/* * 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_buffers_oob_behavior_vectorized_byte_address(void) { /* Vectorized structured buffers are handled by other tests, but * vectorized byte address buffers are particularly * weird due to component based robustness. * Intended to trip vectorized load-store optimizations in dxil-spirv. */ D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_FEATURE_DATA_SHADER_MODEL shader_model; D3D12_DESCRIPTOR_RANGE descriptor_ranges[1]; D3D12_FEATURE_DATA_D3D12_OPTIONS4 options4; ID3D12GraphicsCommandList *command_list; D3D12_ROOT_PARAMETER root_parameters[1]; D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle; ID3D12PipelineState *write_pso_32bit; ID3D12PipelineState *write_pso_16bit; ID3D12PipelineState *read_pso_32bit; ID3D12PipelineState *read_pso_16bit; unsigned int descriptor_size, i, j; ID3D12Resource *read_output_buffer; ID3D12DescriptorHeap *gpu_heap; ID3D12DescriptorHeap *cpu_heap; ID3D12Resource *output_buffer; struct resource_readback rb; struct test_context context; ID3D12CommandQueue *queue; HRESULT hr; static const BYTE cs_code_write_32bit_dxil[] = { #if 0 RWByteAddressBuffer WriteUint1 : register(u2); RWByteAddressBuffer WriteUint2 : register(u3); RWByteAddressBuffer WriteUint3 : register(u4); RWByteAddressBuffer WriteUint4 : register(u5); [numthreads(64, 1, 1)] void main(uint thr : SV_DispatchThreadID) { WriteUint1.Store(4 * thr, thr); WriteUint2.Store(8 * thr, 2 * thr + uint2(0, 1)); WriteUint3.Store(12 * thr, 3 * thr + uint3(0, 1, 2)); WriteUint4.Store(16 * thr, 4 * thr + uint4(0, 1, 2, 3)); } #endif 0x44, 0x58, 0x42, 0x43, 0x43, 0x0a, 0xd2, 0xf1, 0x15, 0xa8, 0xa9, 0xb3, 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0x06, 0x0e, 0x00, 0x82, 0x60, 0xa0, 0x80, 0xc2, 0x1a, 0x70, 0xc1, 0x1b, 0x14, 0xc4, 0x20, 0x88, 0x01, 0x1f, 0xcc, 0x12, 0x20, 0x08, 0x00, 0x00, 0x00, 0x00, }; if (!init_compute_test_context(&context)) return; shader_model.HighestShaderModel = D3D_SHADER_MODEL_6_2; hr = ID3D12Device_CheckFeatureSupport(context.device, D3D12_FEATURE_SHADER_MODEL, &shader_model, sizeof(shader_model)); if (FAILED(hr) || shader_model.HighestShaderModel < D3D_SHADER_MODEL_6_2) { skip("Shader model 6.2 not supported.\n"); destroy_test_context(&context); return; } memset(&options4, 0, sizeof(options4)); hr = ID3D12Device_CheckFeatureSupport(context.device, D3D12_FEATURE_D3D12_OPTIONS4, &options4, sizeof(options4)); if (FAILED(hr)) options4.Native16BitShaderOpsSupported = FALSE; if (!options4.Native16BitShaderOpsSupported) skip("Skipping 16-bit robustness tests.\n"); command_list = context.list; queue = context.queue; root_signature_desc.NumParameters = 1; root_signature_desc.Flags = 0; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = NULL; root_signature_desc.pParameters = root_parameters; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_parameters[0].DescriptorTable.NumDescriptorRanges = 1; root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges; descriptor_ranges[0].RegisterSpace = 0; descriptor_ranges[0].BaseShaderRegister = 0; descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0; descriptor_ranges[0].NumDescriptors = UINT_MAX; descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); output_buffer = create_default_buffer(context.device, 8 * 16 * sizeof(uint32_t), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); read_output_buffer = create_default_buffer(context.device, 8 * 16 * sizeof(uint32_t), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); write_pso_32bit = create_compute_pipeline_state(context.device, context.root_signature, shader_bytecode(cs_code_write_32bit_dxil, sizeof(cs_code_write_32bit_dxil))); if (options4.Native16BitShaderOpsSupported) { write_pso_16bit = create_compute_pipeline_state(context.device, context.root_signature, shader_bytecode(cs_code_write_16bit_dxil, sizeof(cs_code_write_16bit_dxil))); } else write_pso_16bit = NULL; read_pso_32bit = create_compute_pipeline_state(context.device, context.root_signature, shader_bytecode(cs_code_read_32bit_dxil, sizeof(cs_code_read_32bit_dxil))); if (options4.Native16BitShaderOpsSupported) { read_pso_16bit = create_compute_pipeline_state(context.device, context.root_signature, shader_bytecode(cs_code_read_16bit_dxil, sizeof(cs_code_read_16bit_dxil))); } else read_pso_16bit = NULL; gpu_heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 8 + 2); cpu_heap = create_cpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 8 + 2); cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(cpu_heap); gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(gpu_heap); descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); { D3D12_UNORDERED_ACCESS_VIEW_DESC view; D3D12_CPU_DESCRIPTOR_HANDLE h = cpu_handle; view.Format = DXGI_FORMAT_R32_TYPELESS; view.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; view.Buffer.FirstElement = 0; view.Buffer.NumElements = 16 * 8; view.Buffer.StructureByteStride = 0; view.Buffer.CounterOffsetInBytes = 0; view.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW; ID3D12Device_CreateUnorderedAccessView(context.device, output_buffer, NULL, &view, h); h.ptr += descriptor_size; ID3D12Device_CreateUnorderedAccessView(context.device, read_output_buffer, NULL, &view, h); } for (i = 0; i < 8; i++) { D3D12_UNORDERED_ACCESS_VIEW_DESC view; D3D12_CPU_DESCRIPTOR_HANDLE h = cpu_handle; view.Format = DXGI_FORMAT_R32_TYPELESS; view.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; view.Buffer.FirstElement = 16 * i; view.Buffer.NumElements = 8; view.Buffer.StructureByteStride = 0; view.Buffer.CounterOffsetInBytes = 0; view.