/* * 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_fragment_coords(void) { static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; ID3D12GraphicsCommandList *command_list; D3D12_INPUT_LAYOUT_DESC input_layout; struct test_context_desc desc; D3D12_VERTEX_BUFFER_VIEW vbv; struct test_context context; struct resource_readback rb; const struct vec4 *v = NULL; struct vec4 expected = {0}; ID3D12CommandQueue *queue; unsigned int i, x = 0, y; ID3D12Resource *vb; bool all_match; static const DWORD vs_code[] = { #if 0 void main(float4 in_position : POSITION, out float4 out_position : SV_POSITION) { out_position = in_position; } #endif 0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040, 0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)}; static const DWORD ps_code[] = { #if 0 float4 main(float4 position: sv_position) : sv_target { return position; } #endif 0x43425844, 0xac408178, 0x2ca4213f, 0x4f2551e1, 0x1626b422, 0x00000001, 0x000000d8, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x705f7673, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x745f7673, 0x65677261, 0xabab0074, 0x52444853, 0x0000003c, 0x00000040, 0x0000000f, 0x04002064, 0x001010f2, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; static const D3D12_INPUT_ELEMENT_DESC layout_desc[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, }; static const struct vec4 vertices[] = { {-1.0f, -1.0f, 0.00f, 1.00f}, {-1.0f, 1.0f, 0.00f, 1.00f}, { 1.0f, -1.0f, 0.00f, 1.00f}, { 1.0f, 1.0f, 0.00f, 1.00f}, {-1.0f, -1.0f, 0.25f, 1.00f}, {-1.0f, 1.0f, 0.25f, 1.00f}, { 1.0f, -1.0f, 0.25f, 1.00f}, { 1.0f, 1.0f, 0.25f, 1.00f}, {-1.0f, -1.0f, 0.50f, 1.00f}, {-1.0f, 1.0f, 0.50f, 1.00f}, { 1.0f, -1.0f, 0.50f, 1.00f}, { 1.0f, 1.0f, 0.50f, 1.00f}, {-1.0f, -1.0f, 0.75f, 1.00f}, {-1.0f, 1.0f, 0.75f, 1.00f}, { 1.0f, -1.0f, 0.75f, 1.00f}, { 1.0f, 1.0f, 0.75f, 1.00f}, {-1.0f, -1.0f, 1.00f, 1.00f}, {-1.0f, 1.0f, 1.00f, 1.00f}, { 1.0f, -1.0f, 1.00f, 1.00f}, { 1.0f, 1.0f, 1.00f, 1.00f}, {-1.0f, -1.0f, 1.00f, 0.50f}, {-1.0f, 1.0f, 1.00f, 0.50f}, { 1.0f, -1.0f, 1.00f, 0.50f}, { 1.0f, 1.0f, 1.00f, 0.50f}, {-1.0f, -1.0f, 1.00f, 0.25f}, {-1.0f, 1.0f, 1.00f, 0.25f}, { 1.0f, -1.0f, 1.00f, 0.25f}, { 1.0f, 1.0f, 1.00f, 0.25f}, }; memset(&desc, 0, sizeof(desc)); desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT; desc.root_signature_flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; desc.no_pipeline = true; if (!init_test_context(&context, &desc)) return; command_list = context.list; queue = context.queue; input_layout.pInputElementDescs = layout_desc; input_layout.NumElements = ARRAY_SIZE(layout_desc); context.pipeline_state = create_pipeline_state(context.device, context.root_signature, context.render_target_desc.Format, &vs, &ps, &input_layout); vb = create_upload_buffer(context.device, sizeof(vertices), vertices); vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb); vbv.StrideInBytes = sizeof(*vertices); vbv.SizeInBytes = sizeof(vertices); for (i = 0; i < ARRAY_SIZE(vertices) / 4; ++i) { vkd3d_test_set_context("Test %u", i); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 0.0f, 1.0f); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv); ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 4 * i, 0); set_viewport(&context.viewport, 10.0f, 10.0f, 20.0f, 30.0f, 0.0f, 1.0f); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 4 * i, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list); all_match = true; for (y = 0; y < rb.height; ++y) { for (x = 0; x < rb.width; ++x) { v = get_readback_vec4(&rb, x, y); expected.x = x + 0.5f; expected.y = y + 0.5f; expected.z = vertices[4 * i].z / vertices[4 * i].w; expected.w = vertices[4 * i].w; if (!compare_vec4(v, &expected, 2)) { all_match = false; break; } } if (!all_match) break; } ok(all_match, "Got {%.8e, %.8e, %.8e, %.8e} expected {%.8e, %.8e, %.8e, %.8e} at (%u, %u).\n", v->x, v->y, v->z, v->w, expected.x, expected.y, expected.z, expected.w, x, y); release_resource_readback(&rb); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } vkd3d_test_set_context(NULL); ID3D12Resource_Release(vb); destroy_test_context(&context); } void test_shader_instructions_dxil(void) { D3D12_FEATURE_DATA_D3D12_OPTIONS4 options4; D3D12_ROOT_PARAMETER root_parameters[2]; ID3D12RootSignature *root_signature; D3D12_ROOT_SIGNATURE_DESC rs_desc; ID3D12Resource *output_buffer; ID3D12Resource *input_buffer; struct test_context context; struct resource_readback rb; ID3D12PipelineState *pso; unsigned int i, j; struct test { const D3D12_SHADER_BYTECODE *cs; float input_data[4]; uint32_t output_data[4]; bool native_fp16; bool is_todo; uint32_t output_data_alt[4]; bool allows_alternative_result; }; static const BYTE legacy_f32_to_f16_code[] = { #if 0 StructuredBuffer Buf : register(t0); RWStructuredBuffer RWBuf : register(u0); [numthreads(4, 1, 1)] void main(uint thr : SV_DispatchThreadID) { RWBuf[thr] = f32tof16(Buf[thr]); } #endif 0x44, 0x58, 0x42, 0x43, 0x02, 0xfc, 0x26, 0xf2, 0xd6, 0xa4, 0x1f, 0xdd, 0xc5, 0xb6, 0x7b, 0x11, 0xd8, 0xcc, 0xdc, 0xe5, 0x01, 0x00, 0x00, 0x00, 0xd8, 0x06, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x00, 0x58, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0xe8, 0x00, 0x00, 0x00, 0x04, 0x01, 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, 0x78, 0x00, 0x00, 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0x05, 0x00, 0x41, 0x30, 0x58, 0x38, 0xc7, 0x08, 0x2c, 0x85, 0x1a, 0x4d, 0x08, 0x80, 0x0b, 0xda, 0x55, 0x11, 0xc4, 0x88, 0x81, 0x03, 0x80, 0x20, 0x18, 0x38, 0xdf, 0xb3, 0x24, 0x5a, 0xc0, 0x30, 0x8c, 0xc3, 0x21, 0x00, 0x00, 0x00, 0x00, 0x00, }; static const D3D12_SHADER_BYTECODE legacy_f32_to_f16 = SHADER_BYTECODE(legacy_f32_to_f16_code); static const D3D12_SHADER_BYTECODE fptrunc_f32_to_f16 = SHADER_BYTECODE(fptrunc_f32_to_f16_code); static const D3D12_SHADER_BYTECODE fp16_add_rounding_mode = SHADER_BYTECODE(fp16_add_rounding_mode_code); static const D3D12_SHADER_BYTECODE fp16_arith_denorm = SHADER_BYTECODE(fp16_arith_denorm_code); union { uint32_t u32[4]; float f32[4]; } patterns; struct test tests[] = { /* LegacyF32toF16 opcode is always RTZ. */ {&legacy_f32_to_f16, { 1024.75f, 1025.75f, 1026.75f, 1027.75f }, { 0x6400, 0x6401, 0x6402, 0x6403 }, false, true}, {&legacy_f32_to_f16, { -1024.75f, -1025.75f, -1026.75f, -1027.75f }, { 0xe400, 0xe401, 0xe402, 0xe403 }, false, true}, {&legacy_f32_to_f16, { 0.75f / 0x1000000, -0.75f / 0x1000000, 1.75f / 0x1000000, -1.75f / 0x1000000 }, { 0x0000, 0x8000, 0x0001, 0x8001 }, false, true}, {&legacy_f32_to_f16, { 0.0f /* To be filled in with weird values, +inf, -inf, nan(1), nan(all bits). */ }, {0x7c00, 0xfc00, UINT32_MAX /* NaN, any pattern allowed. */, UINT32_MAX /* NaN, any pattern allowed. */}, false}, /* Drivers don't seem to agree if this should be RTZ or RTE ... Accept both results. Unclear if this is even well specified in D3D12. */ {&fptrunc_f32_to_f16, { 1024.5f, 1025.5f, 1026.5f, 1027.5f }, { 0x6400, 0x6402, 0x6402, 0x6404 }, true, false, { 0x6400, 0x6401, 0x6402, 0x6403 }, true}, {&fptrunc_f32_to_f16, { 0.0f /* To be filled in with weird values, +inf, -inf, nan(1), nan(all bits). */ }, {0x7c00, 0xfc00, UINT32_MAX /* NaN, any pattern allowed. */, UINT32_MAX /* NaN, any pattern allowed. */}, true}, /* Arithmetic is RTE. */ {&fp16_add_rounding_mode, { 1024.0f, 1025.0f, 1026.0f, 1027.0f }, { 0x6400, 0x6402, 0x6402, 0x6404 }, true}, /* Denorm is preserved in arithmetic. */ {&fp16_arith_denorm, { 1.0f / 0x1000000, 2.0f / 0x1000000, 3.0f / 0x1000000, 4.0f / 0x1000000 }, { 0x8003, 0x8001, 0x0001, 0x0003 }, true}, }; /* RTZ tests are TODO since we have no direct way of implementing it. */ patterns.u32[0] = 0x7f800000; patterns.u32[1] = 0xff800000; patterns.u32[2] = 0x7f800001; patterns.u32[3] = 0x7fffffff; memcpy(tests[3].input_data, patterns.f32, sizeof(patterns.f32)); memcpy(tests[5].input_data, patterns.f32, sizeof(patterns.f32)); if (!init_compute_test_context(&context)) return; if (!context_supports_dxil(&context)) { skip("DXIL not supported.\n"); destroy_test_context(&context); return; } memset(&options4, 0, sizeof(options4)); if (FAILED(ID3D12Device_CheckFeatureSupport(context.device, D3D12_FEATURE_D3D12_OPTIONS4, &options4, sizeof(options4)))) options4.Native16BitShaderOpsSupported = FALSE; memset(&rs_desc, 0, sizeof(rs_desc)); memset(root_parameters, 0, sizeof(root_parameters)); rs_desc.NumParameters = ARRAY_SIZE(root_parameters); rs_desc.pParameters = root_parameters; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV; root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; create_root_signature(context.device, &rs_desc, &root_signature); for (i = 0; i < ARRAY_SIZE(tests); i++) { vkd3d_test_set_context("Test %u", i); if (!options4.Native16BitShaderOpsSupported && tests[i].native_fp16) { skip("Native FP16 not supported, skipping.\n"); continue; } pso = create_compute_pipeline_state(context.device, root_signature, *tests[i].cs); input_buffer = create_upload_buffer(context.device, sizeof(tests[i].input_data), tests[i].input_data); output_buffer = create_default_buffer(context.device, sizeof(tests[i].output_data), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); ID3D12GraphicsCommandList_SetComputeRootSignature(context.list, root_signature); ID3D12GraphicsCommandList_SetPipelineState(context.list, pso); ID3D12GraphicsCommandList_SetComputeRootShaderResourceView(context.list, 0, ID3D12Resource_GetGPUVirtualAddress(input_buffer)); ID3D12GraphicsCommandList_SetComputeRootUnorderedAccessView(context.list, 1, ID3D12Resource_GetGPUVirtualAddress(output_buffer)); ID3D12GraphicsCommandList_Dispatch(context.list, 1, 1, 1); transition_resource_state(context.list, output_buffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_buffer_readback_with_command_list(output_buffer, DXGI_FORMAT_R32_UINT, &rb, context.queue, context.list); for (j = 0; j < ARRAY_SIZE(tests[i].output_data); j++) { uint32_t value = get_readback_uint(&rb, j, 0, 0); if (tests[i].allows_alternative_result && tests[i].output_data[j] != tests[i].output_data_alt[j]) { todo_if(tests[i].is_todo) ok(value == tests[i].output_data[j] || value == tests[i].output_data_alt[j], "Value %u mismatch: %x != (%x or %x)\n", j, value, tests[i].output_data[j], tests[i].output_data_alt[j]); } else if (tests[i].output_data[j] == UINT32_MAX) { todo_if(tests[i].is_todo) ok((value & 0x7fff) > 0x7c00, "Value %u mismatch: Expected NaN, got %x.\n", value); } else { todo_if(tests[i].is_todo) ok(value == tests[i].output_data[j], "Value %u mismatch: %x != %x\n", j, value, tests[i].output_data[j]); } } ID3D12Resource_Release(input_buffer); ID3D12Resource_Release(output_buffer); ID3D12PipelineState_Release(pso); reset_command_list(context.list, context.allocator); release_resource_readback(&rb); } vkd3d_test_set_context(NULL); ID3D12RootSignature_Release(root_signature); destroy_test_context(&context); } void test_shader_instructions(void) { struct named_shader { const char *name; const void *code; size_t size; }; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; D3D12_FEATURE_DATA_D3D12_OPTIONS options; ID3D12GraphicsCommandList *command_list; const struct named_shader *current_ps; struct test_context_desc desc; D3D12_SHADER_BYTECODE shader; struct test_context context; ID3D12CommandQueue *queue; ID3D12Resource *cb; unsigned int i; HRESULT hr; static const DWORD ps_div_code[] = { #if 0 float4 src0; float4 src1; void main(out float4 dst : SV_Target) { dst.x = src0.x / src1.x; dst.yzw = (float3)0; } #endif 0x43425844, 0x19578813, 0xb1e4de1e, 0x3adee1dc, 0x478cd5d3, 0x00000001, 0x000000e8, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000070, 0x00000050, 0x0000001c, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x0900000e, 0x00102012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0020800a, 0x00000000, 0x00000001, 0x08000036, 0x001020e2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; static const struct named_shader ps_div = {"div", ps_div_code, sizeof(ps_div_code)}; static const DWORD ps_dot2_code[] = { #if 0 float4 src0; float4 src1; void main(out float4 dst : SV_Target) { dst.x = dot(src0.xy, src1.xy); dst.yzw = (float3)0; } #endif 0x43425844, 0x3621a1c7, 0x79d3be21, 0x9f14138c, 0x9f5506f2, 0x00000001, 0x000000e8, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000070, 0x00000050, 0x0000001c, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x0900000f, 0x00102012, 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x00208046, 0x00000000, 0x00000001, 0x08000036, 0x001020e2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_dot2 = {"dot2", ps_dot2_code, sizeof(ps_dot2_code)}; static const DWORD ps_dot3_code[] = { #if 0 float4 src0; float3 src1; float4 main() : SV_Target { return dot(src0, src1); } #endif 0x43425844, 0xa75a4a95, 0x5d09936e, 0xdc5c694f, 0x68b6b04f, 0x00000001, 0x000000c8, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000050, 0x00000050, 0x00000014, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x09000010, 0x001020f2, 0x00000000, 0x00208246, 0x00000000, 0x00000000, 0x00208246, 0x00000000, 0x00000001, 0x0100003e, }; static struct named_shader ps_dot3 = {"dot3", ps_dot3_code, sizeof(ps_dot3_code)}; static const DWORD ps_eq_code[] = { #if 0 float4 src0; float4 src1; void main(out float4 dst : SV_Target) { dst = (uint4)0; if (src0.x == src1.x) dst.x = asfloat(0xffffffff); } #endif 0x43425844, 0x7bce1728, 0xa7d5d0f0, 0xaef5bc00, 0x7bb6b161, 0x00000001, 0x000000e8, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000070, 0x00000050, 0x0000001c, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x09000018, 0x00102012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0020800a, 0x00000000, 0x00000001, 0x08000036, 0x001020e2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_eq = {"eq", ps_eq_code, sizeof(ps_eq_code)}; static const DWORD ps_ne_code[] = { #if 0 float4 src0; float4 src1; void main(out float4 dst : SV_Target) { dst = (uint4)0; if (src0.x != src1.x) dst.x = asfloat(0xffffffff); } #endif 0x43425844, 0x5bbb7f90, 0x1a44971c, 0x4ee3d92e, 0x149ceecf, 0x00000001, 0x000000e8, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000070, 0x00000050, 0x0000001c, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x09000039, 0x00102012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0020800a, 0x00000000, 0x00000001, 0x08000036, 0x001020e2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_ne = {"ne", ps_ne_code, sizeof(ps_ne_code)}; static const DWORD ps_if_code[] = { /* compiled with /Gfp option */ #if 0 float4 src0; void main(out float4 dst : SV_Target) { if (src0.x) dst = float4(0, 1, 0, 1); else dst = float4(1, 0, 0, 1); } #endif 0x43425844, 0xfe5b6a47, 0x123f8934, 0xfa5910fe, 0x497aad93, 0x00000001, 0x0000012c, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000b4, 0x00000050, 0x0000002d, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0b000039, 0x00100012, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x01000012, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x01000015, 0x0100003e }; static struct named_shader ps_if = {"if", ps_if_code, sizeof(ps_if_code)}; static const DWORD ps_if_return_code[] = { #if 0 float4 src0; void main(out float4 dst : SV_Target) { dst = (float4)0; if (src0.x < 4) return; dst.x = 1; if (src0.y < 4) return; dst.y = 1; if (src0.z >= 4) return; dst.z = 1; if (src0.w <= src0.x) return; dst.w = 1; } #endif 0x43425844, 0xa2797349, 0xd0a60aee, 0x7ae89f23, 0xf9681bfe, 0x00000001, 0x00000220, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000001a8, 0x00000050, 0x0000006a, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x08000031, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x00004001, 0x40800000, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, 0x01000015, 0x08000031, 0x00100012, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00004001, 0x40800000, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, 0x01000015, 0x0800001d, 0x00100012, 0x00000000, 0x0020802a, 0x00000000, 0x00000000, 0x00004001, 0x40800000, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000, 0x00000000, 0x00000000, 0x0100003e, 0x01000015, 0x0900001d, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0020803a, 0x00000000, 0x00000000, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, 0x00000000, 0x0100003e, 0x01000015, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, 0x0100003e, }; static struct named_shader ps_if_return = {"if_return", ps_if_return_code, sizeof(ps_if_return_code)}; static const DWORD ps_nested_if_code[] = { /* compiled with /Gfp option */ #if 0 float4 src0; void main(out float4 dst : SV_Target) { if (src0.x) { if (src0.y) dst = float4(0, 1, 0, 1); else dst = float4(0, 0, 1, 1); } else { if (src0.z) dst = float4(1, 0, 0, 1); else dst = float4(0, 0, 0, 1); } } #endif 0x43425844, 0x35e50e88, 0x68c45bdd, 0x0dc60de1, 0x4bc29735, 0x00000001, 0x000001ec, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000174, 0x00000050, 0x0000005d, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0b000039, 0x00100012, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0304001f, 0x0010000a, 0x00000000, 0x0b000039, 0x00100012, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x01000012, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, 0x01000015, 0x01000012, 0x0b000039, 0x00100012, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0020802a, 0x00000000, 0x00000000, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x01000012, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x01000015, 0x01000015, 0x0100003e, }; static struct named_shader ps_nested_if = {"nested_if", ps_nested_if_code, sizeof(ps_nested_if_code)}; static const DWORD ps_loop_break_code[] = { #if 0 float4 src0; void main(out float4 dst : SV_Target) { float tmp = 0.0f; for (int i = 0; i < src0.x; ++i) { if (i == src0.y) { tmp = 1.0f; break; } tmp += 1.0f; } dst = float4(tmp, 0, 0, 0); } #endif 0x43425844, 0xbd9dabbd, 0xe56cab2a, 0xfd37cd76, 0x5dd181c4, 0x00000001, 0x000001c8, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000150, 0x00000050, 0x00000054, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x08000036, 0x00100032, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x01000030, 0x0500002b, 0x00100042, 0x00000000, 0x0010001a, 0x00000000, 0x0800001d, 0x00100082, 0x00000000, 0x0010002a, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x03040003, 0x0010003a, 0x00000000, 0x08000018, 0x00100042, 0x00000000, 0x0010002a, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0304001f, 0x0010002a, 0x00000000, 0x05000036, 0x00100012, 0x00000000, 0x00004001, 0x3f800000, 0x01000002, 0x01000015, 0x07000000, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x3f800000, 0x0700001e, 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x08000036, 0x001020e2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_loop_break = {"loop_break", ps_loop_break_code, sizeof(ps_loop_break_code)}; static const DWORD ps_loop_ret_code[] = { #if 0 float4 src0; void main(out float4 dst : SV_Target) { float tmp = 0.0f; for (int i = 0; i < src0.x; ++i) { if (i == src0.y) { dst = 1; return; } tmp += 1.0f; } dst = float4(tmp, 0, 0, 0); } #endif 0x43425844, 0xb327003a, 0x5812a5f6, 0xb5a78d54, 0xa72a8db8, 0x00000001, 0x000001d4, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x0000015c, 0x00000050, 0x00000057, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x08000036, 0x00100032, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x01000030, 0x0500002b, 0x00100042, 0x00000000, 0x0010001a, 0x00000000, 0x0800001d, 0x00100082, 0x00000000, 0x0010002a, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x03040003, 0x0010003a, 0x00000000, 0x08000018, 0x00100042, 0x00000000, 0x0010002a, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0304001f, 0x0010002a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, 0x0100003e, 0x01000015, 0x07000000, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x3f800000, 0x0700001e, 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x08000036, 0x001020e2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_loop_ret = {"loop_ret", ps_loop_ret_code, sizeof(ps_loop_ret_code)}; static const DWORD ps_breakc_nz_code[] = { #if 0 float4 main() : SV_TARGET { uint counter = 0; for (uint i = 0; i < 255; ++i) ++counter; if (counter == 255) return float4(0.0f, 1.0f, 0.0f, 1.0f); else return float4(1.0f, 0.0f, 0.0f, 1.0f); } #endif 0x43425844, 0x065ac80a, 0x24369e7e, 0x218d5dc1, 0x3532868c, 0x00000001, 0x00000188, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000110, 0x00000040, 0x00000044, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x08000036, 0x00100032, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x01000030, 0x07000050, 0x00100042, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x000000ff, 0x03040003, 0x0010002a, 0x00000000, 0x0a00001e, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x00000001, 0x00000001, 0x00000000, 0x00000000, 0x01000016, 0x07000020, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x000000ff, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000012, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000015, 0x0100003e, }; static struct named_shader ps_breakc_nz = {"breakc_nz", ps_breakc_nz_code, sizeof(ps_breakc_nz_code)}; static const DWORD ps_breakc_z_code[] = { #if 0 float4 main() : SV_TARGET { uint counter = 0; for (int i = 0, j = 254; i < 255 && j >= 0; ++i, --j) ++counter; if (counter == 255) return float4(0.0f, 1.0f, 0.0f, 1.0f); else return float4(1.0f, 0.0f, 0.0f, 1.0f); } #endif 0x43425844, 0x687406ef, 0x7bdeb7d1, 0xb3282292, 0x934a9101, 0x00000001, 0x000001c0, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000148, 0x00000040, 0x00000052, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x08000036, 0x00100072, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x000000fe, 0x00000000, 0x01000030, 0x07000022, 0x00100082, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x000000ff, 0x07000021, 0x00100012, 0x00000001, 0x0010002a, 0x00000000, 0x00004001, 0x00000000, 0x07000001, 0x00100082, 0x00000000, 0x0010003a, 0x00000000, 0x0010000a, 0x00000001, 0x03000003, 0x0010003a, 0x00000000, 0x0a00001e, 0x00100072, 0x00000000, 0x00100246, 0x00000000, 0x00004002, 0x00000001, 0x00000001, 0xffffffff, 0x00000000, 0x01000016, 0x07000020, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x000000ff, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000012, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000015, 0x0100003e, }; static struct named_shader ps_breakc_z = {"breakc_z", ps_breakc_z_code, sizeof(ps_breakc_z_code)}; static const DWORD ps_continue_code[] = { #if 0 float4 main() : SV_TARGET { uint counter = 0; for (uint i = 0; i < 255; ++i) { if (i == 10) continue; ++counter; } return float4(counter, 0.0f, 0.0f, 0.0f); } #endif 0x43425844, 0x8cab8e1f, 0x527560f9, 0x04eb888b, 0x20d89b05, 0x00000001, 0x000001c4, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x58454853, 0x0000014c, 0x00000050, 0x00000053, 0x0100086a, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0x0000000b, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x01000030, 0x07000050, 0x00100012, 0x00000001, 0x0010002a, 0x00000000, 0x00004001, 0x000000ff, 0x03040003, 0x0010000a, 0x00000001, 0x07000020, 0x00100012, 0x00000001, 0x0010002a, 0x00000000, 0x00004001, 0x0000000a, 0x0304001f, 0x0010000a, 0x00000001, 0x05000036, 0x00100012, 0x00000000, 0x0010003a, 0x00000000, 0x05000036, 0x001000c2, 0x00000000, 0x00100156, 0x00000000, 0x01000007, 0x01000015, 0x0700001e, 0x00100082, 0x00000000, 0x0010003a, 0x00000000, 0x00004001, 0x00000001, 0x0700001e, 0x00100042, 0x00000000, 0x0010002a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x05000056, 0x00102012, 0x00000000, 0x0010003a, 0x00000000, 0x08000036, 0x001020e2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_continue = {"continue", ps_continue_code, sizeof(ps_continue_code)}; static const DWORD ps_continuec_nz_code[] = { #if 0 float4 main() : SV_TARGET { uint counter = 0; for (uint i = 0; i < 255; ++i) { ++counter; if (i % 2 == 0) continue; ++counter; if (i != 0) continue; ++counter; } return float4(counter, 0.0f, 0.0f, 0.0f); } #endif /* compiled with /Gfa */ 0x43425844, 0xf35d8ce6, 0x54988f56, 0x5848863e, 0xa1618498, 0x00000001, 0x00000278, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x58454853, 0x00000200, 0x00000050, 0x00000080, 0x0100086a, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x08000036, 0x00100032, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x01000030, 0x07000050, 0x00100042, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x000000ff, 0x03040003, 0x0010002a, 0x00000000, 0x0700001e, 0x00100042, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000001, 0x07000001, 0x00100082, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000001, 0x0700001e, 0x00100012, 0x00000001, 0x0010001a, 0x00000000, 0x00004001, 0x00000001, 0x09000037, 0x00100022, 0x00000001, 0x0010003a, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000001, 0x05000036, 0x00100012, 0x00000000, 0x0010002a, 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x0010001a, 0x00000001, 0x03000008, 0x0010003a, 0x00000000, 0x0700001e, 0x00100042, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000002, 0x07000027, 0x00100082, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000000, 0x09000037, 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000001, 0x00004001, 0x00000000, 0x05000036, 0x00100032, 0x00000000, 0x00100a66, 0x00000000, 0x03040008, 0x0010003a, 0x00000000, 0x0700001e, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000003, 0x05000036, 0x00100022, 0x00000000, 0x0010000a, 0x00000001, 0x01000016, 0x05000056, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x08000036, 0x001020e2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_continuec_nz = {"continuec_nz", ps_continuec_nz_code, sizeof(ps_continuec_nz_code)}; static const DWORD ps_retc_nz_code[] = { #if 0 float src; float4 main() : SV_TARGET { for (int i = 0; i < 255; ++i) { if (i == src) return float4(1, 0, 0, 0); } return 0; } #endif /* compiled with /Gfa */ 0x43425844, 0xf829c302, 0xf21361cb, 0x963b87e9, 0x92f9470e, 0x00000001, 0x00000188, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000110, 0x00000040, 0x00000044, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x05000036, 0x00100012, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000021, 0x00100022, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x000000ff, 0x03040003, 0x0010001a, 0x00000000, 0x0500002b, 0x00100022, 0x00000000, 0x0010000a, 0x00000000, 0x08000018, 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, 0x0304003f, 0x0010001a, 0x00000000, 0x0700001e, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_retc_nz = {"retc_nz", ps_retc_nz_code, sizeof(ps_retc_nz_code)}; static const DWORD ps_src_modifiers_code[] = { #if 0 float4 src0; void main(out float4 dst : SV_Target) { dst.x = -src0.x; dst.y = abs(src0.y); dst.zw = -abs(src0.zw); } #endif 0x43425844, 0xa5f66fa8, 0xd430e547, 0x1cd28240, 0xaf5bc0f4, 0x00000001, 0x000000f8, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000080, 0x00000050, 0x00000020, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x07000036, 0x00102012, 0x00000000, 0x8020800a, 0x00000041, 0x00000000, 0x00000000, 0x07000036, 0x00102022, 0x00000000, 0x8020801a, 0x00000081, 0x00000000, 0x00000000, 0x07000036, 0x001020c2, 0x00000000, 0x80208ea6, 0x000000c1, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_src_modifiers = {"src_modifiers", ps_src_modifiers_code, sizeof(ps_src_modifiers_code)}; static const DWORD ps_sat_code[] = { #if 0 float4 src; void main(out float4 dst : SV_Target) { dst = clamp(src, 0, 1); } #endif 0x43425844, 0x50af2f8b, 0xaadad7cd, 0x77815f01, 0x612ec066, 0x00000001, 0x000000bc, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000044, 0x00000050, 0x00000011, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x06002036, 0x001020f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_sat = {"sat", ps_sat_code, sizeof(ps_sat_code)}; static const DWORD ps_min_max_code[] = { #if 0 float4 src0; float4 src1; void main(out float4 dst : SV_Target) { dst = (float4)0; dst.x = min(src0.x, src1.x); dst.y = max(src0.x, src1.x); } #endif 0x43425844, 0xb570ee39, 0xcf84fe48, 0x7fa59ede, 0x6151def2, 0x00000001, 0x0000010c, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000094, 0x00000050, 0x00000025, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x09000033, 0x00102012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0020800a, 0x00000000, 0x00000001, 0x09000034, 0x00102022, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0020800a, 0x00000000, 0x00000001, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_min_max = {"min_max", ps_min_max_code, sizeof(ps_min_max_code)}; static const DWORD ps_ftou_code[] = { #if 0 float src; void main(out float4 dst : SV_Target) { dst = asfloat(uint4(src, -src, 0, 0)); } #endif 0x43425844, 0x7a61c2fa, 0x4f20de14, 0x3492a5ae, 0x0a1fdc98, 0x00000001, 0x000000f8, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000080, 0x00000050, 0x00000020, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0600001c, 0x00102012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0700001c, 0x00102022, 0x00000000, 0x8020800a, 0x00000041, 0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_ftou = {"ftou", ps_ftou_code, sizeof(ps_ftou_code)}; static const DWORD ps_ftoi_code[] = { #if 0 float src; void main(out float4 dst : SV_Target) { dst = asfloat(int4(src, -src, 0, 0)); } #endif 0x43425844, 0x2737f059, 0x5a2faecc, 0x7eab1956, 0xf96357b5, 0x00000001, 0x000000f8, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000080, 0x00000050, 0x00000020, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0600001b, 0x00102012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0700001b, 0x00102022, 0x00000000, 0x8020800a, 0x00000041, 0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_ftoi = {"ftoi", ps_ftoi_code, sizeof(ps_ftoi_code)}; static const DWORD ps_round_code[] = { #if 0 float src0; void main(out float4 dst : SV_Target) { dst.x = floor(src0); dst.y = ceil(src0); dst.z = trunc(src0); dst.w = 0; } #endif 0x43425844, 0x44e2c554, 0x216a8c83, 0x87e90dd8, 0x3fde3e57, 0x00000001, 0x00000100, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000088, 0x00000050, 0x00000022, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x06000041, 0x00102012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x06000042, 0x00102022, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x06000043, 0x00102042, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x00000000, 0x0100003e, }; static struct named_shader ps_round = {"round", ps_round_code, sizeof(ps_round_code)}; static const DWORD ps_round_ne_code[] = { #if 0 float4 src0; void main(out float4 dst : SV_Target) { dst = round(src0); } #endif 0x43425844, 0xa2be1ad3, 0xf1389007, 0xc8221829, 0xcbef8ed0, 0x00000001, 0x000000bc, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000044, 0x00000050, 0x00000011, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x06000040, 0x001020f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_round_ne = {"round_ne", ps_round_ne_code, sizeof(ps_round_ne_code)}; static const DWORD ps_frc_code[] = { #if 0 float src; void main(out float4 dst : SV_Target) { dst = 0; dst.x = frac(src); dst.y = frac(-src); } #endif 0x43425844, 0xd52bc741, 0xda411d9a, 0x199054a2, 0x7461462d, 0x00000001, 0x000000f8, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000080, 0x00000050, 0x00000020, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0600001a, 0x00102012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0700001a, 0x00102022, 0x00000000, 0x8020800a, 0x00000041, 0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_frc = {"frc", ps_frc_code, sizeof(ps_frc_code)}; static const DWORD ps_exp_code[] = { #if 0 float src; void main(out float4 dst : SV_Target) { dst = 0; dst.x = exp2(src); } #endif 0x43425844, 0xa742b300, 0x10b64393, 0x7827fc4a, 0x328b8db5, 0x00000001, 0x000000dc, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000064, 0x00000050, 0x00000019, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x06000019, 0x00102012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x08000036, 0x001020e2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_exp = {"exp", ps_exp_code, sizeof(ps_exp_code)}; static const DWORD ps_log_code[] = { #if 0 float src; void main(out float4 dst : SV_Target) { dst = 0; dst.x = log2(src); } #endif 0x43425844, 0x2f1cc195, 0x6cc7d061, 0xe63df3b1, 0x9c68b968, 0x00000001, 0x000000dc, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000064, 0x00000050, 0x00000019, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0600002f, 0x00102012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x08000036, 0x001020e2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_log = {"log", ps_log_code, sizeof(ps_log_code)}; static const DWORD ps_rcp_code[] = { #if 0 float4 src; void main(out float4 dst : SV_Target) { dst = 0; dst.x = rcp(src.x); } #endif 0x43425844, 0x3b0ab43e, 0xff4dcb50, 0x22531bf6, 0xe44bbc8c, 0x00000001, 0x000000dc, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000064, 0x00000050, 0x00000019, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x06000081, 0x00102012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x08000036, 0x001020e2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_rcp = {"rcp", ps_rcp_code, sizeof(ps_rcp_code)}; static const DWORD ps_rcp_vector_code[] = { #if 0 float4 src; void main(out float4 dst : SV_Target) { dst.xyzw = rcp(src.xyzw); } #endif 0x43425844, 0x4952e20e, 0x859b9f18, 0x7a31907a, 0x3f1cc4af, 0x00000001, 0x000000bc, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000044, 0x00000050, 0x00000011, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x06000081, 0x001020f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_rcp_vector = {"rcp_vector", ps_rcp_vector_code, sizeof(ps_rcp_vector_code)}; static const DWORD ps_sincos_code[] = { #if 0 float2 src0; void main(out float4 dst : SV_Target) { sincos(src0, dst.xy, dst.zw); } #endif 0x43425844, 0xb47a22ec, 0xdb165106, 0xeee971d7, 0x8836fcc0, 0x00000001, 0x000000dc, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000064, 0x00000050, 0x00000019, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0700004d, 0x00102032, 0x00000000, 0x0000d000, 0x00208046, 0x00000000, 0x00000000, 0x0700004d, 0x0000d000, 0x001020c2, 0x00000000, 0x00208406, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_sincos = {"sincos", ps_sincos_code, sizeof(ps_sincos_code)}; static const DWORD ps_indexable_temp_code[] = { #if 0 float index; float4 main() : SV_Target { float4 colors[] = { float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), }; return colors[index]; } #endif 0x43425844, 0x82c65bbb, 0x5b713473, 0xa16ebe60, 0xdcc329be, 0x00000001, 0x00000170, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000f8, 0x00000050, 0x0000003e, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x04000069, 0x00000000, 0x00000003, 0x00000004, 0x09000036, 0x00203072, 0x00000000, 0x00000000, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, 0x09000036, 0x00203072, 0x00000000, 0x00000001, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, 0x09000036, 0x00203072, 0x00000000, 0x00000002, 0x00004002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, 0x0600001c, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x07000036, 0x00102072, 0x00000000, 0x04203246, 0x00000000, 0x0010000a, 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x3f800000, 0x0100003e, }; static struct named_shader ps_indexable_temp = {"indexable_temp", ps_indexable_temp_code, sizeof(ps_indexable_temp_code)}; static const DWORD ps_indexable_temp2_code[] = { #if 0 float index; float4 main() : SV_Target { uint remap[] = {0, 1, 2, 2, 1, 0, 1, 1, 2, 2}; float4 colors[] = { float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), }; return colors[remap[index]]; } #endif 0x43425844, 0xcacc5b8f, 0x19bb905e, 0x6af8eae1, 0x80654684, 0x00000001, 0x0000028c, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000214, 0x00000050, 0x00000085, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x04000069, 0x00000000, 0x0000000a, 0x00000004, 0x04000069, 0x00000001, 0x00000003, 0x00000004, 0x06000036, 0x00203012, 0x00000000, 0x00000000, 0x00004001, 0x00000000, 0x06000036, 0x00203012, 0x00000000, 0x00000001, 0x00004001, 0x00000001, 0x06000036, 0x00203012, 0x00000000, 0x00000002, 0x00004001, 0x00000002, 0x06000036, 0x00203012, 0x00000000, 0x00000003, 0x00004001, 0x00000002, 0x06000036, 0x00203012, 0x00000000, 0x00000004, 0x00004001, 0x00000001, 0x06000036, 0x00203012, 0x00000000, 0x00000005, 0x00004001, 0x00000000, 0x06000036, 0x00203012, 0x00000000, 0x00000006, 0x00004001, 0x00000001, 0x06000036, 0x00203012, 0x00000000, 0x00000007, 0x00004001, 0x00000001, 0x06000036, 0x00203012, 0x00000000, 0x00000008, 0x00004001, 0x00000002, 0x06000036, 0x00203012, 0x00000000, 0x00000009, 0x00004001, 0x00000002, 0x09000036, 0x00203072, 0x00000001, 0x00000000, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, 0x09000036, 0x00203072, 0x00000001, 0x00000001, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, 0x09000036, 0x00203072, 0x00000001, 0x00000002, 0x00004002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, 0x0600001c, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x07000036, 0x00100012, 0x00000000, 0x0420300a, 0x00000000, 0x0010000a, 0x00000000, 0x07000036, 0x00102072, 0x00000000, 0x04203246, 0x00000001, 0x0010000a, 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x3f800000, 0x0100003e, }; static struct named_shader ps_indexable_temp2 = {"indexable_temp2", ps_indexable_temp2_code, sizeof(ps_indexable_temp2_code)}; static const DWORD ps_bfi_code[] = { #if 0 uint bits, offset, insert, base; uint4 main() : SV_Target { uint mask = ((1 << bits) - 1) << offset; return ((insert << offset) & mask) | (base & ~mask); } #endif 0x43425844, 0xbe9af688, 0xf5caec6f, 0x63ed2522, 0x5f91f209, 0x00000001, 0x000000e0, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000068, 0x00000050, 0x0000001a, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0f00008c, 0x001020f2, 0x00000000, 0x00208006, 0x00000000, 0x00000000, 0x00208556, 0x00000000, 0x00000000, 0x00208aa6, 0x00000000, 0x00000000, 0x00208ff6, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_bfi = {"bfi", ps_bfi_code, sizeof(ps_bfi_code)}; static const DWORD ps_ibfe_code[] = { #if 0 ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[1], immediateIndexed dcl_output o0.xyzw ibfe o0.xyzw, cb0[0].xxxx, cb0[0].yyyy, cb0[0].zzzz ret #endif 0x43425844, 0x4b2225f7, 0xd0860f66, 0xe38775bb, 0x6d23d1d2, 0x00000001, 0x000000d4, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x0000005c, 0x00000050, 0x00000017, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0c00008b, 0x001020f2, 0x00000000, 0x00208006, 0x00000000, 0x00000000, 0x00208556, 0x00000000, 0x00000000, 0x00208aa6, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_ibfe = {"ibfe", ps_ibfe_code, sizeof(ps_ibfe_code)}; static const DWORD ps_ibfe2_code[] = { #if 0 ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[1], immediateIndexed dcl_output o0.xyzw dcl_temps 1 mov r0.xyzw, cb0[0].xyzw ibfe r0.xyzw, r0.xxxx, r0.yyyy, r0.zzzz mov o0.xyzw, r0.xyzw ret #endif 0x43425844, 0x347a9c0e, 0x3eff39a4, 0x3dd41cc5, 0xff87ec8d, 0x00000001, 0x000000fc, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000084, 0x00000050, 0x00000021, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x06000036, 0x001000f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x0900008b, 0x001000f2, 0x00000000, 0x00100006, 0x00000000, 0x00100556, 0x00000000, 0x00100aa6, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x0100003e, }; static struct named_shader ps_ibfe2 = {"ibfe2", ps_ibfe2_code, sizeof(ps_ibfe2_code)}; static const DWORD ps_ubfe_code[] = { #if 0 uint u; uint4 main() : SV_Target { return uint4((u & 0xf0) >> 4, (u & 0x7fffff00) >> 8, (u & 0xfe) >> 1, (u & 0x7fffffff) >> 1); } #endif 0x43425844, 0xc4ac0509, 0xaea83154, 0xf1fb3b80, 0x4c22e3cc, 0x00000001, 0x000000e4, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x0000006c, 0x00000050, 0x0000001b, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x1000008a, 0x001020f2, 0x00000000, 0x00004002, 0x00000004, 0x00000017, 0x00000007, 0x0000001e, 0x00004002, 0x00000004, 0x00000008, 0x00000001, 0x00000001, 0x00208006, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_ubfe = {"ubfe", ps_ubfe_code, sizeof(ps_ubfe_code)}; static const DWORD ps_bfrev_code[] = { #if 0 uint bits; uint4 main() : SV_Target { return uint4(reversebits(bits), reversebits(reversebits(bits)), reversebits(bits & 0xFFFF), reversebits(bits >> 16)); } #endif 0x43425844, 0x73daef82, 0xe52befa3, 0x8504d5f0, 0xebdb321d, 0x00000001, 0x00000154, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000dc, 0x00000050, 0x00000037, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x08000001, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x00004001, 0x0000ffff, 0x0500008d, 0x00102042, 0x00000000, 0x0010000a, 0x00000000, 0x08000055, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x00004001, 0x00000010, 0x0500008d, 0x00102082, 0x00000000, 0x0010000a, 0x00000000, 0x0600008d, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0500008d, 0x00102022, 0x00000000, 0x0010000a, 0x00000000, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e, }; static struct named_shader ps_bfrev = {"bfrev", ps_bfrev_code, sizeof(ps_bfrev_code)}; static const DWORD ps_bits_code[] = { #if 0 uint u; int i; uint4 main() : SV_Target { return uint4(countbits(u), firstbitlow(u), firstbithigh(u), firstbithigh(i)); } #endif 0x43425844, 0x23fee911, 0x145287d1, 0xea904419, 0x8aa59a6a, 0x00000001, 0x000001b4, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x0000013c, 0x00000050, 0x0000004f, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x06000089, 0x00100012, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x07000020, 0x00100022, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0xffffffff, 0x0800001e, 0x00100012, 0x00000000, 0x00004001, 0x0000001f, 0x8010000a, 0x00000041, 0x00000000, 0x09000037, 0x00102082, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0xffffffff, 0x0010000a, 0x00000000, 0x06000087, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0800001e, 0x00100012, 0x00000000, 0x00004001, 0x0000001f, 0x8010000a, 0x00000041, 0x00000000, 0x0a000037, 0x00102042, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0xffffffff, 0x06000086, 0x00102012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x06000088, 0x00102022, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_bits = {"bits", ps_bits_code, sizeof(ps_bits_code)}; static const DWORD ps_ishr_code[] = { #if 0 int4 src0; int4 src1; void main(out uint4 dst : SV_Target) { dst = src0 >> src1; } #endif 0x43425844, 0x4551d737, 0xd3dcf723, 0xdf387a99, 0xb6d6b00b, 0x00000001, 0x000000c8, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000050, 0x00000050, 0x00000014, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x0900002a, 0x001020f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00208e46, 0x00000000, 0x00000001, 0x0100003e, }; static struct named_shader ps_ishr = {"ishr", ps_ishr_code, sizeof(ps_ishr_code)}; static const DWORD ps_ushr_code[] = { #if 0 uint4 src0; uint4 src1; void main(out uint4 dst : SV_Target) { dst = src0 >> src1; } #endif 0x43425844, 0x00f49f17, 0xe7933d92, 0xf527d4e6, 0x1fe1c216, 0x00000001, 0x000000c8, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000050, 0x00000050, 0x00000014, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x09000055, 0x001020f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00208e46, 0x00000000, 0x00000001, 0x0100003e, }; static struct named_shader ps_ushr = {"ushr", ps_ushr_code, sizeof(ps_ushr_code)}; static const DWORD ps_ishl_code[] = { #if 0 uint4 src0; uint4 src1; void main(out uint4 dst : SV_Target) { dst = src0 << src1; } #endif 0x43425844, 0xc88f5e4d, 0x64e1e5c6, 0x70e7173e, 0x960d6691, 0x00000001, 0x000000c8, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000050, 0x00000050, 0x00000014, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x09000029, 0x001020f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00208e46, 0x00000000, 0x00000001, 0x0100003e, }; static struct named_shader ps_ishl = {"ishl", ps_ishl_code, sizeof(ps_ishl_code)}; static const DWORD ps_ishl_const_code[] = { #if 0 uint4 src; void main(out uint4 dst : SV_Target) { dst = src << 2; } #endif 0x43425844, 0x5b749bf4, 0xe24de3dc, 0xbbd75bc9, 0xc6fc9eca, 0x00000001, 0x000000c0, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000048, 0x00000040, 0x00000012, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x08000029, 0x001020f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00004001, 0x00000002, 0x0100003e, }; static struct named_shader ps_ishl_const = {"ishl_const", ps_ishl_const_code, sizeof(ps_ishl_const_code)}; static const DWORD ps_not_code[] = { #if 0 uint2 bits; uint4 main() : SV_Target { return uint4(~bits.x, ~(bits.x ^ ~0u), ~bits.y, ~(bits.y ^ ~0u)); } #endif 0x43425844, 0xaed0fd26, 0xf719a878, 0xc832efd6, 0xba03c264, 0x00000001, 0x00000100, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000088, 0x00000040, 0x00000022, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0b000057, 0x00100032, 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x00004002, 0xffffffff, 0xffffffff, 0x00000000, 0x00000000, 0x0500003b, 0x001020a2, 0x00000000, 0x00100406, 0x00000000, 0x0600003b, 0x00102052, 0x00000000, 0x00208106, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_not = {"not", ps_not_code, sizeof(ps_not_code)}; static const DWORD ps_icmp_code[] = { #if 0 int2 src; void main(out