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tests: Use D3D12_UAV_COUNTER_PLACEMENT_ALIGNMENT in test_uav_counters().
CounterOffsetInBytes must be a multiple of the required alignment, and must be zero if no counter buffer is specified. This allows the test to succeed in Windows. Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -22054,7 +22054,8 @@ static void test_uav_counters(void)
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0x00000001, 0x0010000a, 0x00000000, 0x00004001, 0x00000000, 0x0010001a, 0x00000000, 0x0100003e,
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0x00000001, 0x0010000a, 0x00000000, 0x00004001, 0x00000000, 0x0010001a, 0x00000000, 0x0100003e,
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};
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};
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static const unsigned int counter_offsets[] = {0, 1, 255};
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static const unsigned int counter_offsets[] = {0, D3D12_UAV_COUNTER_PLACEMENT_ALIGNMENT,
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D3D12_UAV_COUNTER_PLACEMENT_ALIGNMENT * 2};
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if (!init_compute_test_context(&context))
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if (!init_compute_test_context(&context))
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return;
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return;
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@ -22085,7 +22086,7 @@ static void test_uav_counters(void)
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D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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out_buffer = create_default_buffer(device, 1024,
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out_buffer = create_default_buffer(device, 1024,
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D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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counter_buffer = create_default_buffer(device, 1024,
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counter_buffer = create_default_buffer(device, D3D12_UAV_COUNTER_PLACEMENT_ALIGNMENT * 2 + sizeof(uint32_t),
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D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST);
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D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST);
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for (i = 0; i < ARRAY_SIZE(counter_offsets); ++i)
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for (i = 0; i < ARRAY_SIZE(counter_offsets); ++i)
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@ -22103,15 +22104,14 @@ static void test_uav_counters(void)
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uav_desc.Buffer.NumElements = 256;
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uav_desc.Buffer.NumElements = 256;
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uav_desc.Buffer.StructureByteStride = sizeof(uint32_t);
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uav_desc.Buffer.StructureByteStride = sizeof(uint32_t);
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uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
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uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
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uav_desc.Buffer.CounterOffsetInBytes = counter_offsets[i] * sizeof(uint32_t);
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ID3D12Device_CreateUnorderedAccessView(device, buffer, counter_buffer, &uav_desc,
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get_cpu_descriptor_handle(&context, descriptor_heap, 0));
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ID3D12Device_CreateUnorderedAccessView(device, out_buffer, NULL, &uav_desc,
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ID3D12Device_CreateUnorderedAccessView(device, out_buffer, NULL, &uav_desc,
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get_cpu_descriptor_handle(&context, descriptor_heap, 1));
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get_cpu_descriptor_handle(&context, descriptor_heap, 1));
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uav_desc.Buffer.CounterOffsetInBytes = counter_offsets[i];
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ID3D12Device_CreateUnorderedAccessView(device, buffer, counter_buffer, &uav_desc,
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get_cpu_descriptor_handle(&context, descriptor_heap, 0));
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counter = 0;
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counter = 0;
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upload_buffer_data(counter_buffer, counter_offsets[i] * sizeof(uint32_t),
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upload_buffer_data(counter_buffer, counter_offsets[i], sizeof(counter), &counter, queue, command_list);
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sizeof(counter), &counter, queue, command_list);
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reset_command_list(command_list, context.allocator);
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reset_command_list(command_list, context.allocator);
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transition_sub_resource_state(command_list, counter_buffer, 0,
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transition_sub_resource_state(command_list, counter_buffer, 0,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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@ -22184,8 +22184,7 @@ static void test_uav_counters(void)
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id[j] = 0xdeadbeef;
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id[j] = 0xdeadbeef;
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upload_buffer_data(buffer, 0, counter * sizeof(*id), id, queue, command_list);
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upload_buffer_data(buffer, 0, counter * sizeof(*id), id, queue, command_list);
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reset_command_list(command_list, context.allocator);
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reset_command_list(command_list, context.allocator);
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upload_buffer_data(counter_buffer, counter_offsets[i] * sizeof(uint32_t),
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upload_buffer_data(counter_buffer, counter_offsets[i], sizeof(counter), &counter, queue, command_list);
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sizeof(counter), &counter, queue, command_list);
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reset_command_list(command_list, context.allocator);
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reset_command_list(command_list, context.allocator);
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transition_sub_resource_state(command_list, counter_buffer, 0,
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transition_sub_resource_state(command_list, counter_buffer, 0,
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