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW; h.ptr += (2 + i) * descriptor_size; ID3D12Device_CreateUnorderedAccessView(context.device, output_buffer, NULL, &view, h); } ID3D12Device_CopyDescriptorsSimple(context.device, 8 + 2, ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(gpu_heap), ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(cpu_heap), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &gpu_heap); { const UINT clear_value[4] = { 0xaaaaaaaau, 0xaaaaaaaau, 0xaaaaaaaau, 0xaaaaaaaau }; ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(command_list, gpu_handle, cpu_handle, output_buffer, clear_value, 0, NULL); uav_barrier(command_list, output_buffer); } ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_handle); ID3D12GraphicsCommandList_SetPipelineState(command_list, write_pso_32bit); ID3D12GraphicsCommandList_Dispatch(command_list, 1, 1, 1); if (write_pso_16bit) { ID3D12GraphicsCommandList_SetPipelineState(command_list, write_pso_16bit); ID3D12GraphicsCommandList_Dispatch(command_list, 1, 1, 1); } uav_barrier(command_list, output_buffer); ID3D12GraphicsCommandList_SetPipelineState(command_list, read_pso_32bit); ID3D12GraphicsCommandList_Dispatch(command_list, 1, 1, 1); if (read_pso_16bit) { ID3D12GraphicsCommandList_SetPipelineState(command_list, read_pso_16bit); ID3D12GraphicsCommandList_Dispatch(command_list, 1, 1, 1); } transition_resource_state(command_list, output_buffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_buffer_readback_with_command_list(output_buffer, DXGI_FORMAT_UNKNOWN, &rb, queue, command_list); for (i = 0; i < 4; i++) { uint32_t value, expected; for (j = 0; j < 16; j++) { value = get_readback_uint(&rb, 16 * i + j, 0, 0); expected = j < 8 ? j : 0xaaaaaaaau; ok(value == expected, "32-bit value %u, %u: #%x != #%x.\n", i, j, value, expected); } } for (i = 4; i < 8; i++) { uint16_t value, expected; for (j = 0; j < 32; j++) { value = get_readback_uint16(&rb, 32 * i + j, 0); expected = options4.Native16BitShaderOpsSupported && j < 16 ? j : 0xaaaau; ok(value == expected, "16-bit value %u, %u: #%x != #%x.\n", i, j, value, expected); } } release_resource_readback(&rb); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, read_output_buffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_buffer_readback_with_command_list(read_output_buffer, DXGI_FORMAT_UNKNOWN, &rb, queue, command_list); for (i = 0; i < 4; i++) { uint32_t value, expected; for (j = 0; j < 16; j++) { value = get_readback_uint(&rb, 16 * i + j, 0, 0); expected = j < 8 ? j : 0; ok(value == expected, "32-bit value %u, %u: #%x != #%x.\n", i, j, value, expected); } } for (i = 4; i < 8; i++) { uint16_t value, expected; for (j = 0; j < 32; j++) { value = get_readback_uint16(&rb, 32 * i + j, 0); expected = options4.Native16BitShaderOpsSupported && j < 16 ? j : 0; ok(value == expected, "16-bit value %u, %u: #%x != #%x.\n", i, j, value, expected); } } release_resource_readback(&rb); ID3D12DescriptorHeap_Release(gpu_heap); ID3D12DescriptorHeap_Release(cpu_heap); ID3D12Resource_Release(output_buffer); ID3D12Resource_Release(read_output_buffer); ID3D12PipelineState_Release(write_pso_32bit); if (write_pso_16bit) ID3D12PipelineState_Release(write_pso_16bit); ID3D12PipelineState_Release(read_pso_32bit); if (read_pso_16bit) ID3D12PipelineState_Release(read_pso_16bit); destroy_test_context(&context); } static void test_buffers_oob_behavior(bool use_dxil) { ID3D12DescriptorHeap *heap, *aux_cpu_heap, *aux_gpu_heap; const unsigned int chunk_size = 4 * 8 * 12 * 16; D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_DESCRIPTOR_RANGE descriptor_ranges[1]; D3D12_ROOT_PARAMETER root_parameters[1]; ID3D12Resource *output_buffer; struct resource_readback rb; const unsigned int chunk_size_words = chunk_size / 4; unsigned int i, j, word_index, descriptor_size; ID3D12GraphicsCommandList *command_list; D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle; struct test_context context; ID3D12CommandQueue *queue; HRESULT hr; #if 0 RWStructuredBuffer RWUint1[4] : register(u0); RWStructuredBuffer RWUint2[4] : register(u4); RWStructuredBuffer RWUint3[4] : register(u8); RWStructuredBuffer RWUint4[4] : register(u12); RWByteAddressBuffer BAB[16] : register(u16); [numthreads(1, 1, 1)] void main(uint idx : SV_DispatchThreadID) { if (idx == 0) { for (int j = 0; j < 4; j++) for (int i = 0; i < 4; i++) RWUint1[j][i] = i; for (int j = 0; j < 4; j++) for (int i = 0; i < 4; i++) RWUint2[j][i] = 2 * i + uint2(0, 1); for (int j = 0; j < 4; j++) for (int i = 0; i < 4; i++) RWUint3[j][i] = 3 * i + uint3(0, 1, 2); for (int j = 0; j < 4; j++) for (int i = 0; i < 4; i++) RWUint4[j][i] = 4 * i + uint4(0, 1, 2, 3); for (int j = 0; j < 4; j++) for (int i = 0; i < 4; i++) BAB[4 * 0 + j].Store(4 * i + 4 * j, 4 * j + i); for (int j = 0; j < 4; j++) for (int i = 0; i < 4; i++) BAB[4 * 1 + j].Store2(4 * i + 4 * j, 2 * (4 * j + i) + uint2(0, 1)); for (int j = 0; j < 4; j++) for (int i = 0; i < 4; i++) BAB[4 * 2 + j].Store3(4 * i + 4 * j, 3 * (4 * j + i) + uint3(0, 1, 2)); for (int j = 0; j < 4; j++) for (int i = 0; i < 4; i++) BAB[4 * 3 + j].Store4(4 * i + 4 * j, 4 * (4 * j + i) + uint4(0, 1, 2, 3)); } } #endif static const DWORD cs_code_dxbc[] = { 0x43425844, 0x98dce5fe, 0x48936653, 0x4604b648, 0xb8cfb81c, 0x00000001, 0x00000bf8, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000ba4, 0x00050051, 0x000002e9, 0x0100086a, 0x0700009e, 0x0031ee46, 0x00000000, 0x00000000, 0x00000003, 0x00000004, 0x00000000, 0x0700009e, 0x0031ee46, 0x00000001, 0x00000004, 0x00000007, 0x00000008, 0x00000000, 0x0700009e, 0x0031ee46, 0x00000002, 0x00000008, 0x0000000b, 0x0000000c, 0x00000000, 0x0700009e, 0x0031ee46, 0x00000003, 0x0000000c, 0x0000000f, 0x00000010, 0x00000000, 0x0600009d, 0x0031ee46, 0x00000004, 0x00000010, 0x0000001f, 0x00000000, 0x0200005f, 0x00020012, 0x02000068, 0x00000003, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x0200001f, 0x0002000a, 0x05000036, 0x00100012, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000021, 0x00100022, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000004, 0x03040003, 0x0010001a, 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000021, 0x00100042, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000004, 0x03040003, 0x0010002a, 0x00000000, 0x0b0000a8, 0x0421e012, 0x00000000, 0x0010000a, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000000, 0x0010001a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x0700001e, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x05000036, 0x00100012, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000021, 0x00100022, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000004, 0x03040003, 0x0010001a, 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000021, 0x00100042, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000004, 0x03040003, 0x0010002a, 0x00000000, 0x0f000023, 0x001000c2, 0x00000000, 