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https://gitlab.winehq.org/wine/vkd3d.git
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tests: Add test for TGSM.
This commit is contained in:
parent
1c4b9be079
commit
6124a4c30e
392
tests/d3d12.c
392
tests/d3d12.c
@ -9489,6 +9489,397 @@ static void test_compute_shader_registers(void)
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destroy_test_context(&context);
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}
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static void test_tgsm(void)
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{
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor_handle;
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_descriptor_handle;
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
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D3D12_DESCRIPTOR_RANGE descriptor_ranges[1];
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D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
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ID3D12DescriptorHeap *cpu_descriptor_heap;
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ID3D12GraphicsCommandList *command_list;
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D3D12_ROOT_PARAMETER root_parameters[1];
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D3D12_HEAP_PROPERTIES heap_properties;
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ID3D12DescriptorHeap *descriptor_heap;
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D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
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D3D12_RESOURCE_DESC resource_desc;
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ID3D12Resource *buffer, *buffer2;
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unsigned int descriptor_size;
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unsigned int data, expected;
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struct resource_readback rb;
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struct test_context context;
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ID3D12CommandQueue *queue;
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ID3D12Device *device;
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float float_data;
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unsigned int i;
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HRESULT hr;
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static const DWORD raw_tgsm_code[] =
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{
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#if 0
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RWByteAddressBuffer u;
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groupshared uint m;
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[numthreads(32, 1, 1)]
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void main(uint local_idx : SV_GroupIndex, uint group_id : SV_GroupID)
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{
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if (!local_idx)
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m = group_id.x;
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GroupMemoryBarrierWithGroupSync();
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InterlockedAdd(m, group_id.x);
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GroupMemoryBarrierWithGroupSync();
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if (!local_idx)
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u.Store(4 * group_id.x, m);
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}
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#endif
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0x43425844, 0x467df6d9, 0x5f56edda, 0x5c96b787, 0x60c91fb8, 0x00000001, 0x00000148, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x000000f4, 0x00050050, 0x0000003d, 0x0100086a,
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0x0300009d, 0x0011e000, 0x00000000, 0x0200005f, 0x00024000, 0x0200005f, 0x00021012, 0x02000068,
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0x00000001, 0x0400009f, 0x0011f000, 0x00000000, 0x00000004, 0x0400009b, 0x00000020, 0x00000001,
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0x00000001, 0x0200001f, 0x0002400a, 0x060000a6, 0x0011f012, 0x00000000, 0x00004001, 0x00000000,
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0x0002100a, 0x01000015, 0x010018be, 0x060000ad, 0x0011f000, 0x00000000, 0x00004001, 0x00000000,
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0x0002100a, 0x010018be, 0x0200001f, 0x0002400a, 0x06000029, 0x00100012, 0x00000000, 0x0002100a,
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0x00004001, 0x00000002, 0x070000a5, 0x00100022, 0x00000000, 0x00004001, 0x00000000, 0x0011f006,
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0x00000000, 0x070000a6, 0x0011e012, 0x00000000, 0x0010000a, 0x00000000, 0x0010001a, 0x00000000,
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0x01000015, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE cs_raw_tgsm = {raw_tgsm_code, sizeof(raw_tgsm_code)};
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static const DWORD structured_tgsm_code[] =
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{
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#if 0
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#define GROUP_SIZE 32
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RWByteAddressBuffer u;
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RWByteAddressBuffer u2;
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groupshared uint m[GROUP_SIZE];
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[numthreads(GROUP_SIZE, 1, 1)]
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void main(uint local_idx : SV_GroupIndex, uint group_id : SV_GroupID)
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{
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uint sum, original, i;
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if (!local_idx)
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{
