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wine
vkd3d
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50df5242
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50df5242
authored
7 years ago
by
Józef Kucia
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tests: Add test for clearing buffer unordered access views.
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67aed755
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tests/d3d12.c
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@@ -3705,6 +3705,147 @@ static void test_clear_render_target_view(void)
destroy_test_context(&context);
}
static void test_clear_unordered_access_view(void)
{
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
ID3D12DescriptorHeap *cpu_heap, *gpu_heap;
ID3D12GraphicsCommandList *command_list;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
struct test_context_desc desc;
struct test_context context;
struct resource_readback rb;
ID3D12CommandQueue *queue;
ID3D12Resource *buffer;
ID3D12Device *device;
UINT clear_value[4];
unsigned int i, j;
HRESULT hr;
RECT rect;
static const size_t buffer_size = 1024 * 1024;
static const struct
{
DXGI_FORMAT format;
D3D12_BUFFER_UAV buffer_uav;
unsigned int values[4];
}
tests[] =
{
{DXGI_FORMAT_R32_UINT, { 0, buffer_size / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0, 0, 0, 0}},
{DXGI_FORMAT_R32_UINT, {64, buffer_size / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0, 0, 0, 0}},
{DXGI_FORMAT_R32_UINT, { 0, buffer_size / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{1, 0, 0, 0}},
{DXGI_FORMAT_R32_UINT, {64, buffer_size / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{2, 0, 0, 0}},
{DXGI_FORMAT_R32_UINT, {64, buffer_size / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{3, 0, 0, 0}},
{DXGI_FORMAT_R32_UINT, {64, buffer_size / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{4, 2, 3, 4}},
{DXGI_FORMAT_R32_UINT, { 0, buffer_size / sizeof(uint32_t) - 10, 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{5, 0, 0, 0}},
{DXGI_FORMAT_R32_TYPELESS, { 0, buffer_size / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_RAW},
{0, 0, 0, 0}},
{DXGI_FORMAT_R32_TYPELESS, {64, buffer_size / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_RAW},
{0, 0, 0, 0}},
{DXGI_FORMAT_R32_TYPELESS, { 0, buffer_size / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_RAW},
{6, 0, 0, 0}},
{DXGI_FORMAT_R32_TYPELESS, {64, buffer_size / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_RAW},
{7, 0, 0, 0}},
{DXGI_FORMAT_R32_TYPELESS, {64, buffer_size / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_RAW},
{8, 0, 0, 0}},
{DXGI_FORMAT_R32_TYPELESS, {64, buffer_size / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_RAW},
{9, 1, 1, 1}},
{DXGI_FORMAT_R32_TYPELESS, {64, buffer_size / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_RAW},
{~0u, 0, 0, 0}},
{DXGI_FORMAT_R32_TYPELESS, { 0, buffer_size / sizeof(uint32_t) - 10, 0, 0, D3D12_BUFFER_UAV_FLAG_RAW},
{10, 0, 0, 0}},
{DXGI_FORMAT_R32_TYPELESS, { 0, buffer_size / sizeof(uint32_t) - 9, 0, 0, D3D12_BUFFER_UAV_FLAG_RAW},
{11, 0, 0, 0}},
};
memset(&desc, 0, sizeof(desc));
desc.no_render_target = true;
if (!init_test_context(&context, &desc))
return;
device = context.device;
command_list = context.list;
queue = context.queue;
heap_desc.NumDescriptors = 2;
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
heap_desc.NodeMask = 0;
hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&cpu_heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&gpu_heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
buffer = create_default_buffer(device, buffer_size,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
for (j = 0; j < ARRAY_SIZE(clear_value); ++j)
clear_value[j] = tests[i].values[j] ? 0 : ~0u;
memset(&uav_desc, 0, sizeof(uav_desc));
uav_desc.Format = DXGI_FORMAT_R32_UINT;
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uav_desc.Buffer.NumElements = buffer_size / sizeof(uint32_t);
ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc,
get_cpu_descriptor_handle(&context, cpu_heap, 1));
ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc,
get_cpu_descriptor_handle(&context, gpu_heap, 1));
uav_desc.Format = tests[i].format;
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uav_desc.Buffer = tests[i].buffer_uav;
ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc,
get_cpu_descriptor_handle(&context, cpu_heap, 0));
ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc,
get_cpu_descriptor_handle(&context, gpu_heap, 0));
ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(command_list,
get_gpu_descriptor_handle(&context, gpu_heap, 1),
get_cpu_descriptor_handle(&context, cpu_heap, 1),
buffer, clear_value, 0, NULL);
ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(command_list,
get_gpu_descriptor_handle(&context, gpu_heap, 0),
get_cpu_descriptor_handle(&context, cpu_heap, 0),
buffer, tests[i].values, 0, NULL);
rect.top = 0;
rect.bottom = 1;
transition_resource_state(command_list, buffer,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_buffer_readback_with_command_list(buffer, DXGI_FORMAT_R32_TYPELESS, &rb, queue, command_list);
rect.left = 0;
rect.right = uav_desc.Buffer.FirstElement;
check_readback_data_uint(&rb, &rect, clear_value[0], 0);
rect.left = uav_desc.Buffer.FirstElement;
rect.right = uav_desc.Buffer.FirstElement + uav_desc.Buffer.NumElements;
check_readback_data_uint(&rb, &rect, tests[i].values[0], 0);
rect.left = uav_desc.Buffer.FirstElement + uav_desc.Buffer.NumElements;
rect.right = buffer_size / format_size(uav_desc.Format);
check_readback_data_uint(&rb, &rect, clear_value[0], 0);
release_resource_readback(&rb);
reset_command_list(command_list, context.allocator);
ID3D12Resource_Release(buffer);
}
ID3D12DescriptorHeap_Release(cpu_heap);
ID3D12DescriptorHeap_Release(gpu_heap);
destroy_test_context(&context);
}
static void test_draw_instanced(void)
{
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
...
...
@@ -16025,6 +16166,7 @@ START_TEST(d3d12)
run_test(test_multithread_fence_wait);
run_test(test_clear_depth_stencil_view);
run_test(test_clear_render_target_view);
run_test(test_clear_unordered_access_view);
run_test(test_draw_instanced);
run_test(test_draw_indexed_instanced);
run_test(test_append_aligned_element);
...
...
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