mirror of
https://gitlab.winehq.org/wine/vkd3d.git
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tests: Add test for UAV loads.
This commit is contained in:
parent
4013e41c9e
commit
b92fe8667e
428
tests/d3d12.c
428
tests/d3d12.c
@ -651,6 +651,7 @@ static unsigned int format_size(DXGI_FORMAT format)
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case DXGI_FORMAT_R32G32B32A32_FLOAT:
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case DXGI_FORMAT_R32G32B32A32_UINT:
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return 16;
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case DXGI_FORMAT_R32_TYPELESS:
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case DXGI_FORMAT_D32_FLOAT:
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case DXGI_FORMAT_R32_FLOAT:
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case DXGI_FORMAT_R32_UINT:
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@ -9824,6 +9825,432 @@ static void test_tgsm(void)
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destroy_test_context(&context);
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}
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static void test_uav_load(void)
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{
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struct texture
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{
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unsigned int width;
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unsigned int height;
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unsigned int miplevel_count;
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unsigned int array_size;
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DXGI_FORMAT format;
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D3D12_SUBRESOURCE_DATA data[3];
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};
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle, rtv_float, rtv_uint, rtv_sint;
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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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ID3D12DescriptorHeap *rtv_heap, *uav_heap;
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D3D12_ROOT_PARAMETER root_parameters[2];
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const D3D12_SHADER_BYTECODE *current_ps;
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ID3D12GraphicsCommandList *command_list;
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D3D12_RENDER_TARGET_VIEW_DESC rtv_desc;
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const struct texture *current_texture;
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D3D12_HEAP_PROPERTIES heap_properties;
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D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
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ID3D12Resource *texture, *rt_texture;
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D3D12_RESOURCE_DESC resource_desc;
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D3D12_CLEAR_VALUE clear_value;
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struct test_context_desc desc;
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struct test_context context;
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struct resource_readback rb;
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ID3D12CommandQueue *queue;
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unsigned int rtv_size;
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ID3D12Device *device;
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unsigned int i, x, y;
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HRESULT hr;
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const DWORD ps_ld_2d_float_code[] =
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{
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#if 0
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RWTexture2D<float> u;
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float main(float4 position : SV_Position) : SV_Target
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{
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float2 s;
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u.GetDimensions(s.x, s.y);
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return u[s * float2(position.x / 640.0f, position.y / 480.0f)];
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}
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#endif
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0x43425844, 0xd5996e04, 0x6bede909, 0x0a7ad18e, 0x5eb277fb, 0x00000001, 0x00000194, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000f8, 0x00000050,
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0x0000003e, 0x0100086a, 0x0400189c, 0x0011e000, 0x00000001, 0x00005555, 0x04002064, 0x00101032,
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0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000001, 0x8900003d,
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0x800000c2, 0x00155543, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46, 0x00000001,
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0x07000038, 0x001000f2, 0x00000000, 0x00100546, 0x00000000, 0x00101546, 0x00000000, 0x0a000038,
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0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x3b088889,
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0x3b088889, 0x0500001c, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x890000a3, 0x800000c2,
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0x00155543, 0x00100012, 0x00000000, 0x00100e46, 0x00000000, 0x0011ee46, 0x00000001, 0x05000036,
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0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_ld_2d_float = {ps_ld_2d_float_code, sizeof(ps_ld_2d_float_code)};
