tests: Add helper functions for creating descriptor heaps.

This commit is contained in:
Józef Kucia 2017-10-24 12:10:48 +02:00
parent e3dfbab2fa
commit 49c3eb69d9
1 changed files with 97 additions and 293 deletions

View File

@ -1535,6 +1535,44 @@ static void destroy_test_context_(unsigned int line, struct test_context *contex
ok_(line)(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
}
#define create_cpu_descriptor_heap(a, b, c) create_cpu_descriptor_heap_(__LINE__, a, b, c)
static ID3D12DescriptorHeap *create_cpu_descriptor_heap_(unsigned int line, ID3D12Device *device,
D3D12_DESCRIPTOR_HEAP_TYPE heap_type, unsigned int descriptor_count)
{
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
ID3D12DescriptorHeap *descriptor_heap;
HRESULT hr;
heap_desc.Type = heap_type,
heap_desc.NumDescriptors = descriptor_count;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
heap_desc.NodeMask = 0;
hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
ok_(line)(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
return descriptor_heap;
}
#define create_gpu_descriptor_heap(a, b, c) create_gpu_descriptor_heap_(__LINE__, a, b, c)
static ID3D12DescriptorHeap *create_gpu_descriptor_heap_(unsigned int line, ID3D12Device *device,
D3D12_DESCRIPTOR_HEAP_TYPE heap_type, unsigned int descriptor_count)
{
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
ID3D12DescriptorHeap *descriptor_heap;
HRESULT hr;
heap_desc.Type = heap_type,
heap_desc.NumDescriptors = descriptor_count;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
heap_desc.NodeMask = 0;
hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
ok_(line)(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
return descriptor_heap;
}
static D3D12_CPU_DESCRIPTOR_HANDLE get_cpu_handle(ID3D12Device *device,
ID3D12DescriptorHeap *heap, D3D12_DESCRIPTOR_HEAP_TYPE heap_type, unsigned int offset)
{
@ -1608,20 +1646,13 @@ static void init_depth_stencil_(unsigned int line, struct depth_stencil_resource
DXGI_FORMAT format, DXGI_FORMAT view_format, const D3D12_CLEAR_VALUE *clear_value)
{
D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc, *view_desc;
D3D12_DESCRIPTOR_HEAP_DESC dsv_heap_desc;
D3D12_HEAP_PROPERTIES heap_properties;
D3D12_RESOURCE_DESC resource_desc;
HRESULT hr;
memset(ds, 0, sizeof(*ds));
dsv_heap_desc.NumDescriptors = 1;
dsv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
dsv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
dsv_heap_desc.NodeMask = 0;
hr = ID3D12Device_CreateDescriptorHeap(device, &dsv_heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&ds->heap);
ok_(line)(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
ds->heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1);
memset(&heap_properties, 0, sizeof(heap_properties));
heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
@ -2447,13 +2478,11 @@ static void test_create_unordered_access_view(void)
{
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
unsigned int descriptor_size;
ID3D12DescriptorHeap *heap;
ID3D12Resource *resource;
ID3D12Device *device;
ULONG refcount;
HRESULT hr;
if (!(device = create_device()))
{
@ -2466,12 +2495,7 @@ static void test_create_unordered_access_view(void)
trace("CBV/SRV/UAV descriptor size: %u.\n", descriptor_size);
ok(descriptor_size, "Got unexpected descriptor size %#x.\n", descriptor_size);
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 16;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
heap_desc.NodeMask = 0;
hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc, &IID_ID3D12DescriptorHeap, (void **)&heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 16);
resource = create_default_buffer(device, 64 * sizeof(float),
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
@ -3604,7 +3628,6 @@ static void test_clear_render_target_view(void)
{
static const float color[] = {0.1f, 0.5f, 0.3f, 0.75f};
static const float green[] = {0.0f, 1.0f, 0.0f, 1.0f};
D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc;
ID3D12GraphicsCommandList *command_list;
D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle;
D3D12_RENDER_TARGET_VIEW_DESC rtv_desc;
@ -3628,13 +3651,7 @@ static void test_clear_render_target_view(void)
command_list = context.list;
queue = context.queue;
rtv_heap_desc.NumDescriptors = 1;
rtv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
rtv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
rtv_heap_desc.NodeMask = 0;
hr = ID3D12Device_CreateDescriptorHeap(device, &rtv_heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&rtv_heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
rtv_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1);
rtv_increment_size = ID3D12Device_GetDescriptorHandleIncrementSize(device,
D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
@ -3707,7 +3724,6 @@ 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;
@ -3716,7 +3732,6 @@ static void test_clear_unordered_access_view(void)
ID3D12Device *device;
UINT clear_value[4];