0x00100556, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000002, 0x00000002, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x0c0000a8, 0x0621e032, 0x00000001, 0x00000004, 0x0010000a, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000000, 0x00100ae6, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x0700001e, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x05000036, 0x00100012, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000021, 0x00100022, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000004, 0x03040003, 0x0010001a, 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000021, 0x00100042, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000004, 0x03040003, 0x0010002a, 0x00000000, 0x0f000023, 0x00100072, 0x00000001, 0x00004002, 0x00000003, 0x00000003, 0x00000003, 0x00000000, 0x00100556, 0x00000000, 0x00004002, 0x00000000, 0x00000001, 0x00000002, 0x00000000, 0x0c0000a8, 0x0621e072, 0x00000002, 0x00000008, 0x0010000a, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000000, 0x00100246, 0x00000001, 0x0700001e, 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x0700001e, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x05000036, 0x00100012, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000021, 0x00100022, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000004, 0x03040003, 0x0010001a, 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000021, 0x00100042, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000004, 0x03040003, 0x0010002a, 0x00000000, 0x0f000023, 0x001000f2, 0x00000001, 0x00100556, 0x00000000, 0x00004002, 0x00000004, 0x00000004, 0x00000004, 0x00000004, 0x00004002, 0x00000000, 0x00000001, 0x00000002, 0x00000003, 0x0c0000a8, 0x0621e0f2, 0x00000003, 0x0000000c, 0x0010000a, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000000, 0x00100e46, 0x00000001, 0x0700001e, 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x0700001e, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x05000036, 0x00100012, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000021, 0x00100022, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000004, 0x03040003, 0x0010001a, 0x00000000, 0x07000029, 0x00100022, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000002, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000021, 0x00100082, 0x00000000, 0x0010002a, 0x00000000, 0x00004001, 0x00000004, 0x03040003, 0x0010003a, 0x00000000, 0x07000029, 0x00100082, 0x00000000, 0x0010002a, 0x00000000, 0x00004001, 0x00000002, 0x0700001e, 0x00100082, 0x00000000, 0x0010001a, 0x00000000, 0x0010003a, 0x00000000, 0x0700001e, 0x00100012, 0x00000001, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0a0000a6, 0x0621e012, 0x00000004, 0x00000010, 0x0010000a, 0x00000000, 0x0010003a, 0x00000000, 0x0010000a, 0x00000001, 0x0700001e, 0x00100042, 0x00000000, 0x0010002a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x0700001e, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x05000036, 0x00100012, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000021, 0x00100022, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000004, 0x03040003, 0x0010001a, 0x00000000, 0x0a00001e, 0x00100062, 0x00000000, 0x00100006, 0x00000000, 0x00004002, 0x00000000, 0x00000004, 0x00000001, 0x00000000, 0x07000029, 0x00100082, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000002, 0x05000036, 0x00100012, 0x00000001, 0x00004001, 0x00000000, 0x01000030, 0x07000021, 0x00100022, 0x00000001, 0x0010000a, 0x00000001, 0x00004001, 0x00000004, 0x03040003, 0x0010001a, 0x00000001, 0x07000029, 0x00100022, 0x00000001, 0x0010000a, 0x00000001, 0x00004001, 0x00000002, 0x0700001e, 0x00100022, 0x00000001, 0x0010003a, 0x00000000, 0x0010001a, 0x00000001, 0x0700001e, 0x00100042, 0x00000001, 0x0010003a, 0x00000000, 0x0010000a, 0x00000001, 0x0f000023, 0x001000c2, 0x00000001, 0x00100aa6, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000002, 0x00000002, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x0a0000a6, 0x0621e032, 0x00000004, 0x00000010, 0x0010001a, 0x00000000, 0x0010001a, 0x00000001, 0x00100ae6, 0x00000001, 0x0700001e, 0x00100012, 0x00000001, 0x0010000a, 0x00000001, 0x00004001, 0x00000001, 0x01000016, 0x05000036, 0x00100012, 0x00000000, 0x0010002a, 0x00000000, 0x01000016, 0x05000036, 0x00100012, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000021, 0x00100022, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000004, 0x03040003, 0x0010001a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000008, 0x07000029, 0x00100042, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000002, 0x05000036, 0x00100082, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000021, 0x00100012, 0x00000001, 0x0010003a, 0x00000000, 0x00004001, 0x00000004, 0x03040003, 0x0010000a, 0x00000001, 0x07000029, 0x00100012, 0x00000001, 0x0010003a, 0x00000000, 0x00004001, 0x00000002, 0x0700001e, 0x00100012, 0x00000001, 0x0010002a, 0x00000000, 0x0010000a, 0x00000001, 0x0700001e, 0x00100022, 0x00000001, 0x0010003a, 0x00000000, 0x0010002a, 0x00000000, 0x0f000023, 0x001000e2, 0x00000001, 0x00004002, 0x00000000, 0x00000003, 0x00000003, 0x00000003, 0x00100556, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000001, 0x00000002, 0x0a0000a6, 0x0621e072, 0x00000004, 0x00000010, 0x0010001a, 0x00000000, 0x0010000a, 0x00000001, 0x00100796, 0x00000001, 0x0700001e, 0x00100082, 0x00000000, 0x0010003a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x0700001e, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x05000036, 0x00100012, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000021, 0x00100022, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000004, 0x03040003, 0x0010001a, 0x00000000, 0x0a00001e, 0x00100062, 0x00000000, 0x00100006, 0x00000000, 0x00004002, 0x00000000, 0x0000000c, 0x00000001, 0x00000000, 0x07000029, 0x00100082, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000002, 0x05000036, 0x00100012, 0x00000001, 0x00004001, 0x00000000, 0x01000030, 0x07000021, 0x00100022, 0x00000001, 0x0010000a, 0x00000001, 0x00004001, 0x00000004, 0x03040003, 0x0010001a, 0x00000001, 0x07000029, 0x00100022, 0x00000001, 0x0010000a, 0x00000001, 0x00004001, 0x00000002, 0x0700001e, 0x00100022, 0x00000001, 0x0010003a, 0x00000000, 0x0010001a, 0x00000001, 0x0700001e, 0x00100042, 0x00000001, 0x0010003a, 