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for (i = 0; i < GROUP_SIZE; ++i)
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m[i] = 2 * group_id.x;
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}
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GroupMemoryBarrierWithGroupSync();
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InterlockedAdd(m[local_idx], 1);
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GroupMemoryBarrierWithGroupSync();
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for (i = 0, sum = 0; i < GROUP_SIZE; sum += m[i++]);
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u.InterlockedExchange(4 * group_id.x, sum, original);
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u2.Store(4 * group_id.x, original);
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}
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#endif
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0x43425844, 0x9d906c94, 0x81f5ad92, 0x11e860b2, 0x3623c824, 0x00000001, 0x000002c0, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x0000026c, 0x00050050, 0x0000009b, 0x0100086a,
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0x0300009d, 0x0011e000, 0x00000000, 0x0300009d, 0x0011e000, 0x00000001, 0x0200005f, 0x00024000,
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0x0200005f, 0x00021012, 0x02000068, 0x00000002, 0x050000a0, 0x0011f000, 0x00000000, 0x00000004,
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0x00000020, 0x0400009b, 0x00000020, 0x00000001, 0x00000001, 0x0200001f, 0x0002400a, 0x06000029,
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0x00100012, 0x00000000, 0x0002100a, 0x00004001, 0x00000001, 0x05000036, 0x00100022, 0x00000000,
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0x00004001, 0x00000000, 0x01000030, 0x07000050, 0x00100042, 0x00000000, 0x0010001a, 0x00000000,
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0x00004001, 0x00000020, 0x03040003, 0x0010002a, 0x00000000, 0x090000a8, 0x0011f012, 0x00000000,
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0x0010001a, 0x00000000, 0x00004001, 0x00000000, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022,
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0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x01000015, 0x010018be,
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0x04000036, 0x00100012, 0x00000000, 0x0002400a, 0x05000036, 0x00100022, 0x00000000, 0x00004001,
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0x00000000, 0x070000ad, 0x0011f000, 0x00000000, 0x00100046, 0x00000000, 0x00004001, 0x00000001,
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0x010018be, 0x08000036, 0x00100032, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x01000030, 0x07000050, 0x00100042, 0x00000000, 0x0010001a, 0x00000000, 0x00004001,
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0x00000020, 0x03040003, 0x0010002a, 0x00000000, 0x0700001e, 0x00100022, 0x00000001, 0x0010001a,
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0x00000000, 0x00004001, 0x00000001, 0x090000a7, 0x00100042, 0x00000000, 0x0010001a, 0x00000000,
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0x00004001, 0x00000000, 0x0011f006, 0x00000000, 0x0700001e, 0x00100012, 0x00000001, 0x0010000a,
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0x00000000, 0x0010002a, 0x00000000, 0x05000036, 0x00100032, 0x00000000, 0x00100046, 0x00000001,
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0x01000016, 0x06000029, 0x00100022, 0x00000000, 0x0002100a, 0x00004001, 0x00000002, 0x090000b8,
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0x00100012, 0x00000001, 0x0011e000, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000,
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0x070000a6, 0x0011e012, 0x00000001, 0x0010001a, 0x00000000, 0x0010000a, 0x00000001, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE cs_structured_tgsm = {structured_tgsm_code, sizeof(structured_tgsm_code)};
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static const DWORD structured_tgsm_float_code[] =
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{
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#if 0
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#define GROUP_SIZE 32
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struct data
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{
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float f;
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uint u;
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};
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RWBuffer<float> u;
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RWBuffer<uint> u2;
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groupshared data m[GROUP_SIZE];
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[numthreads(GROUP_SIZE, 1, 1)]
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void main(uint local_idx : SV_GroupIndex, uint group_id : SV_GroupID,
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uint thread_id : SV_DispatchThreadID)
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{
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uint i;
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if (!local_idx)
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{
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for (i = 0; i < GROUP_SIZE; ++i)
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{
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m[i].f = group_id.x;
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m[i].u = group_id.x;
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}
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}
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GroupMemoryBarrierWithGroupSync();
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for (i = 0; i < local_idx; ++i)
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{
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m[local_idx].f += group_id.x;
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m[local_idx].u += group_id.x;
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}