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static const DWORD ps_ld_2d_uint_code[] =
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{
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#if 0
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RWTexture2D<uint> u;
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uint main(float4 position : SV_Position) : SV_Target
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{
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float2 s;
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u.GetDimensions(s.x, s.y);
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return u[s * float2(position.x / 640.0f, position.y / 480.0f)];
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}
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#endif
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0x43425844, 0x2cc0af18, 0xb28eca73, 0x9651215b, 0xebe3f361, 0x00000001, 0x00000194, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001,
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0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000f8, 0x00000050,
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0x0000003e, 0x0100086a, 0x0400189c, 0x0011e000, 0x00000001, 0x00004444, 0x04002064, 0x00101032,
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0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000001, 0x8900003d,
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0x800000c2, 0x00111103, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46, 0x00000001,
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0x07000038, 0x001000f2, 0x00000000, 0x00100546, 0x00000000, 0x00101546, 0x00000000, 0x0a000038,
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0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x3b088889,
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0x3b088889, 0x0500001c, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x890000a3, 0x800000c2,
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0x00111103, 0x00100012, 0x00000000, 0x00100e46, 0x00000000, 0x0011ee46, 0x00000001, 0x05000036,
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0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_ld_2d_uint = {ps_ld_2d_uint_code, sizeof(ps_ld_2d_uint_code)};
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static const DWORD ps_ld_2d_int_code[] =
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{
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#if 0
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RWTexture2D<int> u;
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int main(float4 position : SV_Position) : SV_Target
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{
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float2 s;
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u.GetDimensions(s.x, s.y);
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return u[s * float2(position.x / 640.0f, position.y / 480.0f)];
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}
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#endif
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0x43425844, 0x7deee248, 0xe7c48698, 0x9454db00, 0x921810e7, 0x00000001, 0x00000194, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000002,
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0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000f8, 0x00000050,
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0x0000003e, 0x0100086a, 0x0400189c, 0x0011e000, 0x00000001, 0x00003333, 0x04002064, 0x00101032,
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0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000001, 0x8900003d,
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0x800000c2, 0x000cccc3, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46, 0x00000001,
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0x07000038, 0x001000f2, 0x00000000, 0x00100546, 0x00000000, 0x00101546, 0x00000000, 0x0a000038,
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0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x3b088889,
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0x3b088889, 0x0500001c, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x890000a3, 0x800000c2,
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0x000cccc3, 0x00100012, 0x00000000, 0x00100e46, 0x00000000, 0x0011ee46, 0x00000001, 0x05000036,
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0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_ld_2d_int = {ps_ld_2d_int_code, sizeof(ps_ld_2d_int_code)};
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static const DWORD ps_ld_2d_uint_arr_code[] =
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{
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#if 0
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RWTexture2DArray<uint> u;
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uint layer;
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uint main(float4 position : SV_Position) : SV_Target
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{
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float3 s;
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u.GetDimensions(s.x, s.y, s.z);
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s.z = layer;
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return u[s * float3(position.x / 640.0f, position.y / 480.0f, 1.0f)];
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}
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#endif
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0x43425844, 0xa7630358, 0xd7e7228f, 0xa9f1be03, 0x838554f1, 0x00000001, 0x000001bc, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001,
