tests: Add a test for clearing a large buffer UAV.

Large buffers can exceed the maximum workgroup X count.
This commit is contained in:
Conor McCarthy 2024-07-05 15:27:35 +10:00 committed by Henri Verbeet
parent 15f8657d74
commit 3e25356abb
Notes: Henri Verbeet 2024-07-17 15:59:23 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/935

View File

@ -5728,6 +5728,66 @@ static void test_clear_unordered_access_view_buffer(void)
#undef BUFFER_SIZE
}
static void test_clear_unordered_access_view_large_buffer(void)
{
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
ID3D12DescriptorHeap *cpu_heap, *gpu_heap;
ID3D12GraphicsCommandList *command_list;
struct d3d12_resource_readback rb;
struct test_context_desc desc;
struct test_context context;
ID3D12CommandQueue *queue;
ID3D12Resource *buffer;
ID3D12Device *device;
D3D12_BOX box;
static const UINT clear_value[4] = {0xcafef00d, 0, 0, 0};
static const size_t buffer_size = 64 * 1024 * 1024;
memset(&desc, 0, sizeof(desc));
desc.no_render_target = true;
if (!init_test_context(&context, &desc))
return;
device = context.device;
command_list = context.list;
queue = context.queue;
cpu_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
gpu_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
buffer = create_default_buffer(device, buffer_size,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
memset(&uav_desc, 0, sizeof(uav_desc));
uav_desc.Format = DXGI_FORMAT_R32_UINT;
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uav_desc.Buffer.NumElements = buffer_size / sizeof(uint32_t);
ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc,
get_cpu_descriptor_handle(&context, cpu_heap, 0));
ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc,
get_cpu_descriptor_handle(&context, gpu_heap, 0));
ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(command_list,
get_gpu_descriptor_handle(&context, gpu_heap, 0),
get_cpu_descriptor_handle(&context, cpu_heap, 0),
buffer, clear_value, 0, NULL);
uav_barrier(command_list, buffer);
transition_resource_state(command_list, buffer,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_buffer_readback_with_command_list(buffer, DXGI_FORMAT_R32_UINT, &rb, queue, command_list);
/* Check only the end to save test run time. */
set_box(&box, uav_desc.Buffer.NumElements - 1024 * 1024, 0, 0, uav_desc.Buffer.NumElements, 1, 1);
check_readback_data_uint(&rb.rb, &box, 0xcafef00d, 0);
release_resource_readback(&rb);
ID3D12Resource_Release(buffer);
ID3D12DescriptorHeap_Release(cpu_heap);
ID3D12DescriptorHeap_Release(gpu_heap);
destroy_test_context(&context);
}
static void test_clear_unordered_access_view_image(void)
{
unsigned int image_size, image_depth, texel_size;
@ -38899,6 +38959,7 @@ START_TEST(d3d12)
run_test(test_clear_depth_stencil_view);
run_test(test_clear_render_target_view);
run_test(test_clear_unordered_access_view_buffer);
run_test(test_clear_unordered_access_view_large_buffer);
run_test(test_clear_unordered_access_view_image);
run_test(test_set_render_targets);
run_test(test_draw_instanced);