unsigned int i, j;
HRESULT hr;
RECT rect;
static const size_t buffer_size = 1024 * 1024;
@ -3771,18 +3786,8 @@ static void test_clear_unordered_access_view(void)
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);
cpu_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 2);
gpu_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 2);
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
@ -4696,7 +4701,6 @@ static void test_draw_uav_only(void)
ID3D12GraphicsCommandList *command_list;
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
D3D12_ROOT_PARAMETER root_parameter;
struct test_context_desc desc;
struct test_context context;
@ -4757,17 +4761,8 @@ static void test_draw_uav_only(void)
resource = create_default_texture(context.device, 1, 1, DXGI_FORMAT_R32_SINT,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 1;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
heap_desc.NodeMask = 0;
hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
heap_desc.Flags = 0;
hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&cpu_descriptor_heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
descriptor_heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
cpu_descriptor_heap = create_cpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap);
gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap);
ID3D12Device_CreateUnorderedAccessView(context.device, resource, NULL, NULL, cpu_handle);
@ -8789,7 +8784,6 @@ static void test_texture(void)
ID3D12GraphicsCommandList *command_list;
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
D3D12_SUBRESOURCE_DATA texture_data;
struct test_context_desc desc;
struct resource_readback rb;
@ -8798,7 +8792,6 @@ static void test_texture(void)
ID3D12CommandQueue *queue;
ID3D12Resource *texture;
unsigned int x, y;
HRESULT hr;
static const DWORD ps_code[] =
{
@ -8848,12 +8841,7 @@ static void test_texture(void)
context.pipeline_state = create_pipeline_state(context.device,
context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL);
memset(&heap_desc, 0, sizeof(heap_desc));
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(context.device, &heap_desc, &IID_ID3D12DescriptorHeap, (void **)&heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap);
@ -8912,7 +8900,6 @@ static void test_gather(void)
ID3D12GraphicsCommandList *command_list;
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
struct test_context_desc desc;
struct resource_readback rb;
struct test_context context;
@ -8920,7 +8907,6 @@ static void test_gather(void)
ID3D12CommandQueue *queue;
ID3D12Resource *texture;
unsigned int x, y;
HRESULT hr;
static const DWORD gather4_code[] =
{
@ -9072,13 +9058,7 @@ static void test_gather(void)
context.root_signature = create_texture_root_signature(context.device,
D3D12_SHADER_VISIBILITY_PIXEL, 4, 0);
memset(&heap_desc, 0, sizeof(heap_desc));
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(context.device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap);
@ -9293,7 +9273,6 @@ static void test_descriptor_tables(void)
ID3D12GraphicsCommandList *command_list;
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
ID3D12Resource *cb, *textures[4];
unsigned int i, descriptor_size;
D3D12_SAMPLER_DESC sampler_desc;
@ -9411,19 +9390,8 @@ static void test_descriptor_tables(void)
sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
memset(&heap_desc, 0, sizeof(heap_desc));
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 6;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
heap_desc.NumDescriptors = 1;
hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&sampler_heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 6);
sampler_heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 1);
descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(context.device,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
@ -9503,7 +9471,6 @@ static void test_descriptor_tables_overlapping_bindings(void)
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
D3D12_ROOT_PARAMETER root_parameters[3];
ID3D12GraphicsCommandList *command_list;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
struct resource_readback rb;
struct test_context context;
ID3D12DescriptorHeap *heap;
@ -9591,19 +9558,13 @@ static void test_descriptor_tables_overlapping_bindings(void)
memset(&root_signature_desc, 0, sizeof(root_signature_desc));
root_signature_desc.NumParameters = 3;
root_signature_desc.pParameters = root_parameters;
hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature);
hr = create_root_signature(device, &root_signature_desc, &context.root_signature);
ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
context.pipeline_state = create_compute_pipeline_state(device, context.root_signature,
shader_bytecode(cs_code, sizeof(cs_code)));
memset(&heap_desc, 0, sizeof(heap_desc));
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 30;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 30);
input_buffers[0] = create_default_buffer(device, sizeof(buffer_data),
