tests: Add test for UAV loads.

This commit is contained in:
Józef Kucia 2017-08-28 19:10:23 +02:00
parent 4013e41c9e
commit b92fe8667e
1 changed files with 428 additions and 0 deletions

View File

@ -651,6 +651,7 @@ static unsigned int format_size(DXGI_FORMAT format)
case DXGI_FORMAT_R32G32B32A32_FLOAT:
case DXGI_FORMAT_R32G32B32A32_UINT:
return 16;
case DXGI_FORMAT_R32_TYPELESS:
case DXGI_FORMAT_D32_FLOAT:
case DXGI_FORMAT_R32_FLOAT:
case DXGI_FORMAT_R32_UINT:
@ -9824,6 +9825,432 @@ static void test_tgsm(void)
destroy_test_context(&context);
}
static void test_uav_load(void)
{
struct texture
{
unsigned int width;
unsigned int height;
unsigned int miplevel_count;
unsigned int array_size;
DXGI_FORMAT format;
D3D12_SUBRESOURCE_DATA data[3];
};
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle, rtv_float, rtv_uint, rtv_sint;
D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
D3D12_DESCRIPTOR_RANGE descriptor_ranges[1];
ID3D12DescriptorHeap *rtv_heap, *uav_heap;
D3D12_ROOT_PARAMETER root_parameters[2];
const D3D12_SHADER_BYTECODE *current_ps;
ID3D12GraphicsCommandList *command_list;
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;
struct test_context_desc desc;
struct test_context context;
struct resource_readback rb;
ID3D12CommandQueue *queue;
unsigned int rtv_size;
ID3D12Device *device;
unsigned int i, x, y;
HRESULT hr;
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
static const DWORD ps_ld_2d_float_code[] =
{
#if 0
RWTexture2D<float> u;
float main(float4 position : SV_Position) : SV_Target
{
float2 s;
u.GetDimensions(s.x, s.y);
return u[s * float2(position.x / 640.0f, position.y / 480.0f)];
}
#endif
0x43425844, 0xd5996e04, 0x6bede909, 0x0a7ad18e, 0x5eb277fb, 0x00000001, 0x00000194, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000f8, 0x00000050,
0x0000003e, 0x0100086a, 0x0400189c, 0x0011e000, 0x00000001, 0x00005555, 0x04002064, 0x00101032,
0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000001, 0x8900003d,
0x800000c2, 0x00155543, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46, 0x00000001,
0x07000038, 0x001000f2, 0x00000000, 0x00100546, 0x00000000, 0x00101546, 0x00000000, 0x0a000038,
0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x3b088889,
0x3b088889, 0x0500001c, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x890000a3, 0x800000c2,
0x00155543, 0x00100012, 0x00000000, 0x00100e46, 0x00000000, 0x0011ee46, 0x00000001, 0x05000036,
0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE ps_ld_2d_float = {ps_ld_2d_float_code, sizeof(ps_ld_2d_float_code)};
static const DWORD ps_ld_2d_uint_code[] =
{
#if 0
RWTexture2D<uint> u;
uint main(float4 position : SV_Position) : SV_Target
{
float2 s;
u.GetDimensions(s.x, s.y);
return u[s * float2(position.x / 640.0f, position.y / 480.0f)];
}
#endif
0x43425844, 0x2cc0af18, 0xb28eca73, 0x9651215b, 0xebe3f361, 0x00000001, 0x00000194, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001,
0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000f8, 0x00000050,
0x0000003e, 0x0100086a, 0x0400189c, 0x0011e000, 0x00000001, 0x00004444, 0x04002064, 0x00101032,
0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000001, 0x8900003d,
0x800000c2, 0x00111103, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46, 0x00000001,
0x07000038, 0x001000f2, 0x00000000, 0x00100546, 0x00000000, 0x00101546, 0x00000000, 0x0a000038,
0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x3b088889,
0x3b088889, 0x0500001c, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x890000a3, 0x800000c2,
0x00111103, 0x00100012, 0x00000000, 0x00100e46, 0x00000000, 0x0011ee46, 0x00000001, 0x05000036,
0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE ps_ld_2d_uint = {ps_ld_2d_uint_code, sizeof(ps_ld_2d_uint_code)};
static const DWORD ps_ld_2d_int_code[] =
{
#if 0
RWTexture2D<int> u;
int main(float4 position : SV_Position) : SV_Target
{
float2 s;
u.GetDimensions(s.x, s.y);
return u[s * float2(position.x / 640.0f, position.y / 480.0f)];
}
#endif
0x43425844, 0x7deee248, 0xe7c48698, 0x9454db00, 0x921810e7, 0x00000001, 0x00000194, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000002,
0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000f8, 0x00000050,
0x0000003e, 0x0100086a, 0x0400189c, 0x0011e000, 0x00000001, 0x00003333, 0x04002064, 0x00101032,
0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000001, 0x8900003d,
0x800000c2, 0x000cccc3, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46, 0x00000001,
0x07000038, 0x001000f2, 0x00000000, 0x00100546, 0x00000000, 0x00101546, 0x00000000, 0x0a000038,
0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x3b088889,
0x3b088889, 0x0500001c, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x890000a3, 0x800000c2,
0x000cccc3, 0x00100012, 0x00000000, 0x00100e46, 0x00000000, 0x0011ee46, 0x00000001, 0x05000036,
0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE ps_ld_2d_int = {ps_ld_2d_int_code, sizeof(ps_ld_2d_int_code)};
static const DWORD ps_ld_2d_uint_arr_code[] =
{
#if 0
RWTexture2DArray<uint> u;
uint layer;
uint main(float4 position : SV_Position) : SV_Target
{
float3 s;
u.GetDimensions(s.x, s.y, s.z);
s.z = layer;
return u[s * float3(position.x / 640.0f, position.y / 480.0f, 1.0f)];
}
#endif
0x43425844, 0xa7630358, 0xd7e7228f, 0xa9f1be03, 0x838554f1, 0x00000001, 0x000001bc, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001,
0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000120, 0x00000050,
0x00000048, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400409c, 0x0011e000,
0x00000001, 0x00004444, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x00102012,
0x00000000, 0x02000068, 0x00000001, 0x8900003d, 0x80000202, 0x00111103, 0x00100032, 0x00000000,
0x00004001, 0x00000000, 0x0011ee46, 0x00000001, 0x07000038, 0x00100032, 0x00000000, 0x00100046,
0x00000000, 0x00101046, 0x00000000, 0x06000056, 0x001000c2, 0x00000000, 0x00208006, 0x00000000,
0x00000000, 0x0a000038, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3acccccd,
0x3b088889, 0x3f800000, 0x3f800000, 0x0500001c, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000,
0x890000a3, 0x80000202, 0x00111103, 0x00100012, 0x00000000, 0x00100e46, 0x00000000, 0x0011ee46,
0x00000001, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE ps_ld_2d_uint_arr = {ps_ld_2d_uint_arr_code, sizeof(ps_ld_2d_uint_arr_code)};
static const float float_data[] =
{
0.50f, 0.25f, 1.00f, 0.00f,
-1.00f, -2.00f, -3.00f, -4.00f,
-0.50f, -0.25f, -1.00f, -0.00f,
1.00f, 2.00f, 3.00f, 4.00f,
};
static const unsigned int uint_data[] =
{
0x00, 0x10, 0x20, 0x30,
0x40, 0x50, 0x60, 0x70,
0x80, 0x90, 0xa0, 0xb0,
0xc0, 0xd0, 0xe0, 0xf0,
};
static const unsigned int uint_data2[] =
{
0xffff, 0xffff, 0xffff, 0xffff,
0xffff, 0xc000, 0xc000, 0xffff,
0xffff, 0xc000, 0xc000, 0xffff,
0xffff, 0xffff, 0xffff, 0xffff,
};
static const unsigned int uint_data3[] =
{
0xaa, 0xaa, 0xcc, 0xcc,
0xaa, 0xaa, 0xdd, 0xdd,
0xbb, 0xbb, 0xee, 0xee,
0xbb, 0xbb, 0xff, 0xff,
};
static const int int_data[] =
{
-1, 0x10, 0x20, 0x30,
0x40, 0x50, 0x60, -777,
-666, 0x90, -555, 0xb0,
0xc0, 0xd0, 0xe0, -101,
};
static const struct texture float_2d = {4, 4, 1, 1, DXGI_FORMAT_R32_FLOAT,
{{float_data, 4 * sizeof(*float_data), 0}}};
static const struct texture uint_2d = {4, 4, 1, 1, DXGI_FORMAT_R32_UINT,
{{uint_data, 4 * sizeof(*uint_data), 0}}};
static const struct texture uint2d_arr = {4, 4, 1, 3, DXGI_FORMAT_R32_UINT,