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u[thread_id.x] = m[local_idx].f;
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u2[thread_id.x] = m[local_idx].u;
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}
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#endif
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0x43425844, 0xaadf1a71, 0x16f60224, 0x89b6ce76, 0xb66fb96f, 0x00000001, 0x000002ac, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000258, 0x00050050, 0x00000096, 0x0100086a,
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0x0400089c, 0x0011e000, 0x00000000, 0x00005555, 0x0400089c, 0x0011e000, 0x00000001, 0x00004444,
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0x0200005f, 0x00024000, 0x0200005f, 0x00021012, 0x0200005f, 0x00020012, 0x02000068, 0x00000002,
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0x050000a0, 0x0011f000, 0x00000000, 0x00000008, 0x00000020, 0x0400009b, 0x00000020, 0x00000001,
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0x00000001, 0x0200001f, 0x0002400a, 0x04000056, 0x00100012, 0x00000000, 0x0002100a, 0x04000036,
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0x00100022, 0x00000000, 0x0002100a, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x00000000,
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0x01000030, 0x07000050, 0x00100082, 0x00000000, 0x0010002a, 0x00000000, 0x00004001, 0x00000020,
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0x03040003, 0x0010003a, 0x00000000, 0x090000a8, 0x0011f032, 0x00000000, 0x0010002a, 0x00000000,
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0x00004001, 0x00000000, 0x00100046, 0x00000000, 0x0700001e, 0x00100042, 0x00000000, 0x0010002a,
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0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x01000015, 0x010018be, 0x04000056, 0x00100012,
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0x00000000, 0x0002100a, 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0x00000000, 0x01000030,
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0x06000050, 0x00100042, 0x00000000, 0x0010001a, 0x00000000, 0x0002400a, 0x03040003, 0x0010002a,
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0x00000000, 0x080000a7, 0x001000c2, 0x00000000, 0x0002400a, 0x00004001, 0x00000000, 0x0011f406,
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0x00000000, 0x07000000, 0x00100012, 0x00000001, 0x0010000a, 0x00000000, 0x0010002a, 0x00000000,
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0x0600001e, 0x00100022, 0x00000001, 0x0010003a, 0x00000000, 0x0002100a, 0x080000a8, 0x0011f032,
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0x00000000, 0x0002400a, 0x00004001, 0x00000000, 0x00100046, 0x00000001, 0x0700001e, 0x00100022,
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0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x080000a7, 0x00100032,
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0x00000000, 0x0002400a, 0x00004001, 0x00000000, 0x0011f046, 0x00000000, 0x060000a4, 0x0011e0f2,
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0x00000000, 0x00020006, 0x00100006, 0x00000000, 0x060000a4, 0x0011e0f2, 0x00000001, 0x00020006,
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0x00100556, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE cs_structured_tgsm_float
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= {structured_tgsm_float_code, sizeof(structured_tgsm_float_code)};
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static const unsigned int zero[4] = {0};
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if (!init_compute_test_context(&context))
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return;
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device = context.device;
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command_list = context.list;
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queue = context.queue;
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descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
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descriptor_ranges[0].NumDescriptors = 2;
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descriptor_ranges[0].BaseShaderRegister = 0;
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descriptor_ranges[0].RegisterSpace = 0;
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descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0;
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root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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root_parameters[0].DescriptorTable.NumDescriptorRanges = 1;
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root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges;
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root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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root_signature_desc.NumParameters = 1;
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root_signature_desc.pParameters = root_parameters;
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root_signature_desc.NumStaticSamplers = 0;
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root_signature_desc.pStaticSamplers = NULL;
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root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
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hr = create_root_signature(device, &root_signature_desc, &context.root_signature);
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ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
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memset(&heap_properties, 0, sizeof(heap_properties));
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heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
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resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resource_desc.Alignment = 0;
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resource_desc.Width = 1024;
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resource_desc.Height = 1;
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resource_desc.DepthOrArraySize = 1;
