mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
tests: Add test for texture UAV writes.
This commit is contained in:
parent
2665cbe522
commit
94e2c424e9
485
tests/d3d12.c
485
tests/d3d12.c
@ -52,6 +52,14 @@ typedef int HRESULT;
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# include "vkd3d_utils.h"
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#endif
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static void set_rect(RECT *rect, int left, int top, int right, int bottom)
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{
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rect->left = left;
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rect->right = right;
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rect->top = top;
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rect->bottom = bottom;
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}
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struct vec2
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{
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float x, y;
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@ -788,6 +796,47 @@ static void release_resource_readback(struct resource_readback *rb)
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ID3D12Resource_Release(rb->resource);
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}
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#define check_readback_data_float(a, b, c, d) check_readback_data_float_(__LINE__, a, b, c, d)
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static void check_readback_data_float_(unsigned int line, struct resource_readback *rb,
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const RECT *rect, float expected, unsigned int max_diff)
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{
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RECT r = {0, 0, rb->width, rb->height};
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unsigned int x = 0, y;
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bool all_match = true;
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float got = 0;
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if (rect)
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r = *rect;
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for (y = r.top; y < r.bottom; ++y)
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{
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for (x = r.left; x < r.right; ++x)
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{
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got = get_readback_float(rb, x, y);
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if (!compare_float(got, expected, max_diff))
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{
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all_match = false;
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break;
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}
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}
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if (!all_match)
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break;
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}
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ok_(line)(all_match, "Got %.8e, expected %.8e at (%u, %u).\n", got, expected, x, y);
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}
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#define check_sub_resource_float(a, b, c, d, e, f) check_sub_resource_float_(__LINE__, a, b, c, d, e, f)
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static void check_sub_resource_float_(unsigned int line, ID3D12Resource *texture,
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unsigned int sub_resource_idx, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list,
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float expected, unsigned int max_diff)
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{
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struct resource_readback rb;
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get_texture_readback_with_command_list(texture, 0, &rb, queue, command_list);
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check_readback_data_float_(line, &rb, NULL, expected, max_diff);
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release_resource_readback(&rb);
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}
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#define check_sub_resource_uint(a, b, c, d, e, f) check_sub_resource_uint_(__LINE__, a, b, c, d, e, f)
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static void check_sub_resource_uint_(unsigned int line, ID3D12Resource *texture,
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unsigned int sub_resource_idx, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list,
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@ -8386,6 +8435,441 @@ static void test_typed_buffer_uav(void)
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destroy_test_context(&context);
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}
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static void test_cs_uav_store(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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const D3D12_SHADER_BYTECODE *current_shader;
