHECK_CALL_ABORT(loadGraphicsProgram(device, shaderProgram, "resolve-resource-shader", "vertexMain", "fragmentMain", slangReflection));
+
+ IFramebufferLayout::AttachmentLayout attachmentLayout;
+ attachmentLayout.format = format;
+ attachmentLayout.sampleCount = 4;
+
+ IFramebufferLayout::Desc framebufferLayoutDesc;
+ framebufferLayoutDesc.renderTargetCount = 1;
+ framebufferLayoutDesc.renderTargets = &attachmentLayout;
+ ComPtr<gfx::IFramebufferLayout> framebufferLayout = device->createFramebufferLayout(framebufferLayoutDesc);
+ SLANG_CHECK_ABORT(framebufferLayout != nullptr);
+
+ GraphicsPipelineStateDesc pipelineDesc = {};
+ pipelineDesc.program = shaderProgram.get();
+ pipelineDesc.inputLayout = inputLayout;
+ pipelineDesc.framebufferLayout = framebufferLayout;
+ pipelineDesc.depthStencil.depthTestEnable = false;
+ pipelineDesc.depthStencil.depthWriteEnable = false;
+ GFX_CHECK_CALL_ABORT(
+ device->createGraphicsPipelineState(pipelineDesc, pipelineState.writeRef()));
+
+ IRenderPassLayout::Desc renderPassDesc = {};
+ renderPassDesc.framebufferLayout = framebufferLayout;
+ renderPassDesc.renderTargetCount = 1;
+ IRenderPassLayout::AttachmentAccessDesc renderTargetAccess = {};
+ renderTargetAccess.loadOp = IRenderPassLayout::AttachmentLoadOp::Clear;
+ renderTargetAccess.storeOp = IRenderPassLayout::AttachmentStoreOp::Store;
+ renderTargetAccess.initialState = ResourceState::RenderTarget;
+ renderTargetAccess.finalState = ResourceState::ResolveSource;
+ renderPassDesc.renderTargetAccess = &renderTargetAccess;
+ GFX_CHECK_CALL_ABORT(device->createRenderPassLayout(renderPassDesc, renderPass.writeRef()));
+
+ gfx::IResourceView::Desc colorBufferViewDesc;
+ memset(&colorBufferViewDesc, 0, sizeof(colorBufferViewDesc));
+ colorBufferViewDesc.format = format;
+ colorBufferViewDesc.renderTarget.shape = gfx::IResource::Type::Texture2D;
+ colorBufferViewDesc.type = gfx::IResourceView::Type::RenderTarget;
+ auto rtv = device->createTextureView(msaaTexture, colorBufferViewDesc);
+
+ gfx::IFramebuffer::Desc framebufferDesc;
+ framebufferDesc.renderTargetCount = 1;
+ framebufferDesc.depthStencilView = nullptr;
+ framebufferDesc.renderTargetViews = rtv.readRef();
+ framebufferDesc.layout = framebufferLayout;
+ GFX_CHECK_CALL_ABORT(device->createFramebuffer(framebufferDesc, framebuffer.writeRef()));
+ }
+
+ void submitGPUWork(SubresourceRange msaaSubresource, SubresourceRange dstSubresource, ITextureResource::Size extent)
+ {
+ Slang::ComPtr<ITransientResourceHeap> transientHeap;
+ ITransientResourceHeap::Desc transientHeapDesc = {};
+ transientHeapDesc.constantBufferSize = 4096;
+ GFX_CHECK_CALL_ABORT(
+ device->createTransientResourceHeap(transientHeapDesc, transientHeap.writeRef()));
+
+ ICommandQueue::Desc queueDesc = { ICommandQueue::QueueType::Graphics };
+ auto queue = device->createCommandQueue(queueDesc);
+
+ auto commandBuffer = transientHeap->createCommandBuffer();
+ auto renderEncoder = commandBuffer->encodeRenderCommands(renderPass, framebuffer);
+ auto rootObject = renderEncoder->bindPipeline(pipelineState);
+
+ gfx::Viewport viewport = {};
+ viewport.maxZ = 1.0f;
+ viewport.extentX = kWidth;
+ viewport.extentY = kHeight;
+ renderEncoder->setViewportAndScissor(viewport);
+
+ renderEncoder->setVertexBuffer(0, vertexBuffer);
+ renderEncoder->setPrimitiveTopology(PrimitiveTopology::TriangleList);
+ renderEncoder->draw(kVertexCount, 0);
+ renderEncoder->endEncoding();
+
+ auto resourceEncoder = commandBuffer->encodeResourceCommands();
+
+ resourceEncoder->resolveResource(msaaTexture, ResourceState::ResolveSource, msaaSubresource, dstTexture, ResourceState::ResolveDestination, dstSubresource);
+ resourceEncoder->textureSubresourceBarrier(dstTexture, dstSubresource, ResourceState::ResolveDestination, ResourceState::CopySource);
+ resourceEncoder->endEncoding();
+ commandBuffer->close();
+ queue->executeCommandBuffer(commandBuffer);
+ queue->waitOnHost();
+ }
+
+ void checkTestResults(int pixelCount, int channelCount, const int* testXCoords, const int* testYCoords, float* testResults)
+ {
+ // Read texture values back from four specific pixels located within the triangles
+ // and compare against expected values (because testing every single pixel will be too long and tedious
+ // and requires maintaining reference images).