0x00000000, 0x0010000a, 0x00000001, 0x0f000023, 0x001000f2, 0x00000002, 0x00100aa6, 0x00000001, 0x00004002, 0x00000004, 0x00000004, 0x00000004, 0x00000004, 0x00004002, 0x00000000, 0x00000001, 0x00000002, 0x00000003, 0x0a0000a6, 0x0621e0f2, 0x00000004, 0x00000010, 0x0010001a, 0x00000000, 0x0010001a, 0x00000001, 0x00100e46, 0x00000002, 0x0700001e, 0x00100012, 0x00000001, 0x0010000a, 0x00000001, 0x00004001, 0x00000001, 0x01000016, 0x05000036, 0x00100012, 0x00000000, 0x0010002a, 0x00000000, 0x01000016, 0x01000015, 0x0100003e, }; static const BYTE cs_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0x4b, 0x87, 0x60, 0x69, 0xa4, 0x42, 0x09, 0x0f, 0x75, 0x32, 0x54, 0x02, 0x8c, 0x50, 0xaa, 0x29, 0x01, 0x00, 0x00, 0x00, 0x14, 0x0c, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x54, 0x00, 0x00, 0x00, 0x64, 0x00, 0x00, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x4f, 0x53, 0x47, 0x31, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x53, 0x56, 0x30, 0x8c, 0x00, 0x00, 0x00, 0x24, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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command_list = context.list; queue = context.queue; root_signature_desc.NumParameters = 1; root_signature_desc.Flags = 0; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = NULL; root_signature_desc.pParameters = root_parameters; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_parameters[0].DescriptorTable.NumDescriptorRanges = 1; root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges; descriptor_ranges[0].RegisterSpace = 0; descriptor_ranges[0].BaseShaderRegister = 0; descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0; descriptor_ranges[0].NumDescriptors = UINT_MAX; descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); output_buffer = create_default_buffer(context.device, chunk_size * 32, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); context.pipeline_state = create_compute_pipeline_state(context.device, context.root_signature, shader_bytecode(use_dxil ? (const void*)cs_code_dxil : (const void*)cs_code_dxbc, use_dxil ? sizeof(cs_code_dxil) : sizeof(cs_code_dxbc))); heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 512); aux_cpu_heap = create_cpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); aux_gpu_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); descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); /* Exhaustively test all combinations of stride and offset within a 16 byte boundary. */ for (j = 0; j < 4; j++) { for (i = 0; i < 4; i++) { D3D12_UNORDERED_ACCESS_VIEW_DESC view; D3D12_CPU_DESCRIPTOR_HANDLE h = cpu_handle; unsigned int stride = 4 + 4 * j; view.Format = DXGI_FORMAT_UNKNOWN; view.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; view.Buffer.FirstElement = (j * 4 + i) * (chunk_size / stride) + 1; /* Offset by one element always for more test coverage. */ view.Buffer.NumElements = 1 + i; view.Buffer.StructureByteStride = stride; view.Buffer.CounterOffsetInBytes = 0; view.Buffer.Flags = 0; h.ptr += (j * 4 + i) * descriptor_size; ID3D12Device_CreateUnorderedAccessView(context.device, output_buffer, NULL, &view, h); } } for (i = 0; i < 16; i++) { D3D12_UNORDERED_ACCESS_VIEW_DESC view; D3D12_CPU_DESCRIPTOR_HANDLE h = cpu_handle; view.Format = DXGI_FORMAT_R32_TYPELESS; view.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; view.Buffer.FirstElement = (16 + i) * chunk_size_words; view.Buffer.NumElements = 4; view.Buffer.StructureByteStride = 0; view.Buffer.CounterOffsetInBytes = 0; view.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW; h.ptr += (i + 16) * descriptor_size; ID3D12Device_CreateUnorderedAccessView(context.device, output_buffer, NULL, &view, h); } ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &aux_gpu_heap); { const UINT clear_value[4] = { 0xaaaaaaaau, 0xaaaaaaaau, 0xaaaaaaaau, 0xaaaaaaaau }; D3D12_CPU_DESCRIPTOR_HANDLE cpu_desc, gpu_desc; D3D12_UNORDERED_ACCESS_VIEW_DESC view; D3D12_RESOURCE_BARRIER barrier; cpu_desc = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(aux_cpu_heap); gpu_desc = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(aux_gpu_heap); view.Format = DXGI_FORMAT_R32_TYPELESS; view.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; view.Buffer.FirstElement = 0; view.Buffer.NumElements = chunk_size_words * 32; view.Buffer.StructureByteStride = 0; view.Buffer.CounterOffsetInBytes = 0; view.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW; ID3D12Device_CreateUnorderedAccessView(context.device, output_buffer, NULL, &view, cpu_desc); ID3D12Device_CreateUnorderedAccessView(context.device, output_buffer, NULL, &view, gpu_desc); ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(command_list, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(aux_gpu_heap), cpu_desc, output_buffer, clear_value, 0, NULL); barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrier.UAV.pResource = output_buffer; ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &barrier); } ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_handle); ID3D12GraphicsCommandList_Dispatch(command_list, 1, 1, 1); transition_resource_state(command_list, output_buffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_buffer_readback_with_command_list(output_buffer, DXGI_FORMAT_UNKNOWN, &rb, queue, command_list); for (j = 0; j < 4; j++) { unsigned int stride_words = 1 + j; for (i = 0; i < 4; i++) { unsigned int base_offset_words = chunk_size_words * (j * 4 + i) + stride_words; unsigned int num_elements = 1 + i; unsigned int num_words = num_elements * stride_words; for (word_index = 0; word_index < num_words; word_index++) { UINT value = get_readback_uint(&rb, base_offset_words + word_index, 0, 0); UINT reference = word_index; ok(value == reference, "Readback value for structured buffer iteration (%u, %u, %u) is: %u\n", j, i, word_index, value); } /* Read beyond and verify we got robustness behavior. */ for (word_index = 0; word_index < 16; word_index++) { UINT value = get_readback_uint(&rb, base_offset_words + word_index + num_words, 0, 0); UINT reference = 0xaaaaaaaau; ok(value == reference, "Readback value for boundary check iteration (%u, %u, %u) is: %u\n", j, i, word_index, value); } } } { UINT expected_block[16][8]; memset(expected_block, 0xaa, sizeof(expected_block)); #define