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0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000120, 0x00000050,
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0x00000048, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400409c, 0x0011e000,
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0x00000001, 0x00004444, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x00102012,
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0x00000000, 0x02000068, 0x00000001, 0x8900003d, 0x80000202, 0x00111103, 0x00100032, 0x00000000,
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0x00004001, 0x00000000, 0x0011ee46, 0x00000001, 0x07000038, 0x00100032, 0x00000000, 0x00100046,
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0x00000000, 0x00101046, 0x00000000, 0x06000056, 0x001000c2, 0x00000000, 0x00208006, 0x00000000,
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0x00000000, 0x0a000038, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3acccccd,
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0x3b088889, 0x3f800000, 0x3f800000, 0x0500001c, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000,
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0x890000a3, 0x80000202, 0x00111103, 0x00100012, 0x00000000, 0x00100e46, 0x00000000, 0x0011ee46,
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0x00000001, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_ld_2d_uint_arr = {ps_ld_2d_uint_arr_code, sizeof(ps_ld_2d_uint_arr_code)};
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static const float float_data[] =
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{
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0.50f, 0.25f, 1.00f, 0.00f,
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-1.00f, -2.00f, -3.00f, -4.00f,
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-0.50f, -0.25f, -1.00f, -0.00f,
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1.00f, 2.00f, 3.00f, 4.00f,
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};
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static const unsigned int uint_data[] =
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{
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0x00, 0x10, 0x20, 0x30,
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0x40, 0x50, 0x60, 0x70,
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0x80, 0x90, 0xa0, 0xb0,
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0xc0, 0xd0, 0xe0, 0xf0,
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};
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static const unsigned int uint_data2[] =
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{
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0xffff, 0xffff, 0xffff, 0xffff,
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0xffff, 0xc000, 0xc000, 0xffff,
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0xffff, 0xc000, 0xc000, 0xffff,
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0xffff, 0xffff, 0xffff, 0xffff,
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};
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static const unsigned int uint_data3[] =
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{
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0xaa, 0xaa, 0xcc, 0xcc,
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0xaa, 0xaa, 0xdd, 0xdd,
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0xbb, 0xbb, 0xee, 0xee,
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0xbb, 0xbb, 0xff, 0xff,
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};
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static const int int_data[] =
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{
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-1, 0x10, 0x20, 0x30,
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0x40, 0x50, 0x60, -777,
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-666, 0x90, -555, 0xb0,
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0xc0, 0xd0, 0xe0, -101,
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};
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static const struct texture float_2d = {4, 4, 1, 1, DXGI_FORMAT_R32_FLOAT,
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{{float_data, 4 * sizeof(*float_data), 0}}};
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static const struct texture uint_2d = {4, 4, 1, 1, DXGI_FORMAT_R32_UINT,
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{{uint_data, 4 * sizeof(*uint_data), 0}}};
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static const struct texture uint2d_arr = {4, 4, 1, 3, DXGI_FORMAT_R32_UINT,
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{{uint_data, 4 * sizeof(*uint_data), 0},
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{uint_data2, 4 * sizeof(*uint_data2), 0},
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{uint_data3, 4 * sizeof(*uint_data3), 0}}};
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static const struct texture int_2d = {4, 4, 1, 1, DXGI_FORMAT_R32_SINT,
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{{int_data, 4 * sizeof(*int_data), 0}}};
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static const struct test
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{
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const D3D12_SHADER_BYTECODE *ps;
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const struct texture *texture;
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D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
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unsigned int constant;
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const DWORD *expected_colors;
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}
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tests[] =