uint4 dst : SV_Target) { dst.x = src.x == src.y ? ~0u : 0; dst.y = src.x >= src.y ? ~0u : 0; dst.z = src.x < src.y ? ~0u : 0; dst.w = src.x != src.y ? ~0u : 0; } #endif 0x43425844, 0xa39748f0, 0x39d5c9e4, 0xdf073d48, 0x7946c5c4, 0x00000001, 0x00000134, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000bc, 0x00000050, 0x0000002f, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x09000020, 0x00102012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x09000021, 0x00102022, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x09000022, 0x00102042, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x09000027, 0x00102082, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_icmp = {"icmp", ps_icmp_code, sizeof(ps_icmp_code)}; static const DWORD ps_ucmp_code[] = { #if 0 uint2 src; void main(out uint4 dst : SV_Target) { dst = 0; dst.x = src.x >= src.y ? ~0u : 0; dst.y = src.x < src.y ? ~0u : 0; } #endif 0x43425844, 0xe083954f, 0xb55bf642, 0xeb2fa36c, 0x60ee1782, 0x00000001, 0x0000010c, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000094, 0x00000050, 0x00000025, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x09000050, 0x00102012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0900004f, 0x00102022, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_ucmp = {"ucmp", ps_ucmp_code, sizeof(ps_ucmp_code)}; static const DWORD ps_umin_umax_code[] = { #if 0 uint2 src; void main(out uint4 dst : SV_Target) { dst.x = min(src.x, src.y); dst.y = max(src.x, src.y); dst.zw = 0; } #endif 0x43425844, 0xe705f812, 0xa515c8df, 0xb82066d9, 0xb05c8ad3, 0x00000001, 0x0000010c, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000094, 0x00000050, 0x00000025, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x09000054, 0x00102012, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x09000053, 0x00102022, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_umin_umax = {"umin_umax", ps_umin_umax_code, sizeof(ps_umin_umax_code)}; static const DWORD ps_f16tof32_code[] = { #if 0 uint4 hf; uint4 main() : SV_Target { return f16tof32(hf); } #endif 0x43425844, 0xc1816e6e, 0x27562d96, 0x56980fa2, 0x421e6640, 0x00000001, 0x000000d8, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000060, 0x00000050, 0x00000018, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x06000083, 0x001000f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x0500001c, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x0100003e, }; static struct named_shader ps_f16tof32 = {"f16tof32", ps_f16tof32_code, sizeof(ps_f16tof32_code)}; static const DWORD ps_f16tof32_2_code[] = { #if 0 ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[1], immediateIndexed dcl_output o0.xyzw dcl_temps 1 mov r0.xyzw, cb0[0].xyzw f16tof32 r0.xyzw, r0.wzyx ftou o0.xyzw, r0.xyzw ret #endif 0x43425844, 0x38472f03, 0x2c49b7dd, 0xc2d76bbf, 0xfc093e1d, 0x00000001, 0x000000ec, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000074, 0x00000050, 0x0000001d, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x06000036, 0x001000f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x05000083, 0x001000f2, 0x00000000, 0x001001b6, 0x00000000, 0x0500001c, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x0100003e, }; static struct named_shader ps_f16tof32_2 = {"f16tof32_2", ps_f16tof32_2_code, sizeof(ps_f16tof32_2_code)}; static const DWORD ps_f32tof16_code[] = { #if 0 float4 f; uint4 main() : SV_Target { return f32tof16(f); } #endif 0x43425844, 0x523a765c, 0x1a5be3a9, 0xaed69c80, 0xd26fe296, 0x00000001, 0x000000bc, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000044, 0x00000050, 0x00000011, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x06000082, 0x001020f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_f32tof16 = {"f32tof16", ps_f32tof16_code, sizeof(ps_f32tof16_code)}; static const DWORD ps_f32tof16_2_code[] = { #if 0 ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[1], immediateIndexed dcl_output o0.xyzw dcl_temps 1 mov r0.xyzw, cb0[0].xyzw f32tof16 r0.xyzw, r0.wzyx mov o0.xyzw, r0.xyzw ret #endif 0x43425844, 0x607c82d2, 0x940cc7c2, 0xe9de23c6, 0x696beb90, 0x00000001, 0x000000ec, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000074, 0x00000050, 0x0000001d, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x06000036, 0x001000f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x05000082, 0x001000f2, 0x00000000, 0x001001b6, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x0100003e, }; static struct named_shader ps_f32tof16_2 = {"f32tof16_2", ps_f32tof16_2_code, sizeof(ps_f32tof16_2_code)}; static const DWORD ps_imad_code[] = { #if 0 int4 src0; int4 src1; int4 src2; void main(out uint4 dst : SV_Target) { dst.xy = src0.xy * src1.xy + src2.xy; dst.zw = src0.zw * src1.zw - src2.zw; } #endif 0x43425844, 0xb6a7735a, 0xc891e560, 0x6df8f267, 0x2753395c, 0x00000001, 0x00000108, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000090, 0x00000050, 0x00000024, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000003, 0x03000065, 0x001020f2, 0x00000000, 0x0c000023, 0x00102032, 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x00208046, 0x00000000, 0x00000001, 0x00208046, 0x00000000, 0x00000002, 0x0d000023, 0x001020c2, 0x00000000, 0x00208ea6, 0x00000000, 0x00000000, 0x00208ea6, 0x00000000, 0x00000001, 0x80208ea6, 0x00000041, 0x00000000, 0x00000002, 0x0100003e, }; static struct named_shader ps_imad = {"imad", ps_imad_code, sizeof(ps_imad_code)}; static const DWORD ps_imul_code[] = { #if 0 uint4 src0; uint4 src1; void main(out uint4 dst : SV_Target) { dst = 0; dst.x = src0.x * src1.x; } #endif 0x43425844, 0x55ebfe14, 0xc9834c14, 0x5f89388a, 0x523be7e0, 0x00000001, 0x000000ec, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000074, 0x00000050, 0x0000001d, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x0a000026, 0x0000d000, 0x00102012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0020800a, 0x00000000, 0x00000001, 0x08000036, 0x001020e2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; static struct named_shader ps_imul = {"imul", ps_imul_code, sizeof(ps_imul_code)}; static const DWORD ps_udiv_code[] = { #if 0 uint4 src0; uint4 src1; void main(out uint4 dst : SV_Target) { dst = 0; dst.x = src0.x / src1.x; dst.y = src0.x % src1.x; } #endif 0x43425844, 0x007d5f29, 0x042f2e56, 0x212eddf2, 0xc98cca76, 0x00000001, 0x00000120, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000a8, 0x00000050, 0x0000002a, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0b00004e, 0x00100012, 0x00000000, 0x00100012, 0x00000001, 0x0020800a, 0x00000000, 0x00000000, 0x0020800a, 0x00000000, 0x00000001, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x05000036, 0x00102022, 0x00000000, 0x0010000a, 0x00000001, 0x0100003e, }; static struct named_shader ps_udiv = {"udiv", ps_udiv_code, sizeof(ps_udiv_code)}; static const DWORD ps_nested_switch_code[] = { #if 0 uint4 src0; uint4 src1; uint4 main() : SV_Target { uint4 dst = 0; switch (src0.x) { case ~0u: dst.x = 1; break; case 0: case 1: case 2: if (src1.x) break; dst.x = 2; break; case 3: break; case 4: if (src1.x) { switch (src0.y) { case 0: case 1: case 2: case 3: if (src0.z) dst += src0.z * (uint4)2; else if (src0.w) return (uint4)255; else dst.zw = 1; break; default: dst = 1; break; } break; } else { dst = 128; break; } } return dst; } #endif 0x43425844, 0x46d465cb, 0x5d7ed52f, 0x3573b153, 0x1691c479, 0x00000001, 0x00000334, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000002bc, 0x00000050, 0x000000af, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400004c, 0x0020800a, 0x00000000, 0x00000000, 0x03000006, 0x00004001, 0xffffffff, 0x08000036, 0x001000f2, 0x00000000, 0x00004002, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000000, 0x03000006, 0x00004001, 0x00000001, 0x03000006, 0x00004001, 0x00000002, 0x0404001f, 0x0020800a, 0x00000000, 0x00000001, 0x08000036, 0x001000f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x01000002, 0x01000015, 0x08000036, 0x001000f2, 0x00000000, 0x00004002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000003, 0x08000036, 0x001000f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000004, 0x0404001f, 0x0020800a, 0x00000000, 0x00000001, 0x0400004c, 0x0020801a, 0x00000000, 0x00000000, 0x03000006, 0x00004001, 0x00000000, 0x03000006, 0x00004001, 0x00000001, 0x03000006, 0x00004001, 0x00000002, 0x03000006, 0x00004001, 0x00000003, 0x0404001f, 0x0020802a, 0x00000000, 0x00000000, 0x0b000029, 0x001000f2, 0x00000000, 0x00208aa6, 0x00000000, 0x00000000, 0x00004002, 0x00000001, 0x00000001, 0x00000001, 0x00000001, 0x01000012, 0x0404001f, 0x0020803a, 0x00000000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x0100003e, 0x01000015, 0x08000036, 0x001000f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x01000015, 0x01000002, 0x0100000a, 0x08000036, 0x001000f2, 0x00000000, 0x00004002, 0x00000001, 0x00000001, 0x00000001, 0x00000001, 0x01000002, 0x01000017, 0x01000002, 0x01000012, 0x08000036, 0x001000f2, 0x00000000, 0x00004002, 0x00000080, 0x00000080, 0x00000080, 0x00000080, 0x01000002, 0x01000015, 0x0100000a, 0x08000036, 0x001000f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x01000002, 0x01000017, 0x05000036, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x0100003e, }; static struct named_shader ps_nested_switch = {"nested_switch", ps_nested_switch_code, sizeof(ps_nested_switch_code)}; static const DWORD ps_switch_no_default_code[] = { #if 0 ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer CB0[1], immediateIndexed dcl_output o0.xyzw switch cb0[0].x case l(0) mov o0.xyzw, l(1,1,1,1) ret case l(3) mov o0.xyzw, l(2,2,2,2) ret endswitch nop nop mov o0.xyzw, l(3,3,3,3) ret #endif 0x43425844, 0x97459226, 0x57ed7614, 0xcda58342, 0xbdf6a9dd, 0x00000001, 0x00000140, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000c8, 0x00000050, 0x00000032, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0400004c, 0x0020800a, 0x00000000, 0x00000000, 0x03000006, 0x00004001, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000001, 0x00000001, 0x00000001, 0x00000001, 0x0100003e, 0x03000006, 0x00004001, 0x00000003, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000002, 0x00000002, 0x00000002, 0x00000002, 0x0100003e, 0x01000017, 0x0100003a, 0x0100003a, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000003, 0x00000003, 0x00000003, 0x00000003, 0x0100003e, }; static const struct named_shader ps_switch_no_default = {"switch_no_default", ps_switch_no_default_code, sizeof(ps_switch_no_default_code)}; static const DWORD ps_movc_code[] = { #if 0 ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[3], immediateIndexed dcl_output o0.xyzw dcl_temps 1 mov r0.xyzw, cb0[0].xyzw movc r0.xyzw, r0.xyzw, cb0[1].xyzw, cb0[2].xyzw mov o0.xyzw, r0.xyzw ret #endif 0x43425844, 0x59a5be58, 0x260c36c0, 0x7eadcff2, 0x947f4e9d, 0x00000001, 0x00000104, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x0000008c, 0x00000050, 0x00000023, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000003, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x06000036, 0x001000f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x0b000037, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000001, 0x00208e46, 0x00000000, 0x00000002, 0x05000036, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x0100003e, }; static struct named_shader ps_movc = {"movc", ps_movc_code, sizeof(ps_movc_code)}; static const DWORD ps_swapc0_code[] = { #if 0 ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[3], immediateIndexed dcl_output o0.xyzw dcl_temps 2 swapc r0.xyzw, r1.xyzw, cb0[0].xyzw, cb0[1].xyzw, cb0[2].xyzw mov o0.xyzw, r0.xyzw ret #endif 0x43425844, 0x9e089246, 0x9f8b5cbe, 0xbac66faf, 0xaef23488, 0x00000001, 0x000000f8, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000080, 0x00000050, 0x00000020, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000003, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0e00008e, 0x001000f2, 0x00000000, 0x001000f2, 0x00000001, 0x00208e46, 0x00000000, 0x00000000, 0x00208e46, 0x00000000, 0x00000001, 0x00208e46, 0x00000000, 0x00000002, 0x05000036, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x0100003e, }; static struct named_shader ps_swapc0 = {"swapc0", ps_swapc0_code, sizeof(ps_swapc0_code)}; static const DWORD ps_swapc1_code[] = { #if 0 ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[3], immediateIndexed dcl_output o0.xyzw dcl_temps 2 swapc r0.xyzw, r1.xyzw, cb0[0].xyzw, cb0[1].xyzw, cb0[2].xyzw mov o0.xyzw, r1.xyzw ret #endif 0x43425844, 0xf2daed61, 0xede211f7, 0x7300dbea, 0x573ed49f, 0x00000001, 0x000000f8, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000080, 0x00000050, 0x00000020, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000003, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0e00008e, 0x001000f2, 0x00000000, 0x001000f2, 0x00000001, 0x00208e46, 0x00000000, 0x00000000, 0x00208e46, 0x00000000, 0x00000001, 0x00208e46, 0x00000000, 0x00000002, 0x05000036, 0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x0100003e, }; static struct named_shader ps_swapc1 = {"swapc1", ps_swapc1_code, sizeof(ps_swapc1_code)}; static const DWORD ps_swapc2_code[] = { #if 0 ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[3], immediateIndexed dcl_output o0.xyzw dcl_temps 2 mov r0.xyzw, cb0[1].xyzw mov r1.xyzw, cb0[2].xyzw swapc r0.xyzw, r1.xyzw, cb0[0].xyzw, r0.xyzw, r1.xyzw mov o0.xyzw, r0.xyzw ret #endif 0x43425844, 0x230fcb22, 0x70d99148, 0x65814d89, 0x97473498, 0x00000001, 0x00000120, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000a8, 0x00000050, 0x0000002a, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000003, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x06000036, 0x001000f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000001, 0x06000036, 0x001000f2, 0x00000001, 0x00208e46, 0x00000000, 0x00000002, 0x0c00008e, 0x001000f2, 0x00000000, 0x001000f2, 0x00000001, 0x00208e46, 0x00000000, 0x00000000, 0x00100e46, 0x00000000, 0x00100e46, 0x00000001, 0x05000036, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x0100003e, }; static struct named_shader ps_swapc2 = {"swapc2", ps_swapc2_code, sizeof(ps_swapc2_code)}; static const DWORD ps_swapc3_code[] = { #if 0 ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[3], immediateIndexed dcl_output o0.xyzw dcl_temps 2 mov r0.xyzw, cb0[1].xyzw mov r1.xyzw, cb0[2].xyzw swapc r0.xyzw, r1.xyzw, cb0[0].xyzw, r0.xyzw, r1.xyzw mov o0.xyzw, r1.xyzw ret #endif 0x43425844, 0xce595d62, 0x98305541, 0xb04e74c8, 0xfc010f3a, 0x00000001, 0x00000120, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000a8, 0x00000050, 0x0000002a, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000003, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x06000036, 0x001000f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000001, 0x06000036, 0x001000f2, 0x00000001, 0x00208e46, 0x00000000, 0x00000002, 0x0c00008e, 0x001000f2, 0x00000000, 0x001000f2, 0x00000001, 0x00208e46, 0x00000000, 0x00000000, 0x00100e46, 0x00000000, 0x00100e46, 0x00000001, 0x05000036, 0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x0100003e, }; static struct named_shader ps_swapc3 = {"swapc3", ps_swapc3_code, sizeof(ps_swapc3_code)}; static const DWORD ps_swapc4_code[] = { #if 0 ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[3], immediateIndexed dcl_output o0.xyzw dcl_temps 2 mov r0.xyzw, cb0[0].xyzw swapc r0.xyzw, r1.xyzw, r0.xyzw, cb0[1].xyzw, cb0[2].xyzw mov o0.xyzw, r0.xyzw ret #endif 0x43425844, 0x72067c48, 0xb53572a0, 0x9dd9e0fd, 0x903e37e3, 0x00000001, 0x0000010c, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000094, 0x00000050, 0x00000025, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000003, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x06000036, 0x001000f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x0d00008e, 0x001000f2, 0x00000000, 0x001000f2, 0x00000001, 0x00100e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000001, 0x00208e46, 0x00000000, 0x00000002, 0x05000036, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x0100003e, }; static struct named_shader ps_swapc4 = {"swapc4", ps_swapc4_code, sizeof(ps_swapc4_code)}; static const DWORD ps_swapc5_code[] = { #if 0 ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[3], immediateIndexed dcl_output o0.xyzw dcl_temps 2 mov r1.xyzw, cb0[0].xyzw swapc r0.xyzw, r1.xyzw, r1.xyzw, cb0[1].xyzw, cb0[2].xyzw mov o0.xyzw, r1.xyzw ret #endif 0x43425844, 0x7078fb08, 0xdd24cd44, 0x469d3258, 0x9e33a0bc, 0x00000001, 0x0000010c, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000094, 0x00000050, 0x00000025, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000003, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x06000036, 0x001000f2, 0x00000001, 0x00208e46, 0x00000000, 0x00000000, 0x0d00008e, 0x001000f2, 0x00000000, 0x001000f2, 0x00000001, 0x00100e46, 0x00000001, 0x00208e46, 0x00000000, 0x00000001, 0x00208e46, 0x00000000, 0x00000002, 0x05000036, 0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x0100003e, }; static struct named_shader ps_swapc5 = {"swapc5", ps_swapc5_code, sizeof(ps_swapc5_code)}; static const DWORD ps_dadd_code[] = { /* Also test constant double2 vector. */ #if 0 double src0; float4 main() : SV_TARGET { double2 value = double2(src0 + 1.0000002433080226l, src0 + 2.000000481493771l); uint4 u; asuint(a.x, u.x, u.y); asuint(a.y, u.z, u.w); return asfloat(u); } ps_5_0 dcl_globalFlags refactoringAllowed | enableDoublePrecisionFloatOps dcl_constantbuffer CB0[1], immediateIndexed dcl_output o0.xyzw dcl_temps 1 dadd r0.xyzw, cb0[0].xyxy, d(1.000000l, 2.000000l) mov o0.xyzw, r0.xyzw ret #endif 0x43425844, 0xe772838a, 0x07d67bc9, 0xed80747e, 0x8f1919ea, 0x00000001, 0x00000100, 0x00000004, 0x00000030, 0x00000040, 0x00000074, 0x000000f0, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000074, 0x00000050, 0x0000001d, 0x0100186a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0b0000bf, 0x001000f2, 0x00000000, 0x00208446, 0x00000000, 0x00000000, 0x00005002, 0x41500000, 0x3ff00000, 0x40a00000, 0x40000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x0100003e, 0x30494653, 0x00000008, 0x00000001, 0x00000000, }; static struct named_shader ps_dadd = {"dadd", ps_dadd_code, sizeof(ps_dadd_code)}; static const DWORD ps_dmax_code[] = { #if 0 double src0; float4 main() : SV_TARGET { double value = max(src0, 1.0); float a = float(value); return float4(a, a, a, a); } ps_5_0 dcl_globalFlags refactoringAllowed | enableDoublePrecisionFloatOps dcl_constantbuffer CB0[1], immediateIndexed dcl_output o0.xyzw dcl_temps 1 dmax r0.xy, cb0[0].xyxy, d(1.000000l, 0.000000l) dtof r0.x, r0.xyxy mov o0.xyzw, r0.xxxx ret #endif 0x43425844, 0xa198d977, 0x7194741a, 0x65a194de, 0x26cf5ed9, 0x00000001, 0x000002cc, 0x00000006, 0x00000038, 0x0000014c, 0x0000015c, 0x00000190, 0x00000220, 0x00000230, 0x46454452, 0x0000010c, 0x00000001, 0x00000068, 0x00000001, 0x0000003c, 0xffff0500, 0x00000100, 0x000000d8, 0x31314452, 0x0000003c, 0x00000018, 0x00000020, 0x00000028, 0x00000024, 0x0000000c, 0x00000000, 0x0000005c, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x6f6c4724, 0x736c6162, 0xababab00, 0x0000005c, 0x00000001, 0x00000080, 0x00000010, 0x00000000, 0x00000000, 0x000000a8, 0x00000000, 0x00000008, 0x00000002, 0x000000b4, 0x00000000, 0xffffffff, 0x00000000, 0xffffffff, 0x00000000, 0x30637273, 0x756f6400, 0x00656c62, 0x00270000, 0x00010001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000000ad, 0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x31207265, 0x2e302e30, 0x31303031, 0x36312e31, 0x00343833, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x58454853, 0x00000088, 0x00000050, 0x00000022, 0x0100186a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0b0000c0, 0x00100032, 0x00000000, 0x00208446, 0x00000000, 0x00000000, 0x00005002, 0x00000000, 0x3ff00000, 0x00000000, 0x00000000, 0x050000c9, 0x00100012, 0x00000000, 0x00100446, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e, 0x30494653, 0x00000008, 0x00000001, 0x00000000, 0x54415453, 0x00000094, 0x00000004, 0x00000001, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, }; static struct named_shader ps_dmax = {"dmax", ps_dmax_code, sizeof(ps_dmax_code)}; static const DWORD ps_dmovc_code[] = { #if 0 double src0; float4 main() : SV_TARGET { double value = src0 > 1.0 ? src0 : 4.5; float a = float(value); return float4(a, a, a, a); } ps_5_0 dcl_globalFlags refactoringAllowed | enableDoublePrecisionFloatOps dcl_constantbuffer CB0[1], immediateIndexed dcl_output o0.xyzw dcl_temps 1 dlt r0.x, d(1.000000l, 0.000000l), cb0[0].xyxy dmovc r0.xy, r0.xxxx, cb0[0].xyxy, d(4.500000l, 0.000000l) dtof r0.x, r0.xyxy mov o0.xyzw, r0.xxxx ret #endif 0x43425844, 0x2656ad04, 0x033e8e7c, 0xa258a7bc, 0xdaccb9a9, 0x00000001, 0x00000300, 0x00000006, 0x00000038, 0x0000014c, 0x0000015c, 0x00000190, 0x00000254, 0x00000264, 0x46454452, 0x0000010c, 0x00000001, 0x00000068, 0x00000001, 0x0000003c, 0xffff0500, 0x00000100, 0x000000d8, 0x31314452, 0x0000003c, 0x00000018, 0x00000020, 0x00000028, 0x00000024, 0x0000000c, 0x00000000, 0x0000005c, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x6f6c4724, 0x736c6162, 0xababab00, 0x0000005c, 0x00000001, 0x00000080, 0x00000010, 0x00000000, 0x00000000, 0x000000a8, 0x00000000, 0x00000008, 0x00000002, 0x000000b4, 0x00000000, 0xffffffff, 0x00000000, 0xffffffff, 0x00000000, 0x30637273, 0x756f6400, 0x00656c62, 0x00270000, 0x00010001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000000ad, 0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x31207265, 0x2e302e30, 0x31303031, 0x36312e31, 0x00343833, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x58454853, 0x000000bc, 0x00000050, 0x0000002f, 0x0100186a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0b0000c5, 0x00100012, 0x00000000, 0x00005002, 0x00000000, 0x3ff00000, 0x00000000, 0x00000000, 0x00208446, 0x00000000, 0x00000000, 0x0d0000c8, 0x00100032, 0x00000000, 0x00100006, 0x00000000, 0x00208446, 0x00000000, 0x00000000, 0x00005002, 0x00000000, 0x40120000, 0x00000000, 0x00000000, 0x050000c9, 0x00100012, 0x00000000, 0x00100446, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e, 0x30494653, 0x00000008, 0x00000001, 0x00000000, 0x54415453, 0x00000094, 0x00000005, 0x00000001, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, }; static struct named_shader ps_dmovc = {"dmovc", ps_dmovc_code, sizeof(ps_dmovc_code)}; static const DWORD ps_dmodifier_code[] = { #if 0 double src0; float4 main() : SV_TARGET { float a = float(-src0); float b = float(abs(src0)); double c = saturate(src0); c = c + 1.5; float4 result = float4(a, b, float(c), 0.0f); return result; } ps_5_0 dcl_globalFlags refactoringAllowed | enableDoublePrecisionFloatOps dcl_constantbuffer CB0[1], immediateIndexed dcl_output o0.xyzw dcl_temps 1 dmov_sat r0.xy, cb0[0].xyxy dadd r0.xy, r0.xyxy, d(1.500000l, 0.000000l) dtof r0.z, r0.xyxy dtof r0.x, -cb0[0].xyxy dtof r0.y, |cb0[0].xyxy| mov r0.w, l(0) mov o0.xyzw, r0.xyzw ret #endif 0x43425844, 0x76edb384, 0x6eb8a126, 0x0cd78306, 0x5379918a, 0x00000001, 0x0000032c, 0x00000006, 0x00000038, 0x0000014c, 0x0000015c, 0x00000190, 0x00000280, 0x00000290, 0x46454452, 0x0000010c, 0x00000001, 0x00000068, 0x00000001, 0x0000003c, 0xffff0500, 0x00000100, 0x000000d8, 0x31314452, 0x0000003c, 0x00000018, 0x00000020, 0x00000028, 0x00000024, 0x0000000c, 0x00000000, 0x0000005c, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x6f6c4724, 0x736c6162, 0xababab00, 0x0000005c, 0x00000001, 0x00000080, 0x00000010, 0x00000000, 0x00000000, 0x000000a8, 0x00000000, 0x00000008, 0x00000002, 0x000000b4, 0x00000000, 0xffffffff, 0x00000000, 0xffffffff, 0x00000000, 0x30637273, 0x756f6400, 0x00656c62, 0x00270000, 0x00010001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000000ad, 0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x31207265, 0x2e302e30, 0x31303031, 0x36312e31, 0x00343833, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x58454853, 0x000000e8, 0x00000050, 0x0000003a, 0x0100186a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x060020c7, 0x00100032, 0x00000000, 0x00208446, 0x00000000, 0x00000000, 0x0a0000bf, 0x00100032, 0x00000000, 0x00100446, 0x00000000, 0x00005002, 0x00000000, 0x3ff80000, 0x00000000, 0x00000000, 0x050000c9, 0x00100042, 0x00000000, 0x00100446, 0x00000000, 0x070000c9, 0x00100012, 0x00000000, 0x80208446, 0x00000041, 0x00000000, 0x00000000, 0x070000c9, 0x00100022, 0x00000000, 0x80208446, 0x00000081, 0x00000000, 0x00000000, 0x05000036, 0x00100082, 0x00000000, 0x00004001, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x0100003e, 0x30494653, 0x00000008, 0x00000001, 0x00000000, 0x54415453, 0x00000094, 0x00000008, 0x00000001, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000003, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, }; static struct named_shader ps_dmodifier = {"dmodifier", ps_dmodifier_code, sizeof(ps_dmodifier_code)}; static const struct { const struct named_shader *ps; struct { struct vec4 src0; struct vec4 src1; struct vec4 src2; } input; union { struct vec4 f; struct uvec4 u; struct ivec4 i; } output; bool skip_on_warp; bool is_mesa_bug; } tests[] = { {&ps_div, {{ 2.0f}, { 4.0f}}, {{ 0.5f}}}, {&ps_div, {{ 2.0f}, {-4.0f}}, {{ -0.5f}}}, {&ps_div, {{-2.0f}, { 4.0f}}, {{ -0.5f}}}, {&ps_div, {{-2.0f}, {-4.0f}}, {{ 0.5f}}}, {&ps_div, {{ 0.0f}, { 1.0f}}, {{ 0.0f}}}, {&ps_div, {{ 0.0f}, {-1.0f}}, {{ -0.0f}}}, {&ps_div, {{ 1.0f}, { 0.0f}}, {{ INFINITY}}}, {&ps_div, {{ 1.0f}, {-0.0f}}, {{-INFINITY}}}, {&ps_div, {{-1.0f}, { 0.0f}}, {{-INFINITY}}}, {&ps_div, {{-1.0f}, {-0.0f}}, {{ INFINITY}}}, {&ps_dot2, {{1.0f, 1.0f}, {1.0f, 1.0f}}, {{2.0f}}}, {&ps_dot2, {{1.0f, 1.0f}, {2.0f, 3.0f}}, {{5.0f}}}, {&ps_dot3, {{1.0f, 2.0f, 3.0f, 4.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}, {{6.0f, 6.0f, 6.0f, 6.0f}}}, {&ps_dot3, {{1.0f, 2.0f, 3.0f}, {3.0f, 1.0f, 2.0f}}, {{11.0f, 11.0f, 11.0f, 11.0f}}}, {&ps_eq, {{0.0f}, {0.0f}}, {.u = {0xffffffff}}}, {&ps_eq, {{1.0f}, {0.0f}}, {.u = {0x00000000}}}, {&ps_eq, {{0.0f}, {1.0f}}, {.u = {0x00000000}}}, {&ps_eq, {{1.0f}, {1.0f}}, {.u = {0xffffffff}}}, {&ps_eq, {{0.0f}, {NAN}}, {.u = {0x00000000}}}, {&ps_eq, {{1.0f}, {NAN}}, {.u = {0x00000000}}}, {&ps_eq, { {NAN}, {NAN}}, {.u = {0x00000000}}}, {&ps_ne, {{0.0f}, {0.0f}}, {.u = {0x00000000}}}, {&ps_ne, {{1.0f}, {0.0f}}, {.u = {0xffffffff}}}, {&ps_ne, {{0.0f}, {1.0f}}, {.u = {0xffffffff}}}, {&ps_ne, {{1.0f}, {1.0f}}, {.u = {0x00000000}}}, {&ps_ne, {{0.0f}, {NAN}}, {.u = {0xffffffff}}}, {&ps_ne, {{1.0f}, {NAN}}, {.u = {0xffffffff}}}, {&ps_ne, { {NAN}, {NAN}}, {.u = {0xffffffff}}}, {&ps_if, {{0.0f}}, {{1.0f, 0.0f, 0.0f, 1.0f}}}, {&ps_if, {{1.0f}}, {{0.0f, 1.0f, 0.0f, 1.0f}}}, /* FIXME: Ordered/unordered comparisons are broken on Mesa. */ {&ps_if_return, {{0.0f, 0.0f, 0.0f, 0.0f}}, {{0.0f, 0.0f, 0.0f, 0.0f}}}, {&ps_if_return, {{ NAN, 0.0f, 0.0f, 0.0f}}, {{1.0f, 0.0f, 0.0f, 0.0f}}, false, true}, {&ps_if_return, {{3.0f, 0.0f, 0.0f, 0.0f}}, {{0.0f, 0.0f, 0.0f, 0.0f}}}, {&ps_if_return, {{4.0f, 0.0f, 0.0f, 0.0f}}, {{1.0f, 0.0f, 0.0f, 0.0f}}}, {&ps_if_return, {{4.0f, NAN, 0.0f, 0.0f}}, {{1.0f, 1.0f, 1.0f, 0.0f}}, false, true}, {&ps_if_return, {{4.0f, 3.0f, 0.0f, 0.0f}}, {{1.0f, 0.0f, 0.0f, 0.0f}}}, {&ps_if_return, {{4.0f, 4.0f, 0.0f, 0.0f}}, {{1.0f, 1.0f, 1.0f, 0.0f}}}, {&ps_if_return, {{4.0f, 4.0f, NAN, 0.0f}}, {{1.0f, 1.0f, 1.0f, 0.0f}}, false, true}, {&ps_if_return, {{4.0f, 4.0f, 3.0f, 0.0f}}, {{1.0f, 1.0f, 1.0f, 0.0f}}}, {&ps_if_return, {{4.0f, 4.0f, 4.0f, 0.0f}}, {{1.0f, 1.0f, 0.0f, 0.0f}}}, {&ps_if_return, {{4.0f, 4.0f, 5.0f, 0.0f}}, {{1.0f, 1.0f, 0.0f, 0.0f}}}, {&ps_if_return, {{4.0f, 4.0f, 0.0f, NAN}}, {{1.0f, 1.0f, 1.0f, 1.0f}}, false, true}, {&ps_if_return, {{4.0f, 4.0f, 0.0f, 1.0f}}, {{1.0f, 1.0f, 1.0f, 0.0f}}}, {&ps_if_return, {{4.0f, 4.0f, 0.0f, 2.0f}}, {{1.0f, 1.0f, 1.0f, 0.0f}}}, {&ps_if_return, {{4.0f, 4.0f, 0.0f, 3.0f}}, {{1.0f, 1.0f, 1.0f, 0.0f}}}, {&ps_if_return, {{4.0f, 4.0f, 0.0f, 4.0f}}, {{1.0f, 1.0f, 1.0f, 0.0f}}}, {&ps_if_return, {{4.0f, 4.0f, 0.0f, 5.0f}}, {{1.0f, 1.0f, 1.0f, 1.0f}}}, {&ps_if_return, {{5.0f, 4.0f, 0.0f, 5.0f}}, {{1.0f, 1.0f, 1.0f, 0.0f}}}, {&ps_if_return, {{ NAN, NAN, NAN, NAN}}, {{1.0f, 1.0f, 1.0f, 1.0f}}, false, true}, {&ps_nested_if, {{0.0f, 0.0f, 0.0f}}, {{0.0f, 0.0f, 0.0f, 1.0f}}}, {&ps_nested_if, {{0.0f, 0.0f, 1.0f}}, {{1.0f, 0.0f, 0.0f, 1.0f}}}, {&ps_nested_if, {{1.0f, 0.0f, 1.0f}}, {{0.0f, 0.0f, 1.0f, 1.0f}}}, {&ps_nested_if, {{1.0f, 1.0f, 1.0f}}, {{0.0f, 1.0f, 0.0f, 1.0f}}}, {&ps_loop_break, {{0.0f, 0.0f}}, {{0.0f}}}, {&ps_loop_break, {{1.0f, 0.0f}}, {{1.0f}}}, {&ps_loop_break, {{1.0f, 1.0f}}, {{1.0f}}}, {&ps_loop_break, {{1.0f, 2.0f}}, {{1.0f}}}, {&ps_loop_break, {{1.0f, 3.0f}}, {{1.0f}}}, {&ps_loop_break, {{7.0f, 0.0f}}, {{1.0f}}}, {&ps_loop_break, {{7.0f, 2.0f}}, {{1.0f}}}, {&ps_loop_break, {{7.0f, 6.0f}}, {{1.0f}}}, {&ps_loop_break, {{7.0f, 7.0f}}, {{7.0f}}}, {&ps_loop_break, {{7.0f, 8.0f}}, {{7.0f}}}, {&ps_loop_break, {{7.0f, 9.0f}}, {{7.0f}}}, {&ps_loop_ret, {{0.0f, 0.0f}}, {{0.0f}}}, {&ps_loop_ret, {{1.0f, 9.0f}}, {{1.0f}}}, {&ps_loop_ret, {{2.0f, 2.0f}}, {{2.0f}}}, {&ps_loop_ret, {{5.0f, 9.0f}}, {{5.0f}}}, {&ps_loop_ret, {{1.0f, 0.0f}}, {{1.0f, 1.0f, 1.0f, 1.0f}}}, {&ps_loop_ret, {{2.0f, 1.0f}}, {{1.0f, 1.0f, 1.0f, 1.0f}}}, {&ps_loop_ret, {{8.0f, 7.0f}}, {{1.0f, 1.0f, 1.0f, 1.0f}}}, {&ps_breakc_nz, {{0}}, {{0.0f, 1.0f, 0.0f, 1.0f}}}, {&ps_breakc_z, {{0}}, {{0.0f, 1.0f, 0.0f, 1.0f}}}, {&ps_continue, {{0}}, {{254.0f}}, true}, {&ps_continuec_nz, {{0}}, {{509.0f}}}, {&ps_retc_nz, {{ 0.0f}}, {{1.0f}}}, {&ps_retc_nz, {{ 10.0f}}, {{1.0f}}}, {&ps_retc_nz, {{ 99.0f}}, {{1.0f}}}, {&ps_retc_nz, {{300.0f}}, {{0.0f}}}, {&ps_src_modifiers, {{ 1.0f, 1.0f, 1.0f, 2.0f}}, {{-1.0f, 1.0f, -1.0f, -2.0f}}}, {&ps_src_modifiers, {{-1.0f, -1.0f, -1.0f, -2.0f}}, {{ 1.0f, 1.0f, -1.0f, -2.0f}}}, {&ps_sat, {{ 0.0f, 1.0f, 2.0f, 3.0f}}, {{0.0f, 1.0f, 1.0f, 1.0f}}}, {&ps_sat, {{-0.0f, -1.0f, -2.0f, -3.0f}}, {{0.0f, 0.0f, 0.0f, 0.0f}}}, {&ps_sat, {{ NAN, -NAN, INFINITY, -INFINITY}}, {{0.0f, 0.0f, 1.0f, 0.0f}}}, {&ps_min_max, {{0.0f}, { 1.0f}}, {{ 0.0f, 1.0f}}}, {&ps_min_max, {{0.0f}, { -1.0f}}, {{ -1.0f, 0.0f}}}, {&ps_min_max, {{ NAN}, { 1.0f}}, {{ 1.0f, 1.0f}}}, {&ps_min_max, {{0.0f}, { NAN}}, {{ 0.0f, 0.0f}}}, {&ps_min_max, {{0.0f}, { INFINITY}}, {{ 0.0f, INFINITY}}}, {&ps_min_max, {{1.0f}, { INFINITY}}, {{ 1.0f, INFINITY}}}, {&ps_min_max, {{0.0f}, {-INFINITY}}, {{-INFINITY, 0.0f}}}, {&ps_min_max, {{1.0f}, {-INFINITY}}, {{-INFINITY, 1.0f}}}, {&ps_ftou, {{ -NAN}}, {.u = { 0, 0 }}}, {&ps_ftou, {{ NAN}}, {.u = { 0, 0 }}}, {&ps_ftou, {{-INFINITY}}, {.u = { 0, ~0u}}}, {&ps_ftou, {{ INFINITY}}, {.u = {~0u, 0 }}}, {&ps_ftou, {{ -1.0f}}, {.u = { 0, 1 }}}, {&ps_ftou, {{ 1.0f}}, {.u = { 1, 0 }}}, {&ps_ftoi, {{ -NAN}}, {.u = { 0, 0}}}, {&ps_ftoi, {{ NAN}}, {.u = { 0, 0}}}, {&ps_ftoi, {{-INFINITY}}, {.u = {INT_MIN, INT_MAX}}}, {&ps_ftoi, {{ INFINITY}}, {.i = {INT_MAX, INT_MIN}}}, {&ps_ftoi, {{ -1.0f}}, {.i = { -1, 1}}}, {&ps_ftoi, {{ 1.0f}}, {.i = { 1, -1}}}, {&ps_round, {{ -0.5f}}, {{ -1.0f, 0.0f, -0.0f}}}, {&ps_round, {{ -0.0f}}, {{ -0.0f, -0.0f, -0.0f}}}, {&ps_round, {{ 0.0f}}, {{ 0.0f, 0.0f, 0.0f}}}, {&ps_round, {{ 0.5f}}, {{ 0.0f, 1.0f, 0.0f}}}, {&ps_round, {{ 3.0f}}, {{ 3.0f, 3.0f, 3.0f}}}, {&ps_round, {{ INFINITY}}, {{ INFINITY, INFINITY, INFINITY}}}, {&ps_round, {{-INFINITY}}, {{-INFINITY, -INFINITY, -INFINITY}}}, {&ps_round_ne, {{ 0.0f, -0.0f, 0.5f, -0.5f}}, {{ 0.0f, -0.0f, 0.0f, -0.0f}}}, {&ps_round_ne, {{ 2.0f, 3.0f, 4.0f, 5.0f}}, {{ 2.0f, 3.0f, 4.0f, 5.0f}}}, {&ps_round_ne, {{ 2.4f, 3.4f, 4.4f, 5.4f}}, {{ 2.0f, 3.0f, 4.0f, 5.0f}}}, {&ps_round_ne, {{ 2.5f, 3.5f, 4.5f, 5.5f}}, {{ 2.0f, 4.0f, 4.0f, 6.0f}}}, {&ps_round_ne, {{ 2.6f, 3.6f, 4.6f, 5.6f}}, {{ 3.0f, 4.0f, 5.0f, 6.0f}}}, {&ps_round_ne, {{-2.5f, -3.5f, -4.5f, -5.5f}}, {{-2.0f, -4.0f, -4.0f, -6.0f}}}, {&ps_round_ne, {{-2.4f, -3.4f, -4.4f, -5.4f}}, {{-2.0f, -3.0f, -4.0f, -5.0f}}}, {&ps_round_ne, {{ INFINITY}}, {{ INFINITY}}}, {&ps_round_ne, {{-INFINITY}}, {{-INFINITY}}}, {&ps_frc, {{ 0.0f}}, {{0.0f, 0.0f}}}, {&ps_frc, {{-0.0f}}, {{0.0f, 0.0f}}}, {&ps_frc, {{ 1.0f}}, {{0.0f, 0.0f}}}, {&ps_frc, {{-1.0f}}, {{0.0f, 0.0f}}}, {&ps_frc, {{ 0.5f}}, {{0.5f, 0.5f}}}, {&ps_frc, {{-0.5f}}, {{0.5f, 0.5f}}}, {&ps_exp, {{ 0.0f}}, {{ 1.00f}}}, {&ps_exp, {{ -0.0f}}, {{ 1.00f}}}, {&ps_exp, {{ 2.0f}}, {{ 4.00f}}}, {&ps_exp, {{ -2.0f}}, {{ 0.25f}}}, {&ps_exp, {{ INFINITY}}, {{INFINITY}}}, {&ps_exp, {{-INFINITY}}, {{ 0.00f}}}, {&ps_log, {{ -0.00f}}, {{-INFINITY}}}, {&ps_log, {{ 0.00f}}, {{-INFINITY}}}, {&ps_log, {{INFINITY}}, {{ INFINITY}}}, {&ps_log, {{ 0.25f}}, {{ -2.0f}}}, {&ps_log, {{ 0.50f}}, {{ -1.0f}}}, {&ps_log, {{ 2.00f}}, {{ 1.0f}}}, {&ps_log, {{ 8.00f}}, {{ 3.0f}}}, {&ps_rcp, {{-INFINITY}}, {{ -0.0f}}}, {&ps_rcp, {{ INFINITY}}, {{ 0.0f}}}, {&ps_rcp, {{ -0.0f}}, {{-INFINITY}}}, {&ps_rcp, {{ 0.0f}}, {{ INFINITY}}}, {&ps_rcp, {{ -1.0f}}, {{ -1.0f}}}, {&ps_rcp, {{ 1.0f}}, {{ 1.0f}}}, {&ps_rcp, {{ -2.0f}}, {{ -0.5f}}}, {&ps_rcp, {{ 2.0f}}, {{ 0.5f}}}, {&ps_rcp_vector, {{-1.0f, 1.0f, 4.0f, -4.0f}}, {{-1.0f, 1.0f, 0.25f, -0.25f}}}, {&ps_sincos, {{ 0.0f, -0.0f, 0.0f, -0.0f}}, {{ 0.0f, -0.0f, 1.0f, 1.0f}}}, {&ps_sincos, {{ 0.0f, -0.0f, M_PI, -M_PI}}, {{ 0.0f, -0.0f, 1.0f, 1.0f}}}, {&ps_indexable_temp, {{0.0f}}, {{1.0f, 0.0f, 0.0f, 1.0f}}}, {&ps_indexable_temp, {{1.0f}}, {{0.0f, 1.0f, 0.0f, 1.0f}}}, {&ps_indexable_temp, {{2.0f}}, {{0.0f, 0.0f, 1.0f, 1.0f}}}, {&ps_indexable_temp2, {{0.0f}}, {{1.0f, 0.0f, 0.0f, 1.0f}}}, {&ps_indexable_temp2, {{1.0f}}, {{0.0f, 1.0f, 0.0f, 1.0f}}}, {&ps_indexable_temp2, {{2.0f}}, {{0.0f, 0.0f, 1.0f, 1.0f}}}, {&ps_indexable_temp2, {{3.0f}}, {{0.0f, 0.0f, 1.0f, 1.0f}}}, {&ps_indexable_temp2, {{4.0f}}, {{0.0f, 1.0f, 0.0f, 1.0f}}}, {&ps_indexable_temp2, {{5.0f}}, {{1.0f, 0.0f, 0.0f, 1.0f}}}, {&ps_indexable_temp2, {{6.0f}}, {{0.0f, 1.0f, 0.0f, 1.0f}}}, {&ps_indexable_temp2, {{7.0f}}, {{0.0f, 1.0f, 0.0f, 1.0f}}}, {&ps_indexable_temp2, {{8.0f}}, {{0.0f, 0.0f, 1.0f, 1.0f}}}, {&ps_indexable_temp2, {{9.0f}}, {{0.0f, 0.0f, 1.0f, 1.0f}}}, }; static const struct { const struct named_shader *ps; union { struct { struct uvec4 src0; struct uvec4 src1; struct uvec4 src2; }; struct { struct ivec4 src0; struct ivec4 src1; struct ivec4 src2; } i; struct { struct vec4 src0; struct vec4 src1; struct vec4 src2; } f; struct { struct dvec2 src0; struct dvec2 src1; struct dvec2 src2; } d; } input; union { struct uvec4 u; struct ivec4 i; struct vec4 f; } output; bool skip_on_warp; bool requires_fp64; bool is_todo; } uint_tests[] = { {&ps_dadd, {.d = {{2.5, 0.0}}}, {{0x20a80000, 0x400c0000, 0x20500000, 0x40120000}}, false, true}, {&ps_dmax, {.d = {{2.5, 0.0}}}, {{0x40200000, 0x40200000, 0x40200000, 0x40200000}}, false, true}, {&ps_dmax, {.d = {{0.5, 0.0}}}, {{0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000}}, false, true}, {&ps_dmovc, {.d = {{0.5, 0.0}}}, {{0x40900000, 0x40900000, 0x40900000, 0x40900000}}, false, true}, {&ps_dmovc, {.d = {{1.5, 0.0}}}, {{0x3fc00000, 0x3fc00000, 0x3fc00000, 0x3fc00000}}, false, true}, {&ps_dmodifier, {.d = {{1.5, 0.0}}}, {{0xbfc00000, 0x3fc00000, 0x40200000, 0x00000000}}, false, true}, {&ps_dmodifier, {.d = {{-1.5, 0.0}}}, {{0x3fc00000, 0x3fc00000, 0x3fc00000, 0x00000000}}, false, true}, {&ps_bfi, {{{ 0, 0, 0, 0}}}, {{ 0, 0, 0, 0}}}, {&ps_bfi, {{{ 0, 0, 0, 1}}}, {{ 1, 1, 1, 1}}}, {&ps_bfi, {{{ ~0u, 0, ~0u, 0}}}, {{0x7fffffff, 0x7fffffff, 0x7fffffff, 0x7fffffff}}}, {&ps_bfi, {{{ ~0u, ~0u, ~0u, 0}}}, {{0x80000000, 0x80000000, 0x80000000, 0x80000000}}}, {&ps_bfi, {{{ ~0u, 0x1fu, ~0u, 0}}}, {{0x80000000, 0x80000000, 0x80000000, 0x80000000}}}, {&ps_bfi, {{{ ~0u, ~0x1fu, ~0u, 0}}}, {{0x7fffffff, 0x7fffffff, 0x7fffffff, 0x7fffffff}}}, {&ps_bfi, {{{ 0, 0, 0xff, 1}}}, {{ 1, 1, 1, 1}}}, {&ps_bfi, {{{ 0, 0, 0xff, 2}}}, {{ 2, 2, 2, 2}}}, {&ps_bfi, {{{ 16, 16, 0xff, 0xff}}}, {{0x00ff00ff, 0x00ff00ff, 0x00ff00ff, 0x00ff00ff}}}, {&ps_bfi, {{{ 0, 0, ~0u, ~0u}}}, {{ ~0u, ~0u, ~0u, ~0u}}}, {&ps_bfi, {{{~0x1fu, 0, ~0u, 0}}}, {{ 0, 0, 0, 0}}}, {&ps_bfi, {{{~0x1fu, 0, ~0u, 1}}}, {{ 1, 1, 1, 1}}}, {&ps_bfi, {{{~0x1fu, 0, ~0u, 2}}}, {{ 2, 2, 2, 2}}}, {&ps_bfi, {{{ 0, ~0x1fu, ~0u, 0}}}, {{ 0, 0, 0, 0}}}, {&ps_bfi, {{{ 0, ~0x1fu, ~0u, 1}}}, {{ 1, 1, 1, 1}}}, {&ps_bfi, {{{ 0, ~0x1fu, ~0u, 2}}}, {{ 2, 2, 2, 2}}}, {&ps_bfi, {{{~0x1fu, ~0x1fu, ~0u, 0}}}, {{ 0, 0, 0, 0}}}, {&ps_bfi, {{{~0x1fu, ~0x1fu, ~0u, 1}}}, {{ 1, 1, 1, 1}}}, {&ps_bfi, {{{~0x1fu, ~0x1fu, ~0u, 2}}}, {{ 2, 2, 2, 2}}}, {&ps_ibfe, {{{ 0, 4, 0x00000000}}}, {{0x00000000, 0x00000000, 0x00000000, 0x00000000}}}, {&ps_ibfe, {{{ 0, 4, 0xffffffff}}}, {{0x00000000, 0x00000000, 0x00000000, 0x00000000}}}, {&ps_ibfe, {{{ 0, 4, 0x7fffffff}}}, {{0x00000000, 0x00000000, 0x00000000, 0x00000000}}}, {&ps_ibfe, {{{ 4, 0, 0x00000000}}}, {{0x00000000, 0x00000000, 0x00000000, 0x00000000}}}, {&ps_ibfe, {{{ 4, 0, 0xfffffffa}}}, {{0xfffffffa, 0xfffffffa, 0xfffffffa, 0xfffffffa}}}, {&ps_ibfe, {{{ 4, 0, 0x7ffffffc}}}, {{0xfffffffc, 0xfffffffc, 0xfffffffc, 0xfffffffc}}}, {&ps_ibfe, {{{ 4, 4, 0x00000000}}}, {{0x00000000, 0x00000000, 0x00000000, 0x00000000}}}, {&ps_ibfe, {{{ 4, 4, 0xffffffff}}}, {{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}}}, {&ps_ibfe, {{{ 4, 4, 0xffffff1f}}}, {{0x00000001, 0x00000001, 0x00000001, 0x00000001}}}, {&ps_ibfe, {{{ 4, 4, 0x7fffffff}}}, {{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}}}, {&ps_ibfe, {{{23, 8, 0x00000000}}}, {{0x00000000, 0x00000000, 0x00000000, 0x00000000}}}, {&ps_ibfe, {{{23, 8, 0xffffffff}}}, {{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}}}, {&ps_ibfe, {{{23, 8, 0x7fffffff}}}, {{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}}}, {&ps_ibfe, {{{30, 1, 0x00000000}}}, {{0x00000000, 0x00000000, 0x00000000, 0x00000000}}}, {&ps_ibfe, {{{30, 1, 0xffffffff}}}, {{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}}}, {&ps_ibfe, {{{30, 1, 0x7fffffff}}}, {{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}}}, {&ps_ibfe, {{{15, 15, 0x7fffffff}}}, {{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}}}, {&ps_ibfe, {{{15, 15, 0x3fffffff}}}, {{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}}}, {&ps_ibfe, {{{15, 15, 0x1fffffff}}}, {{0x00003fff, 0x00003fff, 0x00003fff, 0x00003fff}}}, {&ps_ibfe, {{{15, 15, 0xffff00ff}}}, {{0xfffffffe, 0xfffffffe, 0xfffffffe, 0xfffffffe}}}, {&ps_ibfe, {{{16, 15, 0xffffffff}}}, {{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}}}, {&ps_ibfe, {{{16, 15, 0x3fffffff}}}, {{0x00007fff, 0x00007fff, 0x00007fff, 0x00007fff}}}, {&ps_ibfe, {{{20, 15, 0xffffffff}}}, {{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}}}, {&ps_ibfe, {{{31, 31, 0xffffffff}}}, {{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}}}, {&ps_ibfe, {{{31, 31, 0x80000000}}}, {{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}}}, {&ps_ibfe, {{{31, 31, 0x7fffffff}}}, {{0x00000000, 0x00000000, 0x00000000, 0x00000000}}}, {&ps_ibfe2, {{{16, 15, 0x3fffffff}}}, {{0x00007fff, 0x00007fff, 0x00007fff, 0x00007fff}}}, {&ps_ubfe, {{{0x00000000}}}, {{0x00000000, 0x00000000, 0x00000000, 0x00000000}}}, {&ps_ubfe, {{{0xffffffff}}}, {{0x0000000f, 0x007fffff, 0x0000007f, 0x3fffffff}}}, {&ps_ubfe, {{{0xff000000}}}, {{0x00000000, 0x007f0000, 0x00000000, 0x3f800000}}}, {&ps_ubfe, {{{0x00ff0000}}}, {{0x00000000, 0x0000ff00, 0x00000000, 0x007f8000}}}, {&ps_ubfe, {{{0x000000ff}}}, {{0x0000000f, 0x00000000, 0x0000007f, 0x0000007f}}}, {&ps_ubfe, {{{0x80000001}}}, {{0x00000000, 0x00000000, 0x00000000, 0x00000000}}}, {&ps_ubfe, {{{0xc0000003}}}, {{0x00000000, 0x00400000, 0x00000001, 0x20000001}}}, {&ps_bfrev, {{{0x12345678}}}, {{0x1e6a2c48, 0x12345678, 0x1e6a0000, 0x2c480000}}}, {&ps_bfrev, {{{0xffff0000}}}, {{0x0000ffff, 0xffff0000, 0x00000000, 0xffff0000}}}, {&ps_bfrev, {{{0xffffffff}}}, {{0xffffffff, 0xffffffff, 0xffff0000, 0xffff0000}}}, {&ps_bits, {{{ 0, 0}}}, {{ 0, ~0u, ~0u, ~0u}}}, {&ps_bits, {{{ ~0u, ~0u}}}, {{32, 0, 31, ~0u}}}, {&ps_bits, {{{0x7fffffff, 0x7fffffff}}}, {{31, 0, 30, 30}}}, {&ps_bits, {{{0x80000000, 0x80000000}}}, {{ 1, 31, 31, 30}}}, {&ps_bits, {{{0x00000001, 0x00000001}}}, {{ 1, 0, 0, 0}}}, {&ps_bits, {{{0x80000001, 0x80000001}}}, {{ 2, 0, 31, 30}}}, {&ps_bits, {{{0x88888888, 0x88888888}}}, {{ 8, 3, 31, 30}}}, {&ps_bits, {{{0xcccccccc, 0xcccccccc}}}, {{16, 2, 31, 29}}}, {&ps_bits, {{{0x11111111, 0x11111c11}}}, {{ 8, 0, 28, 28}}}, {&ps_bits, {{{0x0000000f, 0x0000000f}}}, {{ 4, 0, 3, 3}}}, {&ps_bits, {{{0x8000000f, 0x8000000f}}}, {{ 5, 0, 31, 30}}}, {&ps_bits, {{{0x00080000, 0x00080000}}}, {{ 1, 19, 19, 19}}}, {&ps_ishr, {{{0x00000000, 0x00000000, 0x00000000, 0x00000000}, {~0x1fu, 0, 32, 64}}}, {{0x00000000, 0x00000000, 0x00000000, 0x00000000}}}, {&ps_ishr, {{{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}, {~0x1fu, 0, 32, 64}}}, {{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}}}, {&ps_ishr, {{{0xfefefefe, 0x0fefefef, 0x0f0f0f0f, 0x12345678}, {~0x1fu, 0, 32, 64}}}, {{0xfefefefe, 0x0fefefef, 0x0f0f0f0f, 0x12345678}}}, {&ps_ishr, {{{0x00000000, 0x00000000, 0x00000000, 0x00000000}, { 31, 7, 15, 11}}}, {{0x00000000, 0x00000000, 0x00000000, 0x00000000}}}, {&ps_ishr, {{{0x80000000, 0x80000000, 0x80000000, 0x80000000}, { 31, 7, 15, 11}}}, {{0xffffffff, 0xff000000, 0xffff0000, 0xfff00000}}}, {&ps_ushr, {{{0x00000000, 0x00000000, 0x00000000, 0x00000000}, {~0x1fu, 0, 32, 64}}}, {{0x00000000, 0x00000000, 0x00000000, 0x00000000}}}, {&ps_ushr, {{{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}, {~0x1fu, 0, 32, 64}}}, {{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}}}, {&ps_ushr, {{{0xfefefefe, 0x0fefefef, 0x0f0f0f0f, 0x12345678}, {~0x1fu, 0, 32, 64}}}, {{0xfefefefe, 0x0fefefef, 0x0f0f0f0f, 0x12345678}}}, {&ps_ushr, {{{0x00000000, 0x00000000, 0x00000000, 0x00000000}, { 31, 7, 15, 11}}}, {{0x00000000, 0x00000000, 0x00000000, 0x00000000}}}, {&ps_ushr, {{{0x80000000, 0x80000000, 0x80000000, 0x80000000}, { 31, 7, 15, 11}}}, {{0x00000001, 0x01000000, 0x00010000, 0x00100000}}}, {&ps_ishl, {{{0x00000000, 0x00000000, 0x00000000, 0x00000000}, {~0x1fu, 0, 32, 64}}}, {{0x00000000, 0x00000000, 0x00000000, 0x00000000}}}, {&ps_ishl, {{{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}, {~0x1fu, 0, 32, 64}}}, {{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}}}, {&ps_ishl, {{{0xfefefefe, 0x0fefefef, 0x0f0f0f0f, 0x12345678}, {~0x1fu, 0, 32, 64}}}, {{0xfefefefe, 0x0fefefef, 0x0f0f0f0f, 0x12345678}}}, {&ps_ishl, {{{0x00000000, 0x00000000, 0x00000000, 0x00000000}, { 31, 7, 15, 11}}}, {{0x00000000, 0x00000000, 0x00000000, 0x00000000}}}, {&ps_ishl, {{{0x80000000, 0x80000000, 0x80000000, 0x80000000}, { 31, 7, 15, 11}}}, {{0x00000000, 0x00000000, 0x00000000, 0x00000000}}}, {&ps_ishl, {{{0x00000001, 0x00000001, 0x00000001, 0x800feac1}, { 31, 7, 15, 11}}}, {{0x80000000, 0x00000080, 0x00008000, 0x7f560800}}}, {&ps_ishl_const, {{{0x00000000, 0x00000000, 0x00000000, 0x00000000}}}, {{0x00000000, 0x00000000, 0x00000000, 0x00000000}}}, {&ps_ishl_const, {{{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}}}, {{0xfffffffc, 0xfffffffc, 0xfffffffc, 0xfffffffc}}}, {&ps_not, {{{0x00000000, 0xffffffff}}}, {{0xffffffff, 0x00000000, 0x00000000, 0xffffffff}}}, {&ps_not, {{{0xf0f0f0f0, 0x0f0f0f0f}}}, {{0x0f0f0f0f, 0xf0f0f0f0, 0xf0f0f0f0, 0x0f0f0f0f}}}, {&ps_icmp, {.i = {{ 0, 0}}}, {{~0u, ~0u, 0, 0}}}, {&ps_icmp, {.i = {{ 1, 0}}}, {{ 0, ~0u, 0, ~0u}}}, {&ps_icmp, {.i = {{ 0, 1}}}, {{ 0, 0, ~0u, ~0u}}}, {&ps_icmp, {.i = {{ 1, 1}}}, {{~0u, ~0u, 0, 0}}}, {&ps_icmp, {.i = {{-1, -1}}}, {{~0u, ~0u, 0, 0}}}, {&ps_icmp, {.i = {{ 0, -1}}}, {{ 0, ~0u, 0, ~0u}}}, {&ps_icmp, {.i = {{-1, 0}}}, {{ 0, 0, ~0u, ~0u}}}, {&ps_icmp, {.i = {{ 1, -1}}}, {{ 0, ~0u, 0, ~0u}}}, {&ps_icmp, {.i = {{-1, 1}}}, {{ 0, 0, ~0u, ~0u}}}, {&ps_icmp, {.i = {{-2, -1}}}, {{ 0, 0, ~0u, ~0u}}}, {&ps_ucmp, {{{0, 0}}}, {{~0u, 0, }}}, {&ps_ucmp, {{{1, 0}}}, {{~0u, 0, }}}, {&ps_ucmp, {{{0, 1}}}, {{ 0, ~0u,}}}, {&ps_ucmp, {{{1, 1}}}, {{~0u, 0, }}}, {&ps_ucmp, {{{1, 2}}}, {{ 0, ~0u,}}}, {&ps_umin_umax, {{{ 0, 0}}}, {{ 0, 0}}}, {&ps_umin_umax, {{{ 0, 1}}}, {{ 0, 1}}}, {&ps_umin_umax, {{{ 1, 0}}}, {{ 0, 1}}}, {&ps_umin_umax, {{{~0u, ~0u}}}, {{~0u, ~0u}}}, {&ps_umin_umax, {{{ 0, ~0u}}}, {{ 0, ~0u}}}, {&ps_umin_umax, {{{~0u, 0}}}, {{ 0, ~0u}}}, {&ps_f16tof32, {{{0x00000000, 0x00003c00, 0x00005640, 0x00005bd0}}}, {{0, 1, 100, 250}}}, {&ps_f16tof32, {{{0x00010000, 0x00013c00, 0x00015640, 0x00015bd0}}}, {{0, 1, 100, 250}}}, {&ps_f16tof32, {{{0x000f0000, 0x000f3c00, 0x000f5640, 0x000f5bd0}}}, {{0, 1, 100, 250}}}, {&ps_f16tof32, {{{0xffff0000, 0xffff3c00, 0xffff5640, 0xffff5bd0}}}, {{0, 1, 100, 250}}}, {&ps_f16tof32_2, {{{0x00000000, 0x00003c00, 0x00005640, 0x00005bd0}}}, {{250, 100, 1, 0}}}, {&ps_f16tof32_2, {{{0x00010000, 0x00013c00, 0x00015640, 0x00015bd0}}}, {{250, 100, 1, 0}}}, {&ps_f16tof32_2, {{{0x000f0000, 0x000f3c00, 0x000f5640, 0x000f5bd0}}}, {{250, 100, 1, 0}}}, {&ps_f16tof32_2, {{{0xffff0000, 0xffff3c00, 0xffff5640, 0xffff5bd0}}}, {{250, 100, 1, 0}}}, /* Verify subnormal behavior. D3D11 functional spec says FP16 denorms must be preserved. */ {&ps_f32tof16, {.f = {{1.0f / 0x1000000, 2.0f / 0x1000000, 3.0f / 0x1000000, 4.0f / 0x1000000}}}, {{1, 2, 3, 4}}}, {&ps_f32tof16, {.f = {{-1.0f / 0x1000000, -2.0f / 0x1000000, -3.0f / 0x1000000, -4.0f / 0x1000000}}}, {{0x8001, 0x8002, 0x8003, 0x8004}}}, /* Verify RTZ behavior on fp32 -> fp16 rounding. D3D11 functional spec calls this out explicitly. */ {&ps_f32tof16, {.f = {{1024.0f, 1025.0f, 1026.0f, 1027.0f}}}, {{0x6400, 0x6401, 0x6402, 0x6403}}}, {&ps_f32tof16, {.f = {{2048.0f, 2050.0f, 2052.0f, 2054.0f}}}, {{0x6800, 0x6801, 0x6802, 0x6803}}}, {&ps_f32tof16, {.f = {{-1024.0f, -1025.0f, -1026.0f, -1027.0f}}}, {{0xe400, 0xe401, 0xe402, 0xe403}}}, {&ps_f32tof16, {.f = {{-2048.0f, -2050.0f, -2052.0f, -2054.0f}}}, {{0xe800, 0xe801, 0xe802, 0xe803}}}, /* We cannot efficiently implement this since we have no dedicated RTZ rounding opcode in SPIR-V. */ {&ps_f32tof16, {.f = {{1024.75f, 1025.75f, 1026.75f, 1027.75f}}}, {{0x6400, 0x6401, 0x6402, 0x6403}}, false, false, true}, {&ps_f32tof16, {.f = {{2049.75f, 2051.75f, 2053.75f, 2055.75f}}}, {{0x6800, 