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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[2];
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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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ID3D12RootSignature *root_signature;
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ID3D12PipelineState *pipeline_state;
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D3D12_RESOURCE_DESC resource_desc;
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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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ID3D12Resource *resource;
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ID3D12Device *device;
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ID3D12Resource *cb;
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struct vec4 input;
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unsigned int i;
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HRESULT hr;
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RECT rect;
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void *ptr;
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static const DWORD cs_1_thread_code[] =
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{
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#if 0
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RWTexture2D<float> u;
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float value;
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[numthreads(1, 1, 1)]
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void main()
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{
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uint x, y, width, height;
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u.GetDimensions(width, height);
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for (y = 0; y < height; ++y)
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{
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for (x = 0; x < width; ++x)
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u[uint2(x, y)] = value;
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}
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}
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#endif
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0x43425844, 0x6503503a, 0x4cd524e6, 0x2473915d, 0x93cf1201, 0x00000001, 0x000001c8, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000174, 0x00050050, 0x0000005d, 0x0100086a,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400189c, 0x0011e000, 0x00000000, 0x00005555,
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0x02000068, 0x00000003, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x8900103d, 0x800000c2,
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0x00155543, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46, 0x00000000, 0x05000036,
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0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000050, 0x00100082, 0x00000000,
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0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x03040003, 0x0010003a, 0x00000000, 0x05000036,
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0x001000e2, 0x00000001, 0x00100aa6, 0x00000000, 0x05000036, 0x00100082, 0x00000000, 0x00004001,
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0x00000000, 0x01000030, 0x07000050, 0x00100012, 0x00000002, 0x0010003a, 0x00000000, 0x0010000a,
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0x00000000, 0x03040003, 0x0010000a, 0x00000002, 0x05000036, 0x00100012, 0x00000001, 0x0010003a,
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0x00000000, 0x080000a4, 0x0011e0f2, 0x00000000, 0x00100e46, 0x00000001, 0x00208006, 0x00000000,
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0x00000000, 0x0700001e, 0x00100082, 0x00000000, 0x0010003a, 0x00000000, 0x00004001, 0x00000001,
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0x01000016, 0x0700001e, 0x00100042, 0x00000000, 0x0010002a, 0x00000000, 0x00004001, 0x00000001,
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0x01000016, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE cs_1_thread = {cs_1_thread_code, sizeof(cs_1_thread_code)};
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static const DWORD cs_1_group_code[] =
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{
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#if 0
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RWTexture2D<float> u;
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float value;
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[numthreads(16, 16, 1)]
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void main(uint3 threadID : SV_GroupThreadID)
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{
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uint2 count, size ;
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u.GetDimensions(size.x, size.y);
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count = size / (uint2)16;
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for (uint y = 0; y < count.y; ++y)
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for (uint x = 0; x < count.x; ++x)
