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// Copyright 2019 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "tests/DawnTest.h"
#include <d3d11.h>
#include <d3d12.h>
#include <dxgi1_4.h>
#include <wrl/client.h>
#include "dawn_native/D3D12Backend.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/WGPUHelpers.h"
using Microsoft::WRL::ComPtr;
namespace {
class D3D12ResourceTestBase : public DawnTest {
public:
void SetUp() override {
DawnTest::SetUp();
if (UsesWire()) {
return;
}
// Create the D3D11 device/contexts that will be used in subsequent tests
ComPtr<ID3D12Device> d3d12Device = dawn_native::d3d12::GetD3D12Device(device.Get());
const LUID adapterLuid = d3d12Device->GetAdapterLuid();
ComPtr<IDXGIFactory4> dxgiFactory;
HRESULT hr = ::CreateDXGIFactory2(0, IID_PPV_ARGS(&dxgiFactory));
ASSERT_EQ(hr, S_OK);
ComPtr<IDXGIAdapter> dxgiAdapter;
hr = dxgiFactory->EnumAdapterByLuid(adapterLuid, IID_PPV_ARGS(&dxgiAdapter));
ASSERT_EQ(hr, S_OK);
ComPtr<ID3D11Device> d3d11Device;
D3D_FEATURE_LEVEL d3dFeatureLevel;
ComPtr<ID3D11DeviceContext> d3d11DeviceContext;
hr = ::D3D11CreateDevice(dxgiAdapter.Get(), D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0,
nullptr, 0, D3D11_SDK_VERSION, &d3d11Device, &d3dFeatureLevel,
&d3d11DeviceContext);
ASSERT_EQ(hr, S_OK);
mD3d11Device = std::move(d3d11Device);
mD3d11DeviceContext = std::move(d3d11DeviceContext);
baseDawnDescriptor.dimension = wgpu::TextureDimension::e2D;
baseDawnDescriptor.format = wgpu::TextureFormat::RGBA8Unorm;
baseDawnDescriptor.size = {kTestWidth, kTestHeight, 1};
baseDawnDescriptor.sampleCount = 1;
baseDawnDescriptor.mipLevelCount = 1;
baseDawnDescriptor.usage = wgpu::TextureUsage::Sampled | wgpu::TextureUsage::CopySrc |
wgpu::TextureUsage::OutputAttachment |
wgpu::TextureUsage::CopyDst;
baseD3dDescriptor.Width = kTestWidth;
baseD3dDescriptor.Height = kTestHeight;
baseD3dDescriptor.MipLevels = 1;
baseD3dDescriptor.ArraySize = 1;
baseD3dDescriptor.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
baseD3dDescriptor.SampleDesc.Count = 1;
baseD3dDescriptor.SampleDesc.Quality = 0;
baseD3dDescriptor.Usage = D3D11_USAGE_DEFAULT;
baseD3dDescriptor.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
baseD3dDescriptor.CPUAccessFlags = 0;
baseD3dDescriptor.MiscFlags =
D3D11_RESOURCE_MISC_SHARED_NTHANDLE | D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
}
protected:
void WrapSharedHandle(const wgpu::TextureDescriptor* dawnDesc,
const D3D11_TEXTURE2D_DESC* baseD3dDescriptor,
wgpu::Texture* dawnTexture,
ID3D11Texture2D** d3d11TextureOut) const {
ComPtr<ID3D11Texture2D> d3d11Texture;
HRESULT hr = mD3d11Device->CreateTexture2D(baseD3dDescriptor, nullptr, &d3d11Texture);
ASSERT_EQ(hr, S_OK);
ComPtr<IDXGIResource1> dxgiResource;
hr = d3d11Texture.As(&dxgiResource);
ASSERT_EQ(hr, S_OK);
HANDLE sharedHandle;
hr = dxgiResource->CreateSharedHandle(
nullptr, DXGI_SHARED_RESOURCE_READ | DXGI_SHARED_RESOURCE_WRITE, nullptr,
&sharedHandle);
ASSERT_EQ(hr, S_OK);
dawn_native::d3d12::ExternalImageDescriptorDXGISharedHandle externDesc;
externDesc.cTextureDescriptor =
reinterpret_cast<const WGPUTextureDescriptor*>(dawnDesc);
externDesc.sharedHandle = sharedHandle;
externDesc.acquireMutexKey = 0;
WGPUTexture texture = dawn_native::d3d12::WrapSharedHandle(device.Get(), &externDesc);
// Now that we've created all of our resources, we can close the handle
// since we no longer need it.