0x6801, 0x6802, 0x6803}}, false, false, true}, {&ps_f32tof16, {.f = {{-1024.75f, -1025.75f, -1026.75f, -1027.75f}}}, {{0xe400, 0xe401, 0xe402, 0xe403}}, false, false, true}, {&ps_f32tof16, {.f = {{-2049.75f, -2051.75f, -2053.75f, -2055.75f}}}, {{0xe800, 0xe801, 0xe802, 0xe803}}, false, false, true}, {&ps_f32tof16, {.f = {{0.75f / 0x1000000, -0.75f / 0x1000000, 1.75f / 0x1000000, -1.75f / 0x1000000}}}, {{0x0000, 0x8000, 0x0001, 0x8001}}, false, false, true}, {&ps_f32tof16, {.f = {{0.0f, 1.0f, -1.0f, 666.0f}}}, {{0, 0x3c00, 0xbc00, 0x6134}}}, {&ps_f32tof16, {.f = {{INFINITY, -INFINITY, 100000.0f, -100000.0}}}, {{0x7C00, 0xFC00, 0x7BFF, 0xFBFF}}}, {&ps_f32tof16_2, {.f = {{0.0f, 1.0f, -1.0f, 666.0f}}}, {{0x6134, 0xbc00, 0x3c00, 0}}}, {&ps_imad, {{{0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}}}, {{ 0, 0, 0, 0}}}, {&ps_imad, {{{0, 0, 0, 0}, {0, 0, 0, 0}, {1, 2, 0, 0}}}, {{ 1, 2, 0, 0}}}, {&ps_imad, {{{2, 3, 4, 5}, {5, 5, 5, 5}, {0, 0, 0, 0}}}, {{10, 15, 20, 25}}}, {&ps_imad, {{{2, 3, 4, 5}, {5, 5, 5, 5}, {5, 5, 6, 6}}}, {{15, 20, 14, 19}}}, {&ps_imul, {{{0}, { 0u}}}, {{ 0u}}}, {&ps_imul, {{{1}, { 2u}}}, {{ 2u}}}, {&ps_imul, {{{1}, { 3u}}}, {{ 3u}}}, {&ps_imul, {{{6}, { 3u}}}, {{18u}}}, {&ps_imul, {{{1}, {~0u}}}, {{~0u}}}, {&ps_imul, {{{2}, {~0u}}}, {{~1u}}}, {&ps_imul, {{{3}, {~0u}}}, {{~2u}}}, {&ps_udiv, {{{0}, {0}}}, {{~0u, ~0u}}}, {&ps_udiv, {{{1}, {0}}}, {{~0u, ~0u}}}, {&ps_udiv, {{{1}, {1}}}, {{ 1u, 0u}}}, {&ps_udiv, {{{7}, {1}}}, {{ 7u, 0u}}}, {&ps_udiv, {{{7}, {2}}}, {{ 3u, 1u}}}, {&ps_udiv, {{{7}, {3}}}, {{ 2u, 1u}}}, {&ps_udiv, {{{7}, {4}}}, {{ 1u, 3u}}}, {&ps_udiv, {{{7}, {5}}}, {{ 1u, 2u}}}, {&ps_udiv, {{{7}, {6}}}, {{ 1u, 1u}}}, {&ps_udiv, {{{7}, {7}}}, {{ 1u, 0u}}}, {&ps_nested_switch, {{{~0u, 0, 0, 0}, {0}}}, {{ 1, 0, 0, 0}}}, {&ps_nested_switch, {{{ 0u, 0, 0, 0}, {0}}}, {{ 2, 0, 0, 0}}}, {&ps_nested_switch, {{{ 1u, 0, 0, 0}, {0}}}, {{ 2, 0, 0, 0}}}, {&ps_nested_switch, {{{ 2u, 0, 0, 0}, {0}}}, {{ 2, 0, 0, 0}}}, {&ps_nested_switch, {{{ 0u, 0, 0, 0}, {1}}}, {{ 0, 0, 0, 0}}}, {&ps_nested_switch, {{{ 1u, 0, 0, 0}, {2}}}, {{ 0, 0, 0, 0}}}, {&ps_nested_switch, {{{ 2u, 0, 0, 0}, {3}}}, {{ 0, 0, 0, 0}}}, {&ps_nested_switch, {{{ 3u, 0, 0, 0}, {0}}}, {{ 0, 0, 0, 0}}}, {&ps_nested_switch, {{{ 3u, 0, 0, 0}, {1}}}, {{ 0, 0, 0, 0}}}, {&ps_nested_switch, {{{ 5u, 1, 2, 3}, {0}}}, {{ 0, 0, 0, 0}}}, {&ps_nested_switch, {{{ 6u, 1, 2, 3}, {1}}}, {{ 0, 0, 0, 0}}}, {&ps_nested_switch, {{{ 4u, 0, 0, 0}, {0}}}, {{128, 128, 128, 128}}}, {&ps_nested_switch, {{{ 4u, 0, 0, 0}, {1}}}, {{ 0, 0, 1, 1}}}, {&ps_nested_switch, {{{ 4u, 1, 0, 0}, {1}}}, {{ 0, 0, 1, 1}}}, {&ps_nested_switch, {{{ 4u, 2, 0, 0}, {1}}}, {{ 0, 0, 1, 1}}}, {&ps_nested_switch, {{{ 4u, 3, 0, 0}, {1}}}, {{ 0, 0, 1, 1}}}, {&ps_nested_switch, {{{ 4u, 0, 0, 1}, {1}}}, {{255, 255, 255, 255}}}, {&ps_nested_switch, {{{ 4u, 1, 0, 1}, {1}}}, {{255, 255, 255, 255}}}, {&ps_nested_switch, {{{ 4u, 2, 0, 1}, {1}}}, {{255, 255, 255, 255}}}, {&ps_nested_switch, {{{ 4u, 3, 0, 1}, {1}}}, {{255, 255, 255, 255}}}, {&ps_nested_switch, {{{ 4u, 0, 1, 1}, {1}}}, {{ 2, 2, 2, 2}}}, {&ps_nested_switch, {{{ 4u, 1, 1, 1}, {1}}}, {{ 2, 2, 2, 2}}}, {&ps_nested_switch, {{{ 4u, 2, 1, 1}, {1}}}, {{ 2, 2, 2, 2}}}, {&ps_nested_switch, {{{ 4u, 3, 1, 1}, {1}}}, {{ 2, 2, 2, 2}}}, {&ps_nested_switch, {{{ 4u, 0, 3, 1}, {1}}}, {{ 6, 6, 6, 6}}}, {&ps_nested_switch, {{{ 4u, 1, 3, 1}, {1}}}, {{ 6, 6, 6, 6}}}, {&ps_nested_switch, {{{ 4u, 2, 3, 1}, {1}}}, {{ 6, 6, 6, 6}}}, {&ps_nested_switch, {{{ 4u, 3, 3, 1}, {1}}}, {{ 6, 6, 6, 6}}}, {&ps_nested_switch, {{{ 4u, 5, 3, 1}, {1}}}, {{ 1, 1, 1, 1}}}, {&ps_nested_switch, {{{ 4u, 6, 3, 1}, {1}}}, {{ 1, 1, 1, 1}}}, {&ps_nested_switch, {{{ 4u, 7, 3, 1}, {1}}}, {{ 1, 1, 1, 1}}}, {&ps_nested_switch, {{{ 4u, 8, 3, 1}, {1}}}, {{ 1, 1, 1, 1}}}, {&ps_switch_no_default, {{{0}}}, {{1, 1, 1, 1}}}, {&ps_switch_no_default, {{{1}}}, {{3, 3, 3, 3}}}, {&ps_switch_no_default, {{{2}}}, {{3, 3, 3, 3}}}, {&ps_switch_no_default, {{{3}}}, {{2, 2, 2, 2}}}, {&ps_switch_no_default, {{{4}}}, {{3, 3, 3, 3}}}, {&ps_movc, {{{0, 0, 0, 0}, {1, 2, 3, 4}, {5, 6, 7, 8}}}, {{5, 6, 7, 8}}}, {&ps_movc, {{{0, 0, 0, 1}, {1, 2, 3, 4}, {5, 6, 7, 8}}}, {{5, 6, 7, 4}}}, {&ps_movc, {{{1, 0, 0, 0}, {1, 2, 3, 4}, {5, 6, 7, 8}}}, {{1, 6, 7, 8}}}, {&ps_movc, {{{1, 0, 0, 1}, {1, 2, 3, 4}, {5, 6, 7, 8}}}, {{1, 6, 7, 4}}}, {&ps_movc, {{{0, 1, 1, 0}, {1, 2, 3, 4}, {5, 6, 7, 8}}}, {{5, 2, 3, 8}}}, {&ps_movc, {{{1, 1, 1, 1}, {1, 2, 3, 4}, {5, 6, 7, 8}}}, {{1, 2, 3, 4}}}, { &ps_swapc0, {{{0, 0, 0, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xc0de, 0xffff, 0xeeee}}, }, { &ps_swapc0, {{{1, 1, 1, 1}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}, }, { &ps_swapc0, {{{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}, }, { &ps_swapc0, {{{1, 0, 1, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xc0de, 0xcccc, 0xeeee}}, }, { &ps_swapc0, {{{1, 0, 0, 1}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xc0de, 0xffff, 0xdddd}}, }, { &ps_swapc0, {{{1, 0, 0, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xc0de, 0xffff, 0xeeee}}, }, { &ps_swapc0, {{{0, 1, 0, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xbbbb, 0xffff, 0xeeee}}, }, { &ps_swapc0, {{{0, 0, 1, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xc0de, 0xcccc, 0xeeee}}, }, { &ps_swapc0, {{{0, 0, 0, 1}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xc0de, 0xffff, 0xdddd}}, }, { &ps_swapc1, {{{0, 0, 0, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xbbbb, 0xcccc, 0xdddd}} }, { &ps_swapc1, {{{1, 1, 1, 1}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xc0de, 0xffff, 0xeeee}}, }, { &ps_swapc1, {{{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xc0de, 0xffff, 0xeeee}}, }, { &ps_swapc1, {{{1, 0, 1, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xbbbb, 0xffff, 0xdddd}}, }, { &ps_swapc1, {{{1, 0, 0, 1}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xbbbb, 0xcccc, 0xeeee}}, }, { &ps_swapc1, {{{1, 0, 0, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xbbbb, 0xcccc, 0xdddd}} }, { &ps_swapc1, {{{0, 1, 0, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xc0de, 0xcccc, 0xdddd}} }, { &ps_swapc1, {{{0, 0, 1, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xbbbb, 0xffff, 0xdddd}} }, { &ps_swapc1, {{{0, 0, 0, 1}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xbbbb, 0xcccc, 0xeeee}}, }, { &ps_swapc2, {{{0, 0, 0, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xc0de, 0xffff, 0xeeee}}, }, { &ps_swapc2, {{{1, 1, 1, 1}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}, }, { &ps_swapc2, {{{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}, }, { &ps_swapc2, {{{1, 0, 1, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xc0de, 0xcccc, 0xeeee}}, }, { &ps_swapc2, {{{1, 0, 0, 1}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xc0de, 0xffff, 0xdddd}}, }, { &ps_swapc2, {{{1, 0, 0, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xc0de, 0xffff, 0xeeee}}, }, { &ps_swapc2, {{{0, 1, 0, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xbbbb, 0xffff, 0xeeee}}, }, { &ps_swapc2, {{{0, 0, 1, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xc0de, 0xcccc, 0xeeee}}, }, { &ps_swapc2, {{{0, 0, 0, 1}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xc0de, 0xffff, 0xdddd}}, }, { &ps_swapc3, {{{0, 0, 0, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xbbbb, 0xcccc, 0xdddd}} }, { &ps_swapc3, {{{1, 1, 1, 1}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xc0de, 0xffff, 0xeeee}}, }, { &ps_swapc3, {{{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xc0de, 0xffff, 0xeeee}}, }, { &ps_swapc3, {{{1, 0, 1, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xbbbb, 0xffff, 0xdddd}}, }, { &ps_swapc3, {{{1, 0, 0, 1}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xbbbb, 0xcccc, 0xeeee}}, }, { &ps_swapc3, {{{1, 0, 0, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xbbbb, 0xcccc, 0xdddd}} }, { &ps_swapc3, {{{0, 1, 0, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xc0de, 0xcccc, 0xdddd}} }, { &ps_swapc3, {{{0, 0, 1, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xbbbb, 0xffff, 0xdddd}} }, { &ps_swapc3, {{{0, 0, 0, 1}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xbbbb, 0xcccc, 0xeeee}}, }, { &ps_swapc4, {{{0, 0, 0, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xc0de, 0xffff, 0xeeee}}, }, { &ps_swapc4, {{{1, 1, 1, 1}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}, }, { &ps_swapc4, {{{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}, }, { &ps_swapc4, {{{1, 0, 1, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xc0de, 0xcccc, 0xeeee}}, }, { &ps_swapc4, {{{1, 0, 0, 1}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xc0de, 0xffff, 0xdddd}}, }, { &ps_swapc4, {{{1, 0, 0, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xc0de, 0xffff, 0xeeee}}, }, { &ps_swapc4, {{{0, 1, 0, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xbbbb, 0xffff, 0xeeee}}, }, { &ps_swapc4, {{{0, 0, 1, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xc0de, 0xcccc, 0xeeee}}, }, { &ps_swapc4, {{{0, 0, 0, 1}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xc0de, 0xffff, 0xdddd}}, }, { &ps_swapc5, {{{0, 0, 0, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xbbbb, 0xcccc, 0xdddd}} }, { &ps_swapc5, {{{1, 1, 1, 1}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xc0de, 0xffff, 0xeeee}}, }, { &ps_swapc5, {{{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xc0de, 0xffff, 0xeeee}}, }, { &ps_swapc5, {{{1, 0, 1, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xbbbb, 0xffff, 0xdddd}}, }, { &ps_swapc5, {{{1, 0, 0, 1}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xbbbb, 0xcccc, 0xeeee}}, }, { &ps_swapc5, {{{1, 0, 0, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xdead, 0xbbbb, 0xcccc, 0xdddd}} }, { &ps_swapc5, {{{0, 1, 0, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xc0de, 0xcccc, 0xdddd}} }, { &ps_swapc5, {{{0, 0, 1, 0}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xbbbb, 0xffff, 0xdddd}} }, { &ps_swapc5, {{{0, 0, 0, 1}, {0xdead, 0xc0de, 0xffff, 0xeeee}, {0xaaaa, 0xbbbb, 0xcccc, 0xdddd}}}, {{0xaaaa, 0xbbbb, 0xcccc, 0xeeee}}, }, }; STATIC_ASSERT(sizeof(tests->input) == sizeof(uint_tests->input)); memset(&desc, 0, sizeof(desc)); desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; command_list = context.list; queue = context.queue; memset(&options, 0, sizeof(options)); ID3D12Device_CheckFeatureSupport(context.device, D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options)); context.root_signature = create_cb_root_signature(context.device, 0, D3D12_SHADER_VISIBILITY_PIXEL, D3D12_ROOT_SIGNATURE_FLAG_NONE); cb = create_upload_buffer(context.device, sizeof(tests->input), NULL); current_ps = NULL; for (i = 0; i < ARRAY_SIZE(tests); ++i) { vkd3d_test_set_context("%u:%s", i, tests[i].ps->name); if (tests[i].skip_on_warp && use_warp_device) { skip("Skipping shader '%s' test on WARP.\n", tests[i].ps->name); continue; } if (current_ps != tests[i].ps) { if (context.pipeline_state) ID3D12PipelineState_Release(context.pipeline_state); current_ps = tests[i].ps; shader.pShaderBytecode = current_ps->code; shader.BytecodeLength = current_ps->size; context.pipeline_state = create_pipeline_state(context.device, context.root_signature, desc.rt_format, NULL, &shader, NULL); } update_buffer_data(cb, 0, sizeof(tests[i].input), &tests[i].input); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, ID3D12Resource_GetGPUVirtualAddress(cb)); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_vec4(context.render_target, 0, queue, command_list, &tests[i].output.f, 2); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } vkd3d_test_set_context(NULL); 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(context.render_target); desc.rt_format = DXGI_FORMAT_R32G32B32A32_UINT; create_render_target(&context, &desc, &context.render_target, &context.rtv); for (i = 0; i < ARRAY_SIZE(uint_tests); ++i) { vkd3d_test_set_context("%u:%s", i, uint_tests[i].ps->name); if (uint_tests[i].skip_on_warp && use_warp_device) { skip("Skipping shader '%s' test on WARP.\n", uint_tests[i].ps->name); continue; } if (uint_tests[i].requires_fp64 && !options.DoublePrecisionFloatShaderOps) { skip("Skipping FP64 test due to lack of feature support.\n"); continue; } if (current_ps != uint_tests[i].ps) { if (context.pipeline_state) ID3D12PipelineState_Release(context.pipeline_state); current_ps = uint_tests[i].ps; shader.pShaderBytecode = current_ps->code; shader.BytecodeLength = current_ps->size; context.pipeline_state = create_pipeline_state(context.device, context.root_signature, desc.rt_format, NULL, &shader, NULL); } update_buffer_data(cb, 0, sizeof(uint_tests[i].input), &uint_tests[i].input); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, ID3D12Resource_GetGPUVirtualAddress(cb)); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); todo_if(uint_tests[i].is_todo) check_sub_resource_uvec4(context.render_target, 0, queue, command_list, &uint_tests[i].output.u); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } vkd3d_test_set_context(NULL); ID3D12Resource_Release(cb); destroy_test_context(&context); } void test_compute_shader_instructions(void) { D3D12_ROOT_SIGNATURE_DESC root_signature_desc; const D3D12_SHADER_BYTECODE *current_cs; ID3D12GraphicsCommandList *command_list; D3D12_ROOT_PARAMETER root_parameters[2]; struct resource_readback rb; struct test_context context; ID3D12CommandQueue *queue; ID3D12Resource *buffer; ID3D12Device *device; unsigned int i, j; uint32_t value; HRESULT hr; static const DWORD cs_atomic_iadd_tgsm_raw_code[] = { #if 0 RWByteAddressBuffer buffer; groupshared uint m0; groupshared uint m1; uint4 u; int4 s; [numthreads(1, 1, 1)] void main() { m0 = buffer.Load(0 * 4); m1 = buffer.Load(1 * 4); InterlockedAdd(m0, u.x); InterlockedAdd(m1, s.x); GroupMemoryBarrierWithGroupSync(); buffer.Store(0 * 4, m0); buffer.Store(1 * 4, m1); } #endif 0x43425844, 0xcd7bfbec, 0x273e77a4, 0x49b75eb9, 0xe7d291f4, 0x00000001, 0x000001d0, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x0000017c, 0x00050050, 0x0000005f, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x0300009d, 0x0011e000, 0x00000000, 0x02000068, 0x00000001, 0x0400009f, 0x0011f000, 0x00000000, 0x00000004, 0x0400009f, 0x0011f000, 0x00000001, 0x00000004, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x890000a5, 0x800002c2, 0x00199983, 0x00100012, 0x00000000, 0x00004001, 0x00000000, 0x0011e006, 0x00000000, 0x070000a6, 0x0011f012, 0x00000000, 0x00004001, 0x00000000, 0x0010000a, 0x00000000, 0x080000ad, 0x0011f000, 0x00000000, 0x00004001, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x890000a5, 0x800002c2, 0x00199983, 0x00100012, 0x00000000, 0x00004001, 0x00000004, 0x0011e006, 0x00000000, 0x070000a6, 0x0011f012, 0x00000001, 0x00004001, 0x00000000, 0x0010000a, 0x00000000, 0x080000ad, 0x0011f000, 0x00000001, 0x00004001, 0x00000000, 0x0020800a, 0x00000000, 0x00000001, 0x010018be, 0x070000a5, 0x00100022, 0x00000000, 0x00004001, 0x00000000, 0x0011f006, 0x00000001, 0x070000a5, 0x00100012, 0x00000000, 0x00004001, 0x00000000, 0x0011f006, 0x00000000, 0x070000a6, 0x0011e032, 0x00000000, 0x00004001, 0x00000000, 0x00100046, 0x00000000, 0x0100003e, }; static D3D12_SHADER_BYTECODE cs_atomic_iadd_tgsm_raw = {cs_atomic_iadd_tgsm_raw_code, sizeof(cs_atomic_iadd_tgsm_raw_code)}; static const DWORD cs_atomic_iadd_const_code[] = { #if 0 RWByteAddressBuffer buffer; groupshared uint m; [numthreads(1, 1, 1)] void main() { m = buffer.Load(0 * 4); InterlockedAdd(m, -1); buffer.InterlockedAdd(1 * 4, -1); GroupMemoryBarrierWithGroupSync(); buffer.Store(0 * 4, m); } #endif 0x43425844, 0x85f9168a, 0x5fe0c4d5, 0x5989b572, 0xecb6ce3c, 0x00000001, 0x0000014c, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x000000f8, 0x00050050, 0x0000003e, 0x0100086a, 0x0300009d, 0x0011e000, 0x00000000, 0x02000068, 0x00000001, 0x0400009f, 0x0011f000, 0x00000000, 0x00000004, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x890000a5, 0x800002c2, 0x00199983, 0x00100012, 0x00000000, 0x00004001, 0x00000000, 0x0011e006, 0x00000000, 0x070000a6, 0x0011f012, 0x00000000, 0x00004001, 0x00000000, 0x0010000a, 0x00000000, 0x070000ad, 0x0011f000, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0xffffffff, 0x070000ad, 0x0011e000, 0x00000000, 0x00004001, 0x00000004, 0x00004001, 0xffffffff, 0x010018be, 0x070000a5, 0x00100012, 0x00000000, 0x00004001, 0x00000000, 0x0011f006, 0x00000000, 0x070000a6, 0x0011e012, 0x00000000, 0x00004001, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE cs_atomic_iadd_const = {cs_atomic_iadd_const_code, sizeof(cs_atomic_iadd_const_code)}; static const struct { const D3D12_SHADER_BYTECODE *cs; struct uvec4 u; struct ivec4 s; uint32_t input_data[10]; uint32_t expected_data[10]; } tests[] = { {&cs_atomic_iadd_tgsm_raw, { 0}, { 0}, {0, 0}, {0, 0}}, {&cs_atomic_iadd_tgsm_raw, { 0}, { 0}, {1, 1}, {1, 1}}, {&cs_atomic_iadd_tgsm_raw, { 1}, { 1}, {0, 0}, {1, 1}}, {&cs_atomic_iadd_tgsm_raw, {0xffffffff}, {-1}, {1, 1}, {0, 0}}, {&cs_atomic_iadd_tgsm_raw, {0xffffffff}, {-1}, {4, 4}, {3, 3}}, {&cs_atomic_iadd_const, {0}, {0}, {0x00000000, 0x00000000}, {0xffffffff, 0xffffffff}}, {&cs_atomic_iadd_const, {0}, {0}, {0x00000001, 0x00000001}, {0x00000000, 0x00000000}}, {&cs_atomic_iadd_const, {0}, {0}, {0xffffffff, 0xffffffff}, {0xfffffffe, 0xfffffffe}}, }; if (!init_compute_test_context(&context)) return; device = context.device; command_list = context.list; queue = context.queue; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV; root_parameters[0].Descriptor.ShaderRegister = 0; root_parameters[0].Descriptor.RegisterSpace = 0; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; root_parameters[1].Constants.ShaderRegister = 0; root_parameters[1].Constants.RegisterSpace = 0; root_parameters[1].Constants.Num32BitValues = 8; root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_signature_desc.NumParameters = ARRAY_SIZE(root_parameters); root_signature_desc.pParameters = root_parameters; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = NULL; root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; hr = create_root_signature(device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); buffer = create_default_buffer(device, 512, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); current_cs = NULL; for (i = 0; i < ARRAY_SIZE(tests); ++i) { if (current_cs != tests[i].cs) { if (context.pipeline_state) ID3D12PipelineState_Release(context.pipeline_state); current_cs = tests[i].cs; context.pipeline_state = create_compute_pipeline_state(device, context.root_signature, *current_cs); } upload_buffer_data(buffer, 0, sizeof(tests[i].input_data), tests[i].input_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_UNORDERED_ACCESS); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetComputeRootUnorderedAccessView(command_list, 0, ID3D12Resource_GetGPUVirtualAddress(buffer)); ID3D12GraphicsCommandList_SetComputeRoot32BitConstants(command_list, 1, 4, &tests[i].u, 0); ID3D12GraphicsCommandList_SetComputeRoot32BitConstants(command_list, 1, 4, &tests[i].s, 4); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_Dispatch(command_list, 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_UINT, &rb, queue, command_list); for (j = 0; j < ARRAY_SIZE(tests[i].expected_data); ++j) { value = get_readback_uint(&rb, j, 0, 0); ok(value == tests[i].expected_data[j], "Test %u: Got 0x%08x, expected 0x%08x at %u.\n", i, value, tests[i].expected_data[j], j); } release_resource_readback(&rb); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, buffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_COPY_DEST); } ID3D12Resource_Release(buffer); destroy_test_context(&context); } void test_discard_instruction(void) { ID3D12PipelineState *pso_discard_nz, *pso_discard_z; ID3D12GraphicsCommandList *command_list; struct test_context_desc desc; struct test_context context; ID3D12CommandQueue *queue; ID3D12Device *device; ID3D12Resource *cb; unsigned int i; static const DWORD ps_discard_nz_code[] = { #if 0 uint data; float4 main() : SV_Target { if (data) discard; return float4(0.0f, 0.5f, 0.0f, 1.0f); } #endif 0x43425844, 0xfa7e5758, 0xd8716ffc, 0x5ad6a940, 0x2b99bba2, 0x00000001, 0x000000d0, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000058, 0x00000040, 0x00000016, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0404000d, 0x0020800a, 0x00000000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f000000, 0x00000000, 0x3f800000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_discard_nz = {ps_discard_nz_code, sizeof(ps_discard_nz_code)}; static const DWORD ps_discard_z_code[] = { #if 0 uint data; float4 main() : SV_Target { if (!data) discard; return float4(0.0f, 1.0f, 0.0f, 1.0f); } #endif 0x43425844, 0x5c4dd108, 0x1eb43558, 0x7c02c98c, 0xd81eb34c, 0x00000001, 0x000000d0, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000058, 0x00000040, 0x00000016, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0400000d, 0x0020800a, 0x00000000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_discard_z = {ps_discard_z_code, sizeof(ps_discard_z_code)}; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; static const struct uvec4 values[] = { {0x0000000}, {0x0000001}, {0x8000000}, {0xfffffff}, }; memset(&desc, 0, sizeof(desc)); desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; device = context.device; command_list = context.list; queue = context.queue; context.root_signature = create_cb_root_signature(device, 0, D3D12_SHADER_VISIBILITY_PIXEL, D3D12_ROOT_SIGNATURE_FLAG_NONE); pso_discard_nz = create_pipeline_state(device, context.root_signature, context.render_target_desc.Format, NULL, &ps_discard_nz, NULL); pso_discard_z = create_pipeline_state(device, context.root_signature, context.render_target_desc.Format, NULL, &ps_discard_z, NULL); cb = create_upload_buffer(device, sizeof(*values), NULL); for (i = 0; i < ARRAY_SIZE(values); ++i) { update_buffer_data(cb, 0, sizeof(values[i]), &values[i]); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, ID3D12Resource_GetGPUVirtualAddress(cb)); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso_discard_nz); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint(context.render_target, 0, queue, command_list, values[i].x ? 0xffffffff : 0xff007f00, 1); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, ID3D12Resource_GetGPUVirtualAddress(cb)); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso_discard_z); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint(context.render_target, 0, queue, command_list, values[i].x ? 0xff00ff00 : 0xffffffff, 1); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } ID3D12Resource_Release(cb); ID3D12PipelineState_Release(pso_discard_nz); ID3D12PipelineState_Release(pso_discard_z); destroy_test_context(&context); } void test_cs_constant_buffer(void) { D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor_handle; D3D12_GPU_DESCRIPTOR_HANDLE gpu_descriptor_handle; D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_DESCRIPTOR_RANGE descriptor_ranges[1]; D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc; ID3D12GraphicsCommandList *command_list; D3D12_ROOT_PARAMETER root_parameters[2]; ID3D12DescriptorHeap *descriptor_heap; D3D12_DESCRIPTOR_HEAP_DESC heap_desc; ID3D12RootSignature *root_signature; ID3D12PipelineState *pipeline_state; ID3D12Resource *resource, *cb; unsigned int descriptor_size; struct resource_readback rb; struct test_context context; ID3D12CommandQueue *queue; ID3D12Device *device; unsigned int i; float value; HRESULT hr; static const DWORD cs_code[] = { #if 0 cbuffer cb : register(b7) { float value; }; RWBuffer buffer; [numthreads(32, 1, 1)] void main(uint3 group_id : SV_groupID, uint group_index : SV_GroupIndex) { uint global_index = 32 * group_id.x + group_index; buffer[global_index] = value; } #endif 0x43425844, 0xbcbca6fb, 0x0bd883e5, 0x8e0848ea, 0xaf152cfd, 0x00000001, 0x000000e8, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000094, 0x00050050, 0x00000025, 0x0100086a, 0x04000059, 0x00208e46, 0x00000007, 0x00000001, 0x0400089c, 0x0011e000, 0x00000000, 0x00005555, 0x0200005f, 0x00024000, 0x0200005f, 0x00021012, 0x02000068, 0x00000001, 0x0400009b, 0x00000020, 0x00000001, 0x00000001, 0x07000023, 0x00100012, 0x00000000, 0x0002100a, 0x00004001, 0x00000020, 0x0002400a, 0x080000a4, 0x0011e0f2, 0x00000000, 0x00100006, 0x00000000, 0x00208006, 0x00000007, 0x00000000, 0x0100003e, }; if (!init_compute_test_context(&context)) return; device = context.device; command_list = context.list; queue = context.queue; value = 2.0f; cb = create_upload_buffer(context.device, sizeof(value), &value); descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; descriptor_ranges[0].NumDescriptors = 4; descriptor_ranges[0].BaseShaderRegister = 0; descriptor_ranges[0].RegisterSpace = 0; descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameters[0].DescriptorTable.NumDescriptorRanges = 1; root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; root_parameters[1].Descriptor.ShaderRegister = 7; root_parameters[1].Descriptor.RegisterSpace = 0; root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_signature_desc.NumParameters = 2; root_signature_desc.pParameters = root_parameters; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = NULL; root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; hr = create_root_signature(device, &root_signature_desc, &root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); pipeline_state = create_compute_pipeline_state(device, root_signature, shader_bytecode(cs_code, sizeof(cs_code))); heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; heap_desc.NumDescriptors = 4; heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; heap_desc.NodeMask = 0; hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc, &IID_ID3D12DescriptorHeap, (void **)&descriptor_heap); ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr); descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap); gpu_descriptor_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap); resource = create_default_buffer(device, 64 * sizeof(float), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); uav_desc.Format = DXGI_FORMAT_R32_FLOAT; uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; uav_desc.Buffer.FirstElement = 0; uav_desc.Buffer.NumElements = 64; uav_desc.Buffer.StructureByteStride = 0; uav_desc.Buffer.CounterOffsetInBytes = 0; uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE; ID3D12Device_CreateUnorderedAccessView(device, resource, NULL, &uav_desc, cpu_descriptor_handle); /* For tier 1 hardware all descriptors must be populated. */ for (i = 1; i < heap_desc.NumDescriptors; ++i) { cpu_descriptor_handle.ptr += descriptor_size; ID3D12Device_CreateUnorderedAccessView(device, NULL, NULL, &uav_desc, cpu_descriptor_handle); } ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature); ID3D12GraphicsCommandList_SetComputeRootConstantBufferView(command_list, 1, ID3D12Resource_GetGPUVirtualAddress(cb)); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle); ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state); ID3D12GraphicsCommandList_Dispatch(command_list, 2, 1, 1); transition_sub_resource_state(command_list, resource, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_buffer_readback_with_command_list(resource, uav_desc.Format, &rb, queue, command_list); check_readback_data_float(&rb, NULL, 2.0f, 0); release_resource_readback(&rb); value = 6.0f; update_buffer_data(cb, 0, sizeof(value), &value); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, resource, 0, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle); ID3D12GraphicsCommandList_SetComputeRootConstantBufferView(command_list, 1, ID3D12Resource_GetGPUVirtualAddress(cb)); ID3D12GraphicsCommandList_Dispatch(command_list, 2, 1, 1); transition_sub_resource_state(command_list, resource, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_buffer_readback_with_command_list(resource, uav_desc.Format, &rb, queue, command_list); check_readback_data_float(&rb, NULL, 6.0f, 0); release_resource_readback(&rb); ID3D12Resource_Release(cb); ID3D12Resource_Release(resource); ID3D12RootSignature_Release(root_signature); ID3D12PipelineState_Release(pipeline_state); ID3D12DescriptorHeap_Release(descriptor_heap); destroy_test_context(&context); } void test_constant_buffer_relative_addressing(void) { D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_ROOT_PARAMETER root_parameters[2]; ID3D12GraphicsCommandList *command_list; struct resource_readback rb; struct test_context context; ID3D12CommandQueue *queue; ID3D12Resource *uav, *cb; ID3D12Device *device; unsigned int i; HRESULT hr; static const DWORD cs_code[] = { #if 0 cbuffer b0 { uint4 pad; uint4 data[4]; }; RWByteAddressBuffer u0; [numthreads(4, 1, 1)] void main(uint tid : SV_GroupThreadID) { uint location = 4 * tid; u0.Store4(4 * location, data[tid]); } #endif 0x43425844, 0x759a28a0, 0xdd34cd41, 0x73702692, 0x739a66ea, 0x00000001, 0x000000f0, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x0000009c, 0x00050050, 0x00000027, 0x0100086a, 0x04000859, 0x00208e46, 0x00000000, 0x00000005, 0x0300009d, 0x0011e000, 0x00000000, 0x0200005f, 0x00022012, 0x02000068, 0x00000001, 0x0400009b, 0x00000004, 0x00000001, 0x00000001, 0x06000029, 0x00100012, 0x00000000, 0x0002200a, 0x00004001, 0x00000004, 0x04000036, 0x00100022, 0x00000000, 0x0002200a, 0x0a0000a6, 0x0011e0f2, 0x00000000, 0x0010000a, 0x00000000, 0x06208e46, 0x00000000, 0x00000001, 0x0010001a, 0x00000000, 0x0100003e, }; static const struct uvec4 cb_data[] = { {0xdeadbeef, 0xdeadbeef, 0xdeadbeef, 0xdeadbeef}, {1, 2, 3, 4}, {4, 4, 9, 8}, {4, 5, 6, 7}, {6, 0, 6, 0}, }; if (!init_compute_test_context(&context)) return; device = context.device; command_list = context.list; queue = context.queue; cb = create_upload_buffer(context.device, sizeof(cb_data), &cb_data); root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV; root_parameters[0].Descriptor.ShaderRegister = 0; root_parameters[0].Descriptor.RegisterSpace = 0; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; root_parameters[1].Descriptor.ShaderRegister = 0; root_parameters[1].Descriptor.RegisterSpace = 0; root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_signature_desc.NumParameters = 2; root_signature_desc.pParameters = root_parameters; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = NULL; root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; hr = create_root_signature(device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); context.pipeline_state = create_compute_pipeline_state(device, context.root_signature, shader_bytecode(cs_code, sizeof(cs_code))); uav = create_default_buffer(device, 16 * sizeof(uint32_t), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetComputeRootUnorderedAccessView(command_list, 0, ID3D12Resource_GetGPUVirtualAddress(uav)); ID3D12GraphicsCommandList_SetComputeRootConstantBufferView(command_list, 1, ID3D12Resource_GetGPUVirtualAddress(cb)); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_Dispatch(command_list, 1, 1, 1); transition_sub_resource_state(command_list, uav, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_buffer_readback_with_command_list(uav, DXGI_FORMAT_R32_UINT, &rb, queue, command_list); for (i = 0; i < rb.width; ++i) { unsigned int got = get_readback_uint(&rb, i, 0, 0); const unsigned int *expected = &cb_data[1].x; ok(got == expected[i], "Got %#x, expected %#x at %u.\n", got, expected[i], i); } release_resource_readback(&rb); ID3D12Resource_Release(cb); ID3D12Resource_Release(uav); destroy_test_context(&context); } void test_immediate_constant_buffer(void) { static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; ID3D12GraphicsCommandList *command_list; struct test_context_desc desc; struct test_context context; unsigned int index[4] = {0}; ID3D12CommandQueue *queue; ID3D12Resource *cb; unsigned int i; static const DWORD ps_code[] = { #if 0 uint index; static const int int_array[6] = { 310, 111, 212, -513, -318, 0, }; static const uint uint_array[6] = { 2, 7, 0x7f800000, 0xff800000, 0x7fc00000, 0 }; static const float float_array[6] = { 76, 83.5f, 0.5f, 0.75f, -0.5f, 0.0f, }; float4 main() : SV_Target { return float4(int_array[index], uint_array[index], float_array[index], 1.0f); } #endif 0x43425844, 0xbad068da, 0xd631ea3c, 0x41648374, 0x3ccd0120, 0x00000001, 0x00000184, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000010c, 0x00000040, 0x00000043, 0x00001835, 0x0000001a, 0x00000136, 0x00000002, 0x42980000, 0x00000000, 0x0000006f, 0x00000007, 0x42a70000, 0x00000000, 0x000000d4, 0x7f800000, 0x3f000000, 0x00000000, 0xfffffdff, 0xff800000, 0x3f400000, 0x00000000, 0xfffffec2, 0x7fc00000, 0xbf000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x3f800000, 0x06000036, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x06000056, 0x00102022, 0x00000000, 0x0090901a, 0x0010000a, 0x00000000, 0x0600002b, 0x00102012, 0x00000000, 0x0090900a, 0x0010000a, 0x00000000, 0x06000036, 0x00102042, 0x00000000, 0x0090902a, 0x0010000a, 0x00000000, 0x0100003e, }; static const unsigned int MAX_CB_SIZE = D3D12_REQ_IMMEDIATE_CONSTANT_BUFFER_ELEMENT_COUNT * sizeof(struct vec4); static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; static struct vec4 expected_result[] = { { 310.0f, 2.0f, 76.00f, 1.0f}, { 111.0f, 7.0f, 83.50f, 1.0f}, { 212.0f, 2139095040.0f, 0.50f, 1.0f}, {-513.0f, 4286578688.0f, 0.75f, 1.0f}, {-318.0f, 2143289344.0f, -0.50f, 1.0f}, { 0.0f, 0.0f, 0.0f, 1.0f}, }; memset(&desc, 0, sizeof(desc)); desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; command_list = context.list; queue = context.queue; context.root_signature = create_cb_root_signature(context.device, 0, D3D12_SHADER_VISIBILITY_PIXEL, D3D12_ROOT_SIGNATURE_FLAG_NONE); context.pipeline_state = create_pipeline_state(context.device, context.root_signature, desc.rt_format, NULL, &ps, NULL); cb = create_upload_buffer(context.device, 2 * MAX_CB_SIZE, NULL); for (i = 0; i < ARRAY_SIZE(expected_result); ++i) { *index = i; update_buffer_data(cb, 0, sizeof(index), index); if (i) transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, ID3D12Resource_GetGPUVirtualAddress(cb)); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result[i], 0); reset_command_list(command_list, context.allocator); } ID3D12Resource_Release(cb); destroy_test_context(&context); } void test_root_constants(void) { static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; static const unsigned int constants[4] = {0, 1, 0, 2}; D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_ROOT_PARAMETER root_parameters[3]; ID3D12GraphicsCommandList *command_list; struct vec4 vs_cb_color, ps_cb_color; struct test_context_desc desc; struct test_context context; struct vec4 expected_result; ID3D12CommandQueue *queue; HRESULT hr; static const DWORD ps_uint_constant_code[] = { #if 0 uint4 constants; float4 main() : SV_Target { return (float4)constants; } #endif 0x43425844, 0xf744186d, 0x6805439a, 0x491c3625, 0xe3e4053c, 0x00000001, 0x000000bc, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000044, 0x00000050, 0x00000011, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x06000056, 0x001020f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_uint_constant = {ps_uint_constant_code, sizeof(ps_uint_constant_code)}; static const DWORD vs_color_code[] = { #if 0 float4 constant_color; void main(uint id : SV_VertexID, out float4 position : SV_Position, out float4 color : COLOR) { float2 coords = float2((id << 1) & 2, id & 2); position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1); color = constant_color; } #endif 0x43425844, 0x7c3173fb, 0xdd990625, 0x290ad676, 0x50b41793, 0x00000001, 0x000001e0, 0x00000003, 0x0000002c, 0x00000060, 0x000000b4, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978, 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4f4c4f43, 0xabab0052, 0x58454853, 0x00000124, 0x00010050, 0x00000049, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x02000068, 0x00000001, 0x0b00008c, 0x00100012, 0x00000000, 0x00004001, 0x00000001, 0x00004001, 0x00000001, 0x0010100a, 0x00000000, 0x00004001, 0x00000000, 0x07000001, 0x00100042, 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x00000002, 0x05000056, 0x00100032, 0x00000000, 0x00100086, 0x00000000, 0x0f000032, 0x00102032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x40000000, 0xc0000000, 0x00000000, 0x00000000, 0x00004002, 0xbf800000, 0x3f800000, 0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x06000036, 0x001020f2, 0x00000001, 0x00208e46, 0x00000000, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE vs_color = {vs_color_code, sizeof(vs_color_code)}; static const DWORD ps_color_code[] = { #if 0 float4 color; float4 main(float4 position : SV_POSITION, float4 in_color : COLOR) : SV_Target { if (any(color != in_color)) return float4(0.0f, 0.0f, 1.0f, 1.0f); return in_color; } #endif 0x43425844, 0xb1e305a3, 0x962c4d64, 0x6b2c5515, 0x4fb4f524, 0x00000001, 0x0000019c, 0x00000003, 0x0000002c, 0x00000080, 0x000000b4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000e0, 0x00000050, 0x00000038, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x08000039, 0x001000f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00101e46, 0x00000001, 0x0700003c, 0x00100032, 0x00000000, 0x00100ae6, 0x00000000, 0x00100046, 0x00000000, 0x0700003c, 0x00100012, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, 0x0100003e, 0x01000015, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_color = {ps_color_code, sizeof(ps_color_code)}; static const DWORD vs_mix_code[] = { #if 0 cbuffer shared_cb { uint token; uint op; }; cbuffer vs_cb { float4 padding; float4 vs_color; }; void main(uint id : SV_VertexID, out float4 position : SV_Position, out float4 color : COLOR, out uint vs_token : TOKEN) { float2 coords = float2((id << 1) & 2, id & 2); position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1); color = vs_color; vs_token = token; } #endif 0x43425844, 0xb5bc00c3, 0x6b5041fe, 0xd55d1d86, 0x34a2a229, 0x00000001, 0x00000230, 0x00000003, 0x0000002c, 0x00000060, 0x000000d0, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978, 0x4e47534f, 0x00000068, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x00000062, 0x00000000, 0x00000000, 0x00000001, 0x00000002, 0x00000e01, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4f4c4f43, 0x4f540052, 0x004e454b, 0x58454853, 0x00000158, 0x00010050, 0x00000056, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04000059, 0x00208e46, 0x00000001, 0x00000002, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x03000065, 0x00102012, 0x00000002, 0x02000068, 0x00000001, 0x0b00008c, 0x00100012, 0x00000000, 0x00004001, 0x00000001, 0x00004001, 0x00000001, 0x0010100a, 0x00000000, 0x00004001, 0x00000000, 0x07000001, 0x00100042, 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x00000002, 0x05000056, 0x00100032, 0x00000000, 0x00100086, 0x00000000, 0x0f000032, 0x00102032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x40000000, 0xc0000000, 0x00000000, 0x00000000, 0x00004002, 0xbf800000, 0x3f800000, 0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x06000036, 0x001020f2, 0x00000001, 0x00208e46, 0x00000001, 0x00000001, 0x06000036, 0x00102012, 0x00000002, 0x0020800a, 0x00000000, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE vs_mix = {vs_mix_code, sizeof(vs_mix_code)}; static const DWORD ps_mix_code[] = { #if 0 cbuffer shared_cb { uint token; uint op; }; cbuffer ps_cb { float4 ps_color; }; float4 main(float4 position : SV_POSITION, float4 vs_color : COLOR, uint vs_token : TOKEN) : SV_Target { if (token != vs_token) return (float4)1.0f; switch (op) { case 0: return vs_color; case 1: return ps_color; case 2: return vs_color * ps_color; default: return (float4)0.0f; } } #endif 0x43425844, 0x128ef4ce, 0xa1c46517, 0x34ca76f3, 0x3c7d6112, 0x00000001, 0x00000240, 0x00000003, 0x0000002c, 0x0000009c, 0x000000d0, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000f0f, 0x00000062, 0x00000000, 0x00000000, 0x00000001, 0x00000002, 0x00000101, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0x4f540052, 0x004e454b, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000168, 0x00000050, 0x0000005a, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04000059, 0x00208e46, 0x00000001, 0x00000001, 0x03001062, 0x001010f2, 0x00000001, 0x03000862, 0x00101012, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x08000027, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0010100a, 0x00000002, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, 0x0100003e, 0x01000015, 0x0400004c, 0x0020801a, 0x00000000, 0x00000000, 0x03000006, 0x00004001, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e, 0x03000006, 0x00004001, 0x00000001, 0x06000036, 0x001020f2, 0x00000000, 0x00208e46, 0x00000001, 0x00000000, 0x0100003e, 0x03000006, 0x00004001, 0x00000002, 0x08000038, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x00208e46, 0x00000001, 0x00000000, 0x0100003e, 0x0100000a, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, 0x01000017, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_mix = {ps_mix_code, sizeof(ps_mix_code)}; memset(&desc, 0, sizeof(desc)); desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; command_list = context.list; queue = context.queue; context.root_signature = create_32bit_constants_root_signature(context.device, 0, ARRAY_SIZE(constants), D3D12_SHADER_VISIBILITY_ALL); context.pipeline_state = create_pipeline_state(context.device, context.root_signature, desc.rt_format, NULL, &ps_uint_constant, NULL); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, ARRAY_SIZE(constants), constants, 0); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); expected_result.x = constants[0]; expected_result.y = constants[1]; expected_result.z = constants[2]; expected_result.w = constants[3]; check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0); reset_command_list(command_list, context.allocator); ID3D12PipelineState_Release(context.pipeline_state); ID3D12RootSignature_Release(context.root_signature); root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; root_parameters[0].Constants.ShaderRegister = 0; root_parameters[0].Constants.RegisterSpace = 0; root_parameters[0].Constants.Num32BitValues = 4; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; root_parameters[1].Constants.ShaderRegister = 0; root_parameters[1].Constants.RegisterSpace = 0; root_parameters[1].Constants.Num32BitValues = 4; root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; root_signature_desc.NumParameters = 2; root_signature_desc.pParameters = root_parameters; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = NULL; root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); context.pipeline_state = create_pipeline_state(context.device, context.root_signature, desc.rt_format, &vs_color, &ps_color, NULL); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); vs_cb_color = ps_cb_color = expected_result = (struct vec4){0.0f, 1.0f, 0.0f, 1.0f}; ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &vs_cb_color.x, 0); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &ps_cb_color.x, 0); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); vs_cb_color = (struct vec4){0.0f, 1.0f, 0.0f, 1.0f}; ps_cb_color = (struct vec4){1.0f, 1.0f, 1.0f, 1.0f}; expected_result = (struct vec4){0.0f, 0.0f, 1.0f, 1.0f}; ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &vs_cb_color.x, 0); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &ps_cb_color.x, 0); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0); reset_command_list(command_list, context.allocator); ID3D12PipelineState_Release(context.pipeline_state); ID3D12RootSignature_Release(context.root_signature); root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; root_parameters[0].Constants.ShaderRegister = 1; root_parameters[0].Constants.RegisterSpace = 0; root_parameters[0].Constants.Num32BitValues = 8; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; root_parameters[1].Constants.ShaderRegister = 1; root_parameters[1].Constants.RegisterSpace = 0; root_parameters[1].Constants.Num32BitValues = 4; root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; root_parameters[2].Constants.ShaderRegister = 0; root_parameters[2].Constants.RegisterSpace = 0; root_parameters[2].Constants.Num32BitValues = 2; root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_signature_desc.NumParameters = 3; root_signature_desc.pParameters = root_parameters; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = NULL; root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); context.pipeline_state = create_pipeline_state(context.device, context.root_signature, desc.rt_format, &vs_mix, &ps_mix, NULL); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); vs_cb_color = expected_result = (struct vec4){0.0f, 1.0f, 0.0f, 1.0f}; ps_cb_color = (struct vec4){1.0f, 1.0f, 1.0f, 1.0f}; ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &vs_cb_color.x, 4); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &ps_cb_color.x, 0); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstant(command_list, 2, 0xdeadbeef, 0); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstant(command_list, 2, 0, 1); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); vs_cb_color = (struct vec4){0.0f, 1.0f, 0.0f, 1.0f}; ps_cb_color = expected_result = (struct vec4){1.0f, 1.0f, 1.0f, 1.0f}; ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &vs_cb_color.x, 4); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &ps_cb_color.x, 0); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstant(command_list, 2, 0xdeadbeef, 0); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstant(command_list, 2, 1, 1); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); vs_cb_color = (struct vec4){0.5f, 1.0f, 0.5f, 1.0f}; ps_cb_color = (struct vec4){0.5f, 0.7f, 1.0f, 1.0f}; expected_result = (struct vec4){0.25f, 0.7f, 0.5f, 1.0f}; ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &vs_cb_color.x, 4); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &ps_cb_color.x, 0); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstant(command_list, 2, 0xdeadbeef, 0); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstant(command_list, 2, 2, 1); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0); destroy_test_context(&context); } void test_sample_instructions(void) { ID3D12DescriptorHeap *heap, *sampler_heap, *heaps[2]; D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_DESCRIPTOR_RANGE descriptor_range[2]; D3D12_ROOT_PARAMETER root_parameters[3]; ID3D12GraphicsCommandList *command_list; D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle; D3D12_SAMPLER_DESC sampler_desc; struct test_context_desc desc; struct resource_readback rb; struct test_context context; unsigned int x_step, y_step; ID3D12CommandQueue *queue; ID3D12Resource *texture; unsigned int i, x, y; ID3D12Device *device; HRESULT hr; static const DWORD ps_sample_code[] = { #if 0 Texture2D t; SamplerState s; float4 main(float4 position : SV_POSITION) : SV_Target { float2 p; p.x = position.x / 640.0f; p.y = position.y / 480.0f; return t.Sample(s, p); } #endif 0x43425844, 0xd48f8d1c, 0x91689a9a, 0x99683e50, 0xae5e3efd, 0x00000001, 0x00000140, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000a4, 0x00000050, 0x00000029, 0x0100086a, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x8b000045, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_sample = {ps_sample_code, sizeof(ps_sample_code)}; static const DWORD ps_sample_b_code[] = { #if 0 Texture2D t; SamplerState s; float bias; float4 main(float4 position : SV_POSITION) : SV_Target { float2 p; p.x = position.x / 640.0f; p.y = position.y / 480.0f; return t.SampleBias(s, p, bias); } #endif 0x43425844, 0xc39b0686, 0x8244a7fc, 0x14c0b97a, 0x2900b3b7, 0x00000001, 0x00000150, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000b4, 0x00000040, 0x0000002d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0c00004a, 0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_sample_b = {ps_sample_b_code, sizeof(ps_sample_b_code)}; static const DWORD ps_sample_d_code[] = { #if 0 Texture2D t; SamplerState s; float4 dd; float4 main(float4 position : SV_POSITION) : SV_Target { float2 p; p.x = position.x / 640.0f; p.y = position.y / 480.0f; return t.SampleGrad(s, p, float2(dd.x, dd.y), float2(dd.z, dd.w)); } #endif 0x43425844, 0xecc423bc, 0x3742699c, 0xf08f6dd7, 0x9976ad55, 0x00000001, 0x00000168, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000cc, 0x00000050, 0x00000033, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x91000049, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_sample_d = {ps_sample_d_code, sizeof(ps_sample_d_code)}; static const DWORD ps_sample_l_code[] = { #if 0 Texture2D t; SamplerState s; float level; float4 main(float4 position : SV_POSITION) : SV_Target { float2 p; p.x = position.x / 640.0f; p.y = position.y / 480.0f; return t.SampleLevel(s, p, level); } #endif 0x43425844, 0x61e05d85, 0x2a7300fb, 0x0a83706b, 0x889d1683, 0x00000001, 0x00000150, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000b4, 0x00000040, 0x0000002d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0c000048, 0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_sample_l = {ps_sample_l_code, sizeof(ps_sample_l_code)}; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; static const unsigned int r8g8b8a8_data[] = { 0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00, 0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f, 0xffffffff, 0xffffffff, 0xffffffff, 0xff000000, 0xffffffff, 0xff000000, 0xff000000, 0xff000000, }; static const uint8_t a8_data[] = { 0x00, 0xff, 0x7f, 0xf0, 0x0f, 0x11, 0x00, 0x00, 0xff, 0xf0, 0x0f, 0xff, 0xfa, 0xfe, 0xaa, 0xcc, }; static const unsigned int a8_expected_data[] = { 0x00000000, 0xff000000, 0x7f000000, 0xf0000000, 0x0f000000, 0x11000000, 0x00000000, 0x00000000, 0xff000000, 0xf0000000, 0x0f000000, 0xff000000, 0xfa000000, 0xfe000000, 0xaa000000, 0xcc000000, }; static const unsigned int rgba_level_0[] = { 0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00, 0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f, 0xffffffff, 0xffffffff, 0xffffffff, 0xff000000, 0xffffffff, 0xff000000, 0xff000000, 0xff000000, }; static const unsigned int rgba_level_1[] = { 0xffffffff, 0xff0000ff, 0xff000000, 0xff00ff00, }; static const unsigned int rgba_level_2[] = { 0xffff0000, }; static const unsigned int level_1_colors[] = { 0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff, 0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff, 0xff000000, 0xff000000, 0xff00ff00, 0xff00ff00, 0xff000000, 0xff000000, 0xff00ff00, 0xff00ff00, }; static const unsigned int level_2_colors[] = { 0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000, }; static const unsigned int lerp_1_2_colors[] = { 0xffff7f7f, 0xffff7f7f, 0xff7f007f, 0xff7f007f, 0xffff7f7f, 0xffff7f7f, 0xff7f007f, 0xff7f007f, 0xff7f0000, 0xff7f0000, 0xff7f7f00, 0xff7f7f00, 0xff7f0000, 0xff7f0000, 0xff7f7f00, 0xff7f7f00, }; struct texture { unsigned int width; unsigned int height; unsigned int miplevel_count; unsigned int array_size; DXGI_FORMAT format; D3D12_SUBRESOURCE_DATA data[3]; }; static const struct texture r8g8b8a8_texture = { 4, 4, 1, 1, DXGI_FORMAT_R8G8B8A8_UNORM, { {r8g8b8a8_data, 4 * sizeof(*r8g8b8a8_data), 16 * sizeof(*r8g8b8a8_data)}, }, }; static const struct texture a8_texture = { 4, 4, 1, 1, DXGI_FORMAT_A8_UNORM, { {a8_data, 4 * sizeof(*a8_data), 16 * sizeof(*a8_data)}, }, }; static const struct texture rgba_texture = { 4, 4, 3, 1, DXGI_FORMAT_R8G8B8A8_UNORM, { {rgba_level_0, 4 * sizeof(*rgba_level_0), 0}, {rgba_level_1, 2 * sizeof(*rgba_level_1), 0}, {rgba_level_2, sizeof(*rgba_level_2), 0}, }, }; static const struct { const D3D12_SHADER_BYTECODE *ps_code; const struct texture *texture; D3D12_FILTER filter; float lod_bias; float min_lod; float max_lod; float ps_constants[4]; const unsigned int *expected_data; } tests[] = { #define MIP_MAX D3D12_FLOAT32_MAX #define POINT D3D12_FILTER_MIN_MAG_MIP_POINT #define POINT_LINEAR D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR {&ps_sample, &r8g8b8a8_texture, POINT, 0.0f, 0.0f, MIP_MAX, {0.0f}, r8g8b8a8_data}, {&ps_sample, &a8_texture, POINT, 0.0f, 0.0f, MIP_MAX, {0.0f}, a8_expected_data}, {&ps_sample_b, &r8g8b8a8_texture, POINT, 0.0f, 0.0f, MIP_MAX, {0.0f}, r8g8b8a8_data}, {&ps_sample_b, &a8_texture, POINT, 0.0f, 0.0f, MIP_MAX, {0.0f}, a8_expected_data}, {&ps_sample_b, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, {0.0f}, rgba_level_0}, {&ps_sample_b, &rgba_texture, POINT, 8.0f, 0.0f, MIP_MAX, {0.0f}, level_1_colors}, {&ps_sample_b, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, {8.0f}, level_1_colors}, {&ps_sample_b, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, {8.4f}, level_1_colors}, {&ps_sample_b, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, {8.5f}, level_2_colors}, {&ps_sample_b, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, {9.0f}, level_2_colors}, {&ps_sample_b, &rgba_texture, POINT, 0.0f, 0.0f, 2.0f, {1.0f}, rgba_level_0}, {&ps_sample_b, &rgba_texture, POINT, 0.0f, 0.0f, 2.0f, {9.0f}, level_2_colors}, {&ps_sample_b, &rgba_texture, POINT, 0.0f, 0.0f, 1.0f, {9.0f}, level_1_colors}, {&ps_sample_b, &rgba_texture, POINT, 0.0f, 0.0f, 0.0f, {9.0f}, rgba_level_0}, {&ps_sample_d, &r8g8b8a8_texture, POINT, 0.0f, 0.0f, MIP_MAX, {0.0f, 0.0f, 0.0f, 0.0f}, r8g8b8a8_data}, {&ps_sample_d, &a8_texture, POINT, 0.0f, 0.0f, MIP_MAX, {0.0f, 0.0f, 0.0f, 0.0f}, a8_expected_data}, {&ps_sample_d, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, {0.0f, 0.0f, 0.0f, 0.0f}, rgba_level_0}, {&ps_sample_d, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, {0.3f, 0.0f, 0.0f, 0.0f}, rgba_level_0}, {&ps_sample_d, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, {0.4f, 0.0f, 0.0f, 0.0f}, level_1_colors}, {&ps_sample_d, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, {1.0f, 0.0f, 0.0f, 0.0f}, level_2_colors}, {&ps_sample_l, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, {-1.0f}, rgba_level_0}, {&ps_sample_l, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, {0.0f}, rgba_level_0}, {&ps_sample_l, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, {0.4f}, rgba_level_0}, {&ps_sample_l, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, {0.5f}, level_1_colors}, {&ps_sample_l, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, {1.0f}, level_1_colors}, {&ps_sample_l, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, {1.4f}, level_1_colors}, {&ps_sample_l, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, {1.5f}, level_2_colors}, {&ps_sample_l, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, {2.0f}, level_2_colors}, {&ps_sample_l, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, {3.0f}, level_2_colors}, {&ps_sample_l, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, {4.0f}, level_2_colors}, {&ps_sample_l, &rgba_texture, POINT_LINEAR, 0.0f, 0.0f, MIP_MAX, {1.5f}, lerp_1_2_colors}, {&ps_sample_l, &rgba_texture, POINT_LINEAR, 2.0f, 0.0f, MIP_MAX, {-2.0f}, rgba_level_0}, {&ps_sample_l, &rgba_texture, POINT_LINEAR, 2.0f, 0.0f, MIP_MAX, {-1.0f}, level_1_colors}, {&ps_sample_l, &rgba_texture, POINT_LINEAR, 2.0f, 0.0f, MIP_MAX, {0.0f}, level_2_colors}, {&ps_sample_l, &rgba_texture, POINT_LINEAR, 2.0f, 0.0f, MIP_MAX, {1.0f}, level_2_colors}, {&ps_sample_l, &rgba_texture, POINT_LINEAR, 2.0f, 0.0f, MIP_MAX, {1.5f}, level_2_colors}, {&ps_sample_l, &rgba_texture, POINT_LINEAR, 2.0f, 2.0f, 2.0f, {-9.0f}, level_2_colors}, {&ps_sample_l, &rgba_texture, POINT_LINEAR, 2.0f, 2.0f, 2.0f, {-1.0f}, level_2_colors}, {&ps_sample_l, &rgba_texture, POINT_LINEAR, 2.0f, 2.0f, 2.0f, {0.0f}, level_2_colors}, {&ps_sample_l, &rgba_texture, POINT_LINEAR, 2.0f, 2.0f, 2.0f, {1.0f}, level_2_colors}, {&ps_sample_l, &rgba_texture, POINT_LINEAR, 2.0f, 2.0f, 2.0f, {9.0f}, level_2_colors}, {&ps_sample_l, &rgba_texture, POINT, 2.0f, 2.0f, 2.0f, {-9.0f}, level_2_colors}, {&ps_sample_l, &rgba_texture, POINT, 2.0f, 2.0f, 2.0f, {-1.0f}, level_2_colors}, {&ps_sample_l, &rgba_texture, POINT, 2.0f, 2.0f, 2.0f, {0.0f}, level_2_colors}, {&ps_sample_l, &rgba_texture, POINT, 2.0f, 2.0f, 2.0f, {1.0f}, level_2_colors}, {&ps_sample_l, &rgba_texture, POINT, 2.0f, 2.0f, 2.0f, {9.0f}, level_2_colors}, #undef MIP_MAX #undef POINT #undef POINT_LINEAR }; memset(&desc, 0, sizeof(desc)); desc.rt_width = 640; desc.rt_height = 480; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; device = context.device; command_list = context.list; queue = context.queue; descriptor_range[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; descriptor_range[0].NumDescriptors = 1; descriptor_range[0].BaseShaderRegister = 0; descriptor_range[0].RegisterSpace = 0; descriptor_range[0].OffsetInDescriptorsFromTableStart = 0; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameters[0].DescriptorTable.NumDescriptorRanges = 1; root_parameters[0].DescriptorTable.pDescriptorRanges = &descriptor_range[0]; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; descriptor_range[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER; descriptor_range[1].NumDescriptors = 1; descriptor_range[1].BaseShaderRegister = 0; descriptor_range[1].RegisterSpace = 0; descriptor_range[1].OffsetInDescriptorsFromTableStart = 0; root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameters[1].DescriptorTable.NumDescriptorRanges = 1; root_parameters[1].DescriptorTable.pDescriptorRanges = &descriptor_range[1]; root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; root_parameters[2].Constants.ShaderRegister = 0; root_parameters[2].Constants.RegisterSpace = 0; root_parameters[2].Constants.Num32BitValues = ARRAY_SIZE(tests->ps_constants); root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; memset(&root_signature_desc, 0, sizeof(root_signature_desc)); root_signature_desc.NumParameters = ARRAY_SIZE(root_parameters); root_signature_desc.pParameters = root_parameters; hr = create_root_signature(device, &root_signature_desc, &context.root_signature); ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr); heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap); gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap); sampler_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 1); for (i = 0; i < ARRAY_SIZE(tests); ++i) { vkd3d_test_set_context("Test %u", i); memset(&sampler_desc, 0, sizeof(sampler_desc)); sampler_desc.Filter = tests[i].filter; sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; sampler_desc.MipLODBias = tests[i].lod_bias; sampler_desc.MinLOD = tests[i].min_lod; sampler_desc.MaxLOD = tests[i].max_lod; ID3D12Device_CreateSampler(device, &sampler_desc, get_cpu_sampler_handle(&context, sampler_heap, 0)); if (context.pipeline_state) ID3D12PipelineState_Release(context.pipeline_state); context.pipeline_state = create_pipeline_state(device, context.root_signature, context.render_target_desc.Format, NULL, tests[i].ps_code, NULL); texture = create_default_texture2d(device, tests[i].texture->width, tests[i].texture->height, tests[i].texture->array_size, tests[i].texture->miplevel_count, tests[i].texture->format, D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST); upload_texture_data(texture, tests[i].texture->data, tests[i].texture->miplevel_count * tests[i].texture->array_size, queue, command_list); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, texture, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); ID3D12Device_CreateShaderResourceView(device, texture, NULL, cpu_handle); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); heaps[0] = heap; heaps[1] = sampler_heap; ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, ARRAY_SIZE(heaps), heaps); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 1, get_gpu_sampler_handle(&context, sampler_heap, 0)); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 2, ARRAY_SIZE(tests[i].ps_constants), tests[i].ps_constants, 0); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); x_step = desc.rt_width / tests[i].texture->width; y_step = desc.rt_height / tests[i].texture->height; get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list); for (y = 0; y < tests[i].texture->height; ++y) { for (x = 0; x < tests[i].texture->width; ++x) { unsigned int color = get_readback_uint(&rb, x * x_step + x_step / 2, y * y_step + y_step / 2, 0); ok(compare_color(color, tests[i].expected_data[tests[i].texture->width * y + x], 1), "Got color 0x%08x, expected 0x%08x at (%u, %u).\n", color, tests[i].expected_data[tests[i].texture->width * y + x], x, y); } } release_resource_readback(&rb); ID3D12Resource_Release(texture); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } vkd3d_test_set_context(NULL); ID3D12DescriptorHeap_Release(heap); ID3D12DescriptorHeap_Release(sampler_heap); destroy_test_context(&context); } void test_texture_ld(void) { ID3D12GraphicsCommandList *command_list; D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle; struct test_context_desc desc; struct test_context context; ID3D12DescriptorHeap *heap; ID3D12CommandQueue *queue; ID3D12Resource *texture; unsigned int i; static const DWORD ps_ld_code[] = { #if 0 Texture2D t; int2 offset; uint2 location; float4 main() : SV_Target { switch (offset.x) { case -1: switch (offset.y) { case -2: return t.Load(uint3(location, 0), int2(-1, -2)); case -1: return t.Load(uint3(location, 0), int2(-1, -1)); case 0: return t.Load(uint3(location, 0), int2(-1, 0)); case 1: return t.Load(uint3(location, 0), int2(-1, 1)); case 2: return t.Load(uint3(location, 0), int2(-1, 2)); } break; case 0: switch (offset.y) { case -2: return t.Load(uint3(location, 0), int2(0, -2)); case -1: return t.Load(uint3(location, 0), int2(0, -1)); case 0: return t.Load(uint3(location, 0), int2(0, 0)); case 1: return t.Load(uint3(location, 0), int2(0, 1)); case 2: return t.Load(uint3(location, 0), int2(0, 2)); } break; case 1: switch (offset.y) { case -2: return t.Load(uint3(location, 0), int2(1, -2)); case -1: return t.Load(uint3(location, 0), int2(1, -1)); case 0: return t.Load(uint3(location, 0), int2(1, 0)); case 1: return t.Load(uint3(location, 0), int2(1, 1)); case 2: return t.Load(uint3(location, 0), int2(1, 2)); } break; } return t.Load(uint3(location, 0)); } #endif 0x43425844, 0xe925cc02, 0x43ea9623, 0xb67c6425, 0xb4503305, 0x00000001, 0x00000844, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000007cc, 0x00000050, 0x000001f3, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400004c, 0x0020800a, 0x00000000, 0x00000000, 0x03000006, 0x00004001, 0xffffffff, 0x0400004c, 0x0020801a, 0x00000000, 0x00000000, 0x03000006, 0x00004001, 0xfffffffe, 0x06000036, 0x00100032, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8a00002d, 0x8001de01, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, 0x03000006, 0x00004001, 0xffffffff, 0x06000036, 0x00100032, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8a00002d, 0x8001fe01, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, 0x03000006, 0x00004001, 0x00000000, 0x06000036, 0x00100032, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8a00002d, 0x80001e01, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, 0x03000006, 0x00004001, 0x00000001, 0x06000036, 0x00100032, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8a00002d, 0x80003e01, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, 0x03000006, 0x00004001, 0x00000002, 0x06000036, 0x00100032, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8a00002d, 0x80005e01, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, 0x0100000a, 0x01000002, 0x01000017, 0x01000002, 0x03000006, 0x00004001, 0x00000000, 0x0400004c, 0x0020801a, 0x00000000, 0x00000000, 0x03000006, 0x00004001, 0xfffffffe, 0x06000036, 0x00100032, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8a00002d, 0x8001c001, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, 0x03000006, 0x00004001, 0xffffffff, 0x06000036, 0x00100032, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8a00002d, 0x8001e001, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, 0x03000006, 0x00004001, 0x00000000, 0x06000036, 0x00100032, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8900002d, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, 0x03000006, 0x00004001, 0x00000001, 0x06000036, 0x00100032, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8a00002d, 0x80002001, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, 0x03000006, 0x00004001, 0x00000002, 0x06000036, 0x00100032, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8a00002d, 0x80004001, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, 0x0100000a, 0x01000002, 0x01000017, 0x01000002, 0x03000006, 0x00004001, 0x00000001, 0x0400004c, 0x0020801a, 0x00000000, 0x00000000, 0x03000006, 0x00004001, 0xfffffffe, 0x06000036, 0x00100032, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8a00002d, 0x8001c201, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, 0x03000006, 0x00004001, 0xffffffff, 0x06000036, 0x00100032, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8a00002d, 0x8001e201, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, 0x03000006, 0x00004001, 0x00000000, 0x06000036, 0x00100032, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8a00002d, 0x80000201, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, 0x03000006, 0x00004001, 0x00000001, 0x06000036, 0x00100032, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8a00002d, 0x80002201, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, 0x03000006, 0x00004001, 0x00000002, 0x06000036, 0x00100032, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8a00002d, 0x80004201, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, 0x0100000a, 0x01000002, 0x01000017, 0x01000002, 0x0100000a, 0x01000002, 0x01000017, 0x06000036, 0x00100032, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8900002d, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_ld = {ps_ld_code, sizeof(ps_ld_code)}; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; static const unsigned int texture_data[] = { 0xff0008ff, 0xff00ffff, 0xff00ff05, 0xffffff01, 0xffff0007, 0xffff00ff, 0x11111101, 0xff7f7f7f, 0x44444f44, 0x88888888, 0x22222222, 0xff000002, 0x66f66666, 0xff000000, 0xff000003, 0x55555555, }; static const D3D12_SUBRESOURCE_DATA resource_data = {&texture_data, sizeof(texture_data) / 4}; static const struct { int32_t constants[4]; unsigned int expected_color; } tests[] = { {{ 0, 0, 0, 0}, 0xff0008ff}, {{ 1, 0, 0, 0}, 0xff00ffff}, {{ 0, 1, 0, 0}, 0xffff0007}, {{ 1, 1, 0, 0}, 0xffff00ff}, {{ 3, 3, 0, 0}, 0xff0008ff}, {{ 3, 3, 1, 1}, 0xffff00ff}, {{ 0, 0, 3, 3}, 0x55555555}, {{-1, -1, 3, 3}, 0x22222222}, {{-1, -2, 3, 3}, 0x11111101}, {{ 0, -1, 3, 3}, 0xff000002}, {{ 0, -2, 3, 3}, 0xff7f7f7f}, {{ 3, 3, 3, 3}, 0x55555555}, }; if (use_warp_device) { skip("WARP device is removed when ps_ld is used.\n"); return; } memset(&desc, 0, sizeof(desc)); desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; command_list = context.list; queue = context.queue; context.root_signature = create_texture_root_signature(context.device, D3D12_SHADER_VISIBILITY_PIXEL, 4, 0); context.pipeline_state = create_pipeline_state(context.device, context.root_signature, context.render_target_desc.Format, NULL, &ps_ld, NULL); heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap); texture = create_default_texture(context.device, 4, 4, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D12_RESOURCE_STATE_COPY_DEST); upload_texture_data(texture, &resource_data, 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_PIXEL_SHADER_RESOURCE); ID3D12Device_CreateShaderResourceView(context.device, texture, NULL, ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap)); for (i = 0; i < ARRAY_SIZE(tests); ++i) { vkd3d_test_set_context("Test %u", i); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, ARRAY_SIZE(tests[i].constants), &tests[i].constants, 0); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint(context.render_target, 0, queue, command_list, tests[i].expected_color, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } vkd3d_test_set_context(NULL); ID3D12Resource_Release(texture); ID3D12DescriptorHeap_Release(heap); destroy_test_context(&context); } void test_gather(void) { struct { int width, height; int offset_x, offset_y; } constants; ID3D12GraphicsCommandList *command_list; D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle; struct test_context_desc desc; struct resource_readback rb; struct test_context context; ID3D12DescriptorHeap *heap; ID3D12CommandQueue *queue; ID3D12Resource *texture; unsigned int x, y; static const DWORD gather4_code[] = { #if 0 SamplerState s; Texture2D t; int2 size; float4 main(float4 position : SV_Position) : SV_Target { return t.Gather(s, position.xy / size); } #endif 0x43425844, 0xca1ee692, 0xb122f477, 0x8c467d38, 0x0f5a233a, 0x00000001, 0x00000154, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000b8, 0x00000041, 0x0000002e, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600002b, 0x00100032, 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x0700000e, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00100046, 0x00000000, 0x0900006d, 0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x0010600a, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_gather4 = {gather4_code, sizeof(gather4_code)}; static const DWORD gather4_offset_code[] = { #if 0 SamplerState s; Texture2D t; int2 size; float4 main(float4 position : SV_Position) : SV_Target { return t.Gather(s, position.xy / size, int2(1, 1)); } #endif 0x43425844, 0xe5ab2216, 0x90748ece, 0x7ccf2123, 0x4edbba7c, 0x00000001, 0x00000158, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000bc, 0x00000041, 0x0000002f, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600002b, 0x00100032, 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x0700000e, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00100046, 0x00000000, 0x8a00006d, 0x00002201, 0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x0010600a, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_gather4_offset = {gather4_offset_code, sizeof(gather4_offset_code)}; static const DWORD gather4_green_code[] = { #if 0 SamplerState s; Texture2D t; int2 size; float4 main(float4 position : SV_Position) : SV_Target { return t.GatherGreen(s, position.xy / size); } #endif 0x43425844, 0x2b0ad2d9, 0x8ad30b52, 0xc418477f, 0xe5211693, 0x00000001, 0x0000015c, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000c0, 0x00000050, 0x00000030, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600002b, 0x00100032, 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x0700000e, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00100046, 0x00000000, 0x8b00006d, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x0010601a, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_gather4_green = {gather4_green_code, sizeof(gather4_green_code)}; static const DWORD gather4_po_code[] = { #if 0 SamplerState s; Texture2D t; int2 size; int2 offset; float4 main(float4 position : SV_Position) : SV_Target { return t.Gather(s, position.xy / size, offset); } #endif 0x43425844, 0xe19bdd35, 0x44514fb3, 0xfaa8727f, 0xc1092da0, 0x00000001, 0x00000168, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000cc, 0x00000050, 0x00000033, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600002b, 0x00100032, 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x0700000e, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00100046, 0x00000000, 0x8e00007f, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x0010600a, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_gather4_po = {gather4_po_code, sizeof(gather4_po_code)}; static const struct vec4 texture_data[] = { {0.0f, 0.0f}, {1.0f, 1.0f}, {2.0f, 2.0f}, {3.0f, 3.0f}, {4.0f, 0.1f}, {5.0f, 1.1f}, {6.0f, 2.1f}, {7.0f, 3.1f}, {8.0f, 0.2f}, {9.0f, 1.2f}, {0.5f, 2.2f}, {1.5f, 3.2f}, {2.5f, 0.3f}, {3.5f, 1.3f}, {4.5f, 2.3f}, {5.5f, 3.3f}, }; static const struct vec4 expected_gather4[] = { {4.0f, 5.0f, 1.0f, 0.0f}, {5.0f, 6.0f, 2.0f, 1.0f}, {6.0f, 7.0f, 3.0f, 2.0f}, {7.0f, 7.0f, 3.0f, 3.0f}, {8.0f, 9.0f, 5.0f, 4.0f}, {9.0f, 0.5f, 6.0f, 5.0f}, {0.5f, 1.5f, 7.0f, 6.0f}, {1.5f, 1.5f, 7.0f, 7.0f}, {2.5f, 3.5f, 9.0f, 8.0f}, {3.5f, 4.5f, 0.5f, 9.0f}, {4.5f, 5.5f, 1.5f, 0.5f}, {5.5f, 5.5f, 1.5f, 1.5f}, {2.5f, 3.5f, 3.5f, 2.5f}, {3.5f, 4.5f, 4.5f, 3.5f}, {4.5f, 5.5f, 5.5f, 4.5f}, {5.5f, 5.5f, 5.5f, 5.5f}, }; static const struct vec4 expected_gather4_offset[] = { {9.0f, 0.5f, 6.0f, 5.0f}, {0.5f, 1.5f, 7.0f, 6.0f}, {1.5f, 1.5f, 7.0f, 7.0f}, {1.5f, 1.5f, 7.0f, 7.0f}, {3.5f, 4.5f, 0.5f, 9.0f}, {4.5f, 5.5f, 1.5f, 0.5f}, {5.5f, 5.5f, 1.5f, 1.5f}, {5.5f, 5.5f, 1.5f, 1.5f}, {3.5f, 4.5f, 4.5f, 3.5f}, {4.5f, 5.5f, 5.5f, 4.5f}, {5.5f, 5.5f, 5.5f, 5.5f}, {5.5f, 5.5f, 5.5f, 5.5f}, {3.5f, 4.5f, 4.5f, 3.5f}, {4.5f, 5.5f, 5.5f, 4.5f}, {5.5f, 5.5f, 5.5f, 5.5f}, {5.5f, 5.5f, 5.5f, 5.5f}, }; static const struct vec4 expected_gather4_green[] = { {0.1f, 1.1f, 1.0f, 0.0f}, {1.1f, 2.1f, 2.0f, 1.0f}, {2.1f, 3.1f, 3.0f, 2.0f}, {3.1f, 3.1f, 3.0f, 3.0f}, {0.2f, 1.2f, 1.1f, 0.1f}, {1.2f, 2.2f, 2.1f, 1.1f}, {2.2f, 3.2f, 3.1f, 2.1f}, {3.2f, 3.2f, 3.1f, 3.1f}, {0.3f, 1.3f, 1.2f, 0.2f}, {1.3f, 2.3f, 2.2f, 1.2f}, {2.3f, 3.3f, 3.2f, 2.2f}, {3.3f, 3.3f, 3.2f, 3.2f}, {0.3f, 1.3f, 1.3f, 0.3f}, {1.3f, 2.3f, 2.3f, 1.3f}, {2.3f, 3.3f, 3.3f, 2.3f}, {3.3f, 3.3f, 3.3f, 3.3f}, }; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; static const D3D12_SUBRESOURCE_DATA resource_data = {&texture_data, sizeof(texture_data) / 4}; memset(&desc, 0, sizeof(desc)); desc.rt_width = 4; desc.rt_height = 4; desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; command_list = context.list; queue = context.queue; context.root_signature = create_texture_root_signature(context.device, D3D12_SHADER_VISIBILITY_PIXEL, 4, 0); 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); texture = create_default_texture(context.device, 4, 4, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_RESOURCE_STATE_COPY_DEST); ID3D12Device_CreateShaderResourceView(context.device, texture, NULL, cpu_handle); upload_texture_data(texture, &resource_data, 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_PIXEL_SHADER_RESOURCE); constants.width = 4; constants.height = 4; constants.offset_x = 1; constants.offset_y = 1; /* ps_gather4 */ context.pipeline_state = create_pipeline_state(context.device, context.root_signature, desc.rt_format, NULL, &ps_gather4, NULL); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &constants.width, 0); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list); for (y = 0; y < rb.height; ++y) { for (x = 0; x < rb.width; ++x) { const struct vec4 *expected = &expected_gather4[y * rb.width + x]; const struct vec4 *got = get_readback_vec4(&rb, x, y); ok(compare_vec4(got, expected, 0), "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w); } } release_resource_readback(&rb); ID3D12PipelineState_Release(context.pipeline_state); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); /* ps_gather4_offset */ context.pipeline_state = create_pipeline_state(context.device, context.root_signature, desc.rt_format, NULL, &ps_gather4_offset, NULL); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &constants.width, 0); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list); for (y = 0; y < rb.height; ++y) { for (x = 0; x < rb.width; ++x) { const struct vec4 *expected = &expected_gather4_offset[y * rb.width + x]; const struct vec4 *got = get_readback_vec4(&rb, x, y); ok(compare_vec4(got, expected, 0), "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w); } } release_resource_readback(&rb); ID3D12PipelineState_Release(context.pipeline_state); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); /* ps_gather4_green */ context.pipeline_state = create_pipeline_state(context.device, context.root_signature, desc.rt_format, NULL, &ps_gather4_green, NULL); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &constants.width, 0); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list); for (y = 0; y < rb.height; ++y) { for (x = 0; x < rb.width; ++x) { const struct vec4 *expected = &expected_gather4_green[y * rb.width + x]; const struct vec4 *got = get_readback_vec4(&rb, x, y); ok(compare_vec4(got, expected, 0), "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w); } } release_resource_readback(&rb); ID3D12PipelineState_Release(context.pipeline_state); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); /* ps_gather4_po */ context.pipeline_state = create_pipeline_state(context.device, context.root_signature, desc.rt_format, NULL, &ps_gather4_po, NULL); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &constants.width, 0); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list); for (y = 0; y < rb.height; ++y) { for (x = 0; x < rb.width; ++x) { const struct vec4 *expected = &expected_gather4_offset[y * rb.width + x]; const struct vec4 *got = get_readback_vec4(&rb, x, y); ok(compare_vec4(got, expected, 0), "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w); } } release_resource_readback(&rb); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); constants.offset_x = 0; constants.offset_y = 0; ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &constants.width, 0); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list); for (y = 0; y < rb.height; ++y) { for (x = 0; x < rb.width; ++x) { const struct vec4 *expected = &expected_gather4[y * rb.width + x]; const struct vec4 *got = get_readback_vec4(&rb, x, y); ok(compare_vec4(got, expected, 0), "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w); } } release_resource_readback(&rb); ID3D12Resource_Release(texture); ID3D12DescriptorHeap_Release(heap); destroy_test_context(&context); } void test_gather_c(void) { struct { int width, height; int offset_x, offset_y; float d_ref; } constants; D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc; ID3D12GraphicsCommandList *command_list; D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle; struct test_context_desc desc; struct resource_readback rb; struct test_context context; ID3D12DescriptorHeap *heap; ID3D12CommandQueue *queue; ID3D12Resource *texture; unsigned int x, y; static const DWORD gather4_c_code[] = { #if 0 SamplerComparisonState s; Texture2D t; int2 size; int2 offset; float d_ref; float4 main(float4 position : SV_Position) : SV_Target { return t.GatherCmp(s, position.xy / size, d_ref); } #endif 0x43425844, 0xd3d04479, 0x901e9208, 0x7074fd0c, 0xbcadb2da, 0x00000001, 0x00000168, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000cc, 0x00000050, 0x00000033, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x0300085a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600002b, 0x00100032, 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x0700000e, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00100046, 0x00000000, 0x8e00007e, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x0010600a, 0x00000000, 0x0020800a, 0x00000000, 0x00000001, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_gather4_c = {gather4_c_code, sizeof(gather4_c_code)}; static const DWORD gather4_po_c_code[] = { #if 0 SamplerComparisonState s; Texture2D t; int2 size; int2 offset; float d_ref; float4 main(float4 position : SV_Position) : SV_Target { return t.GatherCmp(s, position.xy / size, d_ref, offset); } #endif 0x43425844, 0x501de13e, 0x472d2d20, 0x6df0fee4, 0xef27d9e6, 0x00000001, 0x00000174, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000d8, 0x00000050, 0x00000036, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x0300085a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600002b, 0x00100032, 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x0700000e, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00100046, 0x00000000, 0x91000080, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x0010600a, 0x00000000, 0x0020800a, 0x00000000, 0x00000001, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_gather4_po_c = {gather4_po_c_code, sizeof(gather4_po_c_code)}; static const float texture_data[] = { 0.0f, 1.0f, 0.20f, 0.30f, 0.4f, 0.5f, 0.60f, 0.70f, 0.8f, 0.9f, 0.50f, 0.15f, 0.2f, 0.3f, 0.45f, 0.55f, }; static const struct vec4 expected_gather4_c[] = { {0.0f, 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 1.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 1.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, }; static const struct vec4 expected_gather4_po_c[] = { {1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 1.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, }; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; static const D3D12_SUBRESOURCE_DATA resource_data = {&texture_data, sizeof(texture_data) / 4}; static const D3D12_STATIC_SAMPLER_DESC sampler_desc = { .Filter = D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT, .AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP, .AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP, .AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP, .ComparisonFunc = D3D12_COMPARISON_FUNC_LESS, .MaxLOD = D3D12_FLOAT32_MAX, .ShaderRegister = 0, .RegisterSpace = 0, .ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL, }; memset(&desc, 0, sizeof(desc)); desc.rt_width = 4; desc.rt_height = 4; desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; command_list = context.list; queue = context.queue; context.root_signature = create_texture_root_signature_(__LINE__, context.device, D3D12_SHADER_VISIBILITY_PIXEL, 5, 0, &sampler_desc); 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); texture = create_default_texture(context.device, 4, 4, DXGI_FORMAT_R32_TYPELESS, 0, D3D12_RESOURCE_STATE_COPY_DEST); upload_texture_data(texture, &resource_data, 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_PIXEL_SHADER_RESOURCE); memset(&srv_desc, 0, sizeof(srv_desc)); srv_desc.Format = DXGI_FORMAT_R32_FLOAT; srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; srv_desc.Texture2D.MipLevels = 1; ID3D12Device_CreateShaderResourceView(context.device, texture, &srv_desc, cpu_handle); constants.width = 4; constants.height = 4; constants.offset_x = 1; constants.offset_y = 1; constants.d_ref = 0.46f; /* ps_gather4_c */ context.pipeline_state = create_pipeline_state(context.device, context.root_signature, desc.rt_format, NULL, &ps_gather4_c, NULL); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 5, &constants.width, 0); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list); for (y = 0; y < rb.height; ++y) { for (x = 0; x < rb.width; ++x) { const struct vec4 *expected = &expected_gather4_c[y * rb.width + x]; const struct vec4 *got = get_readback_vec4(&rb, x, y); ok(compare_vec4(got, expected, 0), "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w); } } release_resource_readback(&rb); ID3D12PipelineState_Release(context.pipeline_state); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); /* ps_gather4_po_c */ context.pipeline_state = create_pipeline_state(context.device, context.root_signature, desc.rt_format, NULL, &ps_gather4_po_c, NULL); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 5, &constants.width, 0); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list); for (y = 0; y < rb.height; ++y) { for (x = 0; x < rb.width; ++x) { const struct vec4 *expected = &expected_gather4_po_c[y * rb.width + x]; const struct vec4 *got = get_readback_vec4(&rb, x, y); ok(compare_vec4(got, expected, 0), "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w); } } release_resource_readback(&rb); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); constants.offset_x = 0; constants.offset_y = 0; ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 5, &constants.width, 0); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list); for (y = 0; y < rb.height; ++y) { for (x = 0; x < rb.width; ++x) { const struct vec4 *expected = &expected_gather4_c[y * rb.width + x]; const struct vec4 *got = get_readback_vec4(&rb, x, y); ok(compare_vec4(got, expected, 0), "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w); } } release_resource_readback(&rb); ID3D12Resource_Release(texture); ID3D12DescriptorHeap_Release(heap); destroy_test_context(&context); } void test_sample_c_lz(void) { D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc; ID3D12GraphicsCommandList *command_list; D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc; D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; struct depth_stencil_resource ds; struct test_context_desc desc; struct resource_readback rb; struct test_context context; ID3D12DescriptorHeap *heap; ID3D12CommandQueue *queue; struct vec4 ps_constant; ID3D12Device *device; unsigned int i; RECT rect; static const D3D12_STATIC_SAMPLER_DESC sampler_desc = { .Filter = D3D12_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR, .AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP, .AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP, .AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP, .ComparisonFunc = D3D12_COMPARISON_FUNC_GREATER, .MaxAnisotropy = 0, .BorderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE, .MaxLOD = 10.0f, }; static const float clear_color[] = {0.5f, 0.5f, 0.5f, 0.5f}; static const DWORD ps_array_code[] = { #if 0 Texture2DArray t; SamplerComparisonState s; float ref; float layer; float4 main(float4 position : SV_Position) : SV_Target { return t.SampleCmpLevelZero(s, float3(position.x / 640.0f, position.y / 480.0f, layer), ref); } #endif 0x43425844, 0xfe28b3c3, 0xdd7ef404, 0x8d5874a1, 0x984ff182, 0x00000001, 0x00000180, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000e4, 0x00000041, 0x00000039, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300085a, 0x00106000, 0x00000000, 0x04004058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x06000036, 0x00100042, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0c000047, 0x00100012, 0x00000000, 0x00100246, 0x00000000, 0x00107006, 0x00000000, 0x00106000, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_array = {ps_array_code, sizeof(ps_array_code)}; static const DWORD ps_cube_code[] = { #if 0 TextureCube t; SamplerComparisonState s; float ref; float face; float4 main(float4 position : SV_Position) : SV_Target { float2 p; p.x = position.x / 640.0f; p.y = position.y / 480.0f; float3 coord; switch ((uint)face) { case 0: coord = float3(1.0f, p.x, p.y); break; case 1: coord = float3(-1.0f, p.x, p.y); break; case 2: coord = float3(p.x, 1.0f, p.y); break; case 3: coord = float3(p.x, -1.0f, p.y); break; case 4: coord = float3(p.x, p.y, 1.0f); break; case 5: default: coord = float3(p.x, p.y, -1.0f); break; } return t.SampleCmpLevelZero(s, coord, ref); } #endif 0x43425844, 0xde5655e5, 0x1b116fa1, 0xfce9e757, 0x41c28aac, 0x00000001, 0x00000328, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000028c, 0x00000041, 0x000000a3, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300085a, 0x00106000, 0x00000000, 0x04003058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600001c, 0x00100012, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0300004c, 0x0010000a, 0x00000000, 0x03000006, 0x00004001, 0x00000000, 0x05000036, 0x00100012, 0x00000000, 0x00004001, 0x3f800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000001, 0x05000036, 0x00100012, 0x00000000, 0x00004001, 0xbf800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000002, 0x0a000038, 0x00100052, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0x3f800000, 0x01000002, 0x03000006, 0x00004001, 0x00000003, 0x0a000038, 0x00100052, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0xbf800000, 0x01000002, 0x03000006, 0x00004001, 0x00000004, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x3f800000, 0x01000002, 0x0100000a, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0xbf800000, 0x01000002, 0x01000017, 0x0c000047, 0x00100012, 0x00000000, 0x00100246, 0x00000000, 0x00107006, 0x00000000, 0x00106000, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_cube = {ps_cube_code, sizeof(ps_cube_code)}; static const float depth_values[] = {1.0f, 0.0f, 0.5f, 0.6f, 0.4f, 0.1f}; static const struct { unsigned int layer; float d_ref; float expected; } tests[] = { {0, 0.5f, 0.0f}, {1, 0.5f, 1.0f}, {2, 0.5f, 0.0f}, {3, 0.5f, 0.0f}, {4, 0.5f, 1.0f}, {5, 0.5f, 1.0f}, {0, 0.0f, 0.0f}, {1, 0.0f, 0.0f}, {2, 0.0f, 0.0f}, {3, 0.0f, 0.0f}, {4, 0.0f, 0.0f}, {5, 0.0f, 0.0f}, {0, 1.0f, 0.0f}, {1, 1.0f, 1.0f}, {2, 1.0f, 1.0f}, {3, 1.0f, 1.0f}, {4, 1.0f, 1.0f}, {5, 1.0f, 1.0f}, }; memset(&desc, 0, sizeof(desc)); desc.rt_width = 640; desc.rt_height = 480; desc.rt_format = DXGI_FORMAT_R32_FLOAT; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; device = context.device; command_list = context.list; queue = context.queue; context.root_signature = create_texture_root_signature_(__LINE__, device, D3D12_SHADER_VISIBILITY_PIXEL, 4, 0, &sampler_desc); heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 6); cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap); /* 2D array texture */ context.pipeline_state = create_pipeline_state(context.device, context.root_signature, context.render_target_desc.Format, NULL, &ps_array, NULL); init_depth_stencil(&ds, device, 32, 32, ARRAY_SIZE(depth_values), 2, DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, NULL); for (i = 0; i < ARRAY_SIZE(depth_values); ++i) { 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 = i; 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, depth_values[i], 0, 0, NULL); dsv_desc.Texture2DArray.MipSlice = 1; ID3D12Device_CreateDepthStencilView(device, ds.texture, &dsv_desc, ds.dsv_handle); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, NULL); } memset(&srv_desc, 0, sizeof(srv_desc)); srv_desc.Format = DXGI_FORMAT_R32_FLOAT; srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY; srv_desc.Texture2DArray.MostDetailedMip = 0; srv_desc.Texture2DArray.MipLevels = 2; srv_desc.Texture2DArray.FirstArraySlice = 0; srv_desc.Texture2DArray.ArraySize = ARRAY_SIZE(depth_values); ID3D12Device_CreateShaderResourceView(context.device, ds.texture, &srv_desc, cpu_handle); transition_resource_state(command_list, ds.texture, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); memset(&ps_constant, 0, sizeof(ps_constant)); for (i = 0; i < ARRAY_SIZE(tests); ++i) { vkd3d_test_set_context("test %u", i); ps_constant.x = tests[i].d_ref; ps_constant.y = tests[i].layer; ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, clear_color, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, get_gpu_descriptor_handle(&context, heap, 0)); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &ps_constant.x, 0); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_float(context.render_target, 0, queue, command_list, tests[i].expected, 2); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } vkd3d_test_set_context(NULL); ID3D12PipelineState_Release(context.pipeline_state); /* cube texture */ context.pipeline_state = create_pipeline_state(context.device, context.root_signature, context.render_target_desc.Format, NULL, &ps_cube, NULL); memset(&srv_desc, 0, sizeof(srv_desc)); srv_desc.Format = DXGI_FORMAT_R32_FLOAT; srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE; srv_desc.TextureCube.MostDetailedMip = 0; srv_desc.TextureCube.MipLevels = 2; ID3D12Device_CreateShaderResourceView(context.device, ds.texture, &srv_desc, cpu_handle); for (i = 0; i < ARRAY_SIZE(tests); ++i) { vkd3d_test_set_context("test %u", i); ps_constant.x = tests[i].d_ref; ps_constant.y = tests[i].layer; ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, clear_color, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, get_gpu_descriptor_handle(&context, heap, 