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u[count * threadID.xy + uint2(x, y)] = value;
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}
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#endif
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0x43425844, 0x9fb86044, 0x352c196d, 0x92e14094, 0x46bb95a7, 0x00000001, 0x00000218, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x000001c4, 0x00050050, 0x00000071, 0x0100086a,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400189c, 0x0011e000, 0x00000000, 0x00005555,
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0x0200005f, 0x00022032, 0x02000068, 0x00000004, 0x0400009b, 0x00000010, 0x00000010, 0x00000001,
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0x8900103d, 0x800000c2, 0x00155543, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46,
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0x00000000, 0x0a000055, 0x001000f2, 0x00000000, 0x00100546, 0x00000000, 0x00004002, 0x00000004,
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0x00000004, 0x00000004, 0x00000004, 0x05000036, 0x00100012, 0x00000001, 0x00004001, 0x00000000,
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0x01000030, 0x07000050, 0x00100022, 0x00000001, 0x0010000a, 0x00000001, 0x0010003a, 0x00000000,
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0x03040003, 0x0010001a, 0x00000001, 0x05000036, 0x001000e2, 0x00000002, 0x00100006, 0x00000001,
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0x05000036, 0x00100022, 0x00000001, 0x00004001, 0x00000000, 0x01000030, 0x07000050, 0x00100042,
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0x00000001, 0x0010001a, 0x00000001, 0x0010000a, 0x00000000, 0x03040003, 0x0010002a, 0x00000001,
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0x05000036, 0x00100012, 0x00000002, 0x0010001a, 0x00000001, 0x08000023, 0x001000f2, 0x00000003,
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0x00100e46, 0x00000000, 0x00022546, 0x00100e46, 0x00000002, 0x080000a4, 0x0011e0f2, 0x00000000,
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0x00100e46, 0x00000003, 0x00208006, 0x00000000, 0x00000000, 0x0700001e, 0x00100022, 0x00000001,
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0x0010001a, 0x00000001, 0x00004001, 0x00000001, 0x01000016, 0x0700001e, 0x00100012, 0x00000001,
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0x0010000a, 0x00000001, 0x00004001, 0x00000001, 0x01000016, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE cs_1_group = {cs_1_group_code, sizeof(cs_1_group_code)};
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static const DWORD cs_1_store_code[] =
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{
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#if 0
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RWTexture2D<float> u;
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float value;
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[numthreads(1, 1, 1)]
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void main(uint3 groupID : SV_GroupID)
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{
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u[groupID.xy] = value;
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}
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#endif
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0x43425844, 0xc3add41b, 0x67df51b1, 0x2b887930, 0xcb1ee991, 0x00000001, 0x000000b8, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000064, 0x00050050, 0x00000019, 0x0100086a,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400189c, 0x0011e000, 0x00000000, 0x00005555,
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0x0200005f, 0x00021032, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x070000a4, 0x0011e0f2,
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0x00000000, 0x00021546, 0x00208006, 0x00000000, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE cs_1_store = {cs_1_store_code, sizeof(cs_1_store_code)};
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static const DWORD cs_dispatch_id_code[] =
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{
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#if 0
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RWTexture2D<float> u;
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float value;
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[numthreads(4, 4, 1)]
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void main(uint3 id : SV_DispatchThreadID)
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{
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u[id.xy] = value;
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}
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#endif
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0x43425844, 0x60166991, 0x4b595266, 0x7fb67d79, 0x485c4f0d, 0x00000001, 0x000000b8, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000064, 0x00050050, 0x00000019, 0x0100086a,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400189c, 0x0011e000, 0x00000000, 0x00005555,
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0x0200005f, 0x00020032, 0x0400009b, 0x00000004, 0x00000004, 0x00000001, 0x070000a4, 0x0011e0f2,
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0x00000000, 0x00020546, 0x00208006, 0x00000000, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE cs_dispatch_id = {cs_dispatch_id_code, sizeof(cs_dispatch_id_code)};