::CloseHandle(sharedHandle);
*dawnTexture = wgpu::Texture::Acquire(texture);
*d3d11TextureOut = d3d11Texture.Detach();
}
static constexpr size_t kTestWidth = 10;
static constexpr size_t kTestHeight = 10;
ComPtr<ID3D11Device> mD3d11Device;
ComPtr<ID3D11DeviceContext> mD3d11DeviceContext;
D3D11_TEXTURE2D_DESC baseD3dDescriptor;
wgpu::TextureDescriptor baseDawnDescriptor;
};
} // anonymous namespace
// A small fixture used to initialize default data for the D3D12Resource validation tests.
// These tests are skipped if the harness is using the wire.
class D3D12SharedHandleValidation : public D3D12ResourceTestBase {};
// Test a successful wrapping of an D3D12Resource in a texture
TEST_P(D3D12SharedHandleValidation, Success) {
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::Texture texture;
ComPtr<ID3D11Texture2D> d3d11Texture;
WrapSharedHandle(&baseDawnDescriptor, &baseD3dDescriptor, &texture, &d3d11Texture);
ASSERT_NE(texture.Get(), nullptr);
}
// Test an error occurs if the texture descriptor is invalid
TEST_P(D3D12SharedHandleValidation, InvalidTextureDescriptor) {
DAWN_SKIP_TEST_IF(UsesWire());
wgpu::ChainedStruct chainedDescriptor;
baseDawnDescriptor.nextInChain = &chainedDescriptor;
wgpu::Texture texture;
ComPtr<ID3D11Texture2D> d3d11Texture;
ASSERT_DEVICE_ERROR(
WrapSharedHandle(&baseDawnDescriptor, &baseD3dDescriptor, &texture, &d3d11Texture));
ASSERT_EQ(texture.Get(), nullptr);
}
// Test an error occurs if the descriptor mip level count isn't 1
TEST_P(D3D12SharedHandleValidation, InvalidMipLevelCount) {
DAWN_SKIP_TEST_IF(UsesWire());
baseDawnDescriptor.mipLevelCount = 2;
wgpu::Texture texture;
ComPtr<ID3D11Texture2D> d3d11Texture;
ASSERT_DEVICE_ERROR(
WrapSharedHandle(&baseDawnDescriptor, &baseD3dDescriptor, &texture, &d3d11Texture));
ASSERT_EQ(texture.Get(), nullptr);
}
// Test an error occurs if the descriptor depth isn't 1
TEST_P(D3D12SharedHandleValidation, InvalidDepth) {
DAWN_SKIP_TEST_IF(UsesWire());
baseDawnDescriptor.size.depth = 2;
wgpu::Texture texture;
ComPtr<ID3D11Texture2D> d3d11Texture;
ASSERT_DEVICE_ERROR(
WrapSharedHandle(&baseDawnDescriptor, &baseD3dDescriptor, &texture, &d3d11Texture));
ASSERT_EQ(texture.Get(), nullptr);
}
// Test an error occurs if the descriptor sample count isn't 1
TEST_P(D3D12SharedHandleValidation, InvalidSampleCount) {
DAWN_SKIP_TEST_IF(UsesWire());
baseDawnDescriptor.sampleCount = 4;
wgpu::Texture texture;
ComPtr<ID3D11Texture2D> d3d11Texture;
ASSERT_DEVICE_ERROR(
WrapSharedHandle(&baseDawnDescriptor, &baseD3dDescriptor, &texture, &d3d11Texture));
ASSERT_EQ(texture.Get(), nullptr);
}
// Test an error occurs if the descriptor width doesn't match the texture's
TEST_P(D3D12SharedHandleValidation, InvalidWidth) {
DAWN_SKIP_TEST_IF(UsesWire());
baseDawnDescriptor.size.width = kTestWidth + 1;
wgpu::Texture texture;