0)); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &ps_constant.x, 0); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list); /* Avoid testing values affected by seamless cube map filtering. */ set_rect(&rect, 100, 100, 540, 380); check_readback_data_float(&rb, &rect, tests[i].expected, 2); release_resource_readback(&rb); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } vkd3d_test_set_context(NULL); destroy_depth_stencil(&ds); ID3D12DescriptorHeap_Release(heap); destroy_test_context(&context); } void test_cube_maps(void) { unsigned int i, j, sub_resource_idx, sub_resource_count; D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc; ID3D12GraphicsCommandList *command_list; D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle; D3D12_SUBRESOURCE_DATA *texture_data; const D3D12_SHADER_BYTECODE *ps; struct test_context_desc desc; struct test_context context; ID3D12DescriptorHeap *heap; ID3D12CommandQueue *queue; ID3D12PipelineState *pso; ID3D12Resource *texture; float *data; HRESULT hr; struct { unsigned int face; unsigned int level; unsigned int cube; } constants; const unsigned int texture_size = 64; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; static const DWORD ps_cube_code[] = { #if 0 TextureCube t; SamplerState s; uint face; uint level; float4 main(float4 position : SV_POSITION) : SV_Target { float2 p; p.x = position.x / 640.0f; p.y = position.y / 480.0f; float3 coord; switch (face) { case 0: coord = float3(1.0f, p.x, p.y); break; case 1: coord = float3(-1.0f, p.x, p.y); break; case 2: coord = float3(p.x, 1.0f, p.y); break; case 3: coord = float3(p.x, -1.0f, p.y); break; case 4: coord = float3(p.x, p.y, 1.0f); break; case 5: default: coord = float3(p.x, p.y, -1.0f); break; } return t.SampleLevel(s, coord, level); } #endif 0x43425844, 0x039aee18, 0xfd630453, 0xb884cf0f, 0x10100744, 0x00000001, 0x00000310, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000274, 0x00000040, 0x0000009d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000, 0x04003058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400004c, 0x0020800a, 0x00000000, 0x00000000, 0x03000006, 0x00004001, 0x00000000, 0x05000036, 0x00100012, 0x00000000, 0x00004001, 0x3f800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000001, 0x05000036, 0x00100012, 0x00000000, 0x00004001, 0xbf800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000002, 0x0a000038, 0x00100052, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0x3f800000, 0x01000002, 0x03000006, 0x00004001, 0x00000003, 0x0a000038, 0x00100052, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0xbf800000, 0x01000002, 0x03000006, 0x00004001, 0x00000004, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x3f800000, 0x01000002, 0x0100000a, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0xbf800000, 0x01000002, 0x01000017, 0x06000056, 0x00100082, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0b000048, 0x001020f2, 0x00000000, 0x00100246, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0010003a, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_cube = {ps_cube_code, sizeof(ps_cube_code)}; static const DWORD ps_cube_array_code[] = { #if 0 TextureCubeArray t; SamplerState s; uint face; uint level; uint cube; float4 main(float4 position : SV_POSITION) : SV_Target { float2 p; p.x = position.x / 640.0f; p.y = position.y / 480.0f; float3 coord; switch (face) { case 0: coord = float3(1.0f, p.x, p.y); break; case 1: coord = float3(-1.0f, p.x, p.y); break; case 2: coord = float3(p.x, 1.0f, p.y); break; case 3: coord = float3(p.x, -1.0f, p.y); break; case 4: coord = float3(p.x, p.y, 1.0f); break; case 5: default: coord = float3(p.x, p.y, -1.0f); break; } return t.SampleLevel(s, float4(coord, cube), level); } #endif 0x43425844, 0xb8d5b94a, 0xdb4be034, 0x183aed19, 0xad4af415, 0x00000001, 0x00000328, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000028c, 0x00000041, 0x000000a3, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000, 0x04005058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0400004c, 0x0020800a, 0x00000000, 0x00000000, 0x03000006, 0x00004001, 0x00000000, 0x05000036, 0x00100012, 0x00000000, 0x00004001, 0x3f800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000001, 0x05000036, 0x00100012, 0x00000000, 0x00004001, 0xbf800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000002, 0x0a000038, 0x00100052, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0x3f800000, 0x01000002, 0x03000006, 0x00004001, 0x00000003, 0x0a000038, 0x00100052, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0xbf800000, 0x01000002, 0x03000006, 0x00004001, 0x00000004, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x3f800000, 0x01000002, 0x0100000a, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0xbf800000, 0x01000002, 0x01000017, 0x06000056, 0x00100032, 0x00000001, 0x00208a66, 0x00000000, 0x00000000, 0x05000036, 0x00100082, 0x00000000, 0x0010000a, 0x00000001, 0x0b000048, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0010001a, 0x00000001, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_cube_array = {ps_cube_array_code, sizeof(ps_cube_array_code)}; static const struct ps_test { const D3D12_SHADER_BYTECODE *ps; unsigned int miplevel_count; unsigned int array_size; unsigned int cube_count; } ps_tests[] = { {&ps_cube, 1, 6, 1}, {&ps_cube, 2, 6, 1}, {&ps_cube, 3, 6, 1}, {&ps_cube, 3, 6, ~0u}, {&ps_cube_array, 1, 12, 2}, {&ps_cube_array, 1, 12, ~0u}, {&ps_cube_array, 2, 12, 2}, {&ps_cube_array, 3, 12, 2}, {&ps_cube_array, 3, 12, ~0u}, }; memset(&desc, 0, sizeof(desc)); desc.rt_width = 640; desc.rt_height = 480; desc.rt_format = DXGI_FORMAT_R32_FLOAT; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; command_list = context.list; queue = context.queue; context.root_signature = create_texture_root_signature(context.device, D3D12_SHADER_VISIBILITY_PIXEL, 3, 0); init_pipeline_state_desc(&pso_desc, context.root_signature, context.render_target_desc.Format, NULL, NULL, NULL); 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); ps = NULL; pso = NULL; for (i = 0; i < ARRAY_SIZE(ps_tests); ++i) { const struct ps_test *test = &ps_tests[i]; if (ps != test->ps) { if (pso) ID3D12PipelineState_Release(pso); ps = test->ps; pso_desc.PS = *test->ps; hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, &IID_ID3D12PipelineState, (void **)&pso); ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr); } texture = create_default_texture2d(context.device, texture_size, texture_size, test->array_size, test->miplevel_count, DXGI_FORMAT_R32_FLOAT, D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST); srv_desc.Format = DXGI_FORMAT_R32_FLOAT; srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; if (ps == &ps_cube) { srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE; srv_desc.TextureCube.MostDetailedMip = 0; srv_desc.TextureCube.MipLevels = test->miplevel_count; srv_desc.TextureCube.ResourceMinLODClamp = 0.0f; } else { srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY; srv_desc.TextureCubeArray.MostDetailedMip = 0; srv_desc.TextureCubeArray.MipLevels = test->miplevel_count; srv_desc.TextureCubeArray.First2DArrayFace = 0; srv_desc.TextureCubeArray.NumCubes = test->cube_count; srv_desc.TextureCubeArray.ResourceMinLODClamp = 0.0f; } ID3D12Device_CreateShaderResourceView(context.device, texture, &srv_desc, cpu_handle); sub_resource_count = test->array_size * test->miplevel_count; texture_data = calloc(sub_resource_count, sizeof(*texture_data)); ok(texture_data, "Failed to allocate memory.\n"); for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx) { data = calloc(texture_size * texture_size, sizeof(*data)); ok(data, "Failed to allocate memory.\n"); for (j = 0; j < texture_size * texture_size; ++j) data[j] = sub_resource_idx; texture_data[sub_resource_idx].pData = data; texture_data[sub_resource_idx].RowPitch = texture_size * sizeof(*data); texture_data[sub_resource_idx].SlicePitch = 0; } upload_texture_data(texture, texture_data, sub_resource_count, queue, command_list); for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx) free((void *)texture_data[sub_resource_idx].pData); free(texture_data); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, texture, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx) { constants.face = (sub_resource_idx / test->miplevel_count) % 6; constants.level = sub_resource_idx % test->miplevel_count; constants.cube = (sub_resource_idx / test->miplevel_count) / 6; ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 3, &constants.face, 0); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_float(context.render_target, 0, queue, command_list, sub_resource_idx, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } ID3D12Resource_Release(texture); } ID3D12PipelineState_Release(pso); ID3D12DescriptorHeap_Release(heap); destroy_test_context(&context); } void test_multisample_array_texture(void) { D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_ROOT_PARAMETER root_parameters[3]; D3D12_DESCRIPTOR_RANGE descriptor_range; ID3D12GraphicsCommandList *command_list; D3D12_RENDER_TARGET_VIEW_DESC rtv_desc; D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle; D3D12_HEAP_PROPERTIES heap_properties; D3D12_RESOURCE_DESC resource_desc; struct test_context_desc desc; struct resource_readback rb; struct test_context context; ID3D12DescriptorHeap *heap; ID3D12Resource *uav_buffer; ID3D12CommandQueue *queue; ID3D12Resource *texture; ID3D12Device *device; unsigned int i; HRESULT hr; static const DWORD ps_code[] = { #if 0 Texture2DMSArray t; RWByteAddressBuffer u; uint layer; uint sample_index; uint offset; float4 main() : SV_Target { uint width, height, elements, samples; t.GetDimensions(width, height, elements, samples); u.Store4(offset, uint4(width, height, elements, samples)); return t.Load(int3(0, 0, layer), sample_index); } #endif 0x43425844, 0xb1457478, 0xd475e3dd, 0xda1eb41d, 0x66075d2b, 0x00000001, 0x0000017c, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000104, 0x00000050, 0x00000041, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04004858, 0x00107000, 0x00000000, 0x00005555, 0x0300009d, 0x0011e000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x8900103d, 0x80000242, 0x00155543, 0x00100072, 0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x0500086f, 0x00100082, 0x00000000, 0x0010700a, 0x00000000, 0x080000a6, 0x0011e0f2, 0x00000001, 0x0020802a, 0x00000000, 0x00000000, 0x00100e46, 0x00000000, 0x05000036, 0x00100012, 0x00000000, 0x00004001, 0x00000000, 0x06000036, 0x00100042, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x8c00002e, 0x80000242, 0x00155543, 0x001020f2, 0x00000000, 0x00100206, 0x00000000, 0x00107e46, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; static const float colors[][4] = { {1.0f, 0.0f, 0.0f, 1.0f}, {0.0f, 1.0f, 0.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 0.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 0.0f, 1.0f}, {0.5f, 0.5f, 0.5f, 1.0f}, {0.5f, 0.5f, 0.5f, 0.5f}, }; static const struct { struct { unsigned int layer; unsigned int sample_index; unsigned int offset; } constants; unsigned int expected_color; } tests[] = { {{0, 0, 0}, 0xff0000ff}, {{0, 1, 0}, 0xff0000ff}, {{0, 2, 0}, 0xff0000ff}, {{0, 3, 0}, 0xff0000ff}, {{1, 0, 16}, 0xff00ff00}, {{2, 1, 32}, 0xffff0000}, {{3, 2, 32}, 0xffffff00}, {{4, 3, 32}, 0xffff00ff}, {{5, 0, 32}, 0xff00ffff}, {{6, 0, 32}, 0xff7f7f7f}, {{7, 0, 32}, 0x7f7f7f7f}, }; memset(&desc, 0, sizeof(desc)); desc.rt_descriptor_count = 2; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; device = context.device; command_list = context.list; queue = context.queue; descriptor_range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; descriptor_range.NumDescriptors = 1; descriptor_range.BaseShaderRegister = 0; descriptor_range.RegisterSpace = 0; descriptor_range.OffsetInDescriptorsFromTableStart = 0; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameters[0].DescriptorTable.NumDescriptorRanges = 1; root_parameters[0].DescriptorTable.pDescriptorRanges = &descriptor_range; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; root_parameters[1].Constants.ShaderRegister = 0; root_parameters[1].Constants.RegisterSpace = 0; root_parameters[1].Constants.Num32BitValues = 3; root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV; root_parameters[2].Descriptor.ShaderRegister = 1; root_parameters[2].Descriptor.RegisterSpace = 0; root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; memset(&root_signature_desc, 0, sizeof(root_signature_desc)); root_signature_desc.NumParameters = ARRAY_SIZE(root_parameters); root_signature_desc.pParameters = root_parameters; root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; hr = create_root_signature(device, &root_signature_desc, &context.root_signature); ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr); context.pipeline_state = create_pipeline_state(context.device, context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL); heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); memset(&heap_properties, 0, sizeof(heap_properties)); heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT; memset(&resource_desc, 0, sizeof(resource_desc)); resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; resource_desc.Width = 32; resource_desc.Height = 32; resource_desc.DepthOrArraySize = ARRAY_SIZE(colors); resource_desc.MipLevels = 1; resource_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; resource_desc.SampleDesc.Count = 4; resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_RENDER_TARGET, NULL, &IID_ID3D12Resource, (void **)&texture); ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr); cpu_handle = get_cpu_rtv_handle(&context, context.rtv_heap, 1); for (i = 0; i < ARRAY_SIZE(colors); ++i) { memset(&rtv_desc, 0, sizeof(rtv_desc)); rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY; rtv_desc.Format = resource_desc.Format; rtv_desc.Texture2DMSArray.FirstArraySlice = i; rtv_desc.Texture2DMSArray.ArraySize = 1; ID3D12Device_CreateRenderTargetView(device, texture, &rtv_desc, cpu_handle); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, cpu_handle, colors[i], 0, NULL); } transition_resource_state(command_list, texture, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap); gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap); ID3D12Device_CreateShaderResourceView(device, texture, NULL, cpu_handle); uav_buffer = create_default_buffer(device, 4096, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); for (i = 0; i < ARRAY_SIZE(tests); ++i) { vkd3d_test_set_context("Test %u", i); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 3, &tests[i].constants.layer, 0); ID3D12GraphicsCommandList_SetGraphicsRootUnorderedAccessView(command_list, 2, ID3D12Resource_GetGPUVirtualAddress(uav_buffer)); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint(context.render_target, 0, queue, command_list, tests[i].expected_color, 1); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } vkd3d_test_set_context(NULL); transition_resource_state(command_list, uav_buffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_buffer_readback_with_command_list(uav_buffer, DXGI_FORMAT_R32G32B32A32_UINT, &rb, queue, command_list); for (i = 0; i < 2; ++i) { const struct uvec4 *v = get_readback_uvec4(&rb, i, 0); ok(v->x == resource_desc.Width, "Got unexpected width %u.\n", v->x); ok(v->y == resource_desc.Height, "Got unexpected height %u.\n", v->y); ok(v->z == resource_desc.DepthOrArraySize, "Got unexpected array size %u.\n", v->z); ok(v->w == resource_desc.SampleDesc.Count, "Got unexpected sample count %u.\n", v->w); } release_resource_readback(&rb); ID3D12Resource_Release(texture); ID3D12Resource_Release(uav_buffer); ID3D12DescriptorHeap_Release(heap); destroy_test_context(&context); } void test_resinfo(void) { D3D12_SHADER_RESOURCE_VIEW_DESC *current_srv_desc, srv_desc; const D3D12_SHADER_BYTECODE *current_ps; ID3D12GraphicsCommandList *command_list; D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; D3D12_HEAP_PROPERTIES heap_properties; D3D12_RESOURCE_DESC resource_desc; struct test_context_desc desc; struct test_context context; ID3D12DescriptorHeap *heap; ID3D12CommandQueue *queue; ID3D12Resource *texture; struct uvec4 constant; ID3D12Device *device; unsigned int i, type; HRESULT hr; static const DWORD ps_2d_code[] = { #if 0 Texture2D t; uint type; uint level; float4 main() : SV_TARGET { if (!type) { float width, height, miplevels; t.GetDimensions(level, width, height, miplevels); return float4(width, height, miplevels, 0); } else { uint width, height, miplevels; t.GetDimensions(level, width, height, miplevels); return float4(width, height, miplevels, 0); } } #endif 0x43425844, 0x9c2db58d, 0x7218d757, 0x23255414, 0xaa86938e, 0x00000001, 0x00000168, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000f0, 0x00000040, 0x0000003c, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a, 0x00000000, 0x00000000, 0x0800003d, 0x001000f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x05000036, 0x00102072, 0x00000000, 0x00100346, 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x001000f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x05000056, 0x00102072, 0x00000000, 0x00100346, 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x00000000, 0x0100003e, 0x01000015, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_2d = {ps_2d_code, sizeof(ps_2d_code)}; static const DWORD ps_2d_array_code[] = { #if 0 Texture2DArray t; uint type; uint level; float4 main() : SV_TARGET { if (!type) { float width, height, elements, miplevels; t.GetDimensions(level, width, height, elements, miplevels); return float4(width, height, elements, miplevels); } else { uint width, height, elements, miplevels; t.GetDimensions(level, width, height, elements, miplevels); return float4(width, height, elements, miplevels); } } #endif 0x43425844, 0x92cd8789, 0x38e359ac, 0xd65ab502, 0xa018a5ae, 0x00000001, 0x0000012c, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000b4, 0x00000040, 0x0000002d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04004058, 0x00107000, 0x00000000, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a, 0x00000000, 0x00000000, 0x0800003d, 0x001020f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x001000f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x05000056, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x0100003e, 0x01000015, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_2d_array = {ps_2d_array_code, sizeof(ps_2d_array_code)}; static const DWORD ps_3d_code[] = { #if 0 Texture3D t; uint type; uint level; float4 main() : SV_TARGET { if (!type) { float width, height, depth, miplevels; t.GetDimensions(level, width, height, depth, miplevels); return float4(width, height, depth, miplevels); } else { uint width, height, depth, miplevels; t.GetDimensions(level, width, height, depth, miplevels); return float4(width, height, depth, miplevels); } } #endif 0x43425844, 0xac1f73b9, 0x2bce1322, 0x82c599e6, 0xbff0d681, 0x00000001, 0x0000012c, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000b4, 0x00000040, 0x0000002d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04002858, 0x00107000, 0x00000000, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a, 0x00000000, 0x00000000, 0x0800003d, 0x001020f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x001000f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x05000056, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x0100003e, 0x01000015, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_3d = {ps_3d_code, sizeof(ps_3d_code)}; static const DWORD ps_cube_code[] = { #if 0 TextureCube t; uint type; uint level; float4 main() : SV_TARGET { if (!type) { float width, height, miplevels; t.GetDimensions(level, width, height, miplevels); return float4(width, height, miplevels, 0); } else { uint width, height, miplevels; t.GetDimensions(level, width, height, miplevels); return float4(width, height, miplevels, 0); } } #endif 0x43425844, 0x795eb161, 0xb8291400, 0xcc531086, 0x2a8143ce, 0x00000001, 0x00000168, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000f0, 0x00000040, 0x0000003c, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04003058, 0x00107000, 0x00000000, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a, 0x00000000, 0x00000000, 0x0800003d, 0x001000f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x05000036, 0x00102072, 0x00000000, 0x00100346, 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x001000f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x05000056, 0x00102072, 0x00000000, 0x00100346, 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x00000000, 0x0100003e, 0x01000015, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_cube = {ps_cube_code, sizeof(ps_cube_code)}; static const DWORD ps_cube_array_code[] = { #if 0 TextureCubeArray t; uint type; uint level; float4 main() : SV_TARGET { if (!type) { float width, height, elements, miplevels; t.GetDimensions(level, width, height, elements, miplevels); return float4(width, height, miplevels, 0); } else { uint width, height, elements, miplevels; t.GetDimensions(level, width, height, elements, miplevels); return float4(width, height, miplevels, 0); } } #endif 0x43425844, 0x894d136f, 0xa1f5c746, 0xd771ac09, 0x6914e044, 0x00000001, 0x0000016c, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000f4, 0x00000041, 0x0000003d, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04005058, 0x00107000, 0x00000000, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a, 0x00000000, 0x00000000, 0x0800003d, 0x00100072, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107b46, 0x00000000, 0x05000036, 0x00102072, 0x00000000, 0x00100246, 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x00100072, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107b46, 0x00000000, 0x05000056, 0x00102072, 0x00000000, 0x00100246, 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x00000000, 0x0100003e, 0x01000015, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_cube_array = {ps_cube_array_code, sizeof(ps_cube_array_code)}; static const struct ps_test { const D3D12_SHADER_BYTECODE *ps; struct { unsigned int width; unsigned int height; unsigned int depth; unsigned int miplevel_count; unsigned int array_size; unsigned int cube_count; } texture_desc; unsigned int miplevel; struct vec4 expected_result; } ps_tests[] = { {&ps_2d, {64, 64, 1, 1, 1, 0}, 0, {64.0f, 64.0f, 1.0f, 0.0f}}, {&ps_2d, {32, 16, 1, 3, 1, 0}, 0, {32.0f, 16.0f, 3.0f, 0.0f}}, {&ps_2d, {32, 16, 1, 3, 1, 0}, 1, {16.0f, 8.0f, 3.0f, 0.0f}}, {&ps_2d, {32, 16, 1, 3, 1, 0}, 2, { 8.0f, 4.0f, 3.0f, 0.0f}}, {&ps_2d_array, {64, 64, 1, 1, 6, 0}, 0, {64.0f, 64.0f, 6.0f, 1.0f}}, {&ps_2d_array, {32, 16, 1, 3, 9, 0}, 0, {32.0f, 16.0f, 9.0f, 3.0f}}, {&ps_2d_array, {32, 16, 1, 3, 7, 0}, 1, {16.0f, 8.0f, 7.0f, 3.0f}}, {&ps_2d_array, {32, 16, 1, 3, 3, 0}, 2, { 8.0f, 4.0f, 3.0f, 3.0f}}, {&ps_3d, {64, 64, 2, 1, 1, 0}, 0, {64.0f, 64.0f, 2.0f, 1.0f}}, {&ps_3d, {64, 64, 2, 2, 1, 0}, 1, {32.0f, 32.0f, 1.0f, 2.0f}}, {&ps_3d, {64, 64, 4, 1, 1, 0}, 0, {64.0f, 64.0f, 4.0f, 1.0f}}, {&ps_3d, {64, 64, 4, 2, 1, 0}, 1, {32.0f, 32.0f, 2.0f, 2.0f}}, {&ps_3d, { 8, 8, 8, 1, 1, 0}, 0, { 8.0f, 8.0f, 8.0f, 1.0f}}, {&ps_3d, { 8, 8, 8, 4, 1, 0}, 0, { 8.0f, 8.0f, 8.0f, 4.0f}}, {&ps_3d, { 8, 8, 8, 4, 1, 0}, 1, { 4.0f, 4.0f, 4.0f, 4.0f}}, {&ps_3d, { 8, 8, 8, 4, 1, 0}, 2, { 2.0f, 2.0f, 2.0f, 4.0f}}, {&ps_3d, { 8, 8, 8, 4, 1, 0}, 3, { 1.0f, 1.0f, 1.0f, 4.0f}}, {&ps_cube, { 4, 4, 1, 1, 6, 1}, 0, { 4.0f, 4.0f, 1.0f, 0.0f}}, {&ps_cube, {32, 32, 1, 1, 6, 1}, 0, {32.0f, 32.0f, 1.0f, 0.0f}}, {&ps_cube, {32, 32, 1, 3, 6, 1}, 0, {32.0f, 32.0f, 3.0f, 0.0f}}, {&ps_cube, {32, 32, 1, 3, 6, 1}, 1, {16.0f, 16.0f, 3.0f, 0.0f}}, {&ps_cube, {32, 32, 1, 3, 6, 1}, 2, { 8.0f, 8.0f, 3.0f, 0.0f}}, {&ps_cube_array, { 4, 4, 1, 1, 12, 2}, 0, { 4.0f, 4.0f, 1.0f, 0.0f}}, {&ps_cube_array, {32, 32, 1, 1, 12, 2}, 0, {32.0f, 32.0f, 1.0f, 0.0f}}, {&ps_cube_array, {32, 32, 1, 3, 12, 2}, 0, {32.0f, 32.0f, 3.0f, 0.0f}}, }; memset(&desc, 0, sizeof(desc)); desc.rt_width = desc.rt_height = 64; desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; device = context.device; command_list = context.list; queue = context.queue; context.root_signature = create_texture_root_signature(context.device, D3D12_SHADER_VISIBILITY_PIXEL, 4, 0); heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 6); cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap); current_ps = NULL; for (i = 0; i < ARRAY_SIZE(ps_tests); ++i) { const struct ps_test *test = &ps_tests[i]; vkd3d_test_set_context("test %u", i); if (current_ps != test->ps) { if (context.pipeline_state) ID3D12PipelineState_Release(context.pipeline_state); current_ps = test->ps; context.pipeline_state = create_pipeline_state(context.device, context.root_signature, context.render_target_desc.Format, NULL, current_ps, NULL); } memset(&heap_properties, 0, sizeof(heap_properties)); heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT; resource_desc.Dimension = test->texture_desc.depth != 1 ? D3D12_RESOURCE_DIMENSION_TEXTURE3D : D3D12_RESOURCE_DIMENSION_TEXTURE2D; resource_desc.Alignment = 0; resource_desc.Width = test->texture_desc.width; resource_desc.Height = test->texture_desc.height; resource_desc.DepthOrArraySize = test->texture_desc.depth != 1 ? test->texture_desc.depth : test->texture_desc.array_size; resource_desc.MipLevels = test->texture_desc.miplevel_count; resource_desc.Format = DXGI_FORMAT_R8_UNORM; resource_desc.SampleDesc.Count = 1; resource_desc.SampleDesc.Quality = 0; resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; resource_desc.Flags = 0; hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, NULL, &IID_ID3D12Resource, (void **)&texture); ok(hr == S_OK, "Test %u: Failed to create texture, hr %#x.\n", i, hr); current_srv_desc = NULL; if (test->texture_desc.cube_count) { current_srv_desc = &srv_desc; srv_desc.Format = resource_desc.Format; srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; if (test->texture_desc.cube_count > 1) { srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY; srv_desc.TextureCubeArray.MostDetailedMip = 0; srv_desc.TextureCubeArray.MipLevels = resource_desc.MipLevels; srv_desc.TextureCubeArray.First2DArrayFace = 0; srv_desc.TextureCubeArray.NumCubes = test->texture_desc.cube_count; srv_desc.TextureCubeArray.ResourceMinLODClamp = 0.0f; } else { srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE; srv_desc.TextureCube.MostDetailedMip = 0; srv_desc.TextureCube.MipLevels = resource_desc.MipLevels; srv_desc.TextureCube.ResourceMinLODClamp = 0.0f; } } ID3D12Device_CreateShaderResourceView(context.device, texture, current_srv_desc, cpu_handle); for (type = 0; type < 2; ++type) { vkd3d_test_set_context("test %u, type %u", i, type); memset(&constant, 0, sizeof(constant)); constant.x = type; constant.y = test->miplevel; ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, get_gpu_descriptor_handle(&context, heap, 0)); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &constant.x, 0); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_vec4(context.render_target, 0, queue, command_list, &test->expected_result, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } ID3D12Resource_Release(texture); } vkd3d_test_set_context(NULL); ID3D12DescriptorHeap_Release(heap); destroy_test_context(&context); } void test_srv_component_mapping(void) { D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc; D3D12_SUBRESOURCE_DATA subresource_data; ID3D12GraphicsCommandList *command_list; D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle; struct test_context_desc desc; struct test_context context; ID3D12DescriptorHeap *heap; ID3D12CommandQueue *queue; ID3D12Resource *texture; uint32_t expected_color; unsigned int i, j; static const DWORD ps_code[] = { #if 0 Texture2D t; SamplerState s; float4 main(float4 position : SV_POSITION) : SV_Target { float2 p; D3D12_SUBRESOURCE_DATA data; p.x = position.x / 32.0f; p.y = position.y / 32.0f; return t.Sample(s, p); } #endif 0x43425844, 0x7a0c3929, 0x75ff3ca4, 0xccb318b2, 0xe6965b4c, 0x00000001, 0x00000140, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000a4, 0x00000050, 0x00000029, 0x0100086a, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3d000000, 0x3d000000, 0x00000000, 0x00000000, 0x8b000045, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; static const uint32_t r8g8b8a8_data = 0x39495969; static const uint16_t r8g8_data = 0xaabb; static const uint8_t a8_data = 0x11; static const uint8_t r8_data = 0xfe; static const struct { const char *name; DXGI_FORMAT format; const void *data; uint32_t color; } tests[] = { {"R8G8B8A8", DXGI_FORMAT_R8G8B8A8_UNORM, &r8g8b8a8_data, 0x39495969}, {"R8G8", DXGI_FORMAT_R8G8_UNORM, &r8g8_data, 0xff00aabb}, {"R8", DXGI_FORMAT_R8_UNORM, &r8_data, 0xff0000fe}, {"A8", DXGI_FORMAT_A8_UNORM, &a8_data, 0x11000000}, }; static const struct { unsigned int mapping; unsigned int r_shift; unsigned int g_shift; unsigned int b_shift; unsigned int a_shift; uint32_t forced_mask; uint32_t forced_color; } component_mappings[] = { { D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING( D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0, D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0, D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0, D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0), 0, 0, 0, 0, 0xffffffff, 0x00000000, }, { D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING( D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1, D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1, D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1, D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1), 0, 0, 0, 0, 0xffffffff, 0xffffffff, }, { D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING( D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1, D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0, D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0, D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1), 0, 0, 0, 0, 0xffffffff, 0xff0000ff, }, { D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING( D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1, D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0, D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1, D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0), 0, 0, 0, 0, 0xffffffff, 0x00ff00ff, }, { D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING( D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3), 0, 8, 16, 24, 0x00000000, 0x00000000, }, { D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING( D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0), 24, 16, 8, 0, 0x00000000, 0x00000000, }, { D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING( D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2, D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0), 0, 8, 16, 24, 0xff000000, 0x00000000, }, { D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING( D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0), 0, 0, 0, 0, 0x00000000, 0x00000000, }, { D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING( D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1), 8, 8, 8, 8, 0x00000000, 0x00000000, }, { D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING( D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2), 16, 16, 16, 16, 0x00000000, 0x00000000, }, { D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING( D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3), 24, 24, 24, 24, 0x00000000, 0x00000000, }, }; memset(&desc, 0, sizeof(desc)); desc.rt_width = desc.rt_height = 32; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; command_list = context.list; queue = context.queue; context.root_signature = create_texture_root_signature(context.device, D3D12_SHADER_VISIBILITY_PIXEL, 0, 0); context.pipeline_state = create_pipeline_state(context.device, context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL); 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); for (i = 0; i < ARRAY_SIZE(tests); ++i) { vkd3d_test_set_context("Test %s", tests[i].name); texture = create_default_texture(context.device, 1, 1, tests[i].format, 0, D3D12_RESOURCE_STATE_COPY_DEST); subresource_data.pData = tests[i].data; subresource_data.RowPitch = format_size(tests[i].format); subresource_data.SlicePitch = subresource_data.RowPitch; upload_texture_data(texture, &subresource_data, 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_PIXEL_SHADER_RESOURCE); for (j = 0; j < ARRAY_SIZE(component_mappings); ++j) { vkd3d_test_set_context("Test %s, %u", tests[i].name, j); memset(&srv_desc, 0, sizeof(srv_desc)); srv_desc.Format = tests[i].format; srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; srv_desc.Shader4ComponentMapping = component_mappings[j].mapping; srv_desc.Texture2D.MipLevels = 1; ID3D12Device_CreateShaderResourceView(context.device, texture, &srv_desc, cpu_handle); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); expected_color = 0; expected_color |= ((tests[i].color >> component_mappings[j].r_shift) & 0xff) << 0; expected_color |= ((tests[i].color >> component_mappings[j].g_shift) & 0xff) << 8; expected_color |= ((tests[i].color >> component_mappings[j].b_shift) & 0xff) << 16; expected_color |= ((tests[i].color >> component_mappings[j].a_shift) & 0xff) << 24; expected_color &= ~component_mappings[j].forced_mask; expected_color |= component_mappings[j].forced_color & component_mappings[j].forced_mask; check_sub_resource_uint(context.render_target, 0, queue, command_list, expected_color, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } ID3D12Resource_Release(texture); } vkd3d_test_set_context(NULL); ID3D12DescriptorHeap_Release(heap); destroy_test_context(&context); } void test_typed_buffer_uav(void) { D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor_handle; D3D12_GPU_DESCRIPTOR_HANDLE gpu_descriptor_handle; D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_DESCRIPTOR_RANGE descriptor_ranges[1]; D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc; ID3D12GraphicsCommandList *command_list; D3D12_ROOT_PARAMETER root_parameters[1]; ID3D12DescriptorHeap *descriptor_heap; ID3D12RootSignature *root_signature; ID3D12PipelineState *pipeline_state; struct resource_readback rb; struct test_context context; ID3D12CommandQueue *queue; ID3D12Resource *resource; ID3D12Device *device; HRESULT hr; static const DWORD cs_code[] = { #if 0 RWBuffer buffer; [numthreads(32, 1, 1)] void main(uint3 group_id : SV_groupID, uint group_index : SV_GroupIndex) { uint global_index = 32 * group_id.x + group_index; buffer[global_index] = 0.5f; } #endif 0x43425844, 0xcc416762, 0xde23c7b7, 0x4012ae1f, 0xaed30ba4, 0x00000001, 0x000000e0, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x0000008c, 0x00050050, 0x00000023, 0x0100086a, 0x0400089c, 0x0011e000, 0x00000000, 0x00005555, 0x0200005f, 0x00024000, 0x0200005f, 0x00021012, 0x02000068, 0x00000001, 0x0400009b, 0x00000020, 0x00000001, 0x00000001, 0x07000023, 0x00100012, 0x00000000, 0x0002100a, 0x00004001, 0x00000020, 0x0002400a, 0x0a0000a4, 0x0011e0f2, 0x00000000, 0x00100006, 0x00000000, 0x00004002, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, 0x0100003e, }; if (!init_compute_test_context(&context)) return; device = context.device; command_list = context.list; queue = context.queue; descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; descriptor_ranges[0].NumDescriptors = 1; descriptor_ranges[0].BaseShaderRegister = 0; descriptor_ranges[0].RegisterSpace = 0; descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameters[0].DescriptorTable.NumDescriptorRanges = 1; root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_signature_desc.NumParameters = 1; root_signature_desc.pParameters = root_parameters; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = NULL; root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; hr = create_root_signature(device, &root_signature_desc, &root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); pipeline_state = create_compute_pipeline_state(device, root_signature, shader_bytecode(cs_code, sizeof(cs_code))); descriptor_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap); gpu_descriptor_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap); resource = create_default_buffer(device, 64 * sizeof(float), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); uav_desc.Format = DXGI_FORMAT_R32_FLOAT; uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; uav_desc.Buffer.FirstElement = 0; uav_desc.Buffer.NumElements = 64; uav_desc.Buffer.StructureByteStride = 0; uav_desc.Buffer.CounterOffsetInBytes = 0; uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE; ID3D12Device_CreateUnorderedAccessView(device, resource, NULL, &uav_desc, cpu_descriptor_handle); ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle); ID3D12GraphicsCommandList_Dispatch(command_list, 2, 1, 1); transition_sub_resource_state(command_list, resource, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_buffer_readback_with_command_list(resource, uav_desc.Format, &rb, queue, command_list); check_readback_data_float(&rb, NULL, 0.5f, 0); release_resource_readback(&rb); ID3D12Resource_Release(resource); ID3D12RootSignature_Release(root_signature); ID3D12PipelineState_Release(pipeline_state); ID3D12DescriptorHeap_Release(descriptor_heap); destroy_test_context(&context); } void test_typed_uav_store(void) { D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_DESCRIPTOR_RANGE descriptor_ranges[1]; ID3D12GraphicsCommandList *command_list; D3D12_ROOT_PARAMETER root_parameters[2]; ID3D12DescriptorHeap *descriptor_heap; struct test_context context; ID3D12CommandQueue *queue; ID3D12Resource *resource; ID3D12Device *device; unsigned int i; HRESULT hr; static const DWORD cs_float_code[] = { #if 0 RWTexture2D u; float f; [numthreads(1, 1, 1)] void main(uint2 id : SV_GroupID) { u[id] = f; } #endif 0x43425844, 0xc3add41b, 0x67df51b1, 0x2b887930, 0xcb1ee991, 0x00000001, 0x000000b8, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000064, 0x00050050, 0x00000019, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400189c, 0x0011e000, 0x00000000, 0x00005555, 0x0200005f, 0x00021032, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x070000a4, 0x0011e0f2, 0x00000000, 0x00021546, 0x00208006, 0x00000000, 0x00000000, 0x0100003e, }; static const struct { DXGI_FORMAT format; float constant; union { float f; uint16_t u16; } result; } tests[] = { {DXGI_FORMAT_R16_FLOAT, 1.0f, {.u16 = 0x3c00}}, {DXGI_FORMAT_R16_FLOAT, 0.5f, {.u16 = 0x3800}}, {DXGI_FORMAT_R16_UNORM, 0.5f, {.u16 = 32768}}, {DXGI_FORMAT_R32_FLOAT, 0.0f, {.f = 0.0f}}, {DXGI_FORMAT_R32_FLOAT, 0.5f, {.f = 0.5f}}, {DXGI_FORMAT_R32_FLOAT, 1.0f, {.f = 1.0f}}, }; if (!init_compute_test_context(&context)) return; device = context.device; command_list = context.list; queue = context.queue; descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; descriptor_ranges[0].NumDescriptors = 1; descriptor_ranges[0].BaseShaderRegister = 0; descriptor_ranges[0].RegisterSpace = 0; descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameters[0].DescriptorTable.NumDescriptorRanges = 1; root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; root_parameters[1].Constants.ShaderRegister = 0; root_parameters[1].Constants.RegisterSpace = 0; root_parameters[1].Constants.Num32BitValues = 1; root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_signature_desc.NumParameters = 2; root_signature_desc.pParameters = root_parameters; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = NULL; root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; hr = create_root_signature(device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); context.pipeline_state = create_compute_pipeline_state(device, context.root_signature, shader_bytecode(cs_float_code, sizeof(cs_float_code))); descriptor_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); for (i = 0; i < ARRAY_SIZE(tests); ++i) { vkd3d_test_set_context("Test %u", i); resource = create_default_texture(device, 32, 32, tests[i].format, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); ID3D12Device_CreateUnorderedAccessView(device, resource, NULL, NULL, ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap)); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap)); ID3D12GraphicsCommandList_SetComputeRoot32BitConstants(command_list, 1, 1, &tests[i].constant, 0); ID3D12GraphicsCommandList_Dispatch(command_list, 32, 32, 1); transition_sub_resource_state(command_list, resource, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); switch (tests[i].format) { default: trace("Unhandled format %#x.\n", tests[i].format); /* fall-through */ case DXGI_FORMAT_R32_FLOAT: check_sub_resource_float(resource, 0, queue, command_list, tests[i].result.f, 2); break; case DXGI_FORMAT_R16_FLOAT: case DXGI_FORMAT_R16_UNORM: check_sub_resource_uint16(resource, 0, queue, command_list, tests[i].result.u16, 2); break; } ID3D12Resource_Release(resource); reset_command_list(command_list, context.allocator); } vkd3d_test_set_context(NULL); ID3D12DescriptorHeap_Release(descriptor_heap); destroy_test_context(&context); } void test_compute_shader_registers(void) { struct data { unsigned int group_id[3]; unsigned int group_index; unsigned int dispatch_id[3]; unsigned int thread_id[3]; }; D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor_handle; D3D12_GPU_DESCRIPTOR_HANDLE gpu_descriptor_handle; D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_DESCRIPTOR_RANGE descriptor_ranges[1]; D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc; ID3D12GraphicsCommandList *command_list; D3D12_ROOT_PARAMETER root_parameters[2]; unsigned int i, x, y, group_x, group_y; ID3D12DescriptorHeap *descriptor_heap; struct resource_readback rb; struct test_context context; ID3D12CommandQueue *queue; ID3D12Resource *resource; const struct data *data; struct uvec4 dimensions; ID3D12Device *device; HRESULT hr; static const DWORD cs_code[] = { #if 0 struct data { uint3 group_id; uint group_index; uint3 dispatch_id; uint3 group_thread_id; }; RWStructuredBuffer u; uint2 dim; [numthreads(3, 2, 1)] void main(uint3 group_id : SV_GroupID, uint group_index : SV_GroupIndex, uint3 dispatch_id : SV_DispatchThreadID, uint3 group_thread_id : SV_GroupThreadID) { uint i = dispatch_id.x + dispatch_id.y * 3 * dim.x; u[i].group_id = group_id; u[i].group_index = group_index; u[i].dispatch_id = dispatch_id; u[i].group_thread_id = group_thread_id; } #endif 0x43425844, 0xf0bce218, 0xfc1e8267, 0xe6d57544, 0x342df592, 0x00000001, 0x000001a4, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000150, 0x00050050, 0x00000054, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400009e, 0x0011e000, 0x00000000, 0x00000028, 0x0200005f, 0x00024000, 0x0200005f, 0x00021072, 0x0200005f, 0x00022072, 0x0200005f, 0x00020072, 0x02000068, 0x00000002, 0x0400009b, 0x00000003, 0x00000002, 0x00000001, 0x04000036, 0x00100072, 0x00000000, 0x00021246, 0x04000036, 0x00100082, 0x00000000, 0x0002400a, 0x08000026, 0x0000d000, 0x00100012, 0x00000001, 0x0002001a, 0x0020800a, 0x00000000, 0x00000000, 0x08000023, 0x00100012, 0x00000001, 0x0010000a, 0x00000001, 0x00004001, 0x00000003, 0x0002000a, 0x090000a8, 0x0011e0f2, 0x00000000, 0x0010000a, 0x00000001, 0x00004001, 0x00000000, 0x00100e46, 0x00000000, 0x04000036, 0x00100072, 0x00000000, 0x00020246, 0x04000036, 0x00100082, 0x00000000, 0x0002200a, 0x090000a8, 0x0011e0f2, 0x00000000, 0x0010000a, 0x00000001, 0x00004001, 0x00000010, 0x00100e46, 0x00000000, 0x080000a8, 0x0011e032, 0x00000000, 0x0010000a, 0x00000001, 0x00004001, 0x00000020, 0x00022596, 0x0100003e, }; if (!init_compute_test_context(&context)) return; device = context.device; command_list = context.list; queue = context.queue; descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; descriptor_ranges[0].NumDescriptors = 1; descriptor_ranges[0].BaseShaderRegister = 0; descriptor_ranges[0].RegisterSpace = 0; descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameters[0].DescriptorTable.NumDescriptorRanges = 1; root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; root_parameters[1].Constants.ShaderRegister = 0; root_parameters[1].Constants.RegisterSpace = 0; root_parameters[1].Constants.Num32BitValues = 4; root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_signature_desc.NumParameters = 2; root_signature_desc.pParameters = root_parameters; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = NULL; root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; hr = create_root_signature(device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); context.pipeline_state = create_compute_pipeline_state(device, context.root_signature, shader_bytecode(cs_code, sizeof(cs_code))); resource = create_default_buffer(device, 10240, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); descriptor_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap); gpu_descriptor_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap); memset(&uav_desc, 0, sizeof(uav_desc)); uav_desc.Format = DXGI_FORMAT_UNKNOWN; uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; uav_desc.Buffer.FirstElement = 0; uav_desc.Buffer.NumElements = 256; uav_desc.Buffer.StructureByteStride = 40; ID3D12Device_CreateUnorderedAccessView(device, resource, NULL, &uav_desc, cpu_descriptor_handle); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle); dimensions.x = 2; dimensions.y = 3; dimensions.z = 1; dimensions.w = 0; ID3D12GraphicsCommandList_SetComputeRoot32BitConstants(command_list, 1, 4, &dimensions, 0); ID3D12GraphicsCommandList_Dispatch(command_list, dimensions.x, dimensions.y, dimensions.z); transition_resource_state(command_list, resource, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_buffer_readback_with_command_list(resource, uav_desc.Format, &rb, queue, command_list); i = 0; data = rb.data; for (y = 0; y < dimensions.y; ++y) { for (group_y = 0; group_y < 2; ++group_y) { for (x = 0; x < dimensions.x; ++x) { for (group_x = 0; group_x < 3; ++group_x) { const unsigned int dispatch_id[2] = {x * 3 + group_x, y * 2 + group_y}; const unsigned int group_index = group_y * 3 + group_x; const struct data *d = &data[i]; ok(d->group_id[0] == x && d->group_id[1] == y && !d->group_id[2], "Got group id (%u, %u, %u), expected (%u, %u, %u) at %u (%u, %u, %u, %u).