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static const DWORD cs_group_index_code[] =
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{
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#if 0
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RWTexture2D<float> u;
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float value;
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[numthreads(32, 1, 1)]
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void main(uint index : SV_GroupIndex)
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{
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uint2 size;
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u.GetDimensions(size.x, size.y);
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uint count = size.x * size.y / 32;
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index *= count;
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for (uint i = 0; i < count; ++i, ++index)
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u[uint2(index % size.x, index / size.x)] = value;
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}
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#endif
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0x43425844, 0xb685a70f, 0x94c2f263, 0x4f1d8eaa, 0xeab65731, 0x00000001, 0x000001f8, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x000001a4, 0x00050050, 0x00000069, 0x0100086a,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400189c, 0x0011e000, 0x00000000, 0x00005555,
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0x0200005f, 0x00024000, 0x02000068, 0x00000004, 0x0400009b, 0x00000020, 0x00000001, 0x00000001,
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0x8900103d, 0x800000c2, 0x00155543, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46,
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0x00000000, 0x08000026, 0x0000d000, 0x00100022, 0x00000000, 0x0010000a, 0x00000000, 0x0010001a,
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0x00000000, 0x07000055, 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000005,
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0x07000026, 0x0000d000, 0x00100042, 0x00000000, 0x0002400a, 0x0010001a, 0x00000000, 0x05000036,
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0x00100012, 0x00000001, 0x0010002a, 0x00000000, 0x05000036, 0x00100022, 0x00000001, 0x00004001,
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0x00000000, 0x01000030, 0x07000050, 0x00100082, 0x00000000, 0x0010001a, 0x00000001, 0x0010001a,
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0x00000000, 0x03040003, 0x0010003a, 0x00000000, 0x0900004e, 0x00100012, 0x00000002, 0x00100012,
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0x00000003, 0x0010000a, 0x00000001, 0x0010000a, 0x00000000, 0x05000036, 0x001000e2, 0x00000003,
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0x00100006, 0x00000002, 0x080000a4, 0x0011e0f2, 0x00000000, 0x00100e46, 0x00000003, 0x00208006,
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0x00000000, 0x00000000, 0x0a00001e, 0x00100032, 0x00000001, 0x00100046, 0x00000001, 0x00004002,
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0x00000001, 0x00000001, 0x00000000, 0x00000000, 0x01000016, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE cs_group_index = {cs_group_index_code, sizeof(cs_group_index_code)};
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static const float zero[4] = {};
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static const struct
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{
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const D3D12_SHADER_BYTECODE *shader;
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float value;
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}
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tests[] =
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{
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{&cs_1_thread, 1.0f},
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{&cs_1_thread, 0.5f},
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{&cs_1_group, 2.0f},
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{&cs_1_group, 4.0f},
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{&cs_group_index, 0.3f},
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{&cs_group_index, 0.1f},
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};
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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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cb = create_upload_buffer(context.device, sizeof(input), NULL);
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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_TEXTURE2D;
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resource_desc.Alignment = 0;
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resource_desc.Width = 64;
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resource_desc.Height = 64;
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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_R32_FLOAT;
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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_UNKNOWN;