D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
@ -9989,7 +9950,6 @@ static void test_update_descriptor_heap_after_closing_command_list(void)
ID3D12GraphicsCommandList *command_list;
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
ID3D12DescriptorHeap *cpu_heap, *heap;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
D3D12_SUBRESOURCE_DATA texture_data;
struct test_context_desc desc;
struct resource_readback rb;
@ -10041,19 +10001,10 @@ static void test_update_descriptor_heap_after_closing_command_list(void)
context.pipeline_state = create_pipeline_state(context.device,
context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL);
memset(&heap_desc, 0, sizeof(heap_desc));
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(context.device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&cpu_heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
cpu_heap = create_cpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
red_texture = create_texture(context.device, 1, 1, DXGI_FORMAT_R8G8B8A8_UNORM,
D3D12_RESOURCE_STATE_COPY_DEST);
@ -10135,7 +10086,6 @@ static void test_update_compute_descriptor_tables(void)
D3D12_SUBRESOURCE_DATA subresource_data;
ID3D12Resource *buffer_cb, *texture_cb;
ID3D12DescriptorHeap *descriptor_heap;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
ID3D12Resource *output_buffers[2];
ID3D12Resource *input_buffers[5];
ID3D12Resource *textures[3];
@ -10508,13 +10458,7 @@ static void test_update_compute_descriptor_tables(void)
cb_data.uav_size[1].y = 4;
texture_cb = create_upload_buffer(device, sizeof(cb_data), &cb_data);
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 30;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
heap_desc.NodeMask = 0;
hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
descriptor_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 30);
memset(&srv_desc, 0, sizeof(srv_desc));
srv_desc.Format = DXGI_FORMAT_R32_UINT;
@ -10681,7 +10625,6 @@ static void test_copy_descriptors(void)
ID3D12GraphicsCommandList *command_list;
D3D12_ROOT_PARAMETER root_parameters[4];
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
ID3D12Resource *t[7], *u[3], *cb;
struct depth_stencil_resource ds;
D3D12_SAMPLER_DESC sampler_desc;
@ -10847,33 +10790,12 @@ static void test_copy_descriptors(void)
sampler_size = ID3D12Device_GetDescriptorHandleIncrementSize(device,
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
memset(&heap_desc, 0, sizeof(heap_desc));
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
heap_desc.NumDescriptors = 2;
hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&cpu_sampler_heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&cpu_sampler_heap2);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
cpu_sampler_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 2);
cpu_sampler_heap2 = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 2);
sampler_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 4);
heap_desc.NumDescriptors = 4;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&sampler_heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 30;
heap_desc.Flags = 0;
hr = ID3D12Device_CreateDescriptorHeap(context.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(context.device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
cpu_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 30);
heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 30);
/* create samplers */
cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(cpu_sampler_heap);
@ -11244,7 +11166,6 @@ static void test_descriptors_visibility(void)
ID3D12Resource *vs_texture, *ps_texture;
ID3D12GraphicsCommandList *command_list;
D3D12_ROOT_PARAMETER root_parameters[6];
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
ID3D12Resource *vs_cb, *ps_cb;
struct test_context_desc desc;
D3D12_SUBRESOURCE_DATA data;
@ -11469,13 +11390,7 @@ static void test_descriptors_visibility(void)
transition_resource_state(command_list, ps_texture,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
memset(&heap_desc, 0, sizeof(heap_desc));
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 2;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 2);
ID3D12Device_CreateShaderResourceView(device, vs_texture, NULL,
get_cpu_descriptor_handle(&context, heap, 0));
ID3D12Device_CreateShaderResourceView(device, ps_texture, NULL,
@ -11870,7 +11785,6 @@ static void test_depth_stencil_sampling(void)
D3D12_DESCRIPTOR_RANGE descriptor_range;
D3D12_ROOT_PARAMETER root_parameters[2];
ID3D12GraphicsCommandList *command_list;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
struct depth_stencil_resource ds;
ID3D12DescriptorHeap *srv_heap;
struct test_context_desc desc;
@ -12063,7 +11977,7 @@ static void test_depth_stencil_sampling(void)
root_signature_desc.pParameters = root_parameters;
root_signature_desc.NumStaticSamplers = 2;
root_signature_desc.pStaticSamplers = sampler_desc;
hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature);
hr = create_root_signature(device, &root_signature_desc, &context.root_signature);
ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
pso_compare = create_pipeline_state(device,
@ -12075,14 +11989,7 @@ static void test_depth_stencil_sampling(void)
pso_depth_stencil = create_pipeline_state(device,
context.root_signature, context.render_target_desc.Format, NULL, &ps_depth_stencil, NULL);
memset(&heap_desc, 0, sizeof(heap_desc));
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 2;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&srv_heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
srv_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 2);
descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(device,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
@ -12213,7 +12120,6 @@ static void test_depth_load(void)
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
D3D12_ROOT_PARAMETER root_parameters[1];
ID3D12GraphicsCommandList *command_list;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
ID3D12PipelineState *pipeline_state;
struct depth_stencil_resource ds;
struct test_context_desc desc;
@ -12308,13 +12214,7 @@ static void test_depth_load(void)
context.pipeline_state = create_pipeline_state(context.device,
context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL);
memset(&heap_desc, 0, sizeof(heap_desc));
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 2;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 2);
init_depth_stencil(&ds, device, context.render_target_desc.Width,
context.render_target_desc.Height, DXGI_FORMAT_R32_TYPELESS,
@ -12394,7 +12294,6 @@ static void test_typed_buffer_uav(void)
ID3D12GraphicsCommandList *command_list;
D3D12_ROOT_PARAMETER root_parameters[1];
ID3D12DescriptorHeap *descriptor_heap;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
ID3D12RootSignature *root_signature;
ID3D12PipelineState *pipeline_state;
struct resource_readback rb;
@ -12451,13 +12350,7 @@ static void test_typed_buffer_uav(void)
pipeline_state = create_compute_pipeline_state(device, root_signature,
shader_bytecode(cs_code, sizeof(cs_code)));
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 1;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
heap_desc.NodeMask = 0;
hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
descriptor_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap);
gpu_descriptor_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap);
@ -12501,7 +12394,6 @@ static void test_typed_uav_store(void)
ID3D12GraphicsCommandList *command_list;
D3D12_ROOT_PARAMETER root_parameters[2];
ID3D12DescriptorHeap *descriptor_heap;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
struct test_context context;
ID3D12CommandQueue *queue;
ID3D12Resource *resource;
@ -12582,13 +12474,7 @@ static void test_typed_uav_store(void)
context.pipeline_state = create_compute_pipeline_state(device, context.root_signature,
shader_bytecode(cs_float_code, sizeof(cs_float_code)));
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 1;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
heap_desc.NodeMask = 0;
hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
descriptor_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
@ -12649,7 +12535,6 @@ static void test_compute_shader_registers(void)
D3D12_ROOT_PARAMETER root_parameters[2];
unsigned int i, x, y, group_x, group_y;
ID3D12DescriptorHeap *descriptor_heap;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
struct resource_readback rb;
struct test_context context;
ID3D12CommandQueue *queue;
@ -12737,14 +12622,7 @@ static void test_compute_shader_registers(void)
resource = create_default_buffer(device, 10240,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 1;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
heap_desc.NodeMask = 0;
hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
descriptor_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap);
gpu_descriptor_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap);
@ -12818,7 +12696,6 @@ static void test_compute_shader_registers(void)
static void test_tgsm(void)
{
D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor_handle;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_descriptor_handle;
D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
D3D12_DESCRIPTOR_RANGE descriptor_ranges[1];
@ -12827,9 +12704,7 @@ static void test_tgsm(void)
ID3D12GraphicsCommandList *command_list;
D3D12_ROOT_PARAMETER root_parameters[1];
ID3D12DescriptorHeap *descriptor_heap;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
ID3D12Resource *buffer, *buffer2;
unsigned int descriptor_size;
unsigned int data, expected;
struct resource_readback rb;
struct test_context context;
@ -13012,23 +12887,9 @@ static void test_tgsm(void)
buffer = create_default_buffer(device, 1024,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 2;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
heap_desc.NodeMask = 0;
hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
descriptor_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 2);
cpu_descriptor_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 2);
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);
descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(device,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap);
gpu_descriptor_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap);
memset(&uav_desc, 0, sizeof(uav_desc));
@ -13037,9 +12898,10 @@ static void test_tgsm(void)
uav_desc.Buffer.FirstElement = 0;
uav_desc.Buffer.NumElements = 256;
uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc, cpu_descriptor_handle);
cpu_descriptor_handle.ptr += descriptor_size;
ID3D12Device_CreateUnorderedAccessView(device, NULL, NULL, &uav_desc, cpu_descriptor_handle);
ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc,
get_cpu_descriptor_handle(&context, descriptor_heap, 0));
ID3D12Device_CreateUnorderedAccessView(device, NULL, NULL, &uav_desc,
get_cpu_descriptor_handle(&context, descriptor_heap, 1));
/* cs_raw_tgsm */
context.pipeline_state = create_compute_pipeline_state(device, context.root_signature, cs_raw_tgsm);
@ -13072,21 +12934,22 @@ static void test_tgsm(void)
buffer2 = create_default_buffer(device, 1024,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
ID3D12Device_CreateUnorderedAccessView(device, buffer2, NULL, &uav_desc, cpu_descriptor_handle);
ID3D12Device_CreateUnorderedAccessView(device, buffer2, NULL, &uav_desc,
get_cpu_descriptor_handle(&context, descriptor_heap, 1));
cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(cpu_descriptor_heap);
ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc, cpu_descriptor_handle);
cpu_descriptor_handle.ptr += descriptor_size;
ID3D12Device_CreateUnorderedAccessView(device, buffer2, NULL, &uav_desc, cpu_descriptor_handle);
ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc,
get_cpu_descriptor_handle(&context, cpu_descriptor_heap, 0));
ID3D12Device_CreateUnorderedAccessView(device, buffer2, NULL, &uav_desc,
get_cpu_descriptor_handle(&context, cpu_descriptor_heap, 1));
cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(cpu_descriptor_heap);
gpu_descriptor_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap);
ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(command_list,
gpu_descriptor_handle, cpu_descriptor_handle, buffer, zero, 0, NULL);
gpu_descriptor_handle.ptr += descriptor_size;
cpu_descriptor_handle.ptr += descriptor_size;
get_gpu_descriptor_handle(&context, descriptor_heap, 0),
get_cpu_descriptor_handle(&context, cpu_descriptor_heap, 0),
buffer, zero, 0, NULL);
ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(command_list,
gpu_descriptor_handle, cpu_descriptor_handle, buffer2, zero, 0, NULL);
get_gpu_descriptor_handle(&context, descriptor_heap, 1),
get_cpu_descriptor_handle(&context, cpu_descriptor_heap, 1),
buffer2, zero, 0, NULL);
gpu_descriptor_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap);
ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
@ -13130,13 +12993,13 @@ static void test_tgsm(void)
context.pipeline_state = create_compute_pipeline_state(device,
context.root_signature, cs_structured_tgsm_float);
cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap);
uav_desc.Format = DXGI_FORMAT_R32_FLOAT;
uav_desc.Buffer.Flags = 0;
ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc, cpu_descriptor_handle);
cpu_descriptor_handle.ptr += descriptor_size;
ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc,
get_cpu_descriptor_handle(&context, descriptor_heap, 0));
uav_desc.Format = DXGI_FORMAT_R32_UINT;
ID3D12Device_CreateUnorderedAccessView(device, buffer2, NULL, &uav_desc, cpu_descriptor_handle);
ID3D12Device_CreateUnorderedAccessView(device, buffer2, NULL, &uav_desc,
get_cpu_descriptor_handle(&context, descriptor_heap, 1));
ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature);
@ -13196,7 +13059,6 @@ static void test_uav_load(void)
D3D12_RENDER_TARGET_VIEW_DESC rtv_desc;
const struct texture *current_texture;
D3D12_HEAP_PROPERTIES heap_properties;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
ID3D12Resource *texture, *rt_texture;
D3D12_RESOURCE_DESC resource_desc;
D3D12_CLEAR_VALUE clear_value;
@ -13463,12 +13325,7 @@ static void test_uav_load(void)
&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);
rtv_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 3);
cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rtv_heap);
rtv_size = ID3D12Device_GetDescriptorHandleIncrementSize(device,
D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
@ -13489,12 +13346,7 @@ static void test_uav_load(void)
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);
uav_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
@ -13612,7 +13464,6 @@ static void test_cs_uav_store(void)
ID3D12GraphicsCommandList *command_list;
D3D12_ROOT_PARAMETER root_parameters[2];