ComPtr<ID3D11Texture2D> d3d11Texture;
ASSERT_DEVICE_ERROR(
WrapSharedHandle(&baseDawnDescriptor, &baseD3dDescriptor, &texture, &d3d11Texture));
ASSERT_EQ(texture.Get(), nullptr);
}
// Test an error occurs if the descriptor height doesn't match the texture's
TEST_P(D3D12SharedHandleValidation, InvalidHeight) {
DAWN_SKIP_TEST_IF(UsesWire());
baseDawnDescriptor.size.height = kTestHeight + 1;
wgpu::Texture texture;
ComPtr<ID3D11Texture2D> d3d11Texture;
ASSERT_DEVICE_ERROR(
WrapSharedHandle(&baseDawnDescriptor, &baseD3dDescriptor, &texture, &d3d11Texture));
ASSERT_EQ(texture.Get(), nullptr);
}
// Test an error occurs if the descriptor format isn't compatible with the D3D12 Resource
TEST_P(D3D12SharedHandleValidation, InvalidFormat) {
DAWN_SKIP_TEST_IF(UsesWire());
baseDawnDescriptor.format = wgpu::TextureFormat::R8Unorm;
wgpu::Texture texture;
ComPtr<ID3D11Texture2D> d3d11Texture;
ASSERT_DEVICE_ERROR(
WrapSharedHandle(&baseDawnDescriptor, &baseD3dDescriptor, &texture, &d3d11Texture));
ASSERT_EQ(texture.Get(), nullptr);
}
// Test an error occurs if the number of D3D mip levels is greater than 1.
TEST_P(D3D12SharedHandleValidation, InvalidNumD3DMipLevels) {
DAWN_SKIP_TEST_IF(UsesWire());
baseD3dDescriptor.MipLevels = 2;
wgpu::Texture texture;
ComPtr<ID3D11Texture2D> d3d11Texture;
ASSERT_DEVICE_ERROR(
WrapSharedHandle(&baseDawnDescriptor, &baseD3dDescriptor, &texture, &d3d11Texture));
ASSERT_EQ(texture.Get(), nullptr);
}
// Test an error occurs if the number of array levels is greater than 1.
TEST_P(D3D12SharedHandleValidation, InvalidD3DArraySize) {
DAWN_SKIP_TEST_IF(UsesWire());
baseD3dDescriptor.ArraySize = 2;
wgpu::Texture texture;
ComPtr<ID3D11Texture2D> d3d11Texture;
ASSERT_DEVICE_ERROR(
WrapSharedHandle(&baseDawnDescriptor, &baseD3dDescriptor, &texture, &d3d11Texture));
ASSERT_EQ(texture.Get(), nullptr);
}
class D3D12SharedHandleUsageTests : public D3D12ResourceTestBase {
protected:
// Submits a 1x1x1 copy from source to destination
void SimpleCopyTextureToTexture(wgpu::Texture source, wgpu::Texture destination) {
wgpu::TextureCopyView copySrc;
copySrc.texture = source;
copySrc.mipLevel = 0;
copySrc.arrayLayer = 0;
copySrc.origin = {0, 0, 0};
wgpu::TextureCopyView copyDst;
copyDst.texture = destination;
copyDst.mipLevel = 0;
copyDst.arrayLayer = 0;
copyDst.origin = {0, 0, 0};
wgpu::Extent3D copySize = {1, 1, 1};
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyTextureToTexture(&copySrc, &copyDst, &copySize);
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
}
// Clear a texture on a given device
void ClearImage(wgpu::Texture wrappedTexture, const wgpu::Color& clearColor) {
wgpu::TextureView wrappedView = wrappedTexture.CreateView();
// Submit a clear operation
utils::ComboRenderPassDescriptor renderPassDescriptor({wrappedView}, {});