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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_COPY_SOURCE, NULL,
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&IID_ID3D12Resource, (void **)&resource);
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ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
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descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
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descriptor_ranges[0].NumDescriptors = 1;
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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_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
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root_parameters[1].Descriptor.ShaderRegister = 0;
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root_parameters[1].Descriptor.RegisterSpace = 0;
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root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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root_signature_desc.NumParameters = 2;
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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, &root_signature);
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ok(SUCCEEDED(hr), "Failed to create root signature, 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 = 1;
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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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|
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heap_desc.Flags = 0;
|
||||
hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
|
||||
&IID_ID3D12DescriptorHeap, (void **)&cpu_descriptor_heap);
|
||||
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
|
||||
|
||||
cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap);
|
||||
gpu_descriptor_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap);
|
||||
|
||||
uav_desc.Format = resource_desc.Format;
|
||||
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
|
||||
uav_desc.Texture2D.MipSlice = 0;
|
||||
uav_desc.Texture2D.PlaneSlice = 0;
|
||||
ID3D12Device_CreateUnorderedAccessView(device, resource, NULL, &uav_desc, cpu_descriptor_handle);
|
||||
cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(cpu_descriptor_heap);
|
||||
ID3D12Device_CreateUnorderedAccessView(device, resource, NULL, &uav_desc, cpu_descriptor_handle);
|
||||
|
||||
hr = ID3D12GraphicsCommandList_Close(command_list);
|
||||
ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
|
||||
|
||||
current_shader = NULL;
|
||||
pipeline_state = NULL;
|
||||
for (i = 0; i < ARRAY_SIZE(tests); ++i)
|
||||
{
|
||||
if (current_shader != tests[i].shader)
|
||||
{
|
||||
if (pipeline_state)
|
||||
ID3D12PipelineState_Release(pipeline_state);
|
||||
|
||||
current_shader = tests[i].shader;
|
||||
pipeline_state = create_compute_pipeline_state(device, root_signature, *current_shader);
|
||||
}
|
||||
|
||||
memset(&input, 0, sizeof(input));
|
||||
input.x = tests[i].value;
|
||||
hr = ID3D12Resource_Map(cb, 0, NULL, &ptr);
|
||||
ok(SUCCEEDED(hr), "Failed to map buffer, hr %#x.\n", hr);
|
||||
memcpy(ptr, &input.x, sizeof(input));
|
||||
ID3D12Resource_Unmap(cb, 0, NULL);
|
||||
|
||||
reset_command_list(command_list, context.allocator);
|
||||
transition_sub_resource_state(command_list, resource, 0,
|
||||
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
|
||||
|
||||
ID3D12GraphicsCommandList_ClearUnorderedAccessViewFloat(command_list,
|
||||
gpu_descriptor_handle, cpu_descriptor_handle, resource, zero, 0, NULL);
|
||||
|
||||
ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state);
|
||||
ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature);
|
||||
ID3D12GraphicsCommandList_SetComputeRootConstantBufferView(command_list, 1,
|
||||
ID3D12Resource_GetGPUVirtualAddress(cb));
|
||||
ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap);
|
||||
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle);
|
||||
ID3D12GraphicsCommandList_Dispatch(command_list, 1, 1, 1);
|
||||
|
||||
transition_sub_resource_state(command_list, resource, 0,
|
||||
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||
check_sub_resource_float(resource, 0, queue, command_list, tests[i].value, 2);
|
||||
}
|
||||
|
||||
ID3D12PipelineState_Release(pipeline_state);
|
||||
pipeline_state = create_compute_pipeline_state(device, root_signature, cs_1_store);
|
||||
|
||||
memset(&input, 0, sizeof(input));
|
||||
input.x = 1.0f;
|
||||
hr = ID3D12Resource_Map(cb, 0, NULL, &ptr);
|
||||
ok(SUCCEEDED(hr), "Failed to map buffer, hr %#x.\n", hr);
|
||||
memcpy(ptr, &input.x, sizeof(input));
|
||||
ID3D12Resource_Unmap(cb, 0, NULL);
|
||||
|
||||
reset_command_list(command_list, context.allocator);
|
||||
transition_sub_resource_state(command_list, resource, 0,
|
||||
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
|
||||
|
||||
ID3D12GraphicsCommandList_ClearUnorderedAccessViewFloat(command_list,
|
||||
gpu_descriptor_handle, cpu_descriptor_handle, resource, zero, 0, NULL);
|
||||
ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state);
|
||||
ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature);
|
||||
ID3D12GraphicsCommandList_SetComputeRootConstantBufferView(command_list, 1,
|
||||
ID3D12Resource_GetGPUVirtualAddress(cb));
|
||||
ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap);