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resource_desc.MipLevels = 1;
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resource_desc.Format = DXGI_FORMAT_UNKNOWN;
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resource_desc.SampleDesc.Count = 1;
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resource_desc.SampleDesc.Quality = 0;
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resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
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hr = ID3D12Device_CreateCommittedResource(device,
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&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
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&IID_ID3D12Resource, (void **)&buffer);
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ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
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heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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heap_desc.NumDescriptors = 2;
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heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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heap_desc.NodeMask = 0;
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hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
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&IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
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ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
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heap_desc.Flags = 0;
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hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
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&IID_ID3D12DescriptorHeap, (void **)&cpu_descriptor_heap);
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ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
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descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(device,
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap);
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gpu_descriptor_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap);
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memset(&uav_desc, 0, sizeof(uav_desc));
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uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
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uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
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uav_desc.Buffer.FirstElement = 0;
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uav_desc.Buffer.NumElements = 256;
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uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
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ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc, cpu_descriptor_handle);
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cpu_descriptor_handle.ptr += descriptor_size;
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ID3D12Device_CreateUnorderedAccessView(device, NULL, NULL, &uav_desc, cpu_descriptor_handle);
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/* cs_raw_tgsm */
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context.pipeline_state = create_compute_pipeline_state(device, context.root_signature, cs_raw_tgsm);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap);
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ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle);
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ID3D12GraphicsCommandList_Dispatch(command_list, 64, 1, 1);
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transition_resource_state(command_list, buffer,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
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get_buffer_readback_with_command_list(buffer, DXGI_FORMAT_R32_UINT, &rb, queue, command_list);
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for (i = 0; i < 64; ++i)
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{
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data = get_readback_uint(&rb, i, 0);
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expected = 33 * i;
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ok(data == expected, "Got %u, expected %u (index %u).\n", data, expected, i);
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}
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release_resource_readback(&rb);
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ID3D12PipelineState_Release(context.pipeline_state);
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/* cs_structured_tgsm */
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reset_command_list(command_list, context.allocator);
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context.pipeline_state = create_compute_pipeline_state(device, context.root_signature, cs_structured_tgsm);
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/* FIXME: Re-creating the buffer should not be needed when
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* ClearUnorderedAccessViewUint() is implemented.
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*/
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ID3D12Resource_Release(buffer);
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hr = ID3D12Device_CreateCommittedResource(device,
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&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
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&IID_ID3D12Resource, (void **)&buffer);
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ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
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hr = ID3D12Device_CreateCommittedResource(device,
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&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
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&IID_ID3D12Resource, (void **)&buffer2);