renderPassDescriptor.cColorAttachments[0].clearColor = clearColor;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDescriptor);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
}
void WrapAndClearD3D11Texture(const wgpu::TextureDescriptor* dawnDescriptor,
const D3D11_TEXTURE2D_DESC* d3dDescriptor,
wgpu::Texture* dawnTextureOut,
const wgpu::Color& clearColor,
ID3D11Texture2D** d3d11TextureOut,
IDXGIKeyedMutex** dxgiKeyedMutexOut,
bool isCleared = true) const {
ComPtr<ID3D11Texture2D> d3d11Texture;
HRESULT hr = mD3d11Device->CreateTexture2D(d3dDescriptor, nullptr, &d3d11Texture);
ASSERT_EQ(hr, S_OK);
ComPtr<IDXGIResource1> dxgiResource;
hr = d3d11Texture.As(&dxgiResource);
ASSERT_EQ(hr, S_OK);
HANDLE sharedHandle;
hr = dxgiResource->CreateSharedHandle(
nullptr, DXGI_SHARED_RESOURCE_READ | DXGI_SHARED_RESOURCE_WRITE, nullptr,
&sharedHandle);
ASSERT_EQ(hr, S_OK);
ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
hr = d3d11Texture.As(&dxgiKeyedMutex);
ASSERT_EQ(hr, S_OK);
ComPtr<ID3D11RenderTargetView> d3d11RTV;
hr = mD3d11Device->CreateRenderTargetView(d3d11Texture.Get(), nullptr, &d3d11RTV);
ASSERT_EQ(hr, S_OK);
hr = dxgiKeyedMutex->AcquireSync(0, INFINITE);
ASSERT_EQ(hr, S_OK);
const float colorRGBA[] = {clearColor.r, clearColor.g, clearColor.b, clearColor.a};
mD3d11DeviceContext->ClearRenderTargetView(d3d11RTV.Get(), colorRGBA);
hr = dxgiKeyedMutex->ReleaseSync(1);
ASSERT_EQ(hr, S_OK);
dawn_native::d3d12::ExternalImageDescriptorDXGISharedHandle externDesc;
externDesc.cTextureDescriptor =
reinterpret_cast<const WGPUTextureDescriptor*>(dawnDescriptor);
externDesc.sharedHandle = sharedHandle;
externDesc.acquireMutexKey = 1;
externDesc.isCleared = isCleared;
WGPUTexture dawnTexture = dawn_native::d3d12::WrapSharedHandle(device.Get(), &externDesc);
*dawnTextureOut = wgpu::Texture::Acquire(dawnTexture);
*d3d11TextureOut = d3d11Texture.Detach();
*dxgiKeyedMutexOut = dxgiKeyedMutex.Detach();
}
void ExpectPixelRGBA8EQ(UINT64 acquireKey,
ID3D11Texture2D* d3d11Texture,
IDXGIKeyedMutex* dxgiKeyedMutex,
const wgpu::Color& color) {
HRESULT hr = dxgiKeyedMutex->AcquireSync(acquireKey, INFINITE);
ASSERT_EQ(hr, S_OK);
D3D11_TEXTURE2D_DESC texture2DDesc;
d3d11Texture->GetDesc(&texture2DDesc);
const CD3D11_TEXTURE2D_DESC texture2DStagingDesc(
texture2DDesc.Format, // Format
texture2DDesc.Width, // Width
texture2DDesc.Height, // Height
1, // ArraySize
1, // MipLevels
0, // BindFlags
D3D11_USAGE_STAGING, // Usage
D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE); // CPUAccessFlags
ComPtr<ID3D11Texture2D> spD3DTextureStaging;
hr = mD3d11Device->CreateTexture2D(&texture2DStagingDesc, nullptr, &spD3DTextureStaging);
ASSERT_EQ(hr, S_OK);
D3D11_BOX d3dRc;
d3dRc.back = 1;
d3dRc.front = 0;
d3dRc.top = 0;
d3dRc.left = 0;
d3dRc.bottom = texture2DDesc.Height;
d3dRc.right = texture2DDesc.Width;