ID3D12DescriptorHeap *descriptor_heap;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
ID3D12RootSignature *root_signature;
ID3D12PipelineState *pipeline_state;
struct resource_readback rb;
@ -13825,19 +13676,8 @@ static void test_cs_uav_store(void)
hr = create_root_signature(device, &root_signature_desc, &root_signature);
ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 1;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
heap_desc.NodeMask = 0;
hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
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);
descriptor_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
cpu_descriptor_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap);
gpu_descriptor_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap);
@ -14032,7 +13872,6 @@ static void test_uav_counters(void)
ID3D12GraphicsCommandList *command_list;
D3D12_ROOT_PARAMETER root_parameters[1];
ID3D12DescriptorHeap *descriptor_heap;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
struct resource_readback rb;
struct test_context context;
ID3D12CommandQueue *queue;
@ -14111,13 +13950,7 @@ static void test_uav_counters(void)
context.pipeline_state = create_compute_pipeline_state(device, context.root_signature,
shader_bytecode(cs_producer_code, sizeof(cs_producer_code)));
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 3;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
heap_desc.NodeMask = 0;
hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
descriptor_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 3);
buffer = create_default_buffer(device, 1024,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
@ -14257,7 +14090,6 @@ static void test_decrement_uav_counter(void)
ID3D12GraphicsCommandList *command_list;
D3D12_ROOT_PARAMETER root_parameters[1];
ID3D12DescriptorHeap *descriptor_heap;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
struct test_context context;
ID3D12CommandQueue *queue;
ID3D12Device *device;
@ -14326,13 +14158,7 @@ static void test_decrement_uav_counter(void)
context.pipeline_state = create_compute_pipeline_state(device, context.root_signature,
shader_bytecode(cs_code, sizeof(cs_code)));
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 1;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
heap_desc.NodeMask = 0;
hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
descriptor_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
buffer = create_default_buffer(device, 1024,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
@ -14701,7 +14527,6 @@ static void test_buffer_srv(void)
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
ID3D12DescriptorHeap *descriptor_heap;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
const struct buffer *current_buffer;
unsigned int color, expected_color;
struct test_context_desc desc;
@ -14893,13 +14718,7 @@ static void test_buffer_srv(void)
hr = create_root_signature(device, &root_signature_desc, &context.root_signature);
ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 1;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
heap_desc.NodeMask = 0;
hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
descriptor_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap);
gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap);
@ -15912,7 +15731,6 @@ static void test_copy_texture_region(void)
D3D12_TEXTURE_COPY_LOCATION src_location, dst_location;
ID3D12Resource *src_texture, *dst_texture;
ID3D12GraphicsCommandList *command_list;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
D3D12_SUBRESOURCE_DATA texture_data;
struct depth_stencil_resource ds;
struct test_context_desc desc;
@ -15923,7 +15741,6 @@ static void test_copy_texture_region(void)
ID3D12Device *device;
unsigned int x, y, i;
D3D12_BOX box;
HRESULT hr;
static const unsigned int clear_data[] =
{
@ -16030,13 +15847,7 @@ static void test_copy_texture_region(void)
context.pipeline_state = create_pipeline_state(device,
context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL);
memset(&heap_desc, 0, sizeof(heap_desc));
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 **)&heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
for (i = 0; i < ARRAY_SIZE(depth_values); ++i)
{
@ -16103,7 +15914,6 @@ static void test_separate_bindings(void)
D3D12_DESCRIPTOR_RANGE descriptor_ranges[2];
ID3D12GraphicsCommandList *command_list;
D3D12_ROOT_PARAMETER root_parameters[4];
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
ID3D12PipelineState *compute_pso;
ID3D12Resource *cs_cb, *ps_cb;
struct test_context_desc desc;
@ -16289,13 +16099,7 @@ static void test_separate_bindings(void)
context.root_signature, context.render_target_desc.Format,
NULL, &ps, NULL);
memset(&heap_desc, 0, sizeof(heap_desc));
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 20;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 20);
cs_cb = create_upload_buffer(device, sizeof(cs_data), &cs_data);
ps_cb = create_upload_buffer(device, sizeof(ps_data), &ps_data);