STORE1(desc, word, value) do { if ((word) < 4) expected_block[desc][word] = value; } while(0) #define STORE2(desc, word, value0, value1) STORE1(desc, word, value0); STORE1(desc, (word) + 1, value1) #define STORE3(desc, word, value0, value1, value2) STORE2(desc, word, value0, value1); STORE1(desc, (word) + 2, value2) #define STORE4(desc, word, value0, value1, value2, value3) STORE3(desc, word, value0, value1, value2); STORE1(desc, (word) + 3, value3) #define STAMP(i, j) (4 * (j) + (i)) /* Do whatever the shader is doing, apply 16 byte robustness per 32-bit access. */ for (j = 0; j < 4; j++) for (i = 0; i < 4; i++) STORE1(4 * 0 + j, i + j, STAMP(i, j)); for (j = 0; j < 4; j++) for (i = 0; i < 4; i++) STORE2(4 * 1 + j, i + j, 2 * STAMP(i, j) + 0, 2 * STAMP(i, j) + 1); for (j = 0; j < 4; j++) for (i = 0; i < 4; i++) STORE3(4 * 2 + j, i + j, 3 * STAMP(i, j) + 0, 3 * STAMP(i, j) + 1, 3 * STAMP(i, j) + 2); for (j = 0; j < 4; j++) for (i = 0; i < 4; i++) STORE4(4 * 3 + j, i + j, 4 * STAMP(i, j) + 0, 4 * STAMP(i, j) + 1, 4 * STAMP(i, j) + 2, 4 * STAMP(i, j) + 3); #undef STORE1 #undef STORE2 #undef STORE3 #undef STORE4 #undef STAMP for (j = 0; j < 4; j++) { for (i = 0; i < 4; i++) { unsigned int base_offset_words = chunk_size_words * (16 + 4 * j + i); for (word_index = 0; word_index < 8; word_index++) { UINT value = get_readback_uint(&rb, base_offset_words + word_index, 0, 0); UINT reference = expected_block[4 * j + i][word_index]; ok(value == reference, "Readback value for raw buffer iteration (%u, %u) is: %u\n", i, word_index, value); } } } } release_resource_readback(&rb); reset_command_list(command_list, context.allocator); ID3D12Resource_Release(output_buffer); ID3D12DescriptorHeap_Release(heap); ID3D12DescriptorHeap_Release(aux_cpu_heap); ID3D12DescriptorHeap_Release(aux_gpu_heap); destroy_test_context(&context); } void test_buffers_oob_behavior_dxbc(void) { test_buffers_oob_behavior(false); } void test_buffers_oob_behavior_dxil(void) { test_buffers_oob_behavior(true); } static void test_undefined_read_typed_buffer_as_untyped(bool use_dxil) { D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_ROOT_PARAMETER root_parameters[1]; D3D12_DESCRIPTOR_RANGE descriptor_ranges[1]; ID3D12DescriptorHeap *cpu_heap; ID3D12DescriptorHeap *heap; ID3D12Resource *output_buffer; struct resource_readback rb; ID3D12GraphicsCommandList *command_list; D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle; unsigned int i, descriptor_size; struct test_context context; ID3D12CommandQueue *queue; HRESULT hr; #if 0 RWStructuredBuffer Bufs[32] : register(u0, space0); RWByteAddressBuffer RawBufs[32] : register(u32, space0); [numthreads(64, 1, 1)] void main(uint thr : SV_DispatchThreadID) { if (thr < 32) { Bufs[NonUniformResourceIndex(thr)][0] = 4 * thr; Bufs[NonUniformResourceIndex(thr)][1] = 4 * thr + 1; Bufs[NonUniformResourceIndex(thr)][2] = 4 * thr + 2; Bufs[NonUniformResourceIndex(thr)][3] = 4 * thr + 3; } else { RawBufs[NonUniformResourceIndex(thr - 32)].Store4(0, 4 * thr + uint4(0, 1, 2, 3)); } } #endif static const DWORD cs_code_dxbc[] = { 0x43425844, 0x796e68df, 0x8eea7bec, 0x05c401ff, 0x2a2c5db6, 0x00000001, 0x00000280, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x0000022c, 0x00050051, 0x0000008b, 0x0100086a, 0x0700009e, 0x0031ee46, 0x00000000, 0x00000000, 0x0000001f, 0x00000004, 0x00000000, 0x0600009d, 0x0031ee46, 0x00000001, 0x00000020, 0x0000003f, 0x00000000, 0x0200005f, 0x00020012, 0x02000068, 0x00000002, 0x0400009b, 0x00000040, 0x00000001, 0x00000001, 0x0600004f, 0x00100012, 0x00000000, 0x0002000a, 0x00004001, 0x00000020, 0x0304001f, 0x0010000a, 0x00000000, 0x06000029, 0x00100012, 0x00000000, 0x0002000a, 0x00004001, 0x00000002, 0x04000036, 0x00100022, 0x00000000, 0x0002000a, 0x0c0000a8, 0x8421e012, 0x00020001, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x0010000a, 0x00000000, 0x0e000023, 0x001000d2, 0x00000000, 0x00020006, 0x00004002, 0x00000004, 0x00000000, 0x00000004, 0x00000004, 0x00004002, 0x00000001, 0x00000000, 0x00000002, 0x00000003, 0x0c0000a8, 0x8421e012, 0x00020001, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000001, 0x00004001, 0x00000000, 0x0010000a, 0x00000000, 0x0c0000a8, 0x8421e012, 0x00020001, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000002, 0x00004001, 0x00000000, 0x0010002a, 0x00000000, 0x0c0000a8, 0x8421e012, 0x00020001, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000003, 0x00004001, 0x00000000, 0x0010003a, 0x00000000, 0x01000012, 0x0600001e, 0x00100012, 0x00000000, 0x0002000a, 0x00004001, 0xffffffe0, 0x0e000023, 0x001000f2, 0x00000001, 0x00020006, 0x00004002, 0x00000004, 0x00000004, 0x00000004, 0x00000004, 0x00004002, 0x00000000, 0x00000001, 0x00000002, 0x00000003, 0x0b0000a6, 0x8621e0f2, 0x00020001, 0x00000001, 0x00000020, 0x0010000a, 0x00000000, 0x00004001, 0x00000000, 0x00100e46, 0x00000001, 0x01000015, 0x0100003e, }; static const BYTE cs_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0x54, 0x47, 0x19, 0x47, 0x31, 0x41, 0xbd, 0x02, 0x54, 0xec, 0x1c, 0x7d, 0x8e, 0x10, 0x57, 0x86, 0x01, 0x00, 0x00, 0x00, 0x94, 0x06, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x54, 0x00, 0x00, 0x00, 0x64, 0x00, 0x00, 0x00, 0xc8, 0x00, 0x00, 0x00, 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x4f, 0x53, 0x47, 0x31, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x53, 0x56, 0x30, 0x5c, 0x00, 0x00, 0x00, 0x24, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x05, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x3f, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x44, 0x58, 0x49, 0x4c, 0xc4, 0x05, 0x00, 0x00, 0x60, 0x00, 0x05, 0x00, 0x71, 0x01, 0x00, 0x00, 0x44, 0x58, 0x49, 0x4c, 0x00, 0x01, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0xac, 0x05, 0x00, 0x00, 0x42, 0x43, 0xc0, 0xde, 0x21, 0x0c, 0x00, 0x00, 0x68, 0x01, 0x00, 0x00, 0x0b, 0x82, 0x20, 0x00, 0x02, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00, 0x07, 0x81, 0x23, 0x91, 0x41, 0xc8, 0x04, 0x49, 0x06, 0x10, 0x32, 0x39, 0x92, 0x01, 0x84, 0x0c, 0x25, 0x05, 0x08, 0x19, 0x1e, 0x04, 0x8b, 0x62, 0x80, 0x14, 0x45, 0x02, 0x42, 0x92, 0x0b, 0x42, 0xa4, 0x10, 0x32, 0x14, 0x38, 0x08, 0x18, 0x4b, 0x0a, 0x32, 0x52, 0x88, 0x48, 0x90, 0x14, 0x20, 0x43, 0x46, 0x88, 0xa5, 0x00, 0x19, 0x32, 0x42, 0xe4, 0x48, 