\n", d->group_id[0], d->group_id[1], d->group_id[2], x, y, 0, i, x, y, group_x, group_y); ok(d->group_index == group_index, "Got group index %u, expected %u at %u (%u, %u, %u, %u).\n", d->group_index, group_index, i, x, y, group_x, group_y); ok(d->dispatch_id[0] == dispatch_id[0] && d->dispatch_id[1] == dispatch_id[1] && !d->dispatch_id[2], "Got dispatch id (%u, %u, %u), expected (%u, %u, %u) " "at %u (%u, %u, %u, %u).\n", d->dispatch_id[0], d->dispatch_id[1], d->dispatch_id[2], dispatch_id[0], dispatch_id[1], 0, i, x, y, group_x, group_y); ok(d->thread_id[0] == group_x && d->thread_id[1] == group_y && !d->thread_id[2], "Got group thread id (%u, %u, %u), expected (%u, %u, %u) " "at %u (%u, %u, %u, %u).\n", d->thread_id[0], d->thread_id[1], d->thread_id[2], group_x, group_y, 0, i, x, y, group_x, group_y); ++i; } } } } release_resource_readback(&rb); ID3D12DescriptorHeap_Release(descriptor_heap); ID3D12Resource_Release(resource); destroy_test_context(&context); } void test_tgsm(void) { D3D12_GPU_DESCRIPTOR_HANDLE gpu_descriptor_handle; D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_DESCRIPTOR_RANGE descriptor_ranges[1]; D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc; ID3D12DescriptorHeap *cpu_descriptor_heap; ID3D12GraphicsCommandList *command_list; D3D12_ROOT_PARAMETER root_parameters[1]; ID3D12DescriptorHeap *descriptor_heap; ID3D12Resource *buffer, *buffer2; unsigned int data, expected; struct resource_readback rb; struct test_context context; ID3D12CommandQueue *queue; ID3D12Device *device; float float_data; unsigned int i; HRESULT hr; static const DWORD raw_tgsm_code[] = { #if 0 RWByteAddressBuffer u; groupshared uint m; [numthreads(32, 1, 1)] void main(uint local_idx : SV_GroupIndex, uint group_id : SV_GroupID) { if (!local_idx) m = group_id.x; GroupMemoryBarrierWithGroupSync(); InterlockedAdd(m, group_id.x); GroupMemoryBarrierWithGroupSync(); if (!local_idx) u.Store(4 * group_id.x, m); } #endif 0x43425844, 0x467df6d9, 0x5f56edda, 0x5c96b787, 0x60c91fb8, 0x00000001, 0x00000148, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x000000f4, 0x00050050, 0x0000003d, 0x0100086a, 0x0300009d, 0x0011e000, 0x00000000, 0x0200005f, 0x00024000, 0x0200005f, 0x00021012, 0x02000068, 0x00000001, 0x0400009f, 0x0011f000, 0x00000000, 0x00000004, 0x0400009b, 0x00000020, 0x00000001, 0x00000001, 0x0200001f, 0x0002400a, 0x060000a6, 0x0011f012, 0x00000000, 0x00004001, 0x00000000, 0x0002100a, 0x01000015, 0x010018be, 0x060000ad, 0x0011f000, 0x00000000, 0x00004001, 0x00000000, 0x0002100a, 0x010018be, 0x0200001f, 0x0002400a, 0x06000029, 0x00100012, 0x00000000, 0x0002100a, 0x00004001, 0x00000002, 0x070000a5, 0x00100022, 0x00000000, 0x00004001, 0x00000000, 0x0011f006, 0x00000000, 0x070000a6, 0x0011e012, 0x00000000, 0x0010000a, 0x00000000, 0x0010001a, 0x00000000, 0x01000015, 0x0100003e, }; static const D3D12_SHADER_BYTECODE cs_raw_tgsm = {raw_tgsm_code, sizeof(raw_tgsm_code)}; static const DWORD structured_tgsm_code[] = { #if 0 #define GROUP_SIZE 32 RWByteAddressBuffer u; RWByteAddressBuffer u2; groupshared uint m[GROUP_SIZE]; [numthreads(GROUP_SIZE, 1, 1)] void main(uint local_idx : SV_GroupIndex, uint group_id : SV_GroupID) { uint sum, original, i; if (!local_idx) { for (i = 0; i < GROUP_SIZE; ++i) m[i] = 2 * group_id.x; } GroupMemoryBarrierWithGroupSync(); InterlockedAdd(m[local_idx], 1); GroupMemoryBarrierWithGroupSync(); for (i = 0, sum = 0; i < GROUP_SIZE; sum += m[i++]); u.InterlockedExchange(4 * group_id.x, sum, original); u2.Store(4 * group_id.x, original); } #endif 0x43425844, 0x9d906c94, 0x81f5ad92, 0x11e860b2, 0x3623c824, 0x00000001, 0x000002c0, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x0000026c, 0x00050050, 0x0000009b, 0x0100086a, 0x0300009d, 0x0011e000, 0x00000000, 0x0300009d, 0x0011e000, 0x00000001, 0x0200005f, 0x00024000, 0x0200005f, 0x00021012, 0x02000068, 0x00000002, 0x050000a0, 0x0011f000, 0x00000000, 0x00000004, 0x00000020, 0x0400009b, 0x00000020, 0x00000001, 0x00000001, 0x0200001f, 0x0002400a, 0x06000029, 0x00100012, 0x00000000, 0x0002100a, 0x00004001, 0x00000001, 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000050, 0x00100042, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000020, 0x03040003, 0x0010002a, 0x00000000, 0x090000a8, 0x0011f012, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000000, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x01000015, 0x010018be, 0x04000036, 0x00100012, 0x00000000, 0x0002400a, 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0x00000000, 0x070000ad, 0x0011f000, 0x00000000, 0x00100046, 0x00000000, 0x00004001, 0x00000001, 0x010018be, 0x08000036, 0x00100032, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x01000030, 0x07000050, 0x00100042, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000020, 0x03040003, 0x0010002a, 0x00000000, 0x0700001e, 0x00100022, 0x00000001, 0x0010001a, 0x00000000, 0x00004001, 0x00000001, 0x090000a7, 0x00100042, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000000, 0x0011f006, 0x00000000, 0x0700001e, 0x00100012, 0x00000001, 0x0010000a, 0x00000000, 0x0010002a, 0x00000000, 0x05000036, 0x00100032, 0x00000000, 0x00100046, 0x00000001, 0x01000016, 0x06000029, 0x00100022, 0x00000000, 0x0002100a, 0x00004001, 0x00000002, 0x090000b8, 0x00100012, 0x00000001, 0x0011e000, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x070000a6, 0x0011e012, 0x00000001, 0x0010001a, 0x00000000, 0x0010000a, 0x00000001, 0x0100003e, }; static const D3D12_SHADER_BYTECODE cs_structured_tgsm = {structured_tgsm_code, sizeof(structured_tgsm_code)}; static const DWORD structured_tgsm_float_code[] = { #if 0 #define GROUP_SIZE 32 struct data { float f; uint u; }; RWBuffer u; RWBuffer u2; groupshared data m[GROUP_SIZE]; [numthreads(GROUP_SIZE, 1, 1)] void main(uint local_idx : SV_GroupIndex, uint group_id : SV_GroupID, uint thread_id : SV_DispatchThreadID) { uint i; if (!local_idx) { for (i = 0; i < GROUP_SIZE; ++i) { m[i].f = group_id.x; m[i].u = group_id.x; } } GroupMemoryBarrierWithGroupSync(); for (i = 0; i < local_idx; ++i) { m[local_idx].f += group_id.x; m[local_idx].u += group_id.x; } u[thread_id.x] = m[local_idx].f; u2[thread_id.x] = m[local_idx].u; } #endif 0x43425844, 0xaadf1a71, 0x16f60224, 0x89b6ce76, 0xb66fb96f, 0x00000001, 0x000002ac, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000258, 0x00050050, 0x00000096, 0x0100086a, 0x0400089c, 0x0011e000, 0x00000000, 0x00005555, 0x0400089c, 0x0011e000, 0x00000001, 0x00004444, 0x0200005f, 0x00024000, 0x0200005f, 0x00021012, 0x0200005f, 0x00020012, 0x02000068, 0x00000002, 0x050000a0, 0x0011f000, 0x00000000, 0x00000008, 0x00000020, 0x0400009b, 0x00000020, 0x00000001, 0x00000001, 0x0200001f, 0x0002400a, 0x04000056, 0x00100012, 0x00000000, 0x0002100a, 0x04000036, 0x00100022, 0x00000000, 0x0002100a, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000050, 0x00100082, 0x00000000, 0x0010002a, 0x00000000, 0x00004001, 0x00000020, 0x03040003, 0x0010003a, 0x00000000, 0x090000a8, 0x0011f032, 0x00000000, 0x0010002a, 0x00000000, 0x00004001, 0x00000000, 0x00100046, 0x00000000, 0x0700001e, 0x00100042, 0x00000000, 0x0010002a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x01000015, 0x010018be, 0x04000056, 0x00100012, 0x00000000, 0x0002100a, 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x06000050, 0x00100042, 0x00000000, 0x0010001a, 0x00000000, 0x0002400a, 0x03040003, 0x0010002a, 0x00000000, 0x080000a7, 0x001000c2, 0x00000000, 0x0002400a, 0x00004001, 0x00000000, 0x0011f406, 0x00000000, 0x07000000, 0x00100012, 0x00000001, 0x0010000a, 0x00000000, 0x0010002a, 0x00000000, 0x0600001e, 0x00100022, 0x00000001, 0x0010003a, 0x00000000, 0x0002100a, 0x080000a8, 0x0011f032, 0x00000000, 0x0002400a, 0x00004001, 0x00000000, 0x00100046, 0x00000001, 0x0700001e, 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x080000a7, 0x00100032, 0x00000000, 0x0002400a, 0x00004001, 0x00000000, 0x0011f046, 0x00000000, 0x060000a4, 0x0011e0f2, 0x00000000, 0x00020006, 0x00100006, 0x00000000, 0x060000a4, 0x0011e0f2, 0x00000001, 0x00020006, 0x00100556, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE cs_structured_tgsm_float = {structured_tgsm_float_code, sizeof(structured_tgsm_float_code)}; static const unsigned int zero[4] = {0}; if (!init_compute_test_context(&context)) return; device = context.device; command_list = context.list; queue = context.queue; descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; descriptor_ranges[0].NumDescriptors = 2; descriptor_ranges[0].BaseShaderRegister = 0; descriptor_ranges[0].RegisterSpace = 0; descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameters[0].DescriptorTable.NumDescriptorRanges = 1; root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_signature_desc.NumParameters = 1; root_signature_desc.pParameters = root_parameters; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = NULL; root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; hr = create_root_signature(device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); buffer = create_default_buffer(device, 1024, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); descriptor_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 2); cpu_descriptor_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 2); gpu_descriptor_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap); memset(&uav_desc, 0, sizeof(uav_desc)); uav_desc.Format = DXGI_FORMAT_R32_TYPELESS; uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; uav_desc.Buffer.FirstElement = 0; uav_desc.Buffer.NumElements = 256; uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW; ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc, get_cpu_descriptor_handle(&context, descriptor_heap, 0)); ID3D12Device_CreateUnorderedAccessView(device, NULL, NULL, &uav_desc, get_cpu_descriptor_handle(&context, descriptor_heap, 1)); /* cs_raw_tgsm */ context.pipeline_state = create_compute_pipeline_state(device, context.root_signature, cs_raw_tgsm); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle); ID3D12GraphicsCommandList_Dispatch(command_list, 64, 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_UINT, &rb, queue, command_list); for (i = 0; i < 64; ++i) { data = get_readback_uint(&rb, i, 0, 0); expected = 33 * i; ok(data == expected, "Got %u, expected %u (index %u).\n", data, expected, i); } release_resource_readback(&rb); ID3D12PipelineState_Release(context.pipeline_state); /* cs_structured_tgsm */ reset_command_list(command_list, context.allocator); context.pipeline_state = create_compute_pipeline_state(device, context.root_signature, cs_structured_tgsm); buffer2 = create_default_buffer(device, 1024, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); ID3D12Device_CreateUnorderedAccessView(device, buffer2, NULL, &uav_desc, get_cpu_descriptor_handle(&context, descriptor_heap, 1)); ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc, get_cpu_descriptor_handle(&context, cpu_descriptor_heap, 0)); ID3D12Device_CreateUnorderedAccessView(device, buffer2, NULL, &uav_desc, get_cpu_descriptor_handle(&context, cpu_descriptor_heap, 1)); ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(command_list, get_gpu_descriptor_handle(&context, descriptor_heap, 0), get_cpu_descriptor_handle(&context, cpu_descriptor_heap, 0), buffer, zero, 0, NULL); ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(command_list, get_gpu_descriptor_handle(&context, descriptor_heap, 1), get_cpu_descriptor_handle(&context, cpu_descriptor_heap, 1), buffer2, zero, 0, NULL); gpu_descriptor_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle); ID3D12GraphicsCommandList_Dispatch(command_list, 32, 1, 1); transition_resource_state(command_list, buffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); transition_resource_state(command_list, buffer2, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_buffer_readback_with_command_list(buffer, DXGI_FORMAT_R32_UINT, &rb, queue, command_list); for (i = 0; i < 32; ++i) { expected = 64 * i + 32; data = get_readback_uint(&rb, i, 0, 0); ok(data == expected, "Got %u, expected %u (index %u).\n", data, expected, i); } release_resource_readback(&rb); reset_command_list(command_list, context.allocator); get_buffer_readback_with_command_list(buffer2, DXGI_FORMAT_R32_UINT, &rb, queue, command_list); for (i = 0; i < 32; ++i) { expected = 64 * i + 32; data = get_readback_uint(&rb, i, 0, 0); ok(data == expected || !data, "Got %u, expected %u (index %u).\n", data, expected, i); } release_resource_readback(&rb); ID3D12PipelineState_Release(context.pipeline_state); /* cs_structured_tgsm_float */ reset_command_list(command_list, context.allocator); transition_resource_state(command_list, buffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); transition_resource_state(command_list, buffer2, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); context.pipeline_state = create_compute_pipeline_state(device, context.root_signature, cs_structured_tgsm_float); uav_desc.Format = DXGI_FORMAT_R32_FLOAT; uav_desc.Buffer.Flags = 0; ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc, get_cpu_descriptor_handle(&context, descriptor_heap, 0)); uav_desc.Format = DXGI_FORMAT_R32_UINT; ID3D12Device_CreateUnorderedAccessView(device, buffer2, NULL, &uav_desc, get_cpu_descriptor_handle(&context, descriptor_heap, 1)); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle); ID3D12GraphicsCommandList_Dispatch(command_list, 3, 1, 1); transition_resource_state(command_list, buffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); transition_resource_state(command_list, buffer2, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_buffer_readback_with_command_list(buffer, DXGI_FORMAT_R32_UINT, &rb, queue, command_list); for (i = 0; i < 96; ++i) { expected = (i % 32 + 1) * (i / 32); float_data = get_readback_float(&rb, i, 0); ok(float_data == expected, "Got %.8e, expected %u (index %u).\n", float_data, expected, i); } release_resource_readback(&rb); reset_command_list(command_list, context.allocator); get_buffer_readback_with_command_list(buffer2, DXGI_FORMAT_R32_UINT, &rb, queue, command_list); for (i = 0; i < 96; ++i) { expected = (i % 32 + 1) * (i / 32); data = get_readback_uint(&rb, i, 0, 0); ok(data == expected, "Got %u, expected %u (index %u).\n", data, expected, i); } release_resource_readback(&rb); ID3D12Resource_Release(buffer); ID3D12Resource_Release(buffer2); ID3D12DescriptorHeap_Release(cpu_descriptor_heap); ID3D12DescriptorHeap_Release(descriptor_heap); destroy_test_context(&context); } void test_uav_load(void) { struct texture { unsigned int width; unsigned int height; unsigned int miplevel_count; unsigned int array_size; DXGI_FORMAT format; D3D12_SUBRESOURCE_DATA data[3]; }; D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle, rtv_float, rtv_uint, rtv_sint; D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_DESCRIPTOR_RANGE descriptor_ranges[1]; ID3D12DescriptorHeap *rtv_heap, *uav_heap; D3D12_ROOT_PARAMETER root_parameters[2]; const D3D12_SHADER_BYTECODE *current_ps; ID3D12GraphicsCommandList *command_list; D3D12_RENDER_TARGET_VIEW_DESC rtv_desc; const struct texture *current_texture; D3D12_HEAP_PROPERTIES heap_properties; ID3D12Resource *texture, *rt_texture; D3D12_RESOURCE_DESC resource_desc; D3D12_CLEAR_VALUE clear_value; struct test_context_desc desc; struct test_context context; struct resource_readback rb; ID3D12CommandQueue *queue; unsigned int rtv_size; ID3D12Device *device; unsigned int i, x, y; HRESULT hr; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; static const DWORD ps_ld_2d_float_code[] = { #if 0 RWTexture2D u; float main(float4 position : SV_Position) : SV_Target { float2 s; u.GetDimensions(s.x, s.y); return u[s * float2(position.x / 640.0f, position.y / 480.0f)]; } #endif 0x43425844, 0xd5996e04, 0x6bede909, 0x0a7ad18e, 0x5eb277fb, 0x00000001, 0x00000194, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000f8, 0x00000050, 0x0000003e, 0x0100086a, 0x0400189c, 0x0011e000, 0x00000001, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000001, 0x8900003d, 0x800000c2, 0x00155543, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46, 0x00000001, 0x07000038, 0x001000f2, 0x00000000, 0x00100546, 0x00000000, 0x00101546, 0x00000000, 0x0a000038, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x3b088889, 0x3b088889, 0x0500001c, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x890000a3, 0x800000c2, 0x00155543, 0x00100012, 0x00000000, 0x00100e46, 0x00000000, 0x0011ee46, 0x00000001, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_ld_2d_float = {ps_ld_2d_float_code, sizeof(ps_ld_2d_float_code)}; static const DWORD ps_ld_2d_uint_code[] = { #if 0 RWTexture2D u; uint main(float4 position : SV_Position) : SV_Target { float2 s; u.GetDimensions(s.x, s.y); return u[s * float2(position.x / 640.0f, position.y / 480.0f)]; } #endif 0x43425844, 0x2cc0af18, 0xb28eca73, 0x9651215b, 0xebe3f361, 0x00000001, 0x00000194, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000f8, 0x00000050, 0x0000003e, 0x0100086a, 0x0400189c, 0x0011e000, 0x00000001, 0x00004444, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000001, 0x8900003d, 0x800000c2, 0x00111103, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46, 0x00000001, 0x07000038, 0x001000f2, 0x00000000, 0x00100546, 0x00000000, 0x00101546, 0x00000000, 0x0a000038, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x3b088889, 0x3b088889, 0x0500001c, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x890000a3, 0x800000c2, 0x00111103, 0x00100012, 0x00000000, 0x00100e46, 0x00000000, 0x0011ee46, 0x00000001, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_ld_2d_uint = {ps_ld_2d_uint_code, sizeof(ps_ld_2d_uint_code)}; static const DWORD ps_ld_2d_int_code[] = { #if 0 RWTexture2D u; int main(float4 position : SV_Position) : SV_Target { float2 s; u.GetDimensions(s.x, s.y); return u[s * float2(position.x / 640.0f, position.y / 480.0f)]; } #endif 0x43425844, 0x7deee248, 0xe7c48698, 0x9454db00, 0x921810e7, 0x00000001, 0x00000194, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000f8, 0x00000050, 0x0000003e, 0x0100086a, 0x0400189c, 0x0011e000, 0x00000001, 0x00003333, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000001, 0x8900003d, 0x800000c2, 0x000cccc3, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46, 0x00000001, 0x07000038, 0x001000f2, 0x00000000, 0x00100546, 0x00000000, 0x00101546, 0x00000000, 0x0a000038, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x3b088889, 0x3b088889, 0x0500001c, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x890000a3, 0x800000c2, 0x000cccc3, 0x00100012, 0x00000000, 0x00100e46, 0x00000000, 0x0011ee46, 0x00000001, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_ld_2d_int = {ps_ld_2d_int_code, sizeof(ps_ld_2d_int_code)}; static const DWORD ps_ld_2d_uint_arr_code[] = { #if 0 RWTexture2DArray u; uint layer; uint main(float4 position : SV_Position) : SV_Target { float3 s; u.GetDimensions(s.x, s.y, s.z); s.z = layer; return u[s * float3(position.x / 640.0f, position.y / 480.0f, 1.0f)]; } #endif 0x43425844, 0xa7630358, 0xd7e7228f, 0xa9f1be03, 0x838554f1, 0x00000001, 0x000001bc, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000120, 0x00000050, 0x00000048, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400409c, 0x0011e000, 0x00000001, 0x00004444, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000001, 0x8900003d, 0x80000202, 0x00111103, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46, 0x00000001, 0x07000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00101046, 0x00000000, 0x06000056, 0x001000c2, 0x00000000, 0x00208006, 0x00000000, 0x00000000, 0x0a000038, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x3f800000, 0x3f800000, 0x0500001c, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x890000a3, 0x80000202, 0x00111103, 0x00100012, 0x00000000, 0x00100e46, 0x00000000, 0x0011ee46, 0x00000001, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_ld_2d_uint_arr = {ps_ld_2d_uint_arr_code, sizeof(ps_ld_2d_uint_arr_code)}; static const float float_data[] = { 0.50f, 0.25f, 1.00f, 0.00f, -1.00f, -2.00f, -3.00f, -4.00f, -0.50f, -0.25f, -1.00f, -0.00f, 1.00f, 2.00f, 3.00f, 4.00f, }; static const unsigned int uint_data[] = { 0x00, 0x10, 0x20, 0x30, 0x40, 0x50, 0x60, 0x70, 0x80, 0x90, 0xa0, 0xb0, 0xc0, 0xd0, 0xe0, 0xf0, }; static const unsigned int uint_data2[] = { 0xffff, 0xffff, 0xffff, 0xffff, 0xffff, 0xc000, 0xc000, 0xffff, 0xffff, 0xc000, 0xc000, 0xffff, 0xffff, 0xffff, 0xffff, 0xffff, }; static const unsigned int uint_data3[] = { 0xaa, 0xaa, 0xcc, 0xcc, 0xaa, 0xaa, 0xdd, 0xdd, 0xbb, 0xbb, 0xee, 0xee, 0xbb, 0xbb, 0xff, 0xff, }; static const int int_data[] = { -1, 0x10, 0x20, 0x30, 0x40, 0x50, 0x60, -777, -666, 0x90, -555, 0xb0, 0xc0, 0xd0, 0xe0, -101, }; static const struct texture float_2d = {4, 4, 1, 1, DXGI_FORMAT_R32_FLOAT, {{float_data, 4 * sizeof(*float_data), 0}}}; static const struct texture uint_2d = {4, 4, 1, 1, DXGI_FORMAT_R32_UINT, {{uint_data, 4 * sizeof(*uint_data), 0}}}; static const struct texture uint2d_arr = {4, 4, 1, 3, DXGI_FORMAT_R32_UINT, {{uint_data, 4 * sizeof(*uint_data), 0}, {uint_data2, 4 * sizeof(*uint_data2), 0}, {uint_data3, 4 * sizeof(*uint_data3), 0}}}; static const struct texture int_2d = {4, 4, 1, 1, DXGI_FORMAT_R32_SINT, {{int_data, 4 * sizeof(*int_data), 0}}}; static const struct test { const D3D12_SHADER_BYTECODE *ps; const struct texture *texture; D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc; unsigned int constant; const DWORD *expected_colors; } tests[] = { #define TEX_2D D3D12_UAV_DIMENSION_TEXTURE2D #define TEX_2D_ARRAY D3D12_UAV_DIMENSION_TEXTURE2DARRAY #define R32_FLOAT DXGI_FORMAT_R32_FLOAT #define R32_UINT DXGI_FORMAT_R32_UINT #define R32_SINT DXGI_FORMAT_R32_SINT {&ps_ld_2d_float, &float_2d, {R32_FLOAT, TEX_2D, .Texture2D = {0}}, 0, (const DWORD *)float_data}, {&ps_ld_2d_uint, &uint_2d, {R32_UINT, TEX_2D, .Texture2D = {0}}, 0, (const DWORD *)uint_data}, {&ps_ld_2d_int, &int_2d, {R32_SINT, TEX_2D, .Texture2D = {0}}, 0, (const DWORD *)int_data}, {&ps_ld_2d_uint_arr, &uint2d_arr, {R32_UINT, TEX_2D_ARRAY, .Texture2DArray = {0, 0, ~0u}}, 0, (const DWORD *)uint_data}, {&ps_ld_2d_uint_arr, &uint2d_arr, {R32_UINT, TEX_2D_ARRAY, .Texture2DArray = {0, 0, ~0u}}, 1, (const DWORD *)uint_data2}, {&ps_ld_2d_uint_arr, &uint2d_arr, {R32_UINT, TEX_2D_ARRAY, .Texture2DArray = {0, 0, ~0u}}, 2, (const DWORD *)uint_data3}, {&ps_ld_2d_uint_arr, &uint2d_arr, {R32_UINT, TEX_2D_ARRAY, .Texture2DArray = {0, 1, ~0u}}, 0, (const DWORD *)uint_data2}, {&ps_ld_2d_uint_arr, &uint2d_arr, {R32_UINT, TEX_2D_ARRAY, .Texture2DArray = {0, 1, ~0u}}, 1, (const DWORD *)uint_data3}, {&ps_ld_2d_uint_arr, &uint2d_arr, {R32_UINT, TEX_2D_ARRAY, .Texture2DArray = {0, 2, ~0u}}, 0, (const DWORD *)uint_data3}, #undef TEX_2D #undef TEX_2D_ARRAY #undef R32_FLOAT #undef R32_UINT #undef R32_SINT }; memset(&desc, 0, sizeof(desc)); desc.no_render_target = true; if (!init_test_context(&context, &desc)) return; device = context.device; command_list = context.list; queue = context.queue; descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; descriptor_ranges[0].NumDescriptors = 1; descriptor_ranges[0].BaseShaderRegister = 1; descriptor_ranges[0].RegisterSpace = 0; descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameters[0].DescriptorTable.NumDescriptorRanges = 1; root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; root_parameters[1].Constants.ShaderRegister = 0; root_parameters[1].Constants.RegisterSpace = 0; root_parameters[1].Constants.Num32BitValues = 1; root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; root_signature_desc.NumParameters = 2; root_signature_desc.pParameters = root_parameters; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = NULL; root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; hr = create_root_signature(device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); set_viewport(&context.viewport, 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 1.0f); set_rect(&context.scissor_rect, 0, 0, 640, 480); memset(&heap_properties, 0, sizeof(heap_properties)); heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT; resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; resource_desc.Alignment = 0; resource_desc.Width = 640; resource_desc.Height = 480; resource_desc.DepthOrArraySize = 1; resource_desc.MipLevels = 1; resource_desc.Format = DXGI_FORMAT_R32_TYPELESS; resource_desc.SampleDesc.Count = 1; resource_desc.SampleDesc.Quality = 0; resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; clear_value.Format = DXGI_FORMAT_R32_FLOAT; clear_value.Color[0] = 1.0f; clear_value.Color[1] = 1.0f; clear_value.Color[2] = 1.0f; clear_value.Color[3] = 1.0f; hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value, &IID_ID3D12Resource, (void **)&rt_texture); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); rtv_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 3); cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rtv_heap); rtv_size = ID3D12Device_GetDescriptorHandleIncrementSize(device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV); memset(&rtv_desc, 0, sizeof(rtv_desc)); rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; rtv_desc.Format = DXGI_FORMAT_R32_FLOAT; ID3D12Device_CreateRenderTargetView(device, rt_texture, &rtv_desc, cpu_handle); rtv_float = cpu_handle; cpu_handle.ptr += rtv_size; rtv_desc.Format = DXGI_FORMAT_R32_UINT; ID3D12Device_CreateRenderTargetView(device, rt_texture, &rtv_desc, cpu_handle); rtv_uint = cpu_handle; cpu_handle.ptr += rtv_size; rtv_desc.Format = DXGI_FORMAT_R32_SINT; ID3D12Device_CreateRenderTargetView(device, rt_texture, &rtv_desc, cpu_handle); rtv_sint = cpu_handle; uav_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; texture = NULL; current_ps = NULL; current_texture = NULL; for (i = 0; i < ARRAY_SIZE(tests); ++i) { const struct test *test = &tests[i]; if (current_ps != test->ps) { if (context.pipeline_state) ID3D12PipelineState_Release(context.pipeline_state); current_ps = tests[i].ps; context.pipeline_state = create_pipeline_state(context.device, context.root_signature, test->uav_desc.Format, NULL, current_ps, NULL); } if (current_texture != test->texture) { if (texture) ID3D12Resource_Release(texture); current_texture = test->texture; resource_desc.Width = current_texture->width; resource_desc.Height = current_texture->height; resource_desc.MipLevels = current_texture->miplevel_count; resource_desc.DepthOrArraySize = current_texture->array_size; resource_desc.Format = current_texture->format; hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_COPY_DEST, NULL, &IID_ID3D12Resource, (void **)&texture); ok(SUCCEEDED(hr), "Test %u: Failed to create texture, hr %#x.\n", i, hr); upload_texture_data(texture, current_texture->data, resource_desc.MipLevels * resource_desc.DepthOrArraySize, queue, command_list); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, texture, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); } cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(uav_heap); ID3D12Device_CreateUnorderedAccessView(device, texture, NULL, &test->uav_desc, cpu_handle); switch (test->uav_desc.Format) { default: trace("Unhandled format %#x.\n", test->uav_desc.Format); /* fall-through */ case DXGI_FORMAT_R32_FLOAT: cpu_handle = rtv_float; break; case DXGI_FORMAT_R32_UINT: cpu_handle = rtv_uint; break; case DXGI_FORMAT_R32_SINT: cpu_handle = rtv_sint; break; } ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &uav_heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(uav_heap)); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstant(command_list, 1, test->constant, 0); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &cpu_handle, false, NULL); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, cpu_handle, white, 0, NULL); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_sub_resource_state(command_list, rt_texture, 0, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); get_texture_readback_with_command_list(rt_texture, 0, &rb, queue, command_list); for (y = 0; y < 4; ++y) { for (x = 0; x < 4; ++x) { unsigned int expected = test->expected_colors[y * 4 + x]; unsigned int color = get_readback_uint(&rb, 80 + x * 160, 60 + y * 120, 0); ok(compare_color(color, expected, 0), "Test %u: Got 0x%08x, expected 0x%08x at (%u, %u).\n", i, color, expected, x, y); } } release_resource_readback(&rb); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, rt_texture, 0, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } ID3D12Resource_Release(texture); ID3D12DescriptorHeap_Release(rtv_heap); ID3D12DescriptorHeap_Release(uav_heap); ID3D12Resource_Release(rt_texture); destroy_test_context(&context); } void test_cs_uav_store(void) { D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor_handle; D3D12_GPU_DESCRIPTOR_HANDLE gpu_descriptor_handle; D3D12_ROOT_SIGNATURE_DESC root_signature_desc; const D3D12_SHADER_BYTECODE *current_shader; D3D12_DESCRIPTOR_RANGE descriptor_ranges[1]; D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc; ID3D12DescriptorHeap *cpu_descriptor_heap; ID3D12GraphicsCommandList *command_list; D3D12_ROOT_PARAMETER root_parameters[2]; ID3D12DescriptorHeap *descriptor_heap; ID3D12RootSignature *root_signature; ID3D12PipelineState *pipeline_state; D3D12_RESOURCE_BARRIER uav_barrier; struct resource_readback rb; struct test_context context; ID3D12CommandQueue *queue; ID3D12Resource *resource; ID3D12Device *device; ID3D12Resource *cb; struct vec4 input; unsigned int i; HRESULT hr; RECT rect; static const DWORD cs_1_thread_code[] = { #if 0 RWTexture2D u; float value; [numthreads(1, 1, 1)] void main() { uint x, y, width, height; u.GetDimensions(width, height); for (y = 0; y < height; ++y) { for (x = 0; x < width; ++x) u[uint2(x, y)] = value; } } #endif 0x43425844, 0x6503503a, 0x4cd524e6, 0x2473915d, 0x93cf1201, 0x00000001, 0x000001c8, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000174, 0x00050050, 0x0000005d, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400189c, 0x0011e000, 0x00000000, 0x00005555, 0x02000068, 0x00000003, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x8900103d, 0x800000c2, 0x00155543, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000050, 0x00100082, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x03040003, 0x0010003a, 0x00000000, 0x05000036, 0x001000e2, 0x00000001, 0x00100aa6, 0x00000000, 0x05000036, 0x00100082, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000050, 0x00100012, 0x00000002, 0x0010003a, 0x00000000, 0x0010000a, 0x00000000, 0x03040003, 0x0010000a, 0x00000002, 0x05000036, 0x00100012, 0x00000001, 0x0010003a, 0x00000000, 0x080000a4, 0x0011e0f2, 0x00000000, 0x00100e46, 0x00000001, 0x00208006, 0x00000000, 0x00000000, 0x0700001e, 0x00100082, 0x00000000, 0x0010003a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x0700001e, 0x00100042, 0x00000000, 0x0010002a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x0100003e, }; static const D3D12_SHADER_BYTECODE cs_1_thread = {cs_1_thread_code, sizeof(cs_1_thread_code)}; static const DWORD cs_1_group_code[] = { #if 0 RWTexture2D u; float value; [numthreads(16, 16, 1)] void main(uint3 threadID : SV_GroupThreadID) { uint2 count, size ; u.GetDimensions(size.x, size.y); count = size / (uint2)16; for (uint y = 0; y < count.y; ++y) for (uint x = 0; x < count.x; ++x) u[count * threadID.xy + uint2(x, y)] = value; } #endif 0x43425844, 0x9fb86044, 0x352c196d, 0x92e14094, 0x46bb95a7, 0x00000001, 0x00000218, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x000001c4, 0x00050050, 0x00000071, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400189c, 0x0011e000, 0x00000000, 0x00005555, 0x0200005f, 0x00022032, 0x02000068, 0x00000004, 0x0400009b, 0x00000010, 0x00000010, 0x00000001, 0x8900103d, 0x800000c2, 0x00155543, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46, 0x00000000, 0x0a000055, 0x001000f2, 0x00000000, 0x00100546, 0x00000000, 0x00004002, 0x00000004, 0x00000004, 0x00000004, 0x00000004, 0x05000036, 0x00100012, 0x00000001, 0x00004001, 0x00000000, 0x01000030, 0x07000050, 0x00100022, 0x00000001, 0x0010000a, 0x00000001, 0x0010003a, 0x00000000, 0x03040003, 0x0010001a, 0x00000001, 0x05000036, 0x001000e2, 0x00000002, 0x00100006, 0x00000001, 0x05000036, 0x00100022, 0x00000001, 0x00004001, 0x00000000, 0x01000030, 0x07000050, 0x00100042, 0x00000001, 0x0010001a, 0x00000001, 0x0010000a, 0x00000000, 0x03040003, 0x0010002a, 0x00000001, 0x05000036, 0x00100012, 0x00000002, 0x0010001a, 0x00000001, 0x08000023, 0x001000f2, 0x00000003, 0x00100e46, 0x00000000, 0x00022546, 0x00100e46, 0x00000002, 0x080000a4, 0x0011e0f2, 0x00000000, 0x00100e46, 0x00000003, 0x00208006, 0x00000000, 0x00000000, 0x0700001e, 0x00100022, 0x00000001, 0x0010001a, 0x00000001, 0x00004001, 0x00000001, 0x01000016, 0x0700001e, 0x00100012, 0x00000001, 0x0010000a, 0x00000001, 0x00004001, 0x00000001, 0x01000016, 0x0100003e, }; static const D3D12_SHADER_BYTECODE cs_1_group = {cs_1_group_code, sizeof(cs_1_group_code)}; static const DWORD cs_1_store_code[] = { #if 0 RWTexture2D u; float value; [numthreads(1, 1, 1)] void main(uint3 groupID : SV_GroupID) { u[groupID.xy] = value; } #endif 0x43425844, 0xc3add41b, 0x67df51b1, 0x2b887930, 0xcb1ee991, 0x00000001, 0x000000b8, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000064, 0x00050050, 0x00000019, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400189c, 0x0011e000, 0x00000000, 0x00005555, 0x0200005f, 0x00021032, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x070000a4, 0x0011e0f2, 0x00000000, 0x00021546, 0x00208006, 0x00000000, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE cs_1_store = {cs_1_store_code, sizeof(cs_1_store_code)}; static const DWORD cs_dispatch_id_code[] = { #if 0 RWTexture2D u; float value; [numthreads(4, 4, 1)] void main(uint3 id : SV_DispatchThreadID) { u[id.xy] = value; } #endif 0x43425844, 0x60166991, 0x4b595266, 0x7fb67d79, 0x485c4f0d, 0x00000001, 0x000000b8, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000064, 0x00050050, 0x00000019, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400189c, 0x0011e000, 0x00000000, 0x00005555, 0x0200005f, 0x00020032, 0x0400009b, 0x00000004, 0x00000004, 0x00000001, 0x070000a4, 0x0011e0f2, 0x00000000, 0x00020546, 0x00208006, 0x00000000, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE cs_dispatch_id = {cs_dispatch_id_code, sizeof(cs_dispatch_id_code)}; static const DWORD cs_group_index_code[] = { #if 0 RWTexture2D u; float value; [numthreads(32, 1, 1)] void main(uint index : SV_GroupIndex) { uint2 size; u.GetDimensions(size.x, size.y); uint count = size.x * size.y / 32; index *= count; for (uint i = 0; i < count; ++i, ++index) u[uint2(index % size.x, index / size.x)] = value; } #endif 0x43425844, 0xb685a70f, 0x94c2f263, 0x4f1d8eaa, 0xeab65731, 0x00000001, 0x000001f8, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x000001a4, 0x00050050, 0x00000069, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400189c, 0x0011e000, 0x00000000, 0x00005555, 0x0200005f, 0x00024000, 0x02000068, 0x00000004, 0x0400009b, 0x00000020, 0x00000001, 0x00000001, 0x8900103d, 0x800000c2, 0x00155543, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46, 0x00000000, 0x08000026, 0x0000d000, 0x00100022, 0x00000000, 0x0010000a, 0x00000000, 0x0010001a, 0x00000000, 0x07000055, 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000005, 0x07000026, 0x0000d000, 0x00100042, 0x00000000, 0x0002400a, 0x0010001a, 0x00000000, 0x05000036, 0x00100012, 0x00000001, 0x0010002a, 0x00000000, 0x05000036, 0x00100022, 0x00000001, 0x00004001, 0x00000000, 0x01000030, 0x07000050, 0x00100082, 0x00000000, 0x0010001a, 0x00000001, 0x0010001a, 0x00000000, 0x03040003, 0x0010003a, 0x00000000, 0x0900004e, 0x00100012, 0x00000002, 0x00100012, 0x00000003, 0x0010000a, 0x00000001, 0x0010000a, 0x00000000, 0x05000036, 0x001000e2, 0x00000003, 0x00100006, 0x00000002, 0x080000a4, 0x0011e0f2, 0x00000000, 0x00100e46, 0x00000003, 0x00208006, 0x00000000, 0x00000000, 0x0a00001e, 0x00100032, 0x00000001, 0x00100046, 0x00000001, 0x00004002, 0x00000001, 0x00000001, 0x00000000, 0x00000000, 0x01000016, 0x0100003e, }; static const D3D12_SHADER_BYTECODE cs_group_index = {cs_group_index_code, sizeof(cs_group_index_code)}; static const float zero[4] = {0}; static const struct { const D3D12_SHADER_BYTECODE *shader; float value; } tests[] = { {&cs_1_thread, 1.0f}, {&cs_1_thread, 0.5f}, {&cs_1_group, 2.0f}, {&cs_1_group, 4.0f}, {&cs_group_index, 0.3f}, {&cs_group_index, 0.1f}, }; if (!init_compute_test_context(&context)) return; device = context.device; command_list = context.list; queue = context.queue; cb = create_upload_buffer(context.device, sizeof(input), NULL); resource = create_default_texture(device, 64, 64, DXGI_FORMAT_R32_FLOAT, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; descriptor_ranges[0].NumDescriptors = 1; descriptor_ranges[0].BaseShaderRegister = 0; descriptor_ranges[0].RegisterSpace = 0; descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameters[0].DescriptorTable.NumDescriptorRanges = 1; root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; root_parameters[1].Descriptor.ShaderRegister = 0; root_parameters[1].Descriptor.RegisterSpace = 0; root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_signature_desc.NumParameters = 2; root_signature_desc.pParameters = root_parameters; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = NULL; root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; hr = create_root_signature(device, &root_signature_desc, &root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); descriptor_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); cpu_descriptor_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap); gpu_descriptor_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap); uav_desc.Format = DXGI_FORMAT_R32_FLOAT; uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D; uav_desc.Texture2D.MipSlice = 0; uav_desc.Texture2D.PlaneSlice = 0; ID3D12Device_CreateUnorderedAccessView(device, resource, NULL, &uav_desc, cpu_descriptor_handle); cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(cpu_descriptor_heap); ID3D12Device_CreateUnorderedAccessView(device, resource, NULL, &uav_desc, cpu_descriptor_handle); hr = ID3D12GraphicsCommandList_Close(command_list); ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr); memset(&uav_barrier, 0, sizeof(uav_barrier)); uav_barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV; current_shader = NULL; pipeline_state = NULL; for (i = 0; i < ARRAY_SIZE(tests); ++i) { vkd3d_test_set_context("Test %u", i); if (current_shader != tests[i].shader) { if (pipeline_state) ID3D12PipelineState_Release(pipeline_state); current_shader = tests[i].shader; pipeline_state = create_compute_pipeline_state(device, root_signature, *current_shader); } memset(&input, 0, sizeof(input)); input.x = tests[i].value; update_buffer_data(cb, 0, sizeof(input), &input.x); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, resource, 0, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); ID3D12GraphicsCommandList_ClearUnorderedAccessViewFloat(command_list, gpu_descriptor_handle, cpu_descriptor_handle, resource, zero, 0, NULL); ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &uav_barrier); ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature); ID3D12GraphicsCommandList_SetComputeRootConstantBufferView(command_list, 1, ID3D12Resource_GetGPUVirtualAddress(cb)); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle); ID3D12GraphicsCommandList_Dispatch(command_list, 1, 1, 1); transition_sub_resource_state(command_list, resource, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_float(resource, 0, queue, command_list, tests[i].value, 2); } vkd3d_test_set_context(NULL); ID3D12PipelineState_Release(pipeline_state); pipeline_state = create_compute_pipeline_state(device, root_signature, cs_1_store); memset(&input, 0, sizeof(input)); input.x = 1.0f; update_buffer_data(cb, 0, sizeof(input), &input.x); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, resource, 0, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); ID3D12GraphicsCommandList_ClearUnorderedAccessViewFloat(command_list, gpu_descriptor_handle, cpu_descriptor_handle, resource, zero, 0, NULL); ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &uav_barrier); ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature); ID3D12GraphicsCommandList_SetComputeRootConstantBufferView(command_list, 1, ID3D12Resource_GetGPUVirtualAddress(cb)); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle); ID3D12GraphicsCommandList_Dispatch(command_list, 64, 64, 1); transition_sub_resource_state(command_list, resource, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_float(resource, 0, queue, command_list, 1.0f, 2); memset(&input, 0, sizeof(input)); input.x = 0.5f; update_buffer_data(cb, 0, sizeof(input), &input.x); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, resource, 0, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature); ID3D12GraphicsCommandList_SetComputeRootConstantBufferView(command_list, 1, ID3D12Resource_GetGPUVirtualAddress(cb)); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle); ID3D12GraphicsCommandList_Dispatch(command_list, 16, 32, 1); transition_sub_resource_state(command_list, resource, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_texture_readback_with_command_list(resource, 0, &rb, queue, command_list); set_rect(&rect, 0, 0, 16, 32); check_readback_data_float(&rb, &rect, 0.5f, 2); set_rect(&rect, 0, 32, rb.width, rb.height); check_readback_data_float(&rb, &rect, 1.0f, 2); set_rect(&rect, 16, 0, rb.width, rb.height); check_readback_data_float(&rb, &rect, 1.0f, 2); release_resource_readback(&rb); ID3D12PipelineState_Release(pipeline_state); pipeline_state = create_compute_pipeline_state(device, root_signature, cs_dispatch_id); memset(&input, 0, sizeof(input)); input.x = 0.6f; update_buffer_data(cb, 0, sizeof(input), &input.x); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, resource, 0, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature); ID3D12GraphicsCommandList_SetComputeRootConstantBufferView(command_list, 1, ID3D12Resource_GetGPUVirtualAddress(cb)); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle); ID3D12GraphicsCommandList_Dispatch(command_list, 15, 15, 1); transition_sub_resource_state(command_list, resource, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_texture_readback_with_command_list(resource, 0, &rb, queue, command_list); set_rect(&rect, 0, 0, 60, 60); check_readback_data_float(&rb, &rect, 0.6f, 2); set_rect(&rect, 0, 60, rb.width, rb.height); check_readback_data_float(&rb, &rect, 1.0f, 2); set_rect(&rect, 60, 0, rb.width, rb.height); check_readback_data_float(&rb, &rect, 1.0f, 2); release_resource_readback(&rb); memset(&input, 0, sizeof(input)); input.x = 0.7f; update_buffer_data(cb, 0, sizeof(input), &input.x); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, resource, 0, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature); ID3D12GraphicsCommandList_SetComputeRootConstantBufferView(command_list, 1, ID3D12Resource_GetGPUVirtualAddress(cb)); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu_descriptor_handle); ID3D12GraphicsCommandList_Dispatch(command_list, 16, 16, 1); transition_sub_resource_state(command_list, resource, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_float(resource, 0, queue, command_list, 0.7f, 2); ID3D12Resource_Release(cb); ID3D12Resource_Release(resource); ID3D12PipelineState_Release(pipeline_state); ID3D12RootSignature_Release(root_signature); ID3D12DescriptorHeap_Release(cpu_descriptor_heap); ID3D12DescriptorHeap_Release(descriptor_heap); destroy_test_context(&context); } static unsigned int read_uav_counter(const struct test_context *context, ID3D12Resource *counter_buffer, size_t offset) { struct resource_readback rb; uint32_t counter; transition_sub_resource_state(context->list, counter_buffer, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_buffer_readback_with_command_list(counter_buffer, DXGI_FORMAT_R32_UINT, &rb, context->queue, context->list); counter = get_readback_uint(&rb, offset / sizeof(counter), 0, 0); release_resource_readback(&rb); reset_command_list(context->list, context->allocator); transition_sub_resource_state(context->list, counter_buffer, 0, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); return counter; } static int compare_id(const void *a, const void *b) { return *(int *)a - *(int *)b; } void test_uav_counters(void) { ID3D12Resource *buffer, *out_buffer, *counter_buffer; D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_DESCRIPTOR_RANGE descriptor_ranges[1]; D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc; ID3D12GraphicsCommandList *command_list; D3D12_ROOT_PARAMETER root_parameters[1]; ID3D12DescriptorHeap *descriptor_heap; struct resource_readback rb; struct test_context context; ID3D12CommandQueue *queue; uint32_t data, id[128]; ID3D12Device *device; uint32_t counter; unsigned int i; HRESULT hr; static const DWORD cs_producer_code[] = { #if 0 RWStructuredBuffer u; [numthreads(4, 1, 1)] void main(uint3 dispatch_id : SV_DispatchThreadID) { uint counter = u.IncrementCounter(); u[counter] = dispatch_id.x; } #endif 0x43425844, 0x013163a8, 0xe7d371b8, 0x4f71e39a, 0xd479e584, 0x00000001, 0x000000c8, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000074, 0x00050050, 0x0000001d, 0x0100086a, 0x0480009e, 0x0011e000, 0x00000000, 0x00000004, 0x0200005f, 0x00020012, 0x02000068, 0x00000001, 0x0400009b, 0x00000004, 0x00000001, 0x00000001, 0x050000b2, 0x00100012, 0x00000000, 0x0011e000, 0x00000000, 0x080000a8, 0x0011e012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000000, 0x0002000a, 0x0100003e, }; static const DWORD cs_consumer_code[] = { #if 0 RWStructuredBuffer u; RWStructuredBuffer u2; [numthreads(4, 1, 1)] void main() { uint counter = u.DecrementCounter(); u2[counter] = u[counter]; } #endif 0x43425844, 0x957ef3dd, 0x9f317559, 0x09c8f12d, 0xdbfd98c8, 0x00000001, 0x00000100, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x000000ac, 0x00050050, 0x0000002b, 0x0100086a, 0x0480009e, 0x0011e000, 0x00000000, 0x00000004, 0x0400009e, 0x0011e000, 0x00000001, 0x00000004, 0x02000068, 0x00000001, 0x0400009b, 0x00000004, 0x00000001, 0x00000001, 0x050000b3, 0x00100012, 0x00000000, 0x0011e000, 0x00000000, 0x8b0000a7, 0x80002302, 0x00199983, 0x00100022, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000000, 0x0011e006, 0x00000000, 0x090000a8, 0x0011e012, 0x00000001, 0x0010000a, 0x00000000, 0x00004001, 0x00000000, 0x0010001a, 0x00000000, 0x0100003e, }; if (!init_compute_test_context(&context)) return; device = context.device; command_list = context.list; queue = context.queue; descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; descriptor_ranges[0].NumDescriptors = 2; descriptor_ranges[0].BaseShaderRegister = 0; descriptor_ranges[0].RegisterSpace = 0; descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameters[0].DescriptorTable.NumDescriptorRanges = 1; root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_signature_desc.NumParameters = 1; root_signature_desc.pParameters = root_parameters; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = NULL; root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; hr = create_root_signature(device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); context.pipeline_state = create_compute_pipeline_state(device, context.root_signature, shader_bytecode(cs_producer_code, sizeof(cs_producer_code))); descriptor_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 3); buffer = create_default_buffer(device, 1024, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); out_buffer = create_default_buffer(device, 1024, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); counter_buffer = create_default_buffer(device, 1024, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); memset(&uav_desc, 0, sizeof(uav_desc)); uav_desc.Format = DXGI_FORMAT_UNKNOWN; uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; uav_desc.Buffer.NumElements = 256; uav_desc.Buffer.StructureByteStride = sizeof(uint32_t); uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE; ID3D12Device_CreateUnorderedAccessView(device, buffer, counter_buffer, &uav_desc, get_cpu_descriptor_handle(&context, descriptor_heap, 0)); ID3D12Device_CreateUnorderedAccessView(device, out_buffer, NULL, &uav_desc, get_cpu_descriptor_handle(&context, descriptor_heap, 1)); counter = 0; upload_buffer_data(counter_buffer, 0, sizeof(counter), &counter, queue, command_list); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, counter_buffer, 0, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); /* produce */ ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap)); ID3D12GraphicsCommandList_Dispatch(command_list, 16, 1, 1); counter = read_uav_counter(&context, counter_buffer, 0); ok(counter == 64, "Got unexpected value %u.