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tests: Add more tests for UAV allocation.
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Notes:
Alexandre Julliard
2022-10-31 22:39:35 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/36
@ -22,6 +22,7 @@ float4 main() : sv_target
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return 0;
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return 0;
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}
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}
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[uav 1]
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[uav 1]
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format r32 float
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format r32 float
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size (2, 2)
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size (2, 2)
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@ -54,3 +55,68 @@ probe uav 1 (0, 1) r (0.6)
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probe uav 1 (1, 0) r (0.2)
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probe uav 1 (1, 0) r (0.2)
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probe uav 1 (1, 1) r (0.7)
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probe uav 1 (1, 1) r (0.7)
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probe uav 2 (0, 0) rgba (2.0, 1.0, 4.0, 3.0)
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probe uav 2 (0, 0) rgba (2.0, 1.0, 4.0, 3.0)
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% UAVs are implicitly allocated starting from the highest render target slot.
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% They cannot overlap render target slots, and also cannot be allocated any
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% lower than the highest render target.
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% This ceases to be true with shader model 5.1.
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[render target 1]
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format r32g32b32a32 float
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size (640, 480)
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[uav 2]
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size (1, 1)
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0.1 0.2 0.3 0.4
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[pixel shader fail]
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RWTexture2D<float4> u : register(u0);
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float4 main() : sv_target1
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{
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u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
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return 0;
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}
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[pixel shader fail]
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RWTexture2D<float4> u : register(u1);
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float4 main() : sv_target1
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{
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u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
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return 0;
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}
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[pixel shader]
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RWTexture2D<float4> u;
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float4 main() : sv_target1
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{
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u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
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return 0;
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}
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[test]
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todo draw quad
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probe uav 2 (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
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[uav 3]
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size (1, 1)
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0.1 0.2 0.3 0.4
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[pixel shader]
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RWTexture2D<float4> u : register(u3);
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float4 main() : sv_target1
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{
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u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
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return 0;
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}
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[test]
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todo draw quad
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probe uav 3 (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
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