0x0e, 0x90, 0x91, 0x22, 0xc4, 0x50, 0x41, 0x51, 0x81, 0x8c, 0xe1, 0x83, 0xe5, 0x8a, 0x04, 0x29, 0x46, 0x06, 0x51, 0x18, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x1b, 0x8c, 0xe0, 0xff, 0xff, 0xff, 0xff, 0x07, 0x40, 0x02, 0xa8, 0x0d, 0x86, 0xf0, 0xff, 0xff, 0xff, 0xff, 0x03, 0x20, 0x01, 0xd5, 0x06, 0x62, 0xf8, 0xff, 0xff, 0xff, 0xff, 0x01, 0x90, 0x00, 0x49, 0x18, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x13, 0x82, 0x60, 0x42, 0x20, 0x4c, 0x08, 0x06, 0x00, 0x00, 0x00, 0x00, 0x89, 0x20, 0x00, 0x00, 0x2d, 0x00, 0x00, 0x00, 0x32, 0x22, 0x48, 0x09, 0x20, 0x64, 0x85, 0x04, 0x93, 0x22, 0xa4, 0x84, 0x04, 0x93, 0x22, 0xe3, 0x84, 0xa1, 0x90, 0x14, 0x12, 0x4c, 0x8a, 0x8c, 0x0b, 0x84, 0xa4, 0x4c, 0x10, 0x5c, 0x23, 0x00, 0x25, 0x00, 0x14, 0xe6, 0x08, 0xc0, 0xa0, 0x0c, 0x63, 0x0c, 0x22, 0x73, 0x04, 0x08, 0x99, 0x7b, 0x86, 0xcb, 0x9f, 0xb0, 0x87, 0x90, 0xfc, 0x10, 0x68, 0x86, 0x85, 0x40, 0xc1, 0x99, 0x23, 0x08, 0x8a, 0x81, 0x86, 0x19, 0x23, 0x91, 0x2a, 0x0a, 0x18, 0x68, 0x8c, 0x31, 0xc6, 0x30, 0xc4, 0x06, 0x02, 0x66, 0x32, 0x83, 0x71, 0x60, 0x87, 0x70, 0x98, 0x87, 0x79, 0x70, 0x03, 0x59, 0xb8, 0x85, 0x59, 0xa0, 0x07, 0x79, 0xa8, 0x87, 0x71, 0xa0, 0x87, 0x7a, 0x90, 0x87, 0x72, 0x20, 0x07, 0x51, 0xa8, 0x07, 0x73, 0x30, 0x87, 0x72, 0x90, 0x07, 0x3e, 0xa8, 0x07, 0x77, 0x98, 0x87, 0x74, 0x38, 0x07, 0x77, 0x28, 0x07, 0x72, 0x00, 0x83, 0x74, 0x70, 0x07, 0x7a, 0xf0, 0x03, 0x14, 0x8c, 0x04, 0x79, 0x04, 0x4f, 0x93, 0xa6, 0x88, 0x12, 0x26, 0x7f, 0x85, 0x37, 0x6c, 0x22, 0xb4, 0x61, 0x88, 0x08, 0x49, 0xda, 0xa8, 0xa2, 0x20, 0x22, 0x14, 0x8c, 0x04, 0x91, 0x34, 0xe7, 0x08, 0x40, 0x61, 0x0a, 0x00, 0x00, 0x00, 0x13, 0x14, 0x72, 0xc0, 0x87, 0x74, 0x60, 0x87, 0x36, 0x68, 0x87, 0x79, 0x68, 0x03, 0x72, 0xc0, 0x87, 0x0d, 0xaf, 0x50, 0x0e, 0x6d, 0xd0, 0x0e, 0x7a, 0x50, 0x0e, 0x6d, 0x00, 0x0f, 0x7a, 0x30, 0x07, 0x72, 0xa0, 0x07, 0x73, 0x20, 0x07, 0x6d, 0x90, 0x0e, 0x71, 0xa0, 0x07, 0x73, 0x20, 0x07, 0x6d, 0x90, 0x0e, 0x78, 0xa0, 0x07, 0x73, 0x20, 0x07, 0x6d, 0x90, 0x0e, 0x71, 0x60, 0x07, 0x7a, 0x30, 0x07, 0x72, 0xd0, 0x06, 0xe9, 0x30, 0x07, 0x72, 0xa0, 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0x20, 0x18, 0x28, 0x62, 0x00, 0x35, 0x60, 0x10, 0x2c, 0x23, 0x06, 0x0d, 0x00, 0x82, 0x60, 0xc0, 0x88, 0x01, 0x15, 0x80, 0x41, 0x95, 0x20, 0x87, 0xd1, 0xcc, 0x12, 0x0c, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, }; if (!init_compute_test_context(&context)) return; if (use_dxil && !context_supports_dxil(&context)) { destroy_test_context(&context); return; } command_list = context.list; queue = context.queue; root_signature_desc.NumParameters = 1; root_signature_desc.Flags = 0; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = NULL; root_signature_desc.pParameters = root_parameters; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_parameters[0].DescriptorTable.NumDescriptorRanges = 1; root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges; descriptor_ranges[0].RegisterSpace = 0; descriptor_ranges[0].BaseShaderRegister = 0; descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0; descriptor_ranges[0].NumDescriptors = UINT_MAX; descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); output_buffer = create_default_buffer(context.device, 64 * 1024, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); context.pipeline_state = create_compute_pipeline_state(context.device, context.root_signature, shader_bytecode(use_dxil ? (const void *)cs_code_dxil : (const void *)cs_code_dxbc, use_dxil ? sizeof(cs_code_dxil) : sizeof(cs_code_dxbc))); cpu_heap = create_cpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 64); heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 64); cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(cpu_heap); gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap); descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); for (i = 0; i < 64; i++) { D3D12_UNORDERED_ACCESS_VIEW_DESC view; D3D12_CPU_DESCRIPTOR_HANDLE h = cpu_handle; /* This is not legal, but it just works on native D3D12 drivers :( */ view.Format = DXGI_FORMAT_R32_UINT; view.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; view.Buffer.FirstElement = 4 * i; view.Buffer.NumElements = 4; view.Buffer.StructureByteStride = 0; view.Buffer.CounterOffsetInBytes = 0; view.Buffer.Flags = 0; h.ptr += i * descriptor_size; ID3D12Device_CreateUnorderedAccessView(context.device, output_buffer, NULL, &view, h); } ID3D12Device_CopyDescriptorsSimple(context.device, 64, ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap), cpu_handle, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_handle); ID3D12GraphicsCommandList_Dispatch(command_list, 1, 1, 1); transition_resource_state(command_list, output_buffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_buffer_readback_with_command_list(output_buffer, DXGI_FORMAT_UNKNOWN, &rb, queue, command_list); for (i = 0; i < 256; i++) { UINT value = get_readback_uint(&rb, i, 0, 0); UINT reference = i; ok(value == reference, "Readback value for buffer iteration %u is: %u\n", i, value); } release_resource_readback(&rb); reset_command_list(command_list, context.allocator); ID3D12Resource_Release(output_buffer); ID3D12DescriptorHeap_Release(cpu_heap); ID3D12DescriptorHeap_Release(heap); destroy_test_context(&context); } void test_undefined_read_typed_buffer_as_untyped_dxbc(void) { test_undefined_read_typed_buffer_as_untyped(false); } void test_undefined_read_typed_buffer_as_untyped_dxil(void) { test_undefined_read_typed_buffer_as_untyped(true); } void test_null_descriptor_mismatch_type(void) { /* A very cursed test. This is invalid in D3D12, but some games rely on this (or at least a subset) working ._. */ D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_DESCRIPTOR_RANGE descriptor_ranges[9]; ID3D12DescriptorHeap *gpu_heap, *cpu_heap; D3D12_ROOT_PARAMETER root_parameters[2]; ID3D12Resource *texture; ID3D12Resource *buffer; ID3D12Resource *output_buffer; struct resource_readback rb; ID3D12GraphicsCommandList *command_list; unsigned int i, descriptor_size; struct test_context context; ID3D12CommandQueue *queue; HRESULT hr; #if 0 struct C { uint v; }; ConstantBuffer CBuf[]: register(b0, space0); Texture2D ROTex2D[] : register(t0, space0); Buffer ROTyped[] : register(t0, space1); StructuredBuffer RORaw[] : register(t0, space2); RWTexture2D RWTex2D[] : register(u0, space0); RWBuffer RWTyped[] : register(u0, space1); RWStructuredBuffer RWRaw[] : register(u0, space2); RWStructuredBuffer RWOut : register(u0, space3); [numthreads(1, 1, 1)] void main(uint thr : SV_DispatchThreadID) { uint res = thr; res += RORaw[thr][0] != 0 ? 