\n", counter); transition_sub_resource_state(command_list, buffer, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_buffer_readback_with_command_list(buffer, DXGI_FORMAT_R32_UINT, &rb, queue, command_list); memcpy(id, rb.data, 64 * sizeof(*id)); release_resource_readback(&rb); qsort(id, 64, sizeof(*id), compare_id); for (i = 0; i < 64; ++i) { if (id[i] != i) break; } ok(i == 64, "Got unexpected id %u at %u.\n", id[i], i); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, buffer, 0, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); ID3D12PipelineState_Release(context.pipeline_state); context.pipeline_state = create_compute_pipeline_state(device, context.root_signature, shader_bytecode(cs_consumer_code, sizeof(cs_consumer_code))); /* consume */ ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap)); ID3D12GraphicsCommandList_Dispatch(command_list, 16, 1, 1); transition_sub_resource_state(command_list, out_buffer, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); counter = read_uav_counter(&context, counter_buffer, 0); ok(!counter, "Got unexpected value %u.\n", counter); get_buffer_readback_with_command_list(out_buffer, DXGI_FORMAT_R32_UINT, &rb, queue, command_list); memcpy(id, rb.data, 64 * sizeof(*id)); release_resource_readback(&rb); qsort(id, 64, sizeof(*id), compare_id); for (i = 0; i < 64; ++i) { if (id[i] != i) break; } ok(i == 64, "Got unexpected id %u at %u.\n", id[i], i); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, counter_buffer, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); transition_sub_resource_state(command_list, buffer, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); transition_sub_resource_state(command_list, out_buffer, 0, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); /* produce on CPU */ counter = 8; for (i = 0; i < counter; ++i) id[i] = 0xdeadbeef; upload_buffer_data(buffer, 0, counter * sizeof(*id), id, queue, command_list); reset_command_list(command_list, context.allocator); upload_buffer_data(counter_buffer, 0, sizeof(counter), &counter, queue, command_list); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, counter_buffer, 0, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); transition_sub_resource_state(command_list, buffer, 0, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); /* consume */ ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap)); ID3D12GraphicsCommandList_Dispatch(command_list, 1, 1, 1); ID3D12GraphicsCommandList_Dispatch(command_list, 1, 1, 1); transition_sub_resource_state(command_list, out_buffer, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); counter = read_uav_counter(&context, counter_buffer, 0); ok(!counter, "Got unexpected value %u.\n", counter); get_buffer_readback_with_command_list(out_buffer, DXGI_FORMAT_R32_UINT, &rb, queue, command_list); for (i = 0; i < 8; ++i) { data = get_readback_uint(&rb, i, 0, 0); ok(data == 0xdeadbeef, "Got data %u at %u.\n", data, i); } release_resource_readback(&rb); ID3D12Resource_Release(buffer); ID3D12Resource_Release(out_buffer); ID3D12Resource_Release(counter_buffer); ID3D12DescriptorHeap_Release(descriptor_heap); destroy_test_context(&context); } void test_decrement_uav_counter(void) { D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_DESCRIPTOR_RANGE descriptor_ranges[1]; D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc; ID3D12Resource *buffer, *counter_buffer; ID3D12GraphicsCommandList *command_list; D3D12_ROOT_PARAMETER root_parameters[1]; ID3D12DescriptorHeap *descriptor_heap; struct test_context context; ID3D12CommandQueue *queue; ID3D12Device *device; uint32_t counter; unsigned int i; HRESULT hr; static const DWORD cs_code[] = { #if 0 RWStructuredBuffer u; [numthreads(1, 1, 1)] void main() { InterlockedMin(u[0], u.DecrementCounter()); } #endif 0x43425844, 0xceb0e9d3, 0x64ea7417, 0xbd37d26f, 0x589c63c2, 0x00000001, 0x000000c8, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000074, 0x00050050, 0x0000001d, 0x0100086a, 0x0480009e, 0x0011e000, 0x00000000, 0x00000004, 0x02000068, 0x00000001, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x050000b3, 0x00100012, 0x00000000, 0x0011e000, 0x00000000, 0x0a0000b1, 0x0011e000, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e, }; static const struct { uint32_t initial_value; unsigned int decrement_count; uint32_t expected_value; uint32_t expected_min_value; } tests[] = { {0x00000000, 1, 0xffffffff, 0xffffffff}, {0x00000001, 1, 0x00000000, 0x00000000}, {0xffffffff, 1, 0xfffffffe, 0xfffffffe}, {0x00000010, 16, 0x00000000, 0x00000000}, {0x00000010, 17, 0xffffffff, 0x00000000}, }; if (!init_compute_test_context(&context)) return; device = context.device; command_list = context.list; queue = context.queue; descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; descriptor_ranges[0].NumDescriptors = 1; descriptor_ranges[0].BaseShaderRegister = 0; descriptor_ranges[0].RegisterSpace = 0; descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameters[0].DescriptorTable.NumDescriptorRanges = 1; root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_signature_desc.NumParameters = 1; root_signature_desc.pParameters = root_parameters; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = NULL; root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; hr = create_root_signature(device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); context.pipeline_state = create_compute_pipeline_state(device, context.root_signature, shader_bytecode(cs_code, sizeof(cs_code))); descriptor_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); buffer = create_default_buffer(device, 1024, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); counter_buffer = create_default_buffer(device, 1024, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); memset(&uav_desc, 0, sizeof(uav_desc)); uav_desc.Format = DXGI_FORMAT_UNKNOWN; uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; uav_desc.Buffer.NumElements = 256; uav_desc.Buffer.StructureByteStride = sizeof(uint32_t); uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE; ID3D12Device_CreateUnorderedAccessView(device, buffer, counter_buffer, &uav_desc, get_cpu_descriptor_handle(&context, descriptor_heap, 0)); for (i = 0; i < ARRAY_SIZE(tests); ++i) { vkd3d_test_set_context("Test %u", i); transition_sub_resource_state(command_list, buffer, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); counter = 0xffffffff; upload_buffer_data(buffer, 0, sizeof(counter), &counter, queue, command_list); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, buffer, 0, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); transition_sub_resource_state(command_list, counter_buffer, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); counter = tests[i].initial_value; upload_buffer_data(counter_buffer, 0, sizeof(counter), &counter, queue, command_list); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, counter_buffer, 0, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap)); ID3D12GraphicsCommandList_Dispatch(command_list, tests[i].decrement_count, 1, 1); counter = read_uav_counter(&context, counter_buffer, 0); ok(counter == tests[i].expected_value, "Got %u, expected %u.\n", counter, tests[i].expected_value); counter = read_uav_counter(&context, buffer, 0); ok(counter == tests[i].expected_min_value, "Got %u, expected %u.\n", counter, tests[i].expected_min_value); } vkd3d_test_set_context(NULL); ID3D12Resource_Release(buffer); ID3D12Resource_Release(counter_buffer); ID3D12DescriptorHeap_Release(descriptor_heap); destroy_test_context(&context); } static void test_atomic_instructions(bool use_dxil) { ID3D12Resource *ps_buffer, *cs_buffer, *cs_buffer2; D3D12_ROOT_SIGNATURE_DESC root_signature_desc; ID3D12GraphicsCommandList *command_list; D3D12_ROOT_PARAMETER root_parameters[3]; ID3D12PipelineState *pipeline_state; struct test_context_desc desc; struct resource_readback rb; struct test_context context; ID3D12CommandQueue *queue; ID3D12Device *device; unsigned int i, j; HRESULT hr; #if 0 RWByteAddressBuffer u : register(u0); uint4 v; int4 i; void main() { u.InterlockedAnd(0 * 4, v.x); u.InterlockedCompareStore(1 * 4, v.y, v.x); u.InterlockedAdd(2 * 4, v.x); u.InterlockedOr(3 * 4, v.x); u.InterlockedMax(4 * 4, i.x); u.InterlockedMin(5 * 4, i.x); u.InterlockedMax(6 * 4, v.x); u.InterlockedMin(7 * 4, v.x); u.InterlockedXor(8 * 4, v.x); } #endif static const DWORD ps_atomics_code_dxbc[] = { 0x43425844, 0x24c6a30c, 0x2ce4437d, 0xdee8a0df, 0xd18cb4bc, 0x00000001, 0x000001ac, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000158, 0x00000050, 0x00000056, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x0300009d, 0x0011e000, 0x00000000, 0x080000a9, 0x0011e000, 0x00000000, 0x00004001, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0b0000ac, 0x0011e000, 0x00000000, 0x00004001, 0x00000004, 0x0020801a, 0x00000000, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x080000ad, 0x0011e000, 0x00000000, 0x00004001, 0x00000008, 0x0020800a, 0x00000000, 0x00000000, 0x080000aa, 0x0011e000, 0x00000000, 0x00004001, 0x0000000c, 0x0020800a, 0x00000000, 0x00000000, 0x080000ae, 0x0011e000, 0x00000000, 0x00004001, 0x00000010, 0x0020800a, 0x00000000, 0x00000001, 0x080000af, 0x0011e000, 0x00000000, 0x00004001, 0x00000014, 0x0020800a, 0x00000000, 0x00000001, 0x080000b0, 0x0011e000, 0x00000000, 0x00004001, 0x00000018, 0x0020800a, 0x00000000, 0x00000000, 0x080000b1, 0x0011e000, 0x00000000, 0x00004001, 0x0000001c, 0x0020800a, 0x00000000, 0x00000000, 0x080000ab, 0x0011e000, 0x00000000, 0x00004001, 0x00000020, 0x0020800a, 0x00000000, 0x00000000, 0x0100003e, }; static const BYTE ps_atomics_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0xbc, 0xa8, 0x5c, 0x88, 0x92, 0x33, 0x83, 0xba, 0xc1, 0xf6, 0x80, 0x1a, 0x12, 0xd6, 0xab, 0x07, 0x01, 0x00, 0x00, 0x00, 0x24, 0x07, 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, 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0x5a, 0x1d, 0x8c, 0x26, 0x04, 0xc0, 0x88, 0xc1, 0x02, 0x80, 0x20, 0x18, 0x28, 0x7b, 0xc0, 0x06, 0x1d, 0x18, 0xcc, 0x81, 0x1b, 0xb8, 0x41, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; const D3D12_SHADER_BYTECODE ps_atomics = { use_dxil ? (const void*)ps_atomics_code_dxil : (const void*)ps_atomics_code_dxbc, use_dxil ? sizeof(ps_atomics_code_dxil) : sizeof(ps_atomics_code_dxbc), }; #if 0 RWByteAddressBuffer u : register(u0); RWByteAddressBuffer u2 : register(u1); uint4 v; int4 i; [numthreads(1, 1, 1)] void main() { uint r; u.InterlockedAnd(0 * 4, v.x, r); u2.Store(0 * 4, r); u.InterlockedCompareExchange(1 * 4, v.y, v.x, r); u2.Store(1 * 4, r); u.InterlockedAdd(2 * 4, v.x, r); u2.Store(2 * 4, r); u.InterlockedOr(3 * 4, v.x, r); u2.Store(3 * 4, r); u.InterlockedMax(4 * 4, i.x, r); u2.Store(4 * 4, r); u.InterlockedMin(5 * 4, i.x, r); u2.Store(5 * 4, r); u.InterlockedMax(6 * 4, v.x, r); u2.Store(6 * 4, r); u.InterlockedMin(7 * 4, v.x, r); u2.Store(7 * 4, r); u.InterlockedXor(8 * 4, v.x, r); u2.Store(8 * 4, r); } #endif static const DWORD cs_atomics_code_dxbc[] = { 0x43425844, 0x859a96e3, 0x1a35e463, 0x1e89ce58, 0x5cfe430a, 0x00000001, 0x0000026c, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000218, 0x00050050, 0x00000086, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x0300009d, 0x0011e000, 0x00000000, 0x0300009d, 0x0011e000, 0x00000001, 0x02000068, 0x00000001, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x0a0000b5, 0x00100012, 0x00000000, 0x0011e000, 0x00000000, 0x00004001, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0d0000b9, 0x00100022, 0x00000000, 0x0011e000, 0x00000000, 0x00004001, 0x00000004, 0x0020801a, 0x00000000, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0a0000b4, 0x00100042, 0x00000000, 0x0011e000, 0x00000000, 0x00004001, 0x00000008, 0x0020800a, 0x00000000, 0x00000000, 0x0a0000b6, 0x00100082, 0x00000000, 0x0011e000, 0x00000000, 0x00004001, 0x0000000c, 0x0020800a, 0x00000000, 0x00000000, 0x070000a6, 0x0011e0f2, 0x00000001, 0x00004001, 0x00000000, 0x00100e46, 0x00000000, 0x0a0000ba, 0x00100012, 0x00000000, 0x0011e000, 0x00000000, 0x00004001, 0x00000010, 0x0020800a, 0x00000000, 0x00000001, 0x0a0000bb, 0x00100022, 0x00000000, 0x0011e000, 0x00000000, 0x00004001, 0x00000014, 0x0020800a, 0x00000000, 0x00000001, 0x0a0000bc, 0x00100042, 0x00000000, 0x0011e000, 0x00000000, 0x00004001, 0x00000018, 0x0020800a, 0x00000000, 0x00000000, 0x0a0000bd, 0x00100082, 0x00000000, 0x0011e000, 0x00000000, 0x00004001, 0x0000001c, 0x0020800a, 0x00000000, 0x00000000, 0x070000a6, 0x0011e0f2, 0x00000001, 0x00004001, 0x00000010, 0x00100e46, 0x00000000, 0x0a0000b7, 0x00100012, 0x00000000, 0x0011e000, 0x00000000, 0x00004001, 0x00000020, 0x0020800a, 0x00000000, 0x00000000, 0x070000a6, 0x0011e012, 0x00000001, 0x00004001, 0x00000020, 0x0010000a, 0x00000000, 0x0100003e, }; static const BYTE cs_atomics_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0x3d, 0xa0, 0x6f, 0xe2, 0x86, 0x07, 0x1f, 0x4a, 0x74, 0x6b, 0x06, 0x47, 0x42, 0x19, 0x36, 0x48, 0x01, 0x00, 0x00, 0x00, 0x28, 0x08, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 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0x18, 0x20, 0x7d, 0xd0, 0x06, 0xda, 0x1d, 0x8c, 0x26, 0x04, 0xc0, 0x88, 0xc1, 0x02, 0x80, 0x20, 0x18, 0x28, 0x7e, 0xd0, 0x06, 0x5d, 0x18, 0xd4, 0x01, 0x1c, 0xc0, 0x41, 0x30, 0x62, 0xd0, 0x00, 0x20, 0x08, 0x06, 0x0f, 0x1f, 0xbc, 0xc1, 0x67, 0x07, 0x71, 0x10, 0xc4, 0x41, 0x1c, 0xc4, 0x41, 0x18, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; const D3D12_SHADER_BYTECODE cs_atomics = { use_dxil ? (const void*)cs_atomics_code_dxil : (const void*)cs_atomics_code_dxbc, use_dxil ? sizeof(cs_atomics_code_dxil) : sizeof(cs_atomics_code_dxbc), }; static const char * const instructions[] = { "atomic_and", "atomic_cmp_store", "atomic_iadd", "atomic_or", "atomic_imax", "atomic_imin", "atomic_umax", "atomic_umin", "atomic_xor", }; static const char * const imm_instructions[] = { "imm_atomic_and", "imm_atomic_cmp_exch", "imm_atomic_iadd", "imm_atomic_or", "imm_atomic_imax", "imm_atomic_imin", "imm_atomic_umax", "imm_atomic_umin", "imm_atomic_xor", }; static const struct test { struct uvec4 v; struct ivec4 i; unsigned int input[ARRAY_SIZE(instructions)]; unsigned int expected_result[ARRAY_SIZE(instructions)]; } tests[] = { {{ 1, 0 }, {-1}, {0xffff, 0, 1, 0, 0, 0, 0, 0, 0xff }, { 1, 1, 2, 1, 0, ~0u, 1, 0, 0xfe}}, {{~0u, ~0u}, { 0}, {0xffff, 0xf, 1, 0, 0, 0, 0, 9, ~0u}, {0xffff, 0xf, 0, ~0u, 0, 0, ~0u, 9, 0}}, }; memset(&desc, 0, sizeof(desc)); desc.rt_width = 1; desc.rt_height = 1; desc.rt_format = DXGI_FORMAT_R32_FLOAT; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; if (use_dxil && !context_supports_dxil(&context)) { destroy_test_context(&context); return; } device = context.device; command_list = context.list; queue = context.queue; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV; root_parameters[0].Descriptor.ShaderRegister = 0; root_parameters[0].Descriptor.RegisterSpace = 0; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV; root_parameters[1].Descriptor.ShaderRegister = 1; root_parameters[1].Descriptor.RegisterSpace = 0; root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; root_parameters[2].Constants.ShaderRegister = 0; root_parameters[2].Constants.RegisterSpace = 0; root_parameters[2].Constants.Num32BitValues = 8; root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_signature_desc.NumParameters = 3; root_signature_desc.pParameters = root_parameters; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = NULL; root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; hr = create_root_signature(device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); ps_buffer = create_default_buffer(device, sizeof(tests->input), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); cs_buffer = create_default_buffer(device, sizeof(tests->input), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); cs_buffer2 = create_default_buffer(device, sizeof(tests->input), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); if (use_dxil) context.pipeline_state = create_pipeline_state_dxil(context.device, context.root_signature, 0, NULL, &ps_atomics, NULL); else context.pipeline_state = create_pipeline_state(context.device, context.root_signature, 0, NULL, &ps_atomics, NULL); pipeline_state = create_compute_pipeline_state(device, context.root_signature, cs_atomics); for (i = 0; i < ARRAY_SIZE(tests); ++i) { const struct test *test = &tests[i]; upload_buffer_data(ps_buffer, 0, sizeof(test->input), test->input, queue, command_list); reset_command_list(command_list, context.allocator); upload_buffer_data(cs_buffer, 0, sizeof(test->input), test->input, queue, command_list); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, ps_buffer, 0, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); transition_sub_resource_state(command_list, cs_buffer, 0, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); transition_sub_resource_state(command_list, cs_buffer2, 0, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_SetGraphicsRootUnorderedAccessView(command_list, 0, ID3D12Resource_GetGPUVirtualAddress(ps_buffer)); ID3D12GraphicsCommandList_SetGraphicsRootUnorderedAccessView(command_list, 1, ID3D12Resource_GetGPUVirtualAddress(cs_buffer)); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 2, 4, &test->v, 0); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 2, 4, &test->i, 4); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetComputeRootUnorderedAccessView(command_list, 0, ID3D12Resource_GetGPUVirtualAddress(cs_buffer)); ID3D12GraphicsCommandList_SetComputeRootUnorderedAccessView(command_list, 1, ID3D12Resource_GetGPUVirtualAddress(cs_buffer2)); ID3D12GraphicsCommandList_SetComputeRoot32BitConstants(command_list, 2, 4, &test->v, 0); ID3D12GraphicsCommandList_SetComputeRoot32BitConstants(command_list, 2, 4, &test->i, 4); ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state); ID3D12GraphicsCommandList_Dispatch(command_list, 1, 1, 1); transition_sub_resource_state(command_list, ps_buffer, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_buffer_readback_with_command_list(ps_buffer, DXGI_FORMAT_R32_UINT, &rb, queue, command_list); for (j = 0; j < ARRAY_SIZE(instructions); ++j) { unsigned int value = get_readback_uint(&rb, j, 0, 0); unsigned int expected = test->expected_result[j]; ok(value == expected, "Test %u: Got %#x (%d), expected %#x (%d) for '%s' " "with inputs (%u, %u), (%d), %#x (%d).\n", i, value, value, expected, expected, instructions[j], test->v.x, test->v.y, test->i.x, test->input[j], test->input[j]); } release_resource_readback(&rb); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, cs_buffer, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_buffer_readback_with_command_list(cs_buffer, DXGI_FORMAT_R32_UINT, &rb, queue, command_list); for (j = 0; j < ARRAY_SIZE(instructions); ++j) { unsigned int value = get_readback_uint(&rb, j, 0, 0); unsigned int expected = test->expected_result[j]; ok(value == expected, "Test %u: Got %#x (%d), expected %#x (%d) for '%s' " "with inputs (%u, %u), (%d), %#x (%d).\n", i, value, value, expected, expected, imm_instructions[j], test->v.x, test->v.y, test->i.x, test->input[j], test->input[j]); } release_resource_readback(&rb); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, cs_buffer2, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_buffer_readback_with_command_list(cs_buffer2, DXGI_FORMAT_R32_UINT, &rb, queue, command_list); for (j = 0; j < ARRAY_SIZE(instructions); ++j) { unsigned int out_value = get_readback_uint(&rb, j, 0, 0); ok(out_value == test->input[j], "Got original value %u, expected %u for '%s'.\n", out_value, test->input[j], imm_instructions[j]); } release_resource_readback(&rb); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, ps_buffer, 0, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_COPY_DEST); transition_sub_resource_state(command_list, cs_buffer, 0, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_COPY_DEST); transition_sub_resource_state(command_list, cs_buffer2, 0, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_COPY_DEST); } ID3D12Resource_Release(ps_buffer); ID3D12Resource_Release(cs_buffer); ID3D12Resource_Release(cs_buffer2); ID3D12PipelineState_Release(pipeline_state); destroy_test_context(&context); } void test_atomic_instructions_dxbc(void) { test_atomic_instructions(false); } void test_atomic_instructions_dxil(void) { test_atomic_instructions(true); } void test_buffer_srv(void) { struct buffer { unsigned int byte_count; unsigned int data_offset; const void *data; unsigned int structure_byte_stride; }; D3D12_ROOT_SIGNATURE_DESC root_signature_desc; const D3D12_SHADER_BYTECODE *current_shader; D3D12_DESCRIPTOR_RANGE descriptor_ranges[1]; D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc; ID3D12GraphicsCommandList *command_list; D3D12_ROOT_PARAMETER root_parameters[2]; D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle; ID3D12DescriptorHeap *descriptor_heap; const struct buffer *current_buffer; unsigned int color, expected_color; struct test_context_desc desc; struct test_context context; struct resource_readback rb; ID3D12CommandQueue *queue; ID3D12Resource *buffer; ID3D12Device *device; unsigned int i, x, y; HRESULT hr; static const DWORD ps_float4_code[] = { #if 0 Buffer b; float2 size; float4 main(float4 position : SV_POSITION) : SV_Target { float2 p; int2 coords; p.x = position.x / 640.0f; p.y = position.y / 480.0f; coords = int2(p.x * size.x, p.y * size.y); return b.Load(coords.y * size.x + coords.x); } #endif 0x43425844, 0xf10ea650, 0x311f5c38, 0x3a888b7f, 0x58230334, 0x00000001, 0x000001a0, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000104, 0x00000040, 0x00000041, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04000858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x08000038, 0x00100032, 0x00000000, 0x00101516, 0x00000000, 0x00208516, 0x00000000, 0x00000000, 0x0a000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x3b088889, 0x3acccccd, 0x00000000, 0x00000000, 0x05000043, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x0a000032, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0010001a, 0x00000000, 0x0500001b, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x0700002d, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_float4 = {ps_float4_code, sizeof(ps_float4_code)}; static const DWORD ps_structured_code[] = { #if 0 StructuredBuffer b; float2 size; float4 main(float4 position : SV_POSITION) : SV_Target { float2 p; int2 coords; p.x = position.x / 640.0f; p.y = position.y / 480.0f; coords = int2(p.x * size.x, p.y * size.y); return b[coords.y * size.x + coords.x]; } #endif 0x43425844, 0x246caabb, 0xf1e7d6b9, 0xcbe720dc, 0xcdc23036, 0x00000001, 0x000001c0, 0x00000004, 0x00000030, 0x00000064, 0x00000098, 0x000001b0, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000110, 0x00000040, 0x00000044, 0x0100486a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x040000a2, 0x00107000, 0x00000000, 0x00000010, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x08000038, 0x00100032, 0x00000000, 0x00101516, 0x00000000, 0x00208516, 0x00000000, 0x00000000, 0x0a000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x3b088889, 0x3acccccd, 0x00000000, 0x00000000, 0x05000043, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x0a000032, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0010001a, 0x00000000, 0x0500001c, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x090000a7, 0x001020f2, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, 0x30494653, 0x00000008, 0x00000002, 0x00000000, }; static const D3D12_SHADER_BYTECODE ps_structured = {ps_structured_code, sizeof(ps_structured_code)}; static const unsigned int rgba16[] = { 0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00, 0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f, 0xffffffff, 0xffffffff, 0xffffffff, 0xff000000, 0xffffffff, 0xff000000, 0xff000000, 0xff000000, }; static const unsigned int rgba4[] = { 0xffffffff, 0xff0000ff, 0xff000000, 0xff00ff00, }; static const BYTE r4[] = { 0xde, 0xad, 0xba, 0xbe, }; static const struct vec4 rgba_float[] = { {1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 0.0f, 0.0f, 1.0f}, {0.0f, 0.0f, 0.0f, 1.0f}, {0.0f, 1.0f, 0.0f, 1.0f}, }; static const struct buffer rgba16_buffer = {sizeof(rgba16), 0, &rgba16}; static const struct buffer rgba16_offset_buffer = {256 + sizeof(rgba16), 256, &rgba16}; static const struct buffer rgba4_buffer = {sizeof(rgba4), 0, &rgba4}; static const struct buffer r4_buffer = {sizeof(r4), 0, &r4}; static const struct buffer r4_offset_buffer = {256 + sizeof(r4), 256, &r4}; static const struct buffer float_buffer = {sizeof(rgba_float), 0, &rgba_float, sizeof(*rgba_float)}; static const struct buffer float_offset_buffer = {256 + sizeof(rgba_float), 256, &rgba_float, sizeof(*rgba_float)}; static const unsigned int rgba16_colors2x2[] = { 0xff0000ff, 0xff0000ff, 0xff00ffff, 0xff00ffff, 0xff0000ff, 0xff0000ff, 0xff00ffff, 0xff00ffff, 0xff00ff00, 0xff00ff00, 0xffffff00, 0xffffff00, 0xff00ff00, 0xff00ff00, 0xffffff00, 0xffffff00, }; static const unsigned int rgba16_colors1x1[] = { 0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, }; static const unsigned int rgba4_colors[] = { 0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff, 0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff, 0xff000000, 0xff000000, 0xff00ff00, 0xff00ff00, 0xff000000, 0xff000000, 0xff00ff00, 0xff00ff00, }; static const unsigned int r4_colors[] = { 0xff0000de, 0xff0000de, 0xff0000ad, 0xff0000ad, 0xff0000de, 0xff0000de, 0xff0000ad, 0xff0000ad, 0xff0000ba, 0xff0000ba, 0xff0000be, 0xff0000be, 0xff0000ba, 0xff0000ba, 0xff0000be, 0xff0000be, }; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; static const struct test { const D3D12_SHADER_BYTECODE *shader; const struct buffer *buffer; DXGI_FORMAT srv_format; unsigned int srv_first_element; unsigned int srv_element_count; struct vec2 size; const unsigned int *expected_colors; } tests[] = { {&ps_float4, &rgba16_buffer, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 16, {4.0f, 4.0f}, rgba16}, {&ps_float4, &rgba16_offset_buffer, DXGI_FORMAT_R8G8B8A8_UNORM, 64, 16, {4.0f, 4.0f}, rgba16}, {&ps_float4, &rgba16_buffer, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 4, {2.0f, 2.0f}, rgba16_colors2x2}, {&ps_float4, &rgba16_buffer, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 1, {1.0f, 1.0f}, rgba16_colors1x1}, {&ps_float4, &rgba4_buffer, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 4, {2.0f, 2.0f}, rgba4_colors}, {&ps_float4, &r4_buffer, DXGI_FORMAT_R8_UNORM, 0, 4, {2.0f, 2.0f}, r4_colors}, {&ps_float4, &r4_offset_buffer, DXGI_FORMAT_R8_UNORM, 256, 4, {2.0f, 2.0f}, r4_colors}, {&ps_structured, &float_buffer, DXGI_FORMAT_UNKNOWN, 0, 4, {2.0f, 2.0f}, rgba4_colors}, {&ps_structured, &float_offset_buffer, DXGI_FORMAT_UNKNOWN, 16, 4, {2.0f, 2.0f}, rgba4_colors}, }; memset(&desc, 0, sizeof(desc)); desc.rt_width = 640; desc.rt_height = 480; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; device = context.device; command_list = context.list; queue = context.queue; descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; descriptor_ranges[0].NumDescriptors = 1; descriptor_ranges[0].BaseShaderRegister = 0; descriptor_ranges[0].RegisterSpace = 0; descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameters[0].DescriptorTable.NumDescriptorRanges = 1; root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; root_parameters[1].Constants.ShaderRegister = 0; root_parameters[1].Constants.RegisterSpace = 0; root_parameters[1].Constants.Num32BitValues = 2; root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; root_signature_desc.NumParameters = 2; root_signature_desc.pParameters = root_parameters; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = NULL; root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; hr = create_root_signature(device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); descriptor_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap); gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap); buffer = NULL; current_shader = NULL; current_buffer = NULL; for (i = 0; i < ARRAY_SIZE(tests); ++i) { const struct test *test = &tests[i]; vkd3d_test_set_context("Test %u", i); if (current_shader != test->shader) { if (context.pipeline_state) ID3D12PipelineState_Release(context.pipeline_state); current_shader = tests[i].shader; context.pipeline_state = create_pipeline_state(context.device, context.root_signature, context.render_target_desc.Format, NULL, current_shader, NULL); } if (current_buffer != test->buffer) { if (buffer) ID3D12Resource_Release(buffer); current_buffer = test->buffer; buffer = create_default_buffer(device, current_buffer->byte_count, D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST); upload_buffer_data(buffer, current_buffer->data_offset, current_buffer->byte_count - current_buffer->data_offset, current_buffer->data, queue, command_list); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, buffer, 0, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); } memset(&srv_desc, 0, sizeof(srv_desc)); srv_desc.Format = test->srv_format; srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER; srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srv_desc.Buffer.FirstElement = test->srv_first_element; srv_desc.Buffer.NumElements = test->srv_element_count; srv_desc.Buffer.StructureByteStride = current_buffer->structure_byte_stride; ID3D12Device_CreateShaderResourceView(device, buffer, &srv_desc, cpu_handle); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 2, &test->size.x, 0); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_sub_resource_state(command_list, context.render_target, 0, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list); for (y = 0; y < 4; ++y) { for (x = 0; x < 4; ++x) { color = get_readback_uint(&rb, 80 + x * 160, 60 + y * 120, 0); expected_color = test->expected_colors[y * 4 + x]; ok(compare_color(color, expected_color, 1), "Test %u: Got 0x%08x, expected 0x%08x at (%u, %u).\n", i, color, expected_color, x, y); } } release_resource_readback(&rb); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, context.render_target, 0, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } vkd3d_test_set_context(NULL); ID3D12DescriptorHeap_Release(descriptor_heap); ID3D12Resource_Release(buffer); destroy_test_context(&context); } static void test_instance_id(bool use_dxil) { D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; ID3D12CommandSignature *command_signature; ID3D12GraphicsCommandList *command_list; D3D12_INPUT_LAYOUT_DESC input_layout; D3D12_CPU_DESCRIPTOR_HANDLE rtvs[2]; D3D12_VERTEX_BUFFER_VIEW vbv[3]; ID3D12Resource *argument_buffer; ID3D12Resource *render_target; struct test_context_desc desc; struct test_context context; struct resource_readback rb; ID3D12CommandQueue *queue; ID3D12Resource *vb[3]; unsigned int i, j; HRESULT hr; D3D12_INPUT_ELEMENT_DESC layout_desc[] = { {"position", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, {"color", 0, DXGI_FORMAT_R8_UNORM, 1, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1}, {"v_offset", 0, DXGI_FORMAT_R32_FLOAT, 2, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1}, }; #if 0 struct vs_in { float4 position : Position; float color : Color; float v_offset : V_Offset; uint instance_id : SV_InstanceId; }; struct vs_out { float4 position : SV_Position; float color : Color; uint instance_id : InstanceId; }; void main(vs_in i, out vs_out o) { o.position = i.position; o.position.x += i.v_offset; o.color = i.color; o.instance_id = i.instance_id; } #endif static const DWORD vs_code_dxbc[] = { 0x43425844, 0xcde3cfbf, 0xe2e3d090, 0xe2eb1038, 0x7e5ad1cf, 0x00000001, 0x00000204, 0x00000003, 0x0000002c, 0x000000c4, 0x0000013c, 0x4e475349, 0x00000090, 0x00000004, 0x00000008, 0x00000068, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000071, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000101, 0x00000077, 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000101, 0x00000080, 0x00000000, 0x00000008, 0x00000001, 0x00000003, 0x00000101, 0x69736f50, 0x6e6f6974, 0x6c6f4300, 0x5600726f, 0x66664f5f, 0x00746573, 0x495f5653, 0x6174736e, 0x4965636e, 0xabab0064, 0x4e47534f, 0x00000070, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000e01, 0x00000062, 0x00000000, 0x00000000, 0x00000001, 0x00000002, 0x00000e01, 0x505f5653, 0x7469736f, 0x006e6f69, 0x6f6c6f43, 0x6e490072, 0x6e617473, 0x64496563, 0xababab00, 0x52444853, 0x000000c0, 0x00010040, 0x00000030, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101012, 0x00000001, 0x0300005f, 0x00101012, 0x00000002, 0x04000060, 0x00101012, 0x00000003, 0x00000008, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, 0x03000065, 0x00102012, 0x00000002, 0x07000000, 0x00102012, 0x00000000, 0x0010100a, 0x00000000, 0x0010100a, 0x00000002, 0x05000036, 0x001020e2, 0x00000000, 0x00101e56, 0x00000000, 0x05000036, 0x00102012, 0x00000001, 0x0010100a, 0x00000001, 0x05000036, 0x00102012, 0x00000002, 0x0010100a, 0x00000003, 0x0100003e, }; static const BYTE vs_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0xc2, 0x1b, 0x57, 0x2c, 0xd4, 0xd7, 0x05, 0x4b, 0xbc, 0x56, 0xbe, 0x56, 0x60, 0x65, 0xdb, 0xa1, 0x01, 0x00, 0x00, 0x00, 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(const void*)vs_code_dxil : (const void*)vs_code_dxbc, use_dxil ? sizeof(vs_code_dxil) : sizeof(vs_code_dxbc), }; #if 0 struct vs_out { float4 position : SV_Position; float color : Color; uint instance_id : InstanceId; }; void main(vs_out i, out float4 o0 : SV_Target0, out uint4 o1 : SV_Target1) { o0 = float4(i.color, i.color, i.color, 1.0f); o1 = i.instance_id; } #endif static const DWORD ps_code_dxbc[] = { 0x43425844, 0xda0ad0bb, 0x4743f5f5, 0xfbc6d0b1, 0x7c8e7df5, 0x00000001, 0x00000170, 0x00000003, 0x0000002c, 0x000000a4, 0x000000f0, 0x4e475349, 0x00000070, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000101, 0x00000062, 0x00000000, 0x00000000, 0x00000001, 0x00000002, 0x00000101, 0x505f5653, 0x7469736f, 0x006e6f69, 0x6f6c6f43, 0x6e490072, 0x6e617473, 0x64496563, 0xababab00, 0x4e47534f, 0x00000044, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000038, 0x00000001, 0x00000000, 0x00000001, 0x00000001, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000078, 0x00000040, 0x0000001e, 0x03001062, 0x00101012, 0x00000001, 0x03000862, 0x00101012, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x00102072, 0x00000000, 0x00101006, 0x00000001, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x3f800000, 0x05000036, 0x001020f2, 0x00000001, 0x00101006, 0x00000002, 0x0100003e, }; static const BYTE ps_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0xdf, 0x8e, 0xc3, 0x00, 0x92, 0x45, 0xa0, 0x98, 0xb7, 0x7d, 0x48, 0xe4, 0x24, 0xc5, 0x3e, 0xb2, 0x01, 0x00, 0x00, 0x00, 0x87, 0x07, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0xd1, 0x00, 0x00, 0x00, 0x2b, 0x01, 0x00, 0x00, 0x07, 0x02, 0x00, 0x00, 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, 0x85, 0x00, 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0x00, 0x82, 0x60, 0xc0, 0x50, 0xc4, 0x24, 0x29, 0xc2, 0x88, 0x41, 0x02, 0x80, 0x20, 0x18, 0x30, 0x14, 0x31, 0x49, 0x8d, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; const D3D12_SHADER_BYTECODE ps = { use_dxil ? (const void*)ps_code_dxil : (const void*)ps_code_dxbc, use_dxil ? sizeof(ps_code_dxil) : sizeof(ps_code_dxbc), }; static const struct vec4 stream0[] = { {-1.00f, 0.0f, 0.0f, 1.0f}, {-1.00f, 1.0f, 0.0f, 1.0f}, {-0.75f, 0.0f, 0.0f, 1.0f}, {-0.75f, 1.0f, 0.0f, 1.0f}, /* indirect draws data */ {-1.00f, -1.0f, 0.0f, 1.0f}, {-1.00f, 0.0f, 0.0f, 1.0f}, {-0.75f, -1.0f, 0.0f, 1.0f}, {-0.75f, 0.0f, 0.0f, 1.0f}, }; static const BYTE stream1[] = { 0xf0, 0x80, 0x10, 0x40, 0xaa, 0xbb, 0xcc, 0x90, }; static const float stream2[] = { 0.00f, 0.25f, 0.50f, 0.75f, 1.00f, 1.25f, 1.50f, 1.75f, }; static const D3D12_DRAW_ARGUMENTS argument_data[] = { {4, 4, 4, 0}, {4, 4, 4, 4}, }; static const struct { unsigned int color_step_rate; unsigned int expected_colors[16]; } tests[] = { {0, {0xfff0f0f0, 0xfff0f0f0, 0xfff0f0f0, 0xfff0f0f0, 0xffaaaaaa, 0xffaaaaaa, 0xffaaaaaa, 0xffaaaaaa, 0xfff0f0f0, 0xfff0f0f0, 0xfff0f0f0, 0xfff0f0f0, 0xffaaaaaa, 0xffaaaaaa, 0xffaaaaaa, 0xffaaaaaa}}, {1, {0xfff0f0f0, 0xff808080, 0xff101010, 0xff404040, 0xffaaaaaa, 0xffbbbbbb, 0xffcccccc, 0xff909090, 0xfff0f0f0, 0xff808080, 0xff101010, 0xff404040, 0xffaaaaaa, 0xffbbbbbb, 0xffcccccc, 0xff909090}}, {2, {0xfff0f0f0, 0xfff0f0f0, 0xff808080, 0xff808080, 0xffaaaaaa, 0xffaaaaaa, 0xffbbbbbb, 0xffbbbbbb, 0xfff0f0f0, 0xfff0f0f0, 0xff808080, 0xff808080, 0xffaaaaaa, 0xffaaaaaa, 0xffbbbbbb, 0xffbbbbbb}}, }; static const struct { D3D12_BOX box; unsigned int instance_id; } expected_results[] = { {{ 0, 0, 0, 10, 10, 1}, 0}, {{10, 0, 0, 20, 10, 1}, 1}, {{20, 0, 0, 30, 10, 1}, 2}, {{30, 0, 0, 40, 10, 1}, 3}, {{40, 0, 0, 50, 10, 1}, 0}, {{50, 0, 0, 60, 10, 1}, 1}, {{60, 0, 0, 70, 10, 1}, 2}, {{70, 0, 0, 80, 10, 1}, 3}, /* indirect draws results */ {{ 0, 10, 0, 10, 20, 1}, 0}, {{10, 10, 0, 20, 20, 1}, 1}, {{20, 10, 0, 30, 20, 1}, 2}, {{30, 10, 0, 40, 20, 1}, 3}, {{40, 10, 0, 50, 20, 1}, 0}, {{50, 10, 0, 60, 20, 1}, 1}, {{60, 10, 0, 70, 20, 1}, 2}, {{70, 10, 0, 80, 20, 1}, 3}, }; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; assert(ARRAY_SIZE(tests->expected_colors) == ARRAY_SIZE(expected_results)); memset(&desc, 0, sizeof(desc)); desc.rt_width = 80; desc.rt_height = 20; desc.rt_descriptor_count = 2; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; if (use_dxil && !context_supports_dxil(&context)) { destroy_test_context(&context); return; } command_list = context.list; queue = context.queue; context.root_signature = create_empty_root_signature(context.device, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT); rtvs[0] = context.rtv; rtvs[1] = get_cpu_rtv_handle(&context, context.rtv_heap, 1); desc.rt_format = DXGI_FORMAT_R32_UINT; create_render_target(&context, &desc, &render_target, &rtvs[1]); vb[0] = create_upload_buffer(context.device, sizeof(stream0), stream0); vbv[0].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[0]); vbv[0].StrideInBytes = sizeof(*stream0); vbv[0].SizeInBytes = sizeof(stream0); vb[1] = create_upload_buffer(context.device, sizeof(stream1), stream1); vbv[1].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[1]); vbv[1].StrideInBytes = sizeof(*stream1); vbv[1].SizeInBytes = sizeof(stream1); vb[2] = create_upload_buffer(context.device, sizeof(stream2), stream2); vbv[2].