mD3d11DeviceContext->CopySubresourceRegion(spD3DTextureStaging.Get(), // pDstResource
0, // DstSubresource
0, // DstX
0, // DstY
0, // DstZ
d3d11Texture, // pSrcResource
0, // SrcSubresource
&d3dRc); // pSrcBox
D3D11_MAPPED_SUBRESOURCE mappedResource;
hr = mD3d11DeviceContext->Map(spD3DTextureStaging.Get(), 0, D3D11_MAP_READ_WRITE, 0,
&mappedResource);
ASSERT_EQ(hr, S_OK);
const uint8_t* colorData = static_cast<uint8_t*>(mappedResource.pData);
EXPECT_EQ(colorData[0], color.r * 255u);
EXPECT_EQ(colorData[1], color.g * 255u);
EXPECT_EQ(colorData[2], color.b * 255u);
EXPECT_EQ(colorData[3], color.a * 255u);
mD3d11DeviceContext->Unmap(spD3DTextureStaging.Get(), 0);
hr = dxgiKeyedMutex->ReleaseSync(acquireKey + 1);
ASSERT_EQ(hr, S_OK);
}
};
// 1. Create and clear a D3D11 texture
// 2. Copy the wrapped texture to another dawn texture
// 3. Readback the copied texture and ensure the color matches the original clear color.
TEST_P(D3D12SharedHandleUsageTests, ClearInD3D11CopyAndReadbackInD3D12) {
DAWN_SKIP_TEST_IF(UsesWire());
const wgpu::Color clearColor{1.0f, 1.0f, 0.0f, 1.0f};
wgpu::Texture dawnSrcTexture;
ComPtr<ID3D11Texture2D> d3d11Texture;
ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
WrapAndClearD3D11Texture(&baseDawnDescriptor, &baseD3dDescriptor, &dawnSrcTexture, clearColor,
&d3d11Texture, &dxgiKeyedMutex);
// Create a texture on the device and copy the source texture to it.
wgpu::Texture dawnCopyDestTexture = device.CreateTexture(&baseDawnDescriptor);
SimpleCopyTextureToTexture(dawnSrcTexture, dawnCopyDestTexture);
// Readback the destination texture and ensure it contains the colors we used
// to clear the source texture on the D3D device.
EXPECT_PIXEL_RGBA8_EQ(
RGBA8(clearColor.r * 255u, clearColor.g * 255u, clearColor.b * 255u, clearColor.a * 255u),
dawnCopyDestTexture, 0, 0);
}
// 1. Create and clear a D3D11 texture
// 2. Readback the wrapped texture and ensure the color matches the original clear color.
TEST_P(D3D12SharedHandleUsageTests, ClearInD3D11ReadbackInD3D12) {
DAWN_SKIP_TEST_IF(UsesWire());
const wgpu::Color clearColor{1.0f, 1.0f, 0.0f, 1.0f};
wgpu::Texture dawnTexture;
ComPtr<ID3D11Texture2D> d3d11Texture;
ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
WrapAndClearD3D11Texture(&baseDawnDescriptor, &baseD3dDescriptor, &dawnTexture, clearColor,
&d3d11Texture, &dxgiKeyedMutex);
// Readback the destination texture and ensure it contains the colors we used
// to clear the source texture on the D3D device.
EXPECT_PIXEL_RGBA8_EQ(
RGBA8(clearColor.r * 255, clearColor.g * 255, clearColor.b * 255, clearColor.a * 255),
dawnTexture, 0, 0);
}
// 1. Create and clear a D3D11 texture
// 2. Wrap it in a Dawn texture and clear it to a different color
// 3. Readback the texture with D3D11 and ensure we receive the color we cleared with Dawn.