1000 : 0; res += RWRaw[thr][0] != 0 ? 10000 : 0; res += ROTyped[thr][0] != 0 ? 100000 : 0; res += RWTyped[thr][0] != 0 ? 1000000 : 0; res += ROTex2D[thr].Load(int3(thr, 0, 0)) != 0 ? 10000000 : 0; res += RWTex2D[thr].Load(int2(thr, 0)) != 0 ? 100000000 : 0; res += CBuf[thr].v != 0 ? 1000000000 : 0; RWOut[thr] = res; } #endif static const DWORD cs_code[] = { 0x43425844, 0xb4b5af4f, 0xf2d1b7d9, 0xbd7f2ac5, 0x1ea4ad33, 0x00000001, 0x00000490, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x0000043c, 0x00050051, 0x0000010f, 0x0100086a, 0x07000859, 0x00308e46, 0x00000000, 0x00000000, 0xffffffff, 0x00000001, 0x00000000, 0x07001858, 0x00307e46, 0x00000000, 0x00000000, 0xffffffff, 0x00004444, 0x00000000, 0x07000858, 0x00307e46, 0x00000001, 0x00000000, 0xffffffff, 0x00004444, 0x00000001, 0x070000a2, 0x00307e46, 0x00000002, 0x00000000, 0xffffffff, 0x00000004, 0x00000002, 0x0700189c, 0x0031ee46, 0x00000000, 0x00000000, 0xffffffff, 0x00004444, 0x00000000, 0x0700089c, 0x0031ee46, 0x00000001, 0x00000000, 0xffffffff, 0x00004444, 0x00000001, 0x0700009e, 0x0031ee46, 0x00000002, 0x00000000, 0xffffffff, 0x00000004, 0x00000002, 0x0700009e, 0x0031ee46, 0x00000003, 0x00000000, 0x00000000, 0x00000004, 0x00000003, 0x0200005f, 0x00020012, 0x02000068, 0x00000002, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x04000036, 0x00100012, 0x00000000, 0x0002000a, 0x0b0000a7, 0x00100022, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x04207006, 0x00000002, 0x0010000a, 0x00000000, 0x09000037, 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x000003e8, 0x00004001, 0x00000000, 0x0600001e, 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x0002000a, 0x0b0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x0421e006, 0x00000002, 0x0010000a, 0x00000000, 0x09000037, 0x00100042, 0x00000000, 0x0010002a, 0x00000000, 0x00004001, 0x00002710, 0x00004001, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c00002d, 0x00100042, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x04207c96, 0x00000001, 0x0010000a, 0x00000000, 0x09000037, 0x00100042, 0x00000000, 0x0010002a, 0x00000000, 0x00004001, 0x000186a0, 0x00004001, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a3, 0x00100042, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0421ec96, 0x00000001, 0x0010000a, 0x00000000, 0x09000037, 0x00100042, 0x00000000, 0x0010002a, 0x00000000, 0x00004001, 0x000f4240, 0x00004001, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x04000036, 0x00100012, 0x00000001, 0x0002000a, 0x08000036, 0x001000e2, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0900002d, 0x00100042, 0x00000000, 0x00100fc6, 0x00000001, 0x04207c96, 0x00000000, 0x0010000a, 0x00000000, 0x09000037, 0x00100042, 0x00000000, 0x0010002a, 0x00000000, 0x00004001, 0x00989680, 0x00004001, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x090000a3, 0x00100042, 0x00000000, 0x00100e46, 0x00000001, 0x0421ec96, 0x00000000, 0x0010000a, 0x00000000, 0x09000037, 0x00100042, 0x00000000, 0x0010002a, 0x00000000, 0x00004001, 0x05f5e100, 0x00004001, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c000037, 0x00100012, 0x00000000, 0x0430800a, 0x00000000, 0x0010000a, 0x00000000, 0x00000000, 0x00004001, 0x3b9aca00, 0x00004001, 0x00000000, 0x0700001e, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x0010001a, 0x00000000, 0x090000a8, 0x0021e012, 0x00000003, 0x00000000, 0x0002000a, 0x00004001, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e, }; if (!init_compute_test_context(&context)) return; command_list = context.list; queue = context.queue; root_signature_desc.NumParameters = ARRAY_SIZE(root_parameters); root_signature_desc.Flags = 0; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = NULL; root_signature_desc.pParameters = root_parameters; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_parameters[0].DescriptorTable.NumDescriptorRanges = ARRAY_SIZE(descriptor_ranges); root_parameters[0].DescriptorTable.pDescriptorRanges = &descriptor_ranges[0]; root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV; root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_parameters[1].Descriptor.RegisterSpace = 3; root_parameters[1].Descriptor.ShaderRegister = 0; /* Need two idential ranges so we can alias two different resource dimensions over same table. */ for (i = 0; i < ARRAY_SIZE(descriptor_ranges); i++) { descriptor_ranges[i].RegisterSpace = i % 3; descriptor_ranges[i].BaseShaderRegister = 0; descriptor_ranges[i].OffsetInDescriptorsFromTableStart = 512 * (i / 3); descriptor_ranges[i].NumDescriptors = 512; } for (i = 0; i < 3; i++) { descriptor_ranges[i + 0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; descriptor_ranges[i + 3].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; descriptor_ranges[i + 6].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; } hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); { const UINT buffer_data[] = { 1, 1, 1, 1 }; buffer = create_default_buffer(context.device, 256, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); upload_buffer_data(buffer, 0, sizeof(buffer_data), buffer_data, queue, command_list); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, buffer, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE); } { const UINT tex_data = 1; D3D12_SUBRESOURCE_DATA sub; sub.pData = &tex_data; sub.RowPitch = 1; sub.SlicePitch = 1; texture = create_default_texture2d(context.device, 1, 1, 1, 1, DXGI_FORMAT_R32_UINT, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); upload_texture_data(texture, &sub, 1, queue, command_list); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, texture, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE); } output_buffer = create_default_buffer(context.device, 4 * 512, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); context.pipeline_state = create_compute_pipeline_state(context.device, context.root_signature, shader_bytecode(cs_code, sizeof(cs_code))); gpu_heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 512 * 3); cpu_heap = create_cpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 7); descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); /* Stamp out valid descriptors across the heap. */ for (i = 0; i < 512; i++) { D3D12_SHADER_RESOURCE_VIEW_DESC view; D3D12_CPU_DESCRIPTOR_HANDLE h; h = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(gpu_heap); h.ptr += (0 + i) * descriptor_size; view.