|
||||
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle);
|
||||
ID3D12GraphicsCommandList_Dispatch(command_list, resource_desc.Width, resource_desc.Height, 1);
|
||||
|
||||
transition_sub_resource_state(command_list, resource, 0,
|
||||
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||
check_sub_resource_float(resource, 0, queue, command_list, 1.0f, 2);
|
||||
|
||||
memset(&input, 0, sizeof(input));
|
||||
input.x = 0.5f;
|
||||
hr = ID3D12Resource_Map(cb, 0, NULL, &ptr);
|
||||
ok(SUCCEEDED(hr), "Failed to map buffer, hr %#x.\n", hr);
|
||||
memcpy(ptr, &input.x, sizeof(input));
|
||||
ID3D12Resource_Unmap(cb, 0, NULL);
|
||||
|
||||
reset_command_list(command_list, context.allocator);
|
||||
transition_sub_resource_state(command_list, resource, 0,
|
||||
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
|
||||
|
||||
ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state);
|
||||
ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature);
|
||||
ID3D12GraphicsCommandList_SetComputeRootConstantBufferView(command_list, 1,
|
||||
ID3D12Resource_GetGPUVirtualAddress(cb));
|
||||
ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap);
|
||||
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle);
|
||||
ID3D12GraphicsCommandList_Dispatch(command_list, 16, 32, 1);
|
||||
|
||||
transition_sub_resource_state(command_list, resource, 0,
|
||||
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||
get_texture_readback_with_command_list(resource, 0, &rb, queue, command_list);
|
||||
set_rect(&rect, 0, 0, 16, 32);
|
||||
check_readback_data_float(&rb, &rect, 0.5f, 2);
|
||||
set_rect(&rect, 0, 32, rb.width, rb.height);
|
||||
check_readback_data_float(&rb, &rect, 1.0f, 2);
|
||||
set_rect(&rect, 16, 0, rb.width, rb.height);
|
||||
check_readback_data_float(&rb, &rect, 1.0f, 2);
|
||||
release_resource_readback(&rb);
|
||||
|
||||
ID3D12PipelineState_Release(pipeline_state);
|
||||
pipeline_state = create_compute_pipeline_state(device, root_signature, cs_dispatch_id);
|
||||
|
||||
memset(&input, 0, sizeof(input));
|
||||
input.x = 0.6f;
|
||||
hr = ID3D12Resource_Map(cb, 0, NULL, &ptr);
|
||||
ok(SUCCEEDED(hr), "Failed to map buffer, hr %#x.\n", hr);
|
||||
memcpy(ptr, &input.x, sizeof(input));
|
||||
ID3D12Resource_Unmap(cb, 0, NULL);
|
||||
|
||||
reset_command_list(command_list, context.allocator);
|
||||
transition_sub_resource_state(command_list, resource, 0,
|
||||
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
|
||||
|
||||
ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state);
|
||||
ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature);
|
||||
ID3D12GraphicsCommandList_SetComputeRootConstantBufferView(command_list, 1,
|
||||
ID3D12Resource_GetGPUVirtualAddress(cb));
|
||||
ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap);
|
||||
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle);
|
||||
ID3D12GraphicsCommandList_Dispatch(command_list, 15, 15, 1);
|
||||
|
||||
transition_sub_resource_state(command_list, resource, 0,
|
||||
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||
get_texture_readback_with_command_list(resource, 0, &rb, queue, command_list);
|
||||
set_rect(&rect, 0, 0, 60, 60);
|
||||
check_readback_data_float(&rb, &rect, 0.6f, 2);
|
||||
set_rect(&rect, 0, 60, rb.width, rb.height);
|
||||
check_readback_data_float(&rb, &rect, 1.0f, 2);
|
||||
set_rect(&rect, 60, 0, rb.width, rb.height);
|
||||
check_readback_data_float(&rb, &rect, 1.0f, 2);
|
||||
release_resource_readback(&rb);
|
||||
|
||||
memset(&input, 0, sizeof(input));
|
||||
input.x = 0.7f;
|
||||
hr = ID3D12Resource_Map(cb, 0, NULL, &ptr);
|
||||
ok(SUCCEEDED(hr), "Failed to map buffer, hr %#x.\n", hr);
|
||||
memcpy(ptr, &input.x, sizeof(input));
|
||||
ID3D12Resource_Unmap(cb, 0, NULL);
|
||||
|
||||
reset_command_list(command_list, context.allocator);
|
||||
transition_sub_resource_state(command_list, resource, 0,
|
||||
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
|
||||
|
||||
ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state);
|
||||
ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature);
|
||||
ID3D12GraphicsCommandList_SetComputeRootConstantBufferView(command_list, 1,
|
||||
ID3D12Resource_GetGPUVirtualAddress(cb));
|
||||
ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap);
|
||||
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle);
|
||||
ID3D12GraphicsCommandList_Dispatch(command_list, 16, 16, 1);
|
||||
|
||||
transition_sub_resource_state(command_list, resource, 0,
|
||||
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||
check_sub_resource_float(resource, 0, queue, command_list, 0.7f, 2);
|
||||
|
||||
ID3D12Resource_Release(cb);
|
||||
ID3D12Resource_Release(resource);
|
||||
ID3D12PipelineState_Release(pipeline_state);
|
||||
ID3D12RootSignature_Release(root_signature);
|
||||
ID3D12DescriptorHeap_Release(cpu_descriptor_heap);
|
||||
ID3D12DescriptorHeap_Release(descriptor_heap);
|
||||
destroy_test_context(&context);
|
||||
}
|
||||
|
||||
START_TEST(d3d12)
|
||||
{
|
||||
BOOL enable_debug_layer = FALSE;
|
||||
@ -8440,4 +8924,5 @@ START_TEST(d3d12)
|
||||
run_test(test_descriptor_tables);
|
||||
run_test(test_get_copyable_footprints);
|
||||
run_test(test_typed_buffer_uav);
|
||||
run_test(test_cs_uav_store);
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user