+ ComPtr<ISlangBlob> resultBlob;
+ size_t rowPitch = 0;
+ size_t pixelSize = 0;
+ GFX_CHECK_CALL_ABORT(device->readTextureResource(
+ dstTexture, ResourceState::CopySource, resultBlob.writeRef(), &rowPitch, &pixelSize));
+ auto result = (float*)resultBlob->getBufferPointer();
+
+ int cursor = 0;
+ for (int i = 0; i < pixelCount; ++i)
+ {
+ auto x = testXCoords[i];
+ auto y = testYCoords[i];
+ auto pixelPtr = result + x * channelCount + y * rowPitch / sizeof(float);
+ for (int j = 0; j < channelCount; ++j)
+ {
+ testResults[cursor] = pixelPtr[j];
+ cursor++;
+ }
+ }
+
+ float expectedResult[] = { 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 0.0f, 1.0f,
+ 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ 0.0f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 1.0f };
+ SLANG_CHECK(memcmp(testResults, expectedResult, 128) == 0);
+ }
+ };
+
+ // TODO: Add more tests?
+
+ struct ResolveResourceSimple : BaseResolveResourceTest
+ {
+ void run()
+ {
+ ITextureResource::Size extent = {};
+ extent.width = kWidth;
+ extent.height = kHeight;
+ extent.depth = 1;
+
+ TextureInfo msaaTextureInfo = { extent, 1, 1, nullptr };
+ TextureInfo dstTextureInfo = { extent, 1, 1, nullptr };
+
+ createRequiredResources(msaaTextureInfo, dstTextureInfo, format);
+
+ SubresourceRange msaaSubresource = {};
+ msaaSubresource.aspectMask = TextureAspect::Color;
+ msaaSubresource.mipLevel = 0;
+ msaaSubresource.mipLevelCount = 1;
+ msaaSubresource.baseArrayLayer = 0;
+ msaaSubresource.layerCount = 1;
+
+ SubresourceRange dstSubresource = {};
+ dstSubresource.aspectMask = TextureAspect::Color;
+ dstSubresource.mipLevel = 0;
+ dstSubresource.mipLevelCount = 1;
+ dstSubresource.baseArrayLayer = 0;
+ dstSubresource.layerCount = 1;
+
+ submitGPUWork(msaaSubresource, dstSubresource, extent);
+
+ const int kPixelCount = 8;
+ const int kChannelCount = 4;
+ int testXCoords[kPixelCount] = { 64, 127, 191, 64, 191, 64, 127, 191 };
+ int testYCoords[kPixelCount] = { 64, 64, 64, 127, 127, 191, 191, 191 };
+ float testResults[kPixelCount * kChannelCount];
+
+ checkTestResults(kPixelCount, kChannelCount, testXCoords, testYCoords, testResults);
+ }
+ };
+
+ template<typename T>
+ void resolveResourceTestImpl(IDevice* device, UnitTestContext* context)
+ {
+ T test;
+ test.init(device, context);
+ test.run();
+ }
+}
+
+namespace gfx_test
+{
+ SLANG_UNIT_TEST(resolveResourceSimpleD3D12)
+ {
+ runTestImpl(resolveResourceTestImpl<ResolveResourceSimple>, unitTestContext, Slang::RenderApiFlag::D3D12);
+ }
+
+ SLANG_UNIT_TEST(resolveResourceSimpleVulkan)
+ {
+ runTestImpl(resolveResourceTestImpl<ResolveResourceSimple>, unitTestContext, Slang::RenderApiFlag::Vulkan);
+ }
+}