vkd3d/tests/hlsl/uav-atomics.shader_test
Francisco Casas b701f8d393 tests/shader_runner: Explicitly require UAV load support.
The used UAV formats are explicitly added in the [require] section of
every test that uses them.

Some of these tests were failing on Intel UHD graphics 770 because of
missing support for additional UAV load types, explicitly requiring
these formats allows these tests to be skipped.
2024-08-22 16:22:18 +02:00

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[require]
shader model >= 5.0
format r32-sint uav-load
format r32-uint uav-load
[uav 1]
format r32-uint
size (buffer, 9)
0xd 5 6 0x10 4 4 7 2 0
[compute shader todo]
RWBuffer<uint> u : register(u1);
uniform uint4 v;
[numthreads(3, 1, 1)]
void main()
{
uint old;
InterlockedAnd(u[0], v.x);
InterlockedCompareStore(u[1], v.y, v.x);
InterlockedAdd(u[2], v.x);
InterlockedOr(u[3], v.x);
InterlockedMax(u[4], v.x);
InterlockedMin(u[5], v.x);
InterlockedXor(u[6], v.x);
InterlockedExchange(u[7], v.x, old);
InterlockedAdd(u[8], old == 2);
}
[test]
uniform 0 uint4 3 5 0 0
todo(sm<6) dispatch 1 1 1
probe uav 1 (0) rui (1)
probe uav 1 (1) rui (3)
probe uav 1 (2) rui (15)
probe uav 1 (3) rui (0x13)
probe uav 1 (4) rui (4)
probe uav 1 (5) rui (3)
probe uav 1 (6) rui (4)
probe uav 1 (7) rui (3)
probe uav 1 (8) rui (1)
uniform 0 uint4 1 2 0 0
todo(sm<6) dispatch 2 1 1
probe uav 1 (0) rui (1)
probe uav 1 (1) rui (3)
probe uav 1 (2) rui (21)
probe uav 1 (3) rui (0x13)
probe uav 1 (4) rui (4)
probe uav 1 (5) rui (1)
probe uav 1 (6) rui (4)
probe uav 1 (7) rui (1)
probe uav 1 (8) rui (1)
[uav 2]
format r32-sint
size (buffer, 2)
-3 1
[compute shader todo]
RWBuffer<int> u : register(u2);
uniform int4 i;
[numthreads(3, 1, 1)]
void main()
{
InterlockedMax(u[0], i.x);
InterlockedMin(u[1], i.y);
}
[test]
uniform 0 int4 1 -3 0 0
todo(sm<6) dispatch 1 1 1
probe uav 2 (0) ri (1)
probe uav 2 (1) ri (-3)
uniform 0 int4 -3 1 0 0
todo(sm<6) dispatch 1 1 1
probe uav 2 (0) ri (1)
probe uav 2 (1) ri (-3)
[uav 1]
format r32-uint
size (2d, 9, 1)
0xd 5 6 0x10 4 4 7 2 0
[compute shader todo]
RWTexture2D<uint> u : register(u1);
uniform uint4 v;
[numthreads(3, 1, 1)]
void main()
{
uint old;
InterlockedAnd(u[uint2(0, 0)], v.x);
InterlockedCompareStore(u[uint2(1, 0)], v.y, v.x);
InterlockedAdd(u[uint2(2, 0)], v.x);
InterlockedOr(u[uint2(3, 0)], v.x);
InterlockedMax(u[uint2(4, 0)], v.x);
InterlockedMin(u[uint2(5, 0)], v.x);
InterlockedXor(u[uint2(6, 0)], v.x);
InterlockedExchange(u[uint2(7, 0)], v.x, old);
InterlockedAdd(u[uint2(8, 0)], old == 2);
}
[test]
uniform 0 uint4 3 5 0 0
todo(sm<6) dispatch 1 1 1
probe uav 1 (0) rui (1)
probe uav 1 (1) rui (3)
probe uav 1 (2) rui (15)
probe uav 1 (3) rui (0x13)
probe uav 1 (4) rui (4)
probe uav 1 (5) rui (3)
probe uav 1 (6) rui (4)
probe uav 1 (7) rui (3)
probe uav 1 (8) rui (1)
[compute shader todo]
RWTexture2D<int> u : register(u2);
uniform int4 i;
[numthreads(3, 1, 1)]
void main()
{
InterlockedMax(u[uint2(0, 0)], i.x);
InterlockedMin(u[uint2(1, 0)], i.y);
}
[test]
uniform 0 int4 1 -3 0 0
todo(sm<6) dispatch 1 1 1
probe uav 2 (0) ri (1)
probe uav 2 (1) ri (-3)
uniform 0 int4 -3 1 0 0
todo(sm<6) dispatch 1 1 1
probe uav 2 (0) ri (1)
probe uav 2 (1) ri (-3)