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[2]); vbv[2].StrideInBytes = sizeof(*stream2); vbv[2].SizeInBytes = sizeof(stream2); command_signature = create_command_signature(context.device, D3D12_INDIRECT_ARGUMENT_TYPE_DRAW); argument_buffer = create_upload_buffer(context.device, sizeof(argument_data), &argument_data); for (i = 0; i < ARRAY_SIZE(tests); ++i) { vkd3d_test_set_context("Test %u", i); layout_desc[1].InstanceDataStepRate = tests[i].color_step_rate; input_layout.pInputElementDescs = layout_desc; input_layout.NumElements = ARRAY_SIZE(layout_desc); init_pipeline_state_desc(&pso_desc, context.root_signature, 0, &vs, &ps, &input_layout); pso_desc.NumRenderTargets = 2; pso_desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; pso_desc.RTVFormats[1] = DXGI_FORMAT_R32_UINT; hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, &IID_ID3D12PipelineState, (void **)&context.pipeline_state); ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtvs[0], white, 0, NULL); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtvs[1], white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 2, rtvs, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, ARRAY_SIZE(vbv), vbv); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 4, 0, 0); ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 4, 0, 4); ID3D12GraphicsCommandList_ExecuteIndirect(command_list, command_signature, 2, argument_buffer, 0, NULL, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list); for (j = 0; j < ARRAY_SIZE(expected_results); ++j) check_readback_data_uint(&rb, &expected_results[j].box, tests[i].expected_colors[j], 1); release_resource_readback(&rb); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); get_texture_readback_with_command_list(render_target, 0, &rb, queue, command_list); for (j = 0; j < ARRAY_SIZE(expected_results); ++j) check_readback_data_uint(&rb, &expected_results[j].box, expected_results[j].instance_id, 0); release_resource_readback(&rb); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); transition_resource_state(command_list, render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); ID3D12PipelineState_Release(context.pipeline_state); context.pipeline_state = NULL; } vkd3d_test_set_context(NULL); ID3D12CommandSignature_Release(command_signature); ID3D12Resource_Release(argument_buffer); ID3D12Resource_Release(render_target); for (i = 0; i < ARRAY_SIZE(vb); ++i) ID3D12Resource_Release(vb[i]); destroy_test_context(&context); } void test_instance_id_dxbc(void) { test_instance_id(false); } void test_instance_id_dxil(void) { test_instance_id(true); } static void test_vertex_id(bool use_dxil) { #if 0 uint4 main(uint id : ID, uint instance_id : SV_InstanceID, uint vertex_id : SV_VertexID) : OUTPUT { return uint4(id, instance_id, vertex_id, 0); } #endif static const DWORD vs_code_dxbc[] = { 0x43425844, 0x5625197b, 0x588ccf8f, 0x48694905, 0x961d19ca, 0x00000001, 0x00000170, 0x00000003, 0x0000002c, 0x000000a4, 0x000000d4, 0x4e475349, 0x00000070, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000101, 0x00000053, 0x00000000, 0x00000008, 0x00000001, 0x00000001, 0x00000101, 0x00000061, 0x00000000, 0x00000006, 0x00000001, 0x00000002, 0x00000101, 0x53004449, 0x6e495f56, 0x6e617473, 0x44496563, 0x5f565300, 0x74726556, 0x44497865, 0xababab00, 0x4e47534f, 0x00000028, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x5054554f, 0xab005455, 0x52444853, 0x00000094, 0x00010040, 0x00000025, 0x0300005f, 0x00101012, 0x00000000, 0x04000060, 0x00101012, 0x00000001, 0x00000008, 0x04000060, 0x00101012, 0x00000002, 0x00000006, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x00102012, 0x00000000, 0x0010100a, 0x00000000, 0x05000036, 0x00102022, 0x00000000, 0x0010100a, 0x00000001, 0x05000036, 0x00102042, 0x00000000, 0x0010100a, 0x00000002, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x00000000, 0x0100003e, }; static const BYTE vs_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0x3a, 0x16, 0xb9, 0x94, 0xbd, 0x44, 0x72, 0x65, 0x71, 0xac, 0xa2, 0xc3, 0x9a, 0xba, 0x41, 0x2a, 0x01, 0x00, 0x00, 0x00, 0xa8, 0x06, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0xd1, 0x00, 0x00, 0x00, 0x08, 0x01, 0x00, 0x00, 0xc8, 0x01, 0x00, 0x00, 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, 0x85, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 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(const void*)vs_code_dxil : (const void*)vs_code_dxbc, use_dxil ? sizeof(vs_code_dxil) : sizeof(vs_code_dxbc), }; D3D12_INPUT_ELEMENT_DESC layout_desc[] = { {"ID", 0, DXGI_FORMAT_R32_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, }; static const D3D12_SO_DECLARATION_ENTRY so_declaration[] = { {0, "OUTPUT", 0, 0, 4, 0}, }; static const unsigned int strides[] = {16}; static const unsigned int vertices[] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 5, 6, 7, 0xa, 0xb, 0xc, 0xd, 0xe, 0xf, }; static const unsigned int indices[] = { 6, 7, 8, 0, 1, 2, 0, 1, 2, 3, 8, 9, }; static const D3D12_DRAW_ARGUMENTS argument_data[] = { {4, 1, 12, 1}, {2, 3, 16, 0}, }; static const D3D12_DRAW_INDEXED_ARGUMENTS indexed_argument_data[] = { {4, 1, 6, 12, 1}, {2, 3, 10, 8, 0}, }; struct uvec4 expected_values[] = { {0, 0, 0}, {1, 0, 1}, {2, 0, 2}, {0, 1, 0}, {1, 1, 1}, {2, 1, 2}, {3, 0, 0}, {4, 0, 1}, {5, 0, 2}, {6, 0, 6}, {7, 0, 7}, {8, 0, 8}, {6, 1, 6}, {7, 1, 7}, {8, 1, 8}, {5, 0, 0}, {6, 0, 1}, {7, 0, 2}, {0xa, 0, 0}, {0xb, 0, 1}, {0xc, 0, 2}, {0xd, 0, 3}, {0xe, 0, 0}, {0xf, 0, 1}, {0xe, 1, 0}, {0xf, 1, 1}, {0xe, 2, 0}, {0xf, 2, 1}, {0xa, 0, 0}, {0xb, 0, 1}, {0xc, 0, 2}, {0xd, 0, 3}, {0xe, 0, 8}, {0xf, 0, 9}, {0xe, 1, 8}, {0xf, 1, 9}, {0xe, 2, 8}, {0xf, 2, 9}, }; bool found_values[ARRAY_SIZE(expected_values)] = {0}; bool used_values[ARRAY_SIZE(expected_values)] = {0}; ID3D12Resource *args_buffer, *indexed_args_buffer; ID3D12CommandSignature *indexed_command_signature; D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; ID3D12Resource *counter_buffer, *so_buffer; ID3D12CommandSignature *command_signature; ID3D12GraphicsCommandList *command_list; D3D12_INPUT_LAYOUT_DESC input_layout; D3D12_STREAM_OUTPUT_BUFFER_VIEW sobv; ID3D12Resource *upload_buffer; struct test_context_desc desc; D3D12_VERTEX_BUFFER_VIEW vbv; D3D12_INDEX_BUFFER_VIEW ibv; struct resource_readback rb; struct test_context context; ID3D12CommandQueue *queue; ID3D12Resource *vb, *ib; ID3D12Device *device; unsigned int count; unsigned int i, j; HRESULT hr; memset(&desc, 0, sizeof(desc)); desc.root_signature_flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | D3D12_ROOT_SIGNATURE_FLAG_ALLOW_STREAM_OUTPUT; desc.no_pipeline = true; if (!init_test_context(&context, &desc)) return; if (use_dxil && !context_supports_dxil(&context)) { destroy_test_context(&context); return; } device = context.device; command_list = context.list; queue = context.queue; input_layout.pInputElementDescs = layout_desc; input_layout.NumElements = ARRAY_SIZE(layout_desc); if (use_dxil) init_pipeline_state_desc_dxil(&pso_desc, context.root_signature, 0, &vs, NULL, &input_layout); else init_pipeline_state_desc(&pso_desc, context.root_signature, 0, &vs, NULL, &input_layout); memset(&pso_desc.PS, 0, sizeof(pso_desc.PS)); pso_desc.StreamOutput.NumEntries = ARRAY_SIZE(so_declaration); pso_desc.StreamOutput.pSODeclaration = so_declaration; pso_desc.StreamOutput.pBufferStrides = strides; pso_desc.StreamOutput.NumStrides = ARRAY_SIZE(strides); pso_desc.StreamOutput.RasterizedStream = D3D12_SO_NO_RASTERIZED_STREAM; pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc, &IID_ID3D12PipelineState, (void **)&context.pipeline_state); if (hr == E_NOTIMPL) { skip("Stream output is not supported.\n"); destroy_test_context(&context); return; } ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr); vb = create_upload_buffer(context.device, sizeof(vertices), vertices); vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb); vbv.StrideInBytes = sizeof(*vertices); vbv.SizeInBytes = sizeof(vertices); ib = create_upload_buffer(context.device, sizeof(indices), indices); ibv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(ib); ibv.SizeInBytes = sizeof(indices); ibv.Format = DXGI_FORMAT_R32_UINT; args_buffer = create_upload_buffer(device, sizeof(argument_data), &argument_data); indexed_args_buffer = create_upload_buffer(device, sizeof(indexed_argument_data), &indexed_argument_data); command_signature = create_command_signature(device, D3D12_INDIRECT_ARGUMENT_TYPE_DRAW); indexed_command_signature = create_command_signature(device, D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED); count = 0; upload_buffer = create_upload_buffer(device, sizeof(count), &count); counter_buffer = create_default_buffer(device, 32, D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST); so_buffer = create_default_buffer(device, 1024, D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_STREAM_OUT); sobv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(so_buffer); sobv.SizeInBytes = 1024; sobv.BufferFilledSizeLocation = ID3D12Resource_GetGPUVirtualAddress(counter_buffer); ID3D12GraphicsCommandList_CopyBufferRegion(command_list, counter_buffer, 0, upload_buffer, 0, sizeof(count)); transition_resource_state(command_list, counter_buffer, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_STREAM_OUT); /* Test zero viewports. */ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_POINTLIST); ID3D12GraphicsCommandList_IASetIndexBuffer(command_list, &ibv); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv); ID3D12GraphicsCommandList_SOSetTargets(command_list, 0, 1, &sobv); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 2, 0, 0); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 3, 16); ID3D12GraphicsCommandList_DrawIndexedInstanced(command_list, 3, 2, 0, 0, 0); ID3D12GraphicsCommandList_DrawIndexedInstanced(command_list, 3, 1, 3, 9, 7); ID3D12GraphicsCommandList_ExecuteIndirect(command_list, command_signature, 1, args_buffer, 0, NULL, 0); ID3D12GraphicsCommandList_ExecuteIndirect(command_list, command_signature, 1, args_buffer, sizeof(*argument_data), NULL, 0); ID3D12GraphicsCommandList_ExecuteIndirect(command_list, indexed_command_signature, 1, indexed_args_buffer, 0, NULL, 0); ID3D12GraphicsCommandList_ExecuteIndirect(command_list, indexed_command_signature, 1, indexed_args_buffer, sizeof(*indexed_argument_data), NULL, 0); transition_resource_state(command_list, counter_buffer, D3D12_RESOURCE_STATE_STREAM_OUT, D3D12_RESOURCE_STATE_COPY_SOURCE); transition_resource_state(command_list, so_buffer, D3D12_RESOURCE_STATE_STREAM_OUT, D3D12_RESOURCE_STATE_COPY_SOURCE); get_buffer_readback_with_command_list(counter_buffer, DXGI_FORMAT_R32_UINT, &rb, queue, command_list); count = get_readback_uint(&rb, 0, 0, 0); ok(count == ARRAY_SIZE(expected_values) * sizeof(struct vec4), "Got counter value %u, expected %uu.\n", count, (unsigned int)(ARRAY_SIZE(expected_values) * sizeof(struct vec4))); release_resource_readback(&rb); reset_command_list(command_list, context.allocator); count /= sizeof(struct vec4); count = min(count, ARRAY_SIZE(used_values)); get_buffer_readback_with_command_list(so_buffer, DXGI_FORMAT_UNKNOWN, &rb, queue, command_list); for (i = 0; i < ARRAY_SIZE(expected_values); ++i) { for (j = 0; j < count; ++j) { if (!used_values[j] && compare_uvec4(get_readback_uvec4(&rb, j, 0), &expected_values[i])) { found_values[i] = true; used_values[j] = true; break; } } } for (i = 0; i < count; ++i) { const struct uvec4 *v = get_readback_uvec4(&rb, i, 0); ok(used_values[i], "Found unexpected value {0x%08x, 0x%08x, 0x%08x, 0x%08x}.\n", v->x, v->y, v->z, v->w); } release_resource_readback(&rb); for (i = 0; i < ARRAY_SIZE(expected_values); ++i) { ok(found_values[i], "Failed to find value {0x%08x, 0x%08x, 0x%08x, 0x%08x}.\n", expected_values[i].x, expected_values[i].y, expected_values[i].z, expected_values[i].w); } ID3D12CommandSignature_Release(command_signature); ID3D12CommandSignature_Release(indexed_command_signature); ID3D12Resource_Release(args_buffer); ID3D12Resource_Release(counter_buffer); ID3D12Resource_Release(ib); ID3D12Resource_Release(indexed_args_buffer); ID3D12Resource_Release(so_buffer); ID3D12Resource_Release(upload_buffer); ID3D12Resource_Release(vb); destroy_test_context(&context); } void test_vertex_id_dxbc(void) { test_vertex_id(false); } void test_vertex_id_dxil(void) { test_vertex_id(true); } static void test_face_culling(bool use_dxil) { ID3D12PipelineState *color_pso, *ccw_color_pso, *pso; D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; ID3D12GraphicsCommandList *command_list; struct test_context_desc desc; struct test_context context; ID3D12CommandQueue *queue; ID3D12Device *device; unsigned int i; HRESULT hr; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f}; #if 0 void main(uint id : SV_VertexID, out float4 position : SV_Position) { float2 coords = float2((id << 1) & 2, id & 2); position = float4(coords * float2(2, 2) + float2(-1, -1), 0, 1); } #endif static const DWORD vs_ccw_code_dxbc[] = { 0x43425844, 0xdcd52e92, 0x3f4a3922, 0xa376c4ed, 0x2bc626c0, 0x00000001, 0x0000018c, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x58454853, 0x000000f0, 0x00010050, 0x0000003c, 0x0100086a, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x02000068, 0x00000001, 0x0b00008c, 0x00100012, 0x00000000, 0x00004001, 0x00000001, 0x00004001, 0x00000001, 0x0010100a, 0x00000000, 0x00004001, 0x00000000, 0x07000001, 0x00100042, 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x00000002, 0x05000056, 0x00100032, 0x00000000, 0x00100086, 0x00000000, 0x0f000032, 0x00102032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x40000000, 0x40000000, 0x00000000, 0x00000000, 0x00004002, 0xbf800000, 0xbf800000, 0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, }; static const BYTE vs_ccw_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0x8e, 0x0a, 0x73, 0xbf, 0x15, 0x63, 0xb0, 0xc8, 0x0b, 0x5b, 0x22, 0x58, 0x78, 0x7a, 0xd8, 0x98, 0x01, 0x00, 0x00, 0x00, 0x24, 0x06, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0xbc, 0x00, 0x00, 0x00, 0x34, 0x01, 0x00, 0x00, 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, 0x34, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 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(const void*)vs_ccw_code_dxil : vs_ccw_code_dxbc, use_dxil ? sizeof(vs_ccw_code_dxil) : sizeof(vs_ccw_code_dxbc) }; #if 0 float4 color; float4 main(float4 position : SV_POSITION) : SV_Target { return color; } #endif static const DWORD ps_color_code_dxbc[] = { 0x43425844, 0xd18ead43, 0x8b8264c1, 0x9c0a062d, 0xfc843226, 0x00000001, 0x000000e0, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000044, 0x00000050, 0x00000011, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x06000036, 0x001020f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x0100003e, }; static const BYTE ps_color_mode_dxil[] = { 0x44, 0x58, 0x42, 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0xe3, 0x4b, 0x93, 0x13, 0x11, 0x28, 0x35, 0x3d, 0xd4, 0xe4, 0x17, 0xb7, 0x6d, 0x01, 0x04, 0x03, 0x20, 0x0d, 0x00, 0x61, 0x20, 0x00, 0x00, 0x24, 0x00, 0x00, 0x00, 0x13, 0x04, 0x41, 0x2c, 0x10, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x74, 0x4a, 0xa1, 0xe4, 0xca, 0x8e, 0x50, 0x11, 0x94, 0x00, 0xc1, 0x11, 0x00, 0x00, 0x00, 0x00, 0x23, 0x06, 0x09, 0x00, 0x82, 0x60, 0x10, 0x5d, 0xc5, 0x30, 0x4d, 0xc1, 0x88, 0xc1, 0x01, 0x80, 0x20, 0x18, 0x38, 0x59, 0x11, 0x50, 0xa3, 0x09, 0x01, 0x30, 0x9a, 0x20, 0x04, 0xa3, 0x09, 0x83, 0x30, 0x9a, 0x40, 0x0c, 0x23, 0x06, 0x09, 0x00, 0x82, 0x60, 0x90, 0x7c, 0x4c, 0x96, 0x6d, 0xc4, 0x88, 0x41, 0x02, 0x80, 0x20, 0x18, 0x24, 0x1f, 0x93, 0x65, 0xc8, 0x30, 0x62, 0x90, 0x00, 0x20, 0x08, 0x06, 0xc9, 0xc7, 0x64, 0x59, 0x22, 0x8c, 0x18, 0x24, 0x00, 0x08, 0x82, 0x41, 0xf2, 0x31, 0x59, 0x16, 0x05, 0x18, 0x0e, 0x04, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0xb5, 0x01, 0x91, 0x8e, 0xec, 0xb7, 0x38, 0xcc, 0x9e, 0x7f, 0xc7, 0xe2, 0xba, 0xd9, 0x5c, 0x96, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; const D3D12_SHADER_BYTECODE ps_color = { use_dxil ? (const void*)ps_color_mode_dxil : (const void*)ps_color_code_dxbc, use_dxil ? sizeof(ps_color_mode_dxil) : sizeof(ps_color_code_dxbc) }; #if 0 float4 main(uint front : SV_IsFrontFace) : SV_Target { return (front == ~0u) ? float4(0.0f, 1.0f, 0.0f, 1.0f) : float4(0.0f, 0.0f, 1.0f, 1.0f); } #endif static const DWORD ps_front_code_dxbc[] = { 0x43425844, 0x92002fad, 0xc5c620b9, 0xe7a154fb, 0x78b54e63, 0x00000001, 0x00000128, 0x00000003, 0x0000002c, 0x00000064, 0x00000098, 0x4e475349, 0x00000030, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000009, 0x00000001, 0x00000000, 0x00000101, 0x495f5653, 0x6f724673, 0x6146746e, 0xab006563, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000088, 0x00000040, 0x00000022, 0x04000863, 0x00101012, 0x00000000, 0x00000009, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x07000020, 0x00100012, 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0xffffffff, 0x0f000037, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x00004002, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, 0x0100003e, }; static const BYTE ps_front_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0x12, 0xe9, 0x02, 0x3e, 0x28, 0x76, 0xce, 0xdb, 0x81, 0xdb, 0x39, 0xb0, 0xfd, 0x51, 0x1b, 0xf5, 0x01, 0x00, 0x00, 0x00, 0x0d, 0x06, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x83, 0x00, 0x00, 0x00, 0xbd, 0x00, 0x00, 0x00, 0x35, 0x01, 0x00, 0x00, 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, 0x37, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x49, 0x73, 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(const void*)ps_front_code_dxil : (const void*)ps_front_code_dxbc, use_dxil ? sizeof(ps_front_code_dxil) : sizeof(ps_front_code_dxbc) }; static const struct { D3D12_CULL_MODE cull_mode; bool front_ccw; bool expected_cw; bool expected_ccw; } tests[] = { {D3D12_CULL_MODE_NONE, false, true, true}, {D3D12_CULL_MODE_NONE, true, true, true}, {D3D12_CULL_MODE_FRONT, false, false, true}, {D3D12_CULL_MODE_FRONT, true, true, false}, {D3D12_CULL_MODE_BACK, false, true, false}, {D3D12_CULL_MODE_BACK, true, false, true}, }; static const bool front_tests[] = {false, true}; memset(&desc, 0, sizeof(desc)); desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; if (use_dxil && !context_supports_dxil(&context)) { destroy_test_context(&context); return; } device = context.device; command_list = context.list; queue = context.queue; context.root_signature = create_32bit_constants_root_signature(device, 0, 4, D3D12_SHADER_VISIBILITY_PIXEL); if (use_dxil) { color_pso = create_pipeline_state_dxil(device, context.root_signature, context.render_target_desc.Format, NULL, &ps_color, NULL); } else { color_pso = create_pipeline_state(device, context.root_signature, context.render_target_desc.Format, NULL, &ps_color, NULL); } ccw_color_pso = create_pipeline_state(device, context.root_signature, context.render_target_desc.Format, &vs_ccw, &ps_color, NULL); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, color_pso); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &green.x, 0); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, ccw_color_pso); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &green.x, 0); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xffffffff, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); for (i = 0; i < ARRAY_SIZE(tests); ++i) { vkd3d_test_set_context("Test %u", i); if (use_dxil) { init_pipeline_state_desc_dxil(&pso_desc, context.root_signature, context.render_target_desc.Format, NULL, &ps_color, NULL); } else { init_pipeline_state_desc(&pso_desc, context.root_signature, context.render_target_desc.Format, NULL, &ps_color, NULL); } pso_desc.RasterizerState.CullMode = tests[i].cull_mode; pso_desc.RasterizerState.FrontCounterClockwise = tests[i].front_ccw; hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc, &IID_ID3D12PipelineState, (void **)&pso); ok(SUCCEEDED(hr), "Failed to create graphics pipeline state, hr %#x.\n", hr); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &green.x, 0); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint(context.render_target, 0, queue, command_list, tests[i].expected_cw ? 0xff00ff00 : 0xffffffff, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); ID3D12PipelineState_Release(pso); pso_desc.VS = vs_ccw; hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc, &IID_ID3D12PipelineState, (void **)&pso); ok(SUCCEEDED(hr), "Failed to create graphics pipeline state, hr %#x.\n", hr); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &green.x, 0); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint(context.render_target, 0, queue, command_list, tests[i].expected_ccw ? 0xff00ff00 : 0xffffffff, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); ID3D12PipelineState_Release(pso); } vkd3d_test_set_context(NULL); /* Test SV_IsFrontFace. */ for (i = 0; i < ARRAY_SIZE(front_tests); ++i) { vkd3d_test_set_context("Test %u", i); if (use_dxil) { init_pipeline_state_desc_dxil(&pso_desc, context.root_signature, context.render_target_desc.Format, NULL, &ps_front, NULL); } else { init_pipeline_state_desc(&pso_desc, context.root_signature, context.render_target_desc.Format, NULL, &ps_front, NULL); } pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE; pso_desc.RasterizerState.FrontCounterClockwise = front_tests[i]; hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc, &IID_ID3D12PipelineState, (void **)&pso); ok(SUCCEEDED(hr), "Failed to create graphics pipeline state, hr %#x.\n", hr); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint(context.render_target, 0, queue, command_list, front_tests[i] ? 0xffff0000 : 0xff00ff00, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); ID3D12PipelineState_Release(pso); pso_desc.VS = vs_ccw; hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc, &IID_ID3D12PipelineState, (void **)&pso); ok(SUCCEEDED(hr), "Failed to create graphics pipeline state, hr %#x.\n", hr); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint(context.render_target, 0, queue, command_list, front_tests[i] ? 0xff00ff00 : 0xffff0000, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); ID3D12PipelineState_Release(pso); } vkd3d_test_set_context(NULL); ID3D12PipelineState_Release(color_pso); ID3D12PipelineState_Release(ccw_color_pso); destroy_test_context(&context); } void test_face_culling_dxbc(void) { test_face_culling(false); } void test_face_culling_dxil(void) { test_face_culling(true); } void test_separate_bindings(void) { ID3D12Resource *cs_raw_buffer, *cs_raw_uav_buffer; ID3D12Resource *ps_raw_buffer, *ps_raw_uav_buffer; ID3D12Resource *cs_textures[2], *ps_textures[2]; D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_DESCRIPTOR_RANGE descriptor_ranges[2]; ID3D12GraphicsCommandList *command_list; D3D12_ROOT_PARAMETER root_parameters[4]; ID3D12PipelineState *compute_pso; ID3D12Resource *cs_cb, *ps_cb; struct test_context_desc desc; struct resource_readback rb; D3D12_SUBRESOURCE_DATA data; struct test_context context; ID3D12DescriptorHeap *heap; ID3D12CommandQueue *queue; ID3D12Device *device; unsigned int i; HRESULT hr; static const DWORD cs_code[] = { #if 0 ByteAddressBuffer t0; RWByteAddressBuffer u1 : register(u1); cbuffer cb0 { float4 cb0; }; Texture2D t1; RWTexture2D u2 : register(u2); [numthreads(1, 1, 1)] void main() { uint ret = 0xffffffff; if (t0.Load(0) != 2) ret = 0; if (any(cb0 != float4(4, 8, 16, 32))) ret = 0; if (any(t1.Load(0) != float4(4, 8, 16, 32))) ret = 0; if (u2[(int2)0] != 4) ret = 0; u1.Store(0, ret); } #endif 0x43425844, 0x5ef0e316, 0x8a886806, 0x06279aa8, 0x10936fa5, 0x00000001, 0x000002bc, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000268, 0x00050050, 0x0000009a, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x030000a1, 0x00107000, 0x00000000, 0x04001858, 0x00107000, 0x00000001, 0x00005555, 0x0300009d, 0x0011e000, 0x00000001, 0x0400189c, 0x0011e000, 0x00000002, 0x00005555, 0x02000068, 0x00000002, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x8c00002d, 0x800000c2, 0x00155543, 0x001000f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00107e46, 0x00000001, 0x0a000039, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x40800000, 0x41000000, 0x41800000, 0x42000000, 0x0700003c, 0x00100032, 0x00000000, 0x00100ae6, 0x00000000, 0x00100046, 0x00000000, 0x0700003c, 0x00100012, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x0b000039, 0x001000f2, 0x00000001, 0x00208e46, 0x00000000, 0x00000000, 0x00004002, 0x40800000, 0x41000000, 0x41800000, 0x42000000, 0x0700003c, 0x00100062, 0x00000000, 0x00100ba6, 0x00000001, 0x00100106, 0x00000001, 0x0700003c, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0700003c, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x0010001a, 0x00000000, 0x8c0000a3, 0x800000c2, 0x00155543, 0x00100022, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0011ee16, 0x00000002, 0x07000039, 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x40800000, 0x0700003c, 0x00100012, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x890000a5, 0x800002c2, 0x00199983, 0x00100022, 0x00000000, 0x00004001, 0x00000000, 0x00107006, 0x00000000, 0x07000020, 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000002, 0x09000037, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000000, 0x0010001a, 0x00000000, 0x070000a6, 0x0011e012, 0x00000001, 0x00004001, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e, }; static const DWORD ps_code[] = { #if 0 ByteAddressBuffer t0; RWByteAddressBuffer u1 : register(u1); cbuffer cb0 { float4 cb0; }; Texture2D t1; RWTexture2D u2 : register(u2); float4 main() : SV_Target0 { bool ret = true; if (t0.Load(0) != 1) ret = false; if (u1.Load(0) != 2) ret = false; if (any(cb0 != float4(1, 2, 3, 4))) ret = false; if (any(t1.Load(0) != float4(1, 2, 3, 4))) ret = false; if (u2[(int2)0] != 1) ret = false; return ret ? float4(0, 1, 0, 1) : float4(1, 0, 0, 1); } #endif 0x43425844, 0xb5db404c, 0xd1dd05ca, 0xf5c1284d, 0x58d71b13, 0x00000001, 0x00000358, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000002e0, 0x00000050, 0x000000b8, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x030000a1, 0x00107000, 0x00000000, 0x04001858, 0x00107000, 0x00000001, 0x00005555, 0x0300009d, 0x0011e000, 0x00000001, 0x0400189c, 0x0011e000, 0x00000002, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0b000039, 0x001000f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00004002, 0x3f800000, 0x40000000, 0x40400000, 0x40800000, 0x0700003c, 0x00100032, 0x00000000, 0x00100ae6, 0x00000000, 0x00100046, 0x00000000, 0x0700003c, 0x00100012, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x890000a5, 0x800002c2, 0x00199983, 0x00100022, 0x00000000, 0x00004001, 0x00000000, 0x0011e006, 0x00000001, 0x07000027, 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000002, 0x0700003c, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x0010001a, 0x00000000, 0x8c00002d, 0x800000c2, 0x00155543, 0x001000f2, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00107e46, 0x00000001, 0x0a000039, 0x001000f2, 0x00000001, 0x00100e46, 0x00000001, 0x00004002, 0x3f800000, 0x40000000, 0x40400000, 0x40800000, 0x0700003c, 0x00100062, 0x00000000, 0x00100ba6, 0x00000001, 0x00100106, 0x00000001, 0x0700003c, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0700003c, 0x00100012, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x8c0000a3, 0x800000c2, 0x00155543, 0x00100022, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0011ee16, 0x00000002, 0x07000039, 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x3f800000, 0x0700003c, 0x00100012, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x890000a5, 0x800002c2, 0x00199983, 0x00100022, 0x00000000, 0x00004001, 0x00000000, 0x00107006, 0x00000000, 0x07000020, 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000001, 0x09000037, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000000, 0x0010001a, 0x00000000, 0x0f000037, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; static const struct vec4 cs_data = {4.0f, 8.0f, 16.0f, 32.0f}; static const struct vec4 ps_data = {1.0f, 2.0f, 3.0f, 4.0f}; static const float cs_texture_data = 4.0f; static const float ps_texture_data = 1.0f; static const uint32_t cs_raw_data = 2; static const uint32_t ps_raw_data = 1; static const uint32_t ps_raw_uav_data = 2; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; memset(&desc, 0, sizeof(desc)); desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; device = context.device; command_list = context.list; queue = context.queue; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; root_parameters[0].Descriptor.ShaderRegister = 0; root_parameters[0].Descriptor.RegisterSpace = 0; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV; root_parameters[1].Descriptor.ShaderRegister = 0; root_parameters[1].Descriptor.RegisterSpace = 0; root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV; root_parameters[2].Descriptor.ShaderRegister = 1; root_parameters[2].Descriptor.RegisterSpace = 0; root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; descriptor_ranges[0].NumDescriptors = 1; descriptor_ranges[0].BaseShaderRegister = 1; descriptor_ranges[0].RegisterSpace = 0; descriptor_ranges[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; descriptor_ranges[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; descriptor_ranges[1].NumDescriptors = 1; descriptor_ranges[1].BaseShaderRegister = 2; descriptor_ranges[1].RegisterSpace = 0; descriptor_ranges[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; root_parameters[3].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameters[3].DescriptorTable.NumDescriptorRanges = 2; root_parameters[3].DescriptorTable.pDescriptorRanges = descriptor_ranges; root_parameters[3].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; memset(&root_signature_desc, 0, sizeof(root_signature_desc)); root_signature_desc.NumParameters = 4; root_signature_desc.pParameters = root_parameters; hr = create_root_signature(device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); compute_pso = create_compute_pipeline_state(device, context.root_signature, shader_bytecode(cs_code, sizeof(cs_code))); context.pipeline_state = create_pipeline_state(device, context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL); heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 20); cs_cb = create_upload_buffer(device, sizeof(cs_data), &cs_data); ps_cb = create_upload_buffer(device, sizeof(ps_data), &ps_data); cs_raw_buffer = create_upload_buffer(device, sizeof(cs_raw_data), &cs_raw_data); ps_raw_buffer = create_upload_buffer(device, sizeof(ps_raw_data), &ps_raw_data); cs_raw_uav_buffer = create_default_buffer(device, sizeof(uint32_t), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); ps_raw_uav_buffer = create_default_buffer(device, sizeof(ps_raw_uav_data), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); upload_buffer_data(ps_raw_uav_buffer, 0, sizeof(ps_raw_uav_data), &ps_raw_uav_data, queue, command_list); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, ps_raw_uav_buffer, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); cs_textures[0] = create_default_texture(device, 1, 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_RESOURCE_STATE_COPY_DEST); data.pData = &cs_data; data.RowPitch = sizeof(cs_data); data.SlicePitch = data.RowPitch; upload_texture_data(cs_textures[0], &data, 1, queue, command_list); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, cs_textures[0], D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE); cs_textures[1] = create_default_texture(device, 1, 1, DXGI_FORMAT_R32_FLOAT, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); data.pData = &cs_texture_data; data.RowPitch = sizeof(cs_texture_data); data.SlicePitch = data.RowPitch; upload_texture_data(cs_textures[1], &data, 1, queue, command_list); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, cs_textures[1], D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); ps_textures[0] = create_default_texture(device, 1, 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_RESOURCE_STATE_COPY_DEST); data.pData = &ps_data; data.RowPitch = sizeof(ps_data); data.SlicePitch = data.RowPitch; upload_texture_data(ps_textures[0], &data, 1, queue, command_list); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, ps_textures[0], D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); ps_textures[1] = create_default_texture(device, 1, 1, DXGI_FORMAT_R32_FLOAT, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); data.pData = &ps_texture_data; data.RowPitch = sizeof(ps_texture_data); data.SlicePitch = data.RowPitch; upload_texture_data(ps_textures[1], &data, 1, queue, command_list); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, ps_textures[1], D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); ID3D12Device_CreateShaderResourceView(device, cs_textures[0], NULL, get_cpu_descriptor_handle(&context, heap, 0)); ID3D12Device_CreateUnorderedAccessView(device, cs_textures[1], NULL, NULL, get_cpu_descriptor_handle(&context, heap, 1)); ID3D12Device_CreateShaderResourceView(device, ps_textures[0], NULL, get_cpu_descriptor_handle(&context, heap, 10)); ID3D12Device_CreateUnorderedAccessView(device, ps_textures[1], NULL, NULL, get_cpu_descriptor_handle(&context, heap, 11)); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); ID3D12GraphicsCommandList_SetComputeRootConstantBufferView(command_list, 0, ID3D12Resource_GetGPUVirtualAddress(cs_cb)); ID3D12GraphicsCommandList_SetComputeRootShaderResourceView(command_list, 1, ID3D12Resource_GetGPUVirtualAddress(cs_raw_buffer)); ID3D12GraphicsCommandList_SetComputeRootUnorderedAccessView(command_list, 2, ID3D12Resource_GetGPUVirtualAddress(cs_raw_uav_buffer)); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 3, get_gpu_descriptor_handle(&context, heap, 0)); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, ID3D12Resource_GetGPUVirtualAddress(ps_cb)); ID3D12GraphicsCommandList_SetGraphicsRootShaderResourceView(command_list, 1, ID3D12Resource_GetGPUVirtualAddress(ps_raw_buffer)); ID3D12GraphicsCommandList_SetGraphicsRootUnorderedAccessView(command_list, 2, ID3D12Resource_GetGPUVirtualAddress(ps_raw_uav_buffer)); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 3, get_gpu_descriptor_handle(&context, heap, 10)); ID3D12GraphicsCommandList_SetPipelineState(command_list, compute_pso); ID3D12GraphicsCommandList_Dispatch(command_list, 1, 1, 1); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, cs_raw_uav_buffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_buffer_readback_with_command_list(cs_raw_uav_buffer, DXGI_FORMAT_R32_UINT, &rb, queue, command_list); check_readback_data_uint(&rb, NULL, 0xffffffff, 0); release_resource_readback(&rb); ID3D12Resource_Release(cs_cb); ID3D12Resource_Release(ps_cb); ID3D12Resource_Release(cs_raw_buffer); ID3D12Resource_Release(cs_raw_uav_buffer); ID3D12Resource_Release(ps_raw_buffer); ID3D12Resource_Release(ps_raw_uav_buffer); for (i = 0; i < ARRAY_SIZE(cs_textures); ++i) ID3D12Resource_Release(cs_textures[i]); for (i = 0; i < ARRAY_SIZE(ps_textures); ++i) ID3D12Resource_Release(ps_textures[i]); ID3D12DescriptorHeap_Release(heap); ID3D12PipelineState_Release(compute_pso); destroy_test_context(&context); } static void test_sample_mask(bool use_dxil) { static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; ID3D12GraphicsCommandList *command_list; D3D12_CPU_DESCRIPTOR_HANDLE ms_rtv; ID3D12Resource *ms_render_target; struct test_context_desc desc; struct test_context context; ID3D12CommandQueue *queue; uint32_t sample_mask; HRESULT hr; #if 0 uint mask; float4 main(in float4 pos : SV_Position, out uint sample_mask : SV_Coverage) : SV_Target { sample_mask = mask; return float4(0.0, 1.0, 0.0, 1.0); } #endif static const DWORD ps_code_dxbc[] = { 0x43425844, 0xfab05c6c, 0xeba1b017, 0xf4493502, 0x72ce5d05, 0x00000001, 0x00000128, 0x00000003, 0x0000002c, 0x00000060, 0x000000b8, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x00000050, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000042, 0x00000000, 0x00000000, 0x00000001, 0xffffffff, 0x00000e01, 0x545f5653, 0x65677261, 0x56530074, 0x766f435f, 0x67617265, 0xabab0065, 0x58454853, 0x00000068, 0x00000050, 0x0000001a, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000065, 0x0000f000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x05000036, 0x0000f001, 0x0020800a, 0x00000000, 0x00000000, 0x0100003e, }; static const BYTE ps_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0x6a, 0x88, 0x8f, 0xe6, 0x0e, 0x35, 0x75, 0x80, 0x2b, 0x09, 0x3c, 0xfe, 0x46, 0x94, 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0x41, 0x02, 0x80, 0x20, 0x18, 0x18, 0x9e, 0x92, 0x65, 0x07, 0x31, 0x62, 0x90, 0x00, 0x20, 0x08, 0x06, 0x86, 0xa7, 0x64, 0x19, 0x55, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; const D3D12_SHADER_BYTECODE ps = { use_dxil ? (const void*)ps_code_dxil : (const void*)ps_code_dxbc, use_dxil ? sizeof(ps_code_dxil) : sizeof(ps_code_dxbc), }; memset(&desc, 0, sizeof(desc)); desc.rt_descriptor_count = 2; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; if (use_dxil && !context_supports_dxil(&context)) { destroy_test_context(&context); return; } command_list = context.list; queue = context.queue; context.root_signature = create_32bit_constants_root_signature(context.device, 0, 1, D3D12_SHADER_VISIBILITY_PIXEL); if (use_dxil) { init_pipeline_state_desc_dxil(&pso_desc, context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL); } else { init_pipeline_state_desc(&pso_desc, context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL); } pso_desc.SampleDesc.Count = 4; hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, &IID_ID3D12PipelineState, (void **)&context.pipeline_state); ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr); ms_rtv = get_cpu_rtv_handle(&context, context.rtv_heap, 1); desc.sample_desc.Count = 4; create_render_target(&context, &desc, &ms_render_target, &ms_rtv); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, ms_rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &ms_rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); sample_mask = 0xa; ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 1, &sample_mask, 0); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, ms_render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_DEST); ID3D12GraphicsCommandList_ResolveSubresource(command_list, context.render_target, 0, ms_render_target, 0, context.render_target_desc.Format); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff7fff7f, 2); ID3D12Resource_Release(ms_render_target); destroy_test_context(&context); } void test_sample_mask_dxbc(void) { test_sample_mask(false); } void test_sample_mask_dxil(void) { test_sample_mask(true); } static void test_coverage(bool use_dxil) { D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; D3D12_DESCRIPTOR_RANGE descriptor_ranges[1]; ID3D12DescriptorHeap *cpu_heap, *gpu_heap; ID3D12GraphicsCommandList *command_list; D3D12_ROOT_PARAMETER root_parameters[1]; struct test_context_desc desc; struct test_context context; ID3D12CommandQueue *queue; ID3D12Resource *texture; unsigned int i; HRESULT hr; static const float black[4]; static const unsigned int zero[4]; #if 0 RWTexture2D u /* : register(u1) in DXIL*/; float4 main(float4 position : SV_Position, uint coverage : SV_Coverage) : SV_Target { InterlockedOr(u[uint2(position.x, position.y)], coverage); return float4(0.0, 1.0, 0.0, 1.0); } #endif static const DWORD ps_code_dxbc[] = { 0x43425844, 0x53236006, 0x68a61a42, 0x5d0a06e7, 0x05a9405b, 0x00000001, 0x00000134, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000098, 0x00000050, 0x00000026, 0x0100086a, 0x0400189c, 0x0011e000, 0x00000001, 0x00004444, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x0200005f, 0x00023001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0500001c, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x060000aa, 0x0011e000, 0x00000001, 0x00100046, 0x00000000, 0x0002300a, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, }; static const BYTE ps_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0x8b, 0x93, 0x3a, 0x10, 0xb0, 0xf2, 0xca, 0x8b, 0x37, 0x0a, 0xae, 0xb6, 0xd3, 0xd1, 0xa1, 0x35, 0x01, 0x00, 0x00, 0x00, 0x52, 0x07, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0xba, 0x00, 0x00, 0x00, 0x46, 0x01, 0x00, 0x00, 0x53, 0x46, 0x49, 0x30, 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(const void*)ps_code_dxil : (const void*)ps_code_dxbc, use_dxil ? sizeof(ps_code_dxil) : sizeof(ps_code_dxbc), }; static const struct { unsigned int sample_mask; unsigned int expected_color; } tests[] = { {0x01, 0x40004000}, {0x03, 0x7f007f00}, {0x07, 0xbf00bf00}, {0x09, 0x7f007f00}, {0x0d, 0xbf00bf00}, {0x0f, 0xff00ff00}, {0xff, 0xff00ff00}, { ~0u, 0xff00ff00}, }; if (use_warp_device) { skip("Sample shading tests fail on WARP.\n"); return; } memset(&desc, 0, sizeof(desc)); desc.rt_width = desc.rt_height = 32; desc.sample_desc.Count = 4; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; if (use_dxil && !context_supports_dxil(&context)) { destroy_test_context(&context); return; } command_list = context.list; queue = context.queue; descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; descriptor_ranges[0].NumDescriptors = 1; descriptor_ranges[0].BaseShaderRegister = 1; descriptor_ranges[0].RegisterSpace = 0; descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameters[0].DescriptorTable.NumDescriptorRanges = ARRAY_SIZE(descriptor_ranges); root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_signature_desc.NumParameters = ARRAY_SIZE(root_parameters); root_signature_desc.pParameters = root_parameters; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = NULL; root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature); ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr); texture = create_default_texture(context.device, desc.rt_width, desc.rt_height, DXGI_FORMAT_R32_UINT, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); cpu_heap = create_cpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); gpu_heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); ID3D12Device_CreateUnorderedAccessView(context.device, texture, NULL, NULL, get_cpu_descriptor_handle(&context, cpu_heap, 0)); ID3D12Device_CopyDescriptorsSimple(context.device, 1, get_cpu_descriptor_handle(&context, gpu_heap, 0), get_cpu_descriptor_handle(&context, cpu_heap, 0), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); for (i = 0; i < ARRAY_SIZE(tests); ++i) { vkd3d_test_set_context("sample mask %#x", tests[i].sample_mask); if (context.pipeline_state) ID3D12PipelineState_Release(context.pipeline_state); if (use_dxil) { init_pipeline_state_desc_dxil(&pso_desc, context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL); } else { init_pipeline_state_desc(&pso_desc, context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL); } pso_desc.SampleMask = tests[i].sample_mask; pso_desc.SampleDesc.Count = desc.sample_desc.Count; hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, &IID_ID3D12PipelineState, (void **)&context.pipeline_state); ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr); ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(command_list, get_gpu_descriptor_handle(&context, gpu_heap, 0), get_cpu_descriptor_handle(&context, cpu_heap, 0), texture, zero, 0, NULL); uav_barrier(command_list, texture); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, black, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &gpu_heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, get_gpu_descriptor_handle(&context, gpu_heap, 0)); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE); check_sub_resource_uint(context.render_target, 0, queue, command_list, tests[i].expected_color, 2); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, texture, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint(texture, 0, queue, command_list, tests[i].sample_mask & 0xf, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RESOLVE_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); transition_resource_state(command_list, texture, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); } vkd3d_test_set_context(NULL); ID3D12DescriptorHeap_Release(cpu_heap); ID3D12DescriptorHeap_Release(gpu_heap); ID3D12Resource_Release(texture); destroy_test_context(&context); } void test_coverage_dxbc(void) { test_coverage(false); } void test_coverage_dxil(void) { test_coverage(true); } static void test_shader_get_render_target_sample_count(bool use_dxil) { D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; ID3D12GraphicsCommandList *command_list; struct test_context_desc desc; struct test_context context; ID3D12CommandQueue *queue; HRESULT hr; static const float black[4]; #if 0 float4 main() : SV_Target { return GetRenderTargetSampleCount(); } #endif static const DWORD ps_code_dxbc[] = { 0x43425844, 0x74404d37, 0xad6f88e4, 0xb006ea57, 0xf07d9e2a, 0x00000001, 0x000000a4, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x0000002c, 0x00000050, 0x0000000b, 0x0100086a, 0x03000065, 0x001020f2, 0x00000000, 0x0400006f, 0x001020f2, 0x00000000, 0x0000e00a, 0x0100003e, }; static const BYTE ps_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0xe9, 0xf2, 0x68, 0x15, 0x0b, 0x2a, 0xd3, 0xdc, 0x4f, 0x72, 0xd1, 0x27, 0xdc, 0x4d, 0x51, 0x76, 0x01, 0x00, 0x00, 0x00, 0x66, 0x05, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x54, 0x00, 0x00, 0x00, 0x8e, 0x00, 0x00, 0x00, 0xe6, 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, 0x32, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 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0x0e, 0xd5, 0x4c, 0x16, 0x50, 0x0d, 0x97, 0xef, 0x3c, 0xbe, 0x34, 0x39, 0x11, 0x81, 0x52, 0xd3, 0x43, 0x4d, 0x7e, 0x71, 0xdb, 0x06, 0x40, 0x30, 0x00, 0xd2, 0x00, 0x00, 0x61, 0x20, 0x00, 0x00, 0x15, 0x00, 0x00, 0x00, 0x13, 0x04, 0x41, 0x2c, 0x10, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x34, 0xa5, 0x50, 0x9a, 0x01, 0x44, 0x25, 0x50, 0x04, 0x65, 0x00, 0x00, 0x23, 0x06, 0x05, 0x00, 0x82, 0x60, 0x80, 0x3c, 0xc4, 0x05, 0x55, 0x23, 0x06, 0x09, 0x00, 0x82, 0x60, 0x60, 0x48, 0xc7, 0xf3, 0x28, 0xc1, 0x88, 0x41, 0x02, 0x80, 0x20, 0x18, 0x18, 0xd2, 0xf1, 0x3c, 0x45, 0x30, 0x62, 0x90, 0x00, 0x20, 0x08, 0x06, 0x86, 0x74, 0x3c, 0x0f, 0x11, 0x8c, 0x18, 0x24, 0x00, 0x08, 0x82, 0x81, 0x21, 0x1d, 0xcf, 0x33, 0x04, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, }; const D3D12_SHADER_BYTECODE ps = { use_dxil ? (const void*)ps_code_dxil : (const void*)ps_code_dxbc, use_dxil ? sizeof(ps_code_dxil) : sizeof(ps_code_dxbc), }; static const struct vec4 sample_count = {4.0f, 4.0f, 4.0f, 4.0f}; memset(&desc, 0, sizeof(desc)); desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT; desc.sample_desc.Count = 4; desc.no_pipeline = true; if (!init_test_context(&context, &desc)) return; if (use_dxil && !context_supports_dxil(&context)) { destroy_test_context(&context); return; } command_list = context.list; queue = context.queue; if (use_dxil) { init_pipeline_state_desc_dxil(&pso_desc, context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL); } else { init_pipeline_state_desc(&pso_desc, context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL); } pso_desc.SampleDesc.Count = desc.sample_desc.Count; hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, &IID_ID3D12PipelineState, (void **)&context.pipeline_state); ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, black, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE); check_sub_resource_vec4(context.render_target, 0, queue, command_list, &sample_count, 0); destroy_test_context(&context); } void test_shader_get_render_target_sample_count_dxbc(void) { test_shader_get_render_target_sample_count(false); } void test_shader_get_render_target_sample_count_dxil(void) { test_shader_get_render_target_sample_count(true); } static void test_shader_sample_position(bool use_dxil) { D3D12_TEXTURE_COPY_LOCATION src_location, dst_location; ID3D12Resource *texture, *readback_texture; ID3D12GraphicsCommandList *command_list; D3D12_HEAP_PROPERTIES heap_properties; D3D12_RESOURCE_DESC resource_desc; struct test_context_desc desc; struct resource_readback rb; struct test_context context; ID3D12DescriptorHeap *heap; ID3D12CommandQueue *queue; uint32_t sample_index; unsigned int i; D3D12_BOX box; HRESULT hr; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; #if 0 uint index; Texture2DMS t; float4 main() : SV_Target { return float4(t.GetSamplePosition(index), 0, 0); } #endif static const DWORD ps_code_dxbc[] = { 0x43425844, 0x89611945, 0x2b7e06f0, 0x953a72bb, 0x1590618f, 0x00000001, 0x000000f8, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000080, 0x00000050, 0x00000020, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04002058, 0x00107000, 0x00000000, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x0900006e, 0x00102032, 0x00000000, 0x00107046, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; static const BYTE ps_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0x4b, 0xad, 0xe8, 0xa6, 0x18, 0x8f, 0x5f, 0xe0, 0x83, 0xa9, 0x6e, 0xc2, 0x5f, 0x1c, 0x43, 0x3c, 0x01, 0x00, 0x00, 0x00, 0x6a, 0x07, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x54, 0x00, 0x00, 0x00, 0x8e, 0x00, 0x00, 0x00, 0x0a, 0x01, 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0xc7, 0x20, 0x23, 0x06, 0x09, 0x00, 0x82, 0x60, 0x60, 0x84, 0x01, 0xc4, 0x71, 0x0a, 0x82, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; const D3D12_SHADER_BYTECODE ps = { use_dxil ? (const void*)ps_code_dxