/* * Copyright 2016-2017 Józef Kucia for CodeWeavers * Copyright 2020-2021 Philip Rebohle for Valve Corporation * Copyright 2020-2021 Joshua Ashton for Valve Corporation * Copyright 2020-2021 Hans-Kristian Arntzen for Valve Corporation * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #define VKD3D_DBG_CHANNEL VKD3D_DBG_CHANNEL_API #include "d3d12_crosstest.h" void test_clear_depth_stencil_view(void) { static const float expected_values[] = {0.5f, 0.1f, 0.1f, 0.6, 1.0f, 0.5f}; ID3D12GraphicsCommandList *command_list; D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc; ID3D12Resource *tmp_float, *tmp_uint; struct depth_stencil_resource ds; unsigned int dsv_increment_size; D3D12_CLEAR_VALUE clear_value; struct test_context_desc desc; struct test_context context; ID3D12CommandQueue *queue; ID3D12Device *device; unsigned int i; 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; dsv_increment_size = ID3D12Device_GetDescriptorHandleIncrementSize(device, D3D12_DESCRIPTOR_HEAP_TYPE_DSV); trace("DSV descriptor handle increment size: %u.\n", dsv_increment_size); ok(dsv_increment_size, "Got unexpected increment size %#x.\n", dsv_increment_size); clear_value.Format = DXGI_FORMAT_D32_FLOAT_S8X24_UINT; clear_value.DepthStencil.Depth = 0.5f; clear_value.DepthStencil.Stencil = 0x3; init_depth_stencil(&ds, device, 32, 32, 1, 1, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 0, &clear_value); /* Tests that separate layout clear works correctly. */ ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 0.5f, 0x3, 0, NULL); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 0.75f, 0x7, 0, NULL); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_STENCIL, 0.75f, 0x7, 0, NULL); transition_resource_state(command_list, ds.texture, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE); tmp_float = create_default_texture2d(context.device, 32, 32, 1, 1, DXGI_FORMAT_R32_FLOAT, D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST); tmp_uint = create_default_texture2d(context.device, 32, 32, 1, 1, DXGI_FORMAT_R8_UINT, D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST); { D3D12_TEXTURE_COPY_LOCATION dst_location, src_location; D3D12_BOX src_box; dst_location.SubresourceIndex = 0; dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; src_location.pResource = ds.texture; src_box.left = 0; src_box.right = 32; src_box.top = 0; src_box.bottom = 32; src_box.front = 0; src_box.back = 1; dst_location.pResource = tmp_float; src_location.SubresourceIndex = 0; ID3D12GraphicsCommandList_CopyTextureRegion(context.list, &dst_location, 0, 0, 0, &src_location, &src_box); dst_location.pResource = tmp_uint; src_location.SubresourceIndex = 1; ID3D12GraphicsCommandList_CopyTextureRegion(context.list, &dst_location, 0, 0, 0, &src_location, &src_box); } transition_resource_state(command_list, tmp_float, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE); transition_resource_state(command_list, tmp_uint, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_float(tmp_float, 0, queue, command_list, 0.75f, 1); reset_command_list(command_list, context.allocator); check_sub_resource_uint8(tmp_uint, 0, queue, command_list, 0x7, 0); ID3D12Resource_Release(tmp_float); ID3D12Resource_Release(tmp_uint); destroy_depth_stencil(&ds); reset_command_list(command_list, context.allocator); clear_value.Format = DXGI_FORMAT_D32_FLOAT; init_depth_stencil(&ds, device, 32, 32, 6, 1, DXGI_FORMAT_D32_FLOAT, 0, &clear_value); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, expected_values[0], 0, 0, NULL); memset(&dsv_desc, 0, sizeof(dsv_desc)); dsv_desc.Format = DXGI_FORMAT_D32_FLOAT; dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY; dsv_desc.Texture2DArray.FirstArraySlice = 1; dsv_desc.Texture2DArray.ArraySize = 2; ID3D12Device_CreateDepthStencilView(device, ds.texture, &dsv_desc, ds.dsv_handle); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, expected_values[1], 0, 0, NULL); dsv_desc.Texture2DArray.FirstArraySlice = 3; dsv_desc.Texture2DArray.ArraySize = 1; ID3D12Device_CreateDepthStencilView(device, ds.texture, &dsv_desc, ds.dsv_handle); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, expected_values[3], 0, 0, NULL); dsv_desc.Texture2DArray.FirstArraySlice = 4; ID3D12Device_CreateDepthStencilView(device, ds.texture, &dsv_desc, ds.dsv_handle); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, expected_values[4], 0, 0, NULL); transition_resource_state(command_list, ds.texture, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE); for (i = 0; i < ARRAY_SIZE(expected_values); ++i) { check_sub_resource_float(ds.texture, i, queue, command_list, expected_values[i], 1); reset_command_list(command_list, context.allocator); } destroy_depth_stencil(&ds); destroy_test_context(&context); } void test_clear_render_target_view(void) { static const unsigned int array_expected_colors[] = {0xff00ff00, 0xff0000ff, 0xffff0000}; static const float array_colors[][4] = { {0.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f}, }; static const float negative_value[] = {1.0f, -1.0f, -0.5f, -2.0f}; static const float color[] = {0.1f, 0.5f, 0.3f, 0.75f}; static const float green[] = {0.0f, 1.0f, 0.0f, 1.0f}; ID3D12GraphicsCommandList *command_list; D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle; D3D12_RENDER_TARGET_VIEW_DESC rtv_desc; D3D12_HEAP_PROPERTIES heap_properties; D3D12_RESOURCE_DESC resource_desc; unsigned int rtv_increment_size; ID3D12DescriptorHeap *rtv_heap; D3D12_CLEAR_VALUE clear_value; struct test_context_desc desc; struct resource_readback rb; struct test_context context; ID3D12CommandQueue *queue; ID3D12Resource *resource; ID3D12Device *device; unsigned int i; D3D12_BOX box; HRESULT hr; static const struct { const float *color; DXGI_FORMAT format; uint32_t result; } r8g8b8a8[] = { {color, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, 0xbf95bc59}, {green, DXGI_FORMAT_R8G8B8A8_UNORM, 0xff00ff00}, {color, DXGI_FORMAT_R8G8B8A8_UNORM, 0xbf4c7f19}, {green, DXGI_FORMAT_R8G8B8A8_UINT, 0x01000100}, {color, DXGI_FORMAT_R8G8B8A8_UINT, 0x00000000}, {negative_value, DXGI_FORMAT_R8G8B8A8_UINT, 0x00000001}, {green, DXGI_FORMAT_R8G8B8A8_SINT, 0x01000100}, {color, DXGI_FORMAT_R8G8B8A8_SINT, 0x00000000}, {negative_value, DXGI_FORMAT_R8G8B8A8_SINT, 0xfe00ff01}, }; static const struct { const float *color; DXGI_FORMAT format; uint64_t result; } r16g16b16a16[] = { {green, DXGI_FORMAT_R16G16B16A16_UNORM, 0xffff0000ffff0000}, {green, DXGI_FORMAT_R16G16B16A16_UINT, 0x0001000000010000}, {color, DXGI_FORMAT_R16G16B16A16_UINT, 0x0000000000000000}, {negative_value, DXGI_FORMAT_R16G16B16A16_UINT, 0x0000000000000001}, {green, DXGI_FORMAT_R16G16B16A16_SINT, 0x0001000000010000}, {color, DXGI_FORMAT_R16G16B16A16_SINT, 0x0000000000000000}, {negative_value, DXGI_FORMAT_R16G16B16A16_SINT, 0xfffe0000ffff0001}, }; STATIC_ASSERT(ARRAY_SIZE(array_colors) == ARRAY_SIZE(array_expected_colors)); 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; rtv_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1); rtv_increment_size = ID3D12Device_GetDescriptorHandleIncrementSize(device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV); trace("RTV descriptor handle increment size: %u.\n", rtv_increment_size); rtv_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rtv_heap); 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 = 32; resource_desc.Height = 32; resource_desc.DepthOrArraySize = 1; resource_desc.MipLevels = 1; resource_desc.Format = DXGI_FORMAT_R8G8B8A8_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_R8G8B8A8_UNORM; clear_value.Color[0] = 1.0f; clear_value.Color[1] = 0.0f; clear_value.Color[2] = 0.0f; 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 **)&resource); ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr); memset(&rtv_desc, 0, sizeof(rtv_desc)); rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; /* R8G8B8A8 */ for (i = 0; i < ARRAY_SIZE(r8g8b8a8); ++i) { vkd3d_test_set_context("Test %u", i); rtv_desc.Format = r8g8b8a8[i].format; ID3D12Device_CreateRenderTargetView(device, resource, &rtv_desc, rtv_handle); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, r8g8b8a8[i].color, 0, NULL); transition_resource_state(command_list, resource, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint(resource, 0, queue, command_list, r8g8b8a8[i].result, 2); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, resource, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } vkd3d_test_set_context(NULL); /* R16G16B16A16 */ hr = ID3D12GraphicsCommandList_Close(command_list); ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr); reset_command_list(command_list, context.allocator); ID3D12Resource_Release(resource); resource_desc.Format = DXGI_FORMAT_R16G16B16A16_TYPELESS; hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_RENDER_TARGET, NULL, &IID_ID3D12Resource, (void **)&resource); ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(r16g16b16a16); ++i) { vkd3d_test_set_context("Test %u", i); rtv_desc.Format = r16g16b16a16[i].format; ID3D12Device_CreateRenderTargetView(device, resource, &rtv_desc, rtv_handle); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, r16g16b16a16[i].color, 0, NULL); transition_resource_state(command_list, resource, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint64(resource, 0, queue, command_list, r16g16b16a16[i].result, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, resource, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } vkd3d_test_set_context(NULL); /* 2D array texture */ hr = ID3D12GraphicsCommandList_Close(command_list); ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr); reset_command_list(command_list, context.allocator); ID3D12Resource_Release(resource); resource_desc.Format = DXGI_FORMAT_R8G8B8A8_TYPELESS; resource_desc.DepthOrArraySize = ARRAY_SIZE(array_colors); hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value, &IID_ID3D12Resource, (void **)&resource); ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(array_colors); ++i) { memset(&rtv_desc, 0, sizeof(rtv_desc)); rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY; rtv_desc.Texture2DArray.FirstArraySlice = i; rtv_desc.Texture2DArray.ArraySize = 1; ID3D12Device_CreateRenderTargetView(device, resource, &rtv_desc, rtv_handle); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, array_colors[i], 0, NULL); } transition_resource_state(command_list, resource, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); for (i = 0; i < ARRAY_SIZE(array_expected_colors); ++i) { check_sub_resource_uint(resource, i, queue, command_list, array_expected_colors[i], 2); reset_command_list(command_list, context.allocator); } /* 2D multisample array texture */ ID3D12Resource_Release(resource); resource_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; resource_desc.SampleDesc.Count = 4; hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value, &IID_ID3D12Resource, (void **)&resource); ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(array_colors); ++i) { memset(&rtv_desc, 0, sizeof(rtv_desc)); rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY; rtv_desc.Texture2DMSArray.FirstArraySlice = i; rtv_desc.Texture2DMSArray.ArraySize = 1; ID3D12Device_CreateRenderTargetView(device, resource, &rtv_desc, rtv_handle); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, array_colors[i], 0, NULL); } transition_resource_state(command_list, resource, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); for (i = 0; i < ARRAY_SIZE(array_expected_colors); ++i) { check_sub_resource_uint(resource, i, queue, command_list, array_expected_colors[i], 2); reset_command_list(command_list, context.allocator); } /* 3D texture */ ID3D12Resource_Release(resource); resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D; resource_desc.DepthOrArraySize = 32; resource_desc.MipLevels = 1; resource_desc.SampleDesc.Count = 1; hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value, &IID_ID3D12Resource, (void **)&resource); ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr); ID3D12Device_CreateRenderTargetView(device, resource, NULL, rtv_handle); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, color, 0, NULL); transition_resource_state(command_list, resource, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint(resource, 0, queue, command_list, 0xbf4c7f19, 2); memset(&rtv_desc, 0, sizeof(rtv_desc)); rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D; rtv_desc.Texture3D.FirstWSlice = 2; rtv_desc.Texture3D.WSize = 2; ID3D12Device_CreateRenderTargetView(device, resource, &rtv_desc, rtv_handle); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, resource, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, green, 0, NULL); transition_resource_state(command_list, resource, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); get_texture_readback_with_command_list(resource, 0, &rb, queue, command_list); set_box(&box, 0, 0, 0, 32, 32, 2); check_readback_data_uint(&rb, &box, 0xbf4c7f19, 1); set_box(&box, 0, 0, 2, 32, 32, 4); check_readback_data_uint(&rb, &box, 0xff00ff00, 1); set_box(&box, 0, 0, 4, 32, 32, 32); check_readback_data_uint(&rb, &box, 0xbf4c7f19, 1); release_resource_readback(&rb); ID3D12Resource_Release(resource); ID3D12DescriptorHeap_Release(rtv_heap); destroy_test_context(&context); } void test_clear_unordered_access_view_buffer(void) { D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc; ID3D12DescriptorHeap *cpu_heap, *gpu_heap; ID3D12GraphicsCommandList *command_list; struct test_context_desc desc; struct test_context context; struct resource_readback rb; ID3D12CommandQueue *queue; D3D12_HEAP_DESC heap_desc; ID3D12Resource *buffer; ID3D12Device *device; UINT clear_value[4]; unsigned int i, j; ID3D12Heap *heap; D3D12_BOX box; HRESULT hr; #define BUFFER_SIZE (1024 * 1024) static const struct { DXGI_FORMAT format; D3D12_BUFFER_UAV buffer_uav; unsigned int values[4]; unsigned int expected; bool is_float; bool is_null_descriptor; } tests[] = { {DXGI_FORMAT_R32_UINT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {0, 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}, 0}, {DXGI_FORMAT_R32_UINT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {1, 0, 0, 0}, 1}, {DXGI_FORMAT_R32_UINT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {1, 0, 0, 0}, 0, false, true}, {DXGI_FORMAT_R32_UINT, {64, BUFFER_SIZE / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {2, 0, 0, 0}, 2}, {DXGI_FORMAT_R32_UINT, {64, BUFFER_SIZE / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {3, 0, 0, 0}, 3}, {DXGI_FORMAT_R32_UINT, {64, BUFFER_SIZE / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {4, 2, 3, 4}, 4}, {DXGI_FORMAT_R32_UINT, { 0, BUFFER_SIZE / sizeof(uint32_t) - 10, 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {5, 0, 0, 0}, 5}, {DXGI_FORMAT_R32_TYPELESS, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_RAW}, {0, 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}, 0}, {DXGI_FORMAT_R32_TYPELESS, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_RAW}, {6, 0, 0, 0}, 6}, {DXGI_FORMAT_R32_TYPELESS, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_RAW}, {6, 0, 0, 0}, 0, false, true}, {DXGI_FORMAT_R32_TYPELESS, {64, BUFFER_SIZE / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_RAW}, {7, 0, 0, 0}, 7}, {DXGI_FORMAT_R32_TYPELESS, {64, BUFFER_SIZE / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_RAW}, {8, 0, 0, 0}, 8}, {DXGI_FORMAT_R32_TYPELESS, {64, BUFFER_SIZE / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_RAW}, {9, 1, 1, 1}, 9}, {DXGI_FORMAT_R32_TYPELESS, {64, BUFFER_SIZE / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_RAW}, {~0u, 0, 0, 0}, ~0u}, {DXGI_FORMAT_R32_TYPELESS, { 0, BUFFER_SIZE / sizeof(uint32_t) - 10, 0, 0, D3D12_BUFFER_UAV_FLAG_RAW}, {10, 0, 0, 0}, 10}, {DXGI_FORMAT_R32_TYPELESS, { 0, BUFFER_SIZE / sizeof(uint32_t) - 9, 0, 0, D3D12_BUFFER_UAV_FLAG_RAW}, {11, 0, 0, 0}, 11}, {DXGI_FORMAT_R32_FLOAT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {0, 0, 0, 0}, 0}, {DXGI_FORMAT_R32_FLOAT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {1, 0, 0, 0}, 1}, {DXGI_FORMAT_R32_FLOAT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {0x3f800000 /* 1.0f */, 0, 0, 0}, 0x3f800000 /* 1.0f */, true}, {DXGI_FORMAT_R16G16_UINT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {0x1234, 0xabcd, 0, 0}, 0xabcd1234}, {DXGI_FORMAT_R16G16_UINT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {0x10000, 0, 0, 0}, 0}, {DXGI_FORMAT_R16G16_UNORM, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {0x1234, 0xabcd, 0, 0}, 0xabcd1234}, {DXGI_FORMAT_R16G16_UNORM, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {0x3f000080 /* 0.50000762951f */, 0x3f800000 /* 1.0f */, 0, 0}, 0xffff8000, true}, {DXGI_FORMAT_R16G16_UNORM, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {0x40000000 /* 2.0f */, 0 /* 0.0f */, 0, 0}, 0x0000ffff, true}, {DXGI_FORMAT_R16G16_UNORM, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {0xbf800000 /* -1.0f */, 0 /* 0.0f */, 0x3f000000 /* 1.0f */, 0x3f000000 /* 1.0f */}, 0, true}, {DXGI_FORMAT_R16G16_FLOAT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {0x1234, 0xabcd, 0, 0}, 0xabcd1234}, {DXGI_FORMAT_R16G16_FLOAT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {0x3f000000 /* 0.5f */, 0x3f800000 /* 1.0f */, 0, 0}, 0x3c003800, true}, {DXGI_FORMAT_R8G8B8A8_UINT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {0x11, 0x22, 0x33, 0x44}, 0x44332211}, {DXGI_FORMAT_R8G8B8A8_UINT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {0x100, 0, 0, 0}, 0}, {DXGI_FORMAT_R11G11B10_FLOAT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {0, 0, 0, 0}, 0}, {DXGI_FORMAT_R11G11B10_FLOAT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {0x7ff, 0x7ff, 0x3ff, 0}, 0xffffffff}, {DXGI_FORMAT_R11G11B10_FLOAT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {0x7ff, 0, 0x3ff, 0}, 0xffc007ff}, {DXGI_FORMAT_R11G11B10_FLOAT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {0x3f000000 /* 0.5f */, 0x3f800000 /* 1.0f */, 0x40000000 /* 2.0f */, 0}, 0x801e0380, true}, {DXGI_FORMAT_R11G11B10_FLOAT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {0x3f000000 /* 1.0f */, 0 /* 0.0f */, 0xbf800000 /* -1.0f */, 0x3f000000 /* 1.0f */}, 0x00000380, true}, {DXGI_FORMAT_R10G10B10A2_UINT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {0x1010, 0x1020, 0x1030, 0x41}, (0x30 << 20) | (0x20 << 10) | (0x10 << 0) | (0x1 << 30)}, {DXGI_FORMAT_R10G10B10A2_UNORM, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {0x1010, 0x1020, 0x1030, 0x41}, (0x30u << 20) | (0x20u << 10) | (0x10u << 0) | (0x1u << 30)}, {DXGI_FORMAT_R10G10B10A2_UNORM, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE}, {0x3f002008 /* 0.5004887585532747f */, 0x3f800000 /* 1.0f */, 0, 0x3f800000 /* 1.0f */}, (0x3ffu << 10) | (0x200u << 0) | (0x3u << 30), true}, }; 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; 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); heap_desc.SizeInBytes = 2 * BUFFER_SIZE; memset(&heap_desc.Properties, 0, sizeof(heap_desc.Properties)); heap_desc.Properties.Type = D3D12_HEAP_TYPE_DEFAULT; heap_desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; heap_desc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS; hr = ID3D12Device_CreateHeap(device, &heap_desc, &IID_ID3D12Heap, (void **)&heap); ok(hr == S_OK, "Failed to create heap, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { vkd3d_test_set_context("Test %u", i); buffer = create_placed_buffer(device, heap, BUFFER_SIZE, 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].expected || tests[i].is_null_descriptor ? 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)); if (tests[i].is_null_descriptor) { /* Test that we can clear out any knowledge about the existing descriptor. */ ID3D12Device_CreateUnorderedAccessView(device, NULL, NULL, &uav_desc, get_cpu_descriptor_handle(&context, cpu_heap, 0)); ID3D12Device_CreateUnorderedAccessView(device, NULL, 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); uav_barrier(command_list, buffer); if (tests[i].is_float) ID3D12GraphicsCommandList_ClearUnorderedAccessViewFloat(command_list, get_gpu_descriptor_handle(&context, gpu_heap, 0), get_cpu_descriptor_handle(&context, cpu_heap, 0), buffer, (const float *)tests[i].values, 0, NULL); else 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); set_box(&box, 0, 0, 0, 1, 1, 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); box.left = 0; box.right = uav_desc.Buffer.FirstElement; check_readback_data_uint(&rb, &box, clear_value[0], 0); box.left = uav_desc.Buffer.FirstElement; box.right = uav_desc.Buffer.FirstElement + uav_desc.Buffer.NumElements; check_readback_data_uint(&rb, &box, tests[i].expected, tests[i].is_float ? 1 : 0); box.left = uav_desc.Buffer.FirstElement + uav_desc.Buffer.NumElements; box.right = BUFFER_SIZE / format_size(uav_desc.Format); check_readback_data_uint(&rb, &box, clear_value[0], 0); release_resource_readback(&rb); reset_command_list(command_list, context.allocator); ID3D12Resource_Release(buffer); } vkd3d_test_set_context(NULL); ID3D12DescriptorHeap_Release(cpu_heap); ID3D12DescriptorHeap_Release(gpu_heap); ID3D12Heap_Release(heap); destroy_test_context(&context); #undef BUFFER_SIZE } void test_clear_unordered_access_view_image(void) { D3D12_FEATURE_DATA_FORMAT_SUPPORT format_support; unsigned int expected_colour, actual_colour; D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc; ID3D12DescriptorHeap *cpu_heap, *gpu_heap; ID3D12GraphicsCommandList *command_list; unsigned int i, j, d, p, z, layer; D3D12_HEAP_PROPERTIES heap_properties; unsigned int image_size, image_depth; D3D12_RESOURCE_DESC resource_desc; struct test_context_desc desc; struct test_context context; struct resource_readback rb; ID3D12CommandQueue *queue; bool is_inside, success; ID3D12Resource *texture; ID3D12Device *device; UINT clear_value[4]; HRESULT hr; int x, y; #define IMAGE_SIZE 16u static const struct { DXGI_FORMAT format; unsigned int image_mips; unsigned int image_layers; unsigned int mip_level; unsigned int first_layer; unsigned int layer_count; unsigned int rect_count; RECT clear_rects[2]; unsigned int values[4]; unsigned int expected; bool is_float; bool is_null_descriptor; } tests[] = { /* Test clearing a specific mip level. */ {DXGI_FORMAT_R32_FLOAT, 2, 1, 0, 0, 1, 0, {{0}}, {1, 0, 0, 0}, 1}, {DXGI_FORMAT_R32_FLOAT, 2, 1, 0, 0, 1, 0, {{0}}, {1, 0, 0, 0}, 0, false, true}, {DXGI_FORMAT_R32_FLOAT, 2, 1, 1, 0, 1, 0, {{0}}, {1, 0, 0, 0}, 1}, {DXGI_FORMAT_R32_FLOAT, 2, 1, 0, 0, 1, 0, {{0}}, {0x3f000000, 0, 0, 0}, 0x3f000000, true}, {DXGI_FORMAT_R32_FLOAT, 2, 1, 1, 0, 1, 0, {{0}}, {0x3f000000, 0, 0, 0}, 0x3f000000, true}, {DXGI_FORMAT_R32_FLOAT, 2, 1, 1, 0, 1, 0, {{0}}, {0x3f000000, 0, 0, 0}, 0, true, true}, /* Test clearing specific array layers. */ {DXGI_FORMAT_R32_FLOAT, 1, IMAGE_SIZE, 0, 0, IMAGE_SIZE, 0, {{0}}, {1, 0, 0, 0}, 1}, {DXGI_FORMAT_R32_FLOAT, 1, IMAGE_SIZE, 0, 3, 2, 0, {{0}}, {1, 0, 0, 0}, 1}, {DXGI_FORMAT_R32_FLOAT, 1, IMAGE_SIZE, 0, 0, IMAGE_SIZE, 0, {{0}}, {0x3f000000, 0, 0, 0}, 0x3f000000, true}, {DXGI_FORMAT_R32_FLOAT, 1, IMAGE_SIZE, 0, 3, 2, 0, {{0}}, {0x3f000000, 0, 0, 0}, 0x3f000000, true}, /* Test a single clear rect. */ {DXGI_FORMAT_R32_FLOAT, 1, 1, 0, 0, 1, 1, {{1, 2, IMAGE_SIZE - 4, IMAGE_SIZE - 2}}, {1, 0, 0, 0}, 1}, {DXGI_FORMAT_R32_FLOAT, 1, 1, 0, 0, 1, 1, {{1, 2, IMAGE_SIZE - 4, IMAGE_SIZE - 2}}, {0x3f000000, 0, 0, 0}, 0x3f000000, true}, /* Test multiple clear rects. */ {DXGI_FORMAT_R32_FLOAT, 1, 1, 0, 0, 1, 2, {{1, 2, 3, 4}, {5, 6, 7, 8}}, {1, 0, 0, 0}, 1}, {DXGI_FORMAT_R32_FLOAT, 1, 1, 0, 0, 1, 2, {{1, 2, 3, 4}, {5, 6, 7, 8}}, {0x3f000000, 0, 0, 0}, 0x3f000000, true}, /* Test uint clears with formats. */ {DXGI_FORMAT_R16G16_UINT, 1, 1, 0, 0, 1, 0, {{0}}, {1, 2, 3, 4}, 0x00020001}, {DXGI_FORMAT_R16G16_UINT, 1, 1, 0, 0, 1, 0, {{0}}, {0x12345, 0, 0, 0}, 0x00002345}, {DXGI_FORMAT_R16G16_UNORM, 1, 1, 0, 0, 1, 0, {{0}}, {1, 2, 3, 4}, 0x00020001}, {DXGI_FORMAT_R16G16_FLOAT, 1, 1, 0, 0, 1, 0, {{0}}, {1, 2, 3, 4}, 0x00020001}, {DXGI_FORMAT_R8G8B8A8_UINT, 1, 1, 0, 0, 1, 0, {{0}}, {1, 2, 3, 4}, 0x04030201}, {DXGI_FORMAT_R8G8B8A8_UINT, 1, 1, 0, 0, 1, 0, {{0}}, {0x123, 0, 0, 0}, 0x00000023}, {DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 0, 0, 1, 0, {{0}}, {1, 2, 3, 4}, 0x04030201}, {DXGI_FORMAT_R11G11B10_FLOAT, 1, 1, 0, 0, 1, 0, {{0}}, {0, 0, 0, 0}, 0x00000000}, {DXGI_FORMAT_R11G11B10_FLOAT, 1, 1, 0, 0, 1, 0, {{0}}, {1, 2, 3, 4}, 0x00c01001}, /* Test float clears with formats. */ {DXGI_FORMAT_R16G16_UNORM, 1, 1, 0, 0, 1, 0, {{0}}, {0x3f000080 /* 0.5f + unorm16 epsilon */, 0x3f800000 /* 1.0f */, 0, 0}, 0xffff8000, true}, {DXGI_FORMAT_R16G16_FLOAT, 1, 1, 0, 0, 1, 0, {{0}}, {0x3f000080 /* 0.5f */, 0x3f800000 /* 1.0f */, 0, 0}, 0x3c003800, true}, {DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 0, 0, 1, 0, {{0}}, {0x3f000080 /* 0.5f + epsilon */, 0x3f800000 /* 1.0f */, 0, 0}, 0x0000ff80, true}, {DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 0, 0, 1, 0, {{0}}, {0, 0, 0x3f000080 /* 0.5f + epsilon */, 0x3f800000 /* 1.0f */}, 0xff800000, true}, {DXGI_FORMAT_R11G11B10_FLOAT, 1, 1, 0, 0, 1, 0, {{0}}, {0x3f000000 /* 1.0f */, 0 /* 0.0f */, 0xbf800000 /* -1.0f */, 0x3f000000 /* 1.0f */}, 0x00000380, true}, {DXGI_FORMAT_B8G8R8A8_UNORM, 1, 1, 0, 0, 1, 0, {{0}}, {0, 0, 0x3f000080 /* 0.5f + epsilon */, 0x3f800000 /* 1.0f */}, 0xff000080, true}, {DXGI_FORMAT_B8G8R8A8_UNORM, 1, 1, 0, 0, 1, 0, {{0}}, {1, 2, 3, 4}, 0x04010203}, }; static const struct { D3D12_RESOURCE_DIMENSION resource_dim; D3D12_UAV_DIMENSION view_dim; bool is_layered; } uav_dimensions[] = { {D3D12_RESOURCE_DIMENSION_TEXTURE2D, D3D12_UAV_DIMENSION_TEXTURE2D, false}, {D3D12_RESOURCE_DIMENSION_TEXTURE2D, D3D12_UAV_DIMENSION_TEXTURE2DARRAY, true }, /* Expected behaviour with partial layer coverage is unclear. */ {D3D12_RESOURCE_DIMENSION_TEXTURE3D, D3D12_UAV_DIMENSION_TEXTURE3D, false}, }; 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; 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); memset(&heap_properties, 0, sizeof(heap_properties)); heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT; for (d = 0; d < ARRAY_SIZE(uav_dimensions); ++d) { for (i = 0; i < ARRAY_SIZE(tests); ++i) { vkd3d_test_set_context("Dim %u, Test %u", d, i); if (tests[i].image_layers > 1 && !uav_dimensions[d].is_layered) continue; memset(&format_support, 0, sizeof(format_support)); format_support.Format = tests[i].format; if (FAILED(hr = ID3D12Device_CheckFeatureSupport(device, D3D12_FEATURE_FORMAT_SUPPORT, &format_support, sizeof(format_support))) || !(format_support.Support1 & D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW)) { skip("Format %u not supported.\n", tests[i].format); continue; } resource_desc.Dimension = uav_dimensions[d].resource_dim; resource_desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT; resource_desc.Width = IMAGE_SIZE; resource_desc.Height = IMAGE_SIZE; if (uav_dimensions[d].resource_dim == D3D12_RESOURCE_DIMENSION_TEXTURE1D) resource_desc.Height = 1; resource_desc.DepthOrArraySize = tests[i].image_layers; resource_desc.MipLevels = tests[i].image_mips; resource_desc.Format = tests[i].format; resource_desc.SampleDesc.Count = 1; resource_desc.SampleDesc.Quality = 0; resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; if (FAILED(hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL, &IID_ID3D12Resource, (void **)&texture))) { skip("Failed to create texture, hr %#x.\n", hr); continue; } uav_desc.Format = tests[i].format; uav_desc.ViewDimension = uav_dimensions[d].view_dim; for (j = 0; j < 2; ++j) { unsigned int first_layer = j ? 0 : tests[i].first_layer; unsigned int layer_count = j ? tests[i].image_layers : tests[i].layer_count; switch (uav_desc.ViewDimension) { case D3D12_UAV_DIMENSION_TEXTURE1D: uav_desc.Texture1D.MipSlice = tests[i].mip_level; break; case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: uav_desc.Texture1DArray.MipSlice = tests[i].mip_level; uav_desc.Texture1DArray.FirstArraySlice = first_layer; uav_desc.Texture1DArray.ArraySize = layer_count; break; case D3D12_UAV_DIMENSION_TEXTURE2D: uav_desc.Texture2D.MipSlice = tests[i].mip_level; uav_desc.Texture2D.PlaneSlice = 0; break; case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: uav_desc.Texture2DArray.MipSlice = tests[i].mip_level; uav_desc.Texture2DArray.FirstArraySlice = first_layer; uav_desc.Texture2DArray.ArraySize = layer_count; uav_desc.Texture2DArray.PlaneSlice = 0; break; case D3D12_UAV_DIMENSION_TEXTURE3D: uav_desc.Texture3D.MipSlice = tests[i].mip_level; uav_desc.Texture3D.FirstWSlice = first_layer; uav_desc.Texture3D.WSize = layer_count; break; default: continue; } ID3D12Device_CreateUnorderedAccessView(device, texture, NULL, &uav_desc, get_cpu_descriptor_handle(&context, cpu_heap, j)); ID3D12Device_CreateUnorderedAccessView(device, texture, NULL, &uav_desc, get_cpu_descriptor_handle(&context, gpu_heap, j)); } if (tests[i].is_null_descriptor) { /* Test that we can clear out any knowledge about the existing descriptor. */ ID3D12Device_CreateUnorderedAccessView(device, NULL, NULL, &uav_desc, get_cpu_descriptor_handle(&context, cpu_heap, 0)); ID3D12Device_CreateUnorderedAccessView(device, NULL, NULL, &uav_desc, get_cpu_descriptor_handle(&context, gpu_heap, 0)); } for (j = 0; j < 4; ++j) { clear_value[j] = tests[i].expected || tests[i].is_null_descriptor ? 0u : ~0u; } ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(command_list, get_gpu_descriptor_handle(&context, gpu_heap, 1), get_cpu_descriptor_handle(&context, cpu_heap, 1), texture, clear_value, 0, NULL); uav_barrier(command_list, texture); if (tests[i].is_float) ID3D12GraphicsCommandList_ClearUnorderedAccessViewFloat(command_list, get_gpu_descriptor_handle(&context, gpu_heap, 0), get_cpu_descriptor_handle(&context, cpu_heap, 0), texture, (const float *)tests[i].values, tests[i].rect_count, tests[i].clear_rects); else ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(command_list, get_gpu_descriptor_handle(&context, gpu_heap, 0), get_cpu_descriptor_handle(&context, cpu_heap, 0), texture, tests[i].values, tests[i].rect_count, tests[i].clear_rects); transition_resource_state(command_list, texture, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); image_depth = uav_dimensions[d].resource_dim == D3D12_RESOURCE_DIMENSION_TEXTURE3D ? max(tests[i].image_layers >> tests[i].mip_level, 1u) : 1; image_size = max(IMAGE_SIZE >> tests[i].mip_level, 1u); for (layer = 0; layer < tests[i].image_layers / image_depth; ++layer) { get_texture_readback_with_command_list(texture, tests[i].mip_level + (layer * tests[i].image_mips), &rb, queue, command_list); for (p = 0; p < image_depth * image_size * image_size; ++p) { x = p % image_size; y = (p / image_size) % image_size; z = p / (image_size * image_size); is_inside = tests[i].rect_count == 0; for (j = 0; j < tests[i].rect_count; ++j) { if (y >= tests[i].clear_rects[j].top && y < tests[i].clear_rects[j].bottom && x >= tests[i].clear_rects[j].left && x < tests[i].clear_rects[j].right) { is_inside = true; break; } } if (uav_dimensions[d].resource_dim == D3D12_RESOURCE_DIMENSION_TEXTURE3D) is_inside = is_inside && z >= tests[i].first_layer && z < tests[i].first_layer + tests[i].layer_count; else is_inside = is_inside && layer >= tests[i].first_layer && layer < tests[i].first_layer + tests[i].layer_count; expected_colour = is_inside ? tests[i].expected : clear_value[0]; actual_colour = get_readback_uint(&rb, x, y, z); success = compare_color(actual_colour, expected_colour, tests[i].is_float ? 1 : 0); ok(success, "At layer %u, (%u,%u,%u), expected %#x, got %#x.\n", layer, x, y, z, expected_colour, actual_colour); if (!success) break; } release_resource_readback(&rb); reset_command_list(command_list, context.allocator); } ID3D12Resource_Release(texture); } } ID3D12DescriptorHeap_Release(cpu_heap); ID3D12DescriptorHeap_Release(gpu_heap); destroy_test_context(&context); #undef IMAGE_SIZE }