{{uint_data, 4 * sizeof(*uint_data), 0},
{uint_data2, 4 * sizeof(*uint_data2), 0},
{uint_data3, 4 * sizeof(*uint_data3), 0}}};
static const struct texture int_2d = {4, 4, 1, 1, DXGI_FORMAT_R32_SINT,
{{int_data, 4 * sizeof(*int_data), 0}}};
static const struct test
{
const D3D12_SHADER_BYTECODE *ps;
const struct texture *texture;
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
unsigned int constant;
const DWORD *expected_colors;
}
tests[] =
{
#define TEX_2D D3D12_UAV_DIMENSION_TEXTURE2D
#define TEX_2D_ARRAY D3D12_UAV_DIMENSION_TEXTURE2DARRAY
#define R32_FLOAT DXGI_FORMAT_R32_FLOAT
#define R32_UINT DXGI_FORMAT_R32_UINT
#define R32_SINT DXGI_FORMAT_R32_SINT
{&ps_ld_2d_float, &float_2d, {R32_FLOAT, TEX_2D, .Texture2D = {0}}, 0, (const DWORD *)float_data},
{&ps_ld_2d_uint, &uint_2d, {R32_UINT, TEX_2D, .Texture2D = {0}}, 0, (const DWORD *)uint_data},
{&ps_ld_2d_int, &int_2d, {R32_SINT, TEX_2D, .Texture2D = {0}}, 0, (const DWORD *)int_data},
{&ps_ld_2d_uint_arr, &uint2d_arr, {R32_UINT, TEX_2D_ARRAY, .Texture2DArray = {0, 0, ~0u}}, 0,
(const DWORD *)uint_data},
{&ps_ld_2d_uint_arr, &uint2d_arr, {R32_UINT, TEX_2D_ARRAY, .Texture2DArray = {0, 0, ~0u}}, 1,
(const DWORD *)uint_data2},
{&ps_ld_2d_uint_arr, &uint2d_arr, {R32_UINT, TEX_2D_ARRAY, .Texture2DArray = {0, 0, ~0u}}, 2,
(const DWORD *)uint_data3},
{&ps_ld_2d_uint_arr, &uint2d_arr, {R32_UINT, TEX_2D_ARRAY, .Texture2DArray = {0, 1, ~0u}}, 0,
(const DWORD *)uint_data2},
{&ps_ld_2d_uint_arr, &uint2d_arr, {R32_UINT, TEX_2D_ARRAY, .Texture2DArray = {0, 1, ~0u}}, 1,
(const DWORD *)uint_data3},
{&ps_ld_2d_uint_arr, &uint2d_arr, {R32_UINT, TEX_2D_ARRAY, .Texture2DArray = {0, 2, ~0u}}, 0,
(const DWORD *)uint_data3},
#undef TEX_2D
#undef TEX_2D_ARRAY
#undef R32_FLOAT
#undef R32_UINT
#undef R32_SINT
};
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;
descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
descriptor_ranges[0].NumDescriptors = 1;
descriptor_ranges[0].BaseShaderRegister = 1;
descriptor_ranges[0].RegisterSpace = 0;
descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0;
root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
root_parameters[0].DescriptorTable.NumDescriptorRanges = 1;
root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges;
root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
root_parameters[1].Constants.ShaderRegister = 0;
root_parameters[1].Constants.RegisterSpace = 0;
root_parameters[1].Constants.Num32BitValues = 1;
root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
root_signature_desc.NumParameters = 2;
root_signature_desc.pParameters = root_parameters;
root_signature_desc.NumStaticSamplers = 0;
root_signature_desc.pStaticSamplers = NULL;
root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
hr = create_root_signature(device, &root_signature_desc, &context.root_signature);
ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
set_viewport(&context.viewport, 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 1.0f);
set_rect(&context.scissor_rect, 0, 0, 640, 480);
memset(&heap_properties, 0, sizeof(heap_properties));
heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resource_desc.Alignment = 0;
resource_desc.Width = 640;
resource_desc.Height = 480;
resource_desc.DepthOrArraySize = 1;
resource_desc.MipLevels = 1;
resource_desc.Format = DXGI_FORMAT_R32_TYPELESS;
resource_desc.SampleDesc.Count = 1;
resource_desc.SampleDesc.Quality = 0;
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
clear_value.Format = DXGI_FORMAT_R32_FLOAT;
clear_value.Color[0] = 1.0f;
clear_value.Color[1] = 1.0f;
clear_value.Color[2] = 1.0f;
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);