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{
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#define TEX_2D D3D12_UAV_DIMENSION_TEXTURE2D
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#define TEX_2D_ARRAY D3D12_UAV_DIMENSION_TEXTURE2DARRAY
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#define R32_FLOAT DXGI_FORMAT_R32_FLOAT
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#define R32_UINT DXGI_FORMAT_R32_UINT
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#define R32_SINT DXGI_FORMAT_R32_SINT
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{&ps_ld_2d_float, &float_2d, {R32_FLOAT, TEX_2D, .Texture2D = {0}}, 0, (const DWORD *)float_data},
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{&ps_ld_2d_uint, &uint_2d, {R32_UINT, TEX_2D, .Texture2D = {0}}, 0, (const DWORD *)uint_data},
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{&ps_ld_2d_int, &int_2d, {R32_SINT, TEX_2D, .Texture2D = {0}}, 0, (const DWORD *)int_data},
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{&ps_ld_2d_uint_arr, &uint2d_arr, {R32_UINT, TEX_2D_ARRAY, .Texture2DArray = {0, 0, ~0u}}, 0,
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(const DWORD *)uint_data},
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{&ps_ld_2d_uint_arr, &uint2d_arr, {R32_UINT, TEX_2D_ARRAY, .Texture2DArray = {0, 0, ~0u}}, 1,
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(const DWORD *)uint_data2},
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{&ps_ld_2d_uint_arr, &uint2d_arr, {R32_UINT, TEX_2D_ARRAY, .Texture2DArray = {0, 0, ~0u}}, 2,
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(const DWORD *)uint_data3},
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{&ps_ld_2d_uint_arr, &uint2d_arr, {R32_UINT, TEX_2D_ARRAY, .Texture2DArray = {0, 1, ~0u}}, 0,
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(const DWORD *)uint_data2},
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{&ps_ld_2d_uint_arr, &uint2d_arr, {R32_UINT, TEX_2D_ARRAY, .Texture2DArray = {0, 1, ~0u}}, 1,
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(const DWORD *)uint_data3},
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{&ps_ld_2d_uint_arr, &uint2d_arr, {R32_UINT, TEX_2D_ARRAY, .Texture2DArray = {0, 2, ~0u}}, 0,
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(const DWORD *)uint_data3},
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#undef TEX_2D
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#undef TEX_2D_ARRAY
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#undef R32_FLOAT
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#undef R32_UINT
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#undef R32_SINT
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};
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memset(&desc, 0, sizeof(desc));
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desc.no_render_target = true;
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if (!init_test_context(&context, &desc))
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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 = 1;
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descriptor_ranges[0].BaseShaderRegister = 1;
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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_PIXEL;
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root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
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root_parameters[1].Constants.ShaderRegister = 0;
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root_parameters[1].Constants.RegisterSpace = 0;
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root_parameters[1].Constants.Num32BitValues = 1;
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root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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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, &context.root_signature);
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ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
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set_viewport(&context.viewport, 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 1.0f);
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set_rect(&context.scissor_rect, 0, 0, 640, 480);
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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 = 640;
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resource_desc.Height = 480;
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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_TYPELESS;
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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_RENDER_TARGET;
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clear_value.Format = DXGI_FORMAT_R32_FLOAT;
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clear_value.Color[0] = 1.0f;
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clear_value.Color[1] = 1.0f;
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clear_value.Color[2] = 1.0f;
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clear_value.Color[3] = 1.0f;
|
||||
hr = ID3D12Device_CreateCommittedResource(device,
|
||||
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
|
||||
D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value,
|
||||
&IID_ID3D12Resource, (void **)&rt_texture);
|
||||
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
|
||||
|
||||
memset(&heap_desc, 0, sizeof(heap_desc));
|
||||
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
|
||||
heap_desc.NumDescriptors = 3;
|
||||
hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
|
||||
&IID_ID3D12DescriptorHeap, (void **)&rtv_heap);
|
||||
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
|
||||
cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rtv_heap);
|
||||
rtv_size = ID3D12Device_GetDescriptorHandleIncrementSize(device,
|
||||
D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
|
||||
|
||||
memset(&rtv_desc, 0, sizeof(rtv_desc));
|
||||
rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
|
||||
rtv_desc.Format = DXGI_FORMAT_R32_FLOAT;
|
||||
ID3D12Device_CreateRenderTargetView(device, rt_texture, &rtv_desc, cpu_handle);
|
||||
rtv_float = cpu_handle;
|
||||
cpu_handle.ptr += rtv_size;
|
||||
|
||||
rtv_desc.Format = DXGI_FORMAT_R32_UINT;
|
||||
ID3D12Device_CreateRenderTargetView(device, rt_texture, &rtv_desc, cpu_handle);
|
||||
rtv_uint = cpu_handle;
|
||||
cpu_handle.ptr += rtv_size;
|
||||
|
||||
rtv_desc.Format = DXGI_FORMAT_R32_SINT;
|
||||
ID3D12Device_CreateRenderTargetView(device, rt_texture, &rtv_desc, cpu_handle);
|
||||
rtv_sint = cpu_handle;
|
||||
|
||||
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
|
||||
heap_desc.NumDescriptors = 1;
|
||||
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
||||
hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
|
||||
&IID_ID3D12DescriptorHeap, (void **)&uav_heap);
|
||||
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
|
||||
|
||||
resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
|
||||
|
||||
texture = NULL;
|
||||
current_ps = NULL;
|
||||
current_texture = NULL;
|
||||
for (i = 0; i < ARRAY_SIZE(tests); ++i)
|
||||
{
|
||||
const struct test *test = &tests[i];
|
||||
|
||||
if (current_ps != test->ps)
|
||||
{
|
||||
if (context.pipeline_state)
|
||||
ID3D12PipelineState_Release(context.pipeline_state);
|
||||
current_ps = tests[i].ps;
|
||||
context.pipeline_state = create_pipeline_state(context.device,
|
||||
context.root_signature, test->uav_desc.Format, NULL, current_ps, NULL);
|
||||
}
|
||||
|
||||
if (current_texture != test->texture)
|
||||
{
|
||||
if (texture)
|
||||
ID3D12Resource_Release(texture);
|
||||
|
||||
current_texture = test->texture;
|
||||
|
||||
resource_desc.Width = current_texture->width;
|
||||
resource_desc.Height = current_texture->height;
|
||||
resource_desc.MipLevels = current_texture->miplevel_count;
|
||||
resource_desc.DepthOrArraySize = current_texture->array_size;
|
||||
resource_desc.Format = current_texture->format;
|
||||
hr = ID3D12Device_CreateCommittedResource(device,
|
||||
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
|
||||
D3D12_RESOURCE_STATE_COPY_DEST, NULL,
|
||||
&IID_ID3D12Resource, (void **)&texture);
|
||||
ok(SUCCEEDED(hr), "Test %u: Failed to create texture, hr %#x.\n", i, hr);
|
||||
|
||||
upload_texture_data(texture, current_texture->data,
|
||||
resource_desc.MipLevels * resource_desc.DepthOrArraySize, queue, command_list);
|
||||
reset_command_list(command_list, context.allocator);
|
||||
|
||||
transition_resource_state(command_list, texture,
|
||||
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
|
||||
}
|
||||
|
||||
cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(uav_heap);
|
||||
ID3D12Device_CreateUnorderedAccessView(device, texture, NULL, &test->uav_desc, cpu_handle);
|
||||
|
||||
switch (test->uav_desc.Format)
|
||||
{
|
||||
default:
|
||||
trace("Unhandled format %#x.\n", test->uav_desc.Format);
|
||||
case DXGI_FORMAT_R32_FLOAT:
|
||||
cpu_handle = rtv_float;
|
||||
break;
|
||||
case DXGI_FORMAT_R32_UINT:
|
||||
cpu_handle = rtv_uint;
|
||||
break;
|
||||
case DXGI_FORMAT_R32_SINT:
|
||||
cpu_handle = rtv_sint;
|
||||
break;
|
||||
}
|
||||
|
||||
ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
|
||||
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
|
||||
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
|
||||
ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &uav_heap);
|
||||
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0,
|
||||
ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(uav_heap));
|
||||
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstant(command_list, 1, test->constant, 0);
|
||||
ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
|
||||
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &cpu_handle, FALSE, NULL);
|
||||
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, cpu_handle, white, 0, NULL);
|
||||
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
|
||||
|
||||
transition_sub_resource_state(command_list, rt_texture, 0,
|
||||
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||
|
||||
get_texture_readback_with_command_list(rt_texture, 0, &rb, queue, command_list);
|
||||
for (y = 0; y < 4; ++y)
|
||||
{
|
||||
for (x = 0; x < 4; ++x)
|
||||
{
|
||||
unsigned int expected = test->expected_colors[y * 4 + x];
|
||||
unsigned int color = get_readback_uint(&rb, 80 + x * 160, 60 + y * 120);
|
||||
ok(compare_color(color, expected, 0),
|
||||
"Test %u: Got 0x%08x, expected 0x%08x at (%u, %u).\n",
|
||||
i, color, expected, x, y);
|
||||
}
|
||||
}
|
||||
release_resource_readback(&rb);
|
||||
|
||||
reset_command_list(command_list, context.allocator);
|
||||
transition_sub_resource_state(command_list, rt_texture, 0,
|
||||
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||
}
|
||||
ID3D12Resource_Release(texture);
|
||||
|
||||
ID3D12DescriptorHeap_Release(rtv_heap);
|
||||
ID3D12DescriptorHeap_Release(uav_heap);
|
||||
ID3D12Resource_Release(rt_texture);
|
||||
destroy_test_context(&context);
|
||||
}
|
||||
|
||||
static void test_cs_uav_store(void)
|
||||
{
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor_handle;
|
||||
@ -11135,6 +11562,7 @@ START_TEST(d3d12)
|
||||
run_test(test_typed_buffer_uav);
|
||||
run_test(test_compute_shader_registers);
|
||||
run_test(test_tgsm);
|
||||
run_test(test_uav_load);
|
||||
run_test(test_cs_uav_store);
|
||||
run_test(test_atomic_instructions);
|
||||
run_test(test_buffer_srv);
|
||||
|
Loading…
Reference in New Issue
Block a user