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ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
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cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap);
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ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc, cpu_descriptor_handle);
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cpu_descriptor_handle.ptr += descriptor_size;
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ID3D12Device_CreateUnorderedAccessView(device, buffer2, NULL, &uav_desc, cpu_descriptor_handle);
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cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(cpu_descriptor_heap);
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ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc, cpu_descriptor_handle);
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cpu_descriptor_handle.ptr += descriptor_size;
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ID3D12Device_CreateUnorderedAccessView(device, buffer2, NULL, &uav_desc, cpu_descriptor_handle);
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cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(cpu_descriptor_heap);
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gpu_descriptor_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap);
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ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(command_list,
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gpu_descriptor_handle, cpu_descriptor_handle, buffer, zero, 0, NULL);
|
||||
gpu_descriptor_handle.ptr += descriptor_size;
|
||||
cpu_descriptor_handle.ptr += descriptor_size;
|
||||
ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(command_list,
|
||||
gpu_descriptor_handle, cpu_descriptor_handle, buffer2, zero, 0, NULL);
|
||||
|
||||
gpu_descriptor_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap);
|
||||
ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
|
||||
ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature);
|
||||
ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap);
|
||||
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle);
|
||||
ID3D12GraphicsCommandList_Dispatch(command_list, 32, 1, 1);
|
||||
|
||||
transition_resource_state(command_list, buffer,
|
||||
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||
transition_resource_state(command_list, buffer2,
|
||||
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);
|
||||
for (i = 0; i < 32; ++i)
|
||||
{
|
||||
expected = 64 * i + 32;
|
||||
data = get_readback_uint(&rb, i, 0);
|
||||
ok(data == expected, "Got %u, expected %u (index %u).\n", data, expected, i);
|
||||
}
|
||||
release_resource_readback(&rb);
|
||||
reset_command_list(command_list, context.allocator);
|
||||
get_buffer_readback_with_command_list(buffer2, DXGI_FORMAT_R32_UINT, &rb, queue, command_list);
|
||||
for (i = 0; i < 32; ++i)
|
||||
{
|
||||
expected = 64 * i + 32;
|
||||
data = get_readback_uint(&rb, i, 0);
|
||||
ok(data == expected || !data, "Got %u, expected %u (index %u).\n", data, expected, i);
|
||||
}
|
||||
release_resource_readback(&rb);
|
||||
|
||||
ID3D12PipelineState_Release(context.pipeline_state);
|
||||
|
||||
/* cs_structured_tgsm_float */
|
||||
reset_command_list(command_list, context.allocator);
|
||||
transition_resource_state(command_list, buffer,
|
||||
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
|
||||
transition_resource_state(command_list, buffer2,
|
||||
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
|
||||
|
||||
context.pipeline_state = create_compute_pipeline_state(device,
|
||||
context.root_signature, cs_structured_tgsm_float);
|
||||
|
||||
cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap);
|
||||
uav_desc.Format = DXGI_FORMAT_R32_FLOAT;
|
||||
uav_desc.Buffer.Flags = 0;
|
||||
ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc, cpu_descriptor_handle);
|
||||
cpu_descriptor_handle.ptr += descriptor_size;
|
||||
uav_desc.Format = DXGI_FORMAT_R32_UINT;
|
||||
ID3D12Device_CreateUnorderedAccessView(device, buffer2, NULL, &uav_desc, cpu_descriptor_handle);
|
||||
|
||||
ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
|
||||
ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature);
|
||||
ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap);
|
||||
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle);
|
||||
ID3D12GraphicsCommandList_Dispatch(command_list, 3, 1, 1);
|
||||
|
||||
transition_resource_state(command_list, buffer,
|
||||
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||
transition_resource_state(command_list, buffer2,
|
||||
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);
|
||||
for (i = 0; i < 96; ++i)
|
||||
{
|
||||
expected = (i % 32 + 1) * (i / 32);
|
||||
float_data = get_readback_float(&rb, i, 0);
|
||||
ok(float_data == expected, "Got %.8e, expected %u (index %u).\n", float_data, expected, i);
|
||||
}
|
||||
release_resource_readback(&rb);
|
||||
reset_command_list(command_list, context.allocator);
|
||||
get_buffer_readback_with_command_list(buffer2, DXGI_FORMAT_R32_UINT, &rb, queue, command_list);
|
||||
for (i = 0; i < 96; ++i)
|
||||
{
|
||||
expected = (i % 32 + 1) * (i / 32);
|
||||
data = get_readback_uint(&rb, i, 0);
|
||||
ok(data == expected, "Got %u, expected %u (index %u).\n", data, expected, i);
|
||||
}
|
||||
release_resource_readback(&rb);
|
||||
|
||||
ID3D12Resource_Release(buffer);
|
||||
ID3D12Resource_Release(buffer2);
|
||||
ID3D12DescriptorHeap_Release(cpu_descriptor_heap);
|
||||
ID3D12DescriptorHeap_Release(descriptor_heap);
|
||||
destroy_test_context(&context);
|
||||
}
|
||||
|
||||
static void test_cs_uav_store(void)
|
||||
{
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor_handle;
|
||||
@ -10345,6 +10736,7 @@ START_TEST(d3d12)
|
||||
run_test(test_depth_stencil_sampling);
|
||||
run_test(test_typed_buffer_uav);
|
||||
run_test(test_compute_shader_registers);
|
||||
run_test(test_tgsm);
|
||||
run_test(test_cs_uav_store);
|
||||
run_test(test_buffer_srv);
|
||||
run_test(test_create_query_heap);
|
||||
|
Loading…
Reference in New Issue
Block a user