TEST_P(D3D12SharedHandleUsageTests, ClearInD3D12ReadbackInD3D11) {
DAWN_SKIP_TEST_IF(UsesWire());
const wgpu::Color d3d11ClearColor{1.0f, 1.0f, 0.0f, 1.0f};
wgpu::Texture dawnTexture;
ComPtr<ID3D11Texture2D> d3d11Texture;
ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
WrapAndClearD3D11Texture(&baseDawnDescriptor, &baseD3dDescriptor, &dawnTexture, d3d11ClearColor,
&d3d11Texture, &dxgiKeyedMutex);
const wgpu::Color d3d12ClearColor{0.0f, 0.0f, 1.0f, 1.0f};
ClearImage(dawnTexture, d3d12ClearColor);
dawnTexture.Destroy();
// Now that Dawn (via D3D12) has finished writing to the texture, we should be
// able to read it back by copying it to a staging texture and verifying the
// color matches the D3D12 clear color.
ExpectPixelRGBA8EQ(2, d3d11Texture.Get(), dxgiKeyedMutex.Get(), d3d12ClearColor);
}
// 1. Create and clear a D3D11 texture
// 2. Wrap it in a Dawn texture and clear the texture to two different colors.
// 3. Readback the texture with D3D11.
// 4. Verify the readback color was the final color cleared.
TEST_P(D3D12SharedHandleUsageTests, ClearTwiceInD3D12ReadbackInD3D11) {
DAWN_SKIP_TEST_IF(UsesWire());
const wgpu::Color d3d11ClearColor{1.0f, 1.0f, 0.0f, 1.0f};
wgpu::Texture dawnTexture;
ComPtr<ID3D11Texture2D> d3d11Texture;
ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
WrapAndClearD3D11Texture(&baseDawnDescriptor, &baseD3dDescriptor, &dawnTexture, d3d11ClearColor,
&d3d11Texture, &dxgiKeyedMutex);
const wgpu::Color d3d12ClearColor1{0.0f, 0.0f, 1.0f, 1.0f};
ClearImage(dawnTexture, d3d12ClearColor1);
const wgpu::Color d3d12ClearColor2{0.0f, 1.0f, 1.0f, 1.0f};
ClearImage(dawnTexture, d3d12ClearColor2);
dawnTexture.Destroy();
// Now that Dawn (via D3D12) has finished writing to the texture, we should be
// able to read it back by copying it to a staging texture and verifying the
// color matches the last D3D12 clear color.
ExpectPixelRGBA8EQ(2, d3d11Texture.Get(), dxgiKeyedMutex.Get(), d3d12ClearColor2);
}
// 1. Create and clear a D3D11 texture with clearColor
// 2. Import the texture with isCleared = false
// 3. Verify clearColor is not visible in wrapped texture
TEST_P(D3D12SharedHandleUsageTests, UnclearedTextureIsCleared) {
DAWN_SKIP_TEST_IF(UsesWire());
const wgpu::Color clearColor{1.0f, 0.0f, 0.0f, 1.0f};
wgpu::Texture dawnTexture;
ComPtr<ID3D11Texture2D> d3d11Texture;
ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
WrapAndClearD3D11Texture(&baseDawnDescriptor, &baseD3dDescriptor, &dawnTexture, clearColor,
&d3d11Texture, &dxgiKeyedMutex, false);
// Readback the destination texture and ensure it contains the colors we used
// to clear the source texture on the D3D device.
EXPECT_PIXEL_RGBA8_EQ(RGBA8(0, 0, 0, 0), dawnTexture, 0, 0);
}
DAWN_INSTANTIATE_TEST(D3D12SharedHandleValidation, D3D12Backend());
DAWN_INSTANTIATE_TEST(D3D12SharedHandleUsageTests, D3D12Backend());