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; view.Format = DXGI_FORMAT_R32_UINT; view.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; view.Texture2D.MipLevels = 1; view.Texture2D.MostDetailedMip = 0; view.Texture2D.PlaneSlice = 0; view.Texture2D.ResourceMinLODClamp = 0; ID3D12Device_CreateShaderResourceView(context.device, texture, &view, h); } for (i = 0; i < 512; i++) { D3D12_UNORDERED_ACCESS_VIEW_DESC view; D3D12_CPU_DESCRIPTOR_HANDLE h; h = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(gpu_heap); h.ptr += (512 + i) * descriptor_size; view.Format = DXGI_FORMAT_R32_UINT; view.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D; view.Texture2D.PlaneSlice = 0; view.Texture2D.MipSlice = 0; ID3D12Device_CreateUnorderedAccessView(context.device, texture, NULL, &view, h); } for (i = 0; i < 512; i++) { D3D12_CONSTANT_BUFFER_VIEW_DESC view; D3D12_CPU_DESCRIPTOR_HANDLE h; h = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(gpu_heap); h.ptr += (1024 + i) * descriptor_size; view.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(buffer); view.SizeInBytes = 256; ID3D12Device_CreateConstantBufferView(context.device, &view, h); } /* Create 7 template NULL descriptors which cover every possible descriptor type. * Allows us to test splat NULL descriptor copy. */ { D3D12_UNORDERED_ACCESS_VIEW_DESC uav_tex, uav_typed, uav_raw; D3D12_SHADER_RESOURCE_VIEW_DESC srv_tex, srv_typed, srv_raw; D3D12_CPU_DESCRIPTOR_HANDLE gpu_h, cpu_h; D3D12_CONSTANT_BUFFER_VIEW_DESC cbv; cpu_h = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(cpu_heap); gpu_h = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(gpu_heap); cbv.BufferLocation = 0; cbv.SizeInBytes = 0; ID3D12Device_CreateConstantBufferView(context.device, &cbv, cpu_h); ID3D12Device_CreateConstantBufferView(context.device, &cbv, gpu_h); cpu_h.ptr += descriptor_size; gpu_h.ptr += descriptor_size; memset(&srv_tex, 0, sizeof(srv_tex)); srv_tex.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srv_tex.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; srv_tex.Format = DXGI_FORMAT_R32_UINT; srv_typed = srv_tex; srv_typed.ViewDimension = D3D12_SRV_DIMENSION_BUFFER; srv_raw = srv_typed; srv_raw.Format = DXGI_FORMAT_R32_TYPELESS; srv_raw.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW; /* SRV tex null descriptor is misinterpreted on AMD Windows native when read as a buffer. */ ID3D12Device_CreateShaderResourceView(context.device, NULL, &srv_typed /*&srv_tex*/, cpu_h); ID3D12Device_CreateShaderResourceView(context.device, NULL, &srv_typed /*&srv_tex*/, gpu_h); cpu_h.ptr += descriptor_size; gpu_h.ptr += descriptor_size; ID3D12Device_CreateShaderResourceView(context.device, NULL, &srv_typed, cpu_h); ID3D12Device_CreateShaderResourceView(context.device, NULL, &srv_typed, gpu_h); cpu_h.ptr += descriptor_size; gpu_h.ptr += descriptor_size; ID3D12Device_CreateShaderResourceView(context.device, NULL, &srv_raw, cpu_h); ID3D12Device_CreateShaderResourceView(context.device, NULL, &srv_raw, gpu_h); cpu_h.ptr += descriptor_size; gpu_h.ptr += descriptor_size; memset(&uav_tex, 0, sizeof(uav_tex)); uav_tex.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D; uav_tex.Format = DXGI_FORMAT_R32_UINT; uav_typed = uav_tex; uav_typed.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; uav_raw = uav_typed; uav_raw.Format = DXGI_FORMAT_R32_TYPELESS; uav_raw.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW; /* UAV tex null descriptor is misinterpreted on AMD Windows native when read as a buffer. */ ID3D12Device_CreateUnorderedAccessView(context.device, NULL, NULL, &uav_typed /*&uav_tex*/, cpu_h); ID3D12Device_CreateUnorderedAccessView(context.device, NULL, NULL, &uav_typed /*&uav_tex*/, gpu_h); cpu_h.ptr += descriptor_size; gpu_h.ptr += descriptor_size; ID3D12Device_CreateUnorderedAccessView(context.device, NULL, NULL, &uav_typed, cpu_h); ID3D12Device_CreateUnorderedAccessView(context.device, NULL, NULL, &uav_typed, gpu_h); cpu_h.ptr += descriptor_size; gpu_h.ptr += descriptor_size; ID3D12Device_CreateUnorderedAccessView(context.device, NULL, NULL, &uav_raw, cpu_h); ID3D12Device_CreateUnorderedAccessView(context.device, NULL, NULL, &uav_raw, gpu_h); cpu_h.ptr += descriptor_size; gpu_h.ptr += descriptor_size; } /* Copy random NULL descriptors. The types won't match, but this "happens to work" on native drivers :(. * The first batch of NULL descriptors were written directly, which lets us test that path as well. */ for (i = 7; i < 512 * 3; i++) { D3D12_CPU_DESCRIPTOR_HANDLE dst, src; dst = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(gpu_heap); src = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(cpu_heap); dst.ptr += descriptor_size * i; src.ptr += descriptor_size * (i % 7); ID3D12Device_CopyDescriptorsSimple(context.device, 1, dst, src, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); } ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &gpu_heap); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(gpu_heap)); ID3D12GraphicsCommandList_SetComputeRootUnorderedAccessView(command_list, 1, ID3D12Resource_GetGPUVirtualAddress(output_buffer)); ID3D12GraphicsCommandList_Dispatch(command_list, 512, 1, 1); transition_resource_state(command_list, output_buffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_buffer_readback_with_command_list(output_buffer, DXGI_FORMAT_UNKNOWN, &rb, queue, command_list); for (i = 0; i < 512; i++) { UINT value = get_readback_uint(&rb, i, 0, 0); UINT reference = i; ok(value == reference, "Readback value [%u] is: %u\n", i, value); } release_resource_readback(&rb); reset_command_list(command_list, context.allocator); ID3D12Resource_Release(buffer); ID3D12Resource_Release(texture); ID3D12Resource_Release(output_buffer); ID3D12DescriptorHeap_Release(gpu_heap); ID3D12DescriptorHeap_Release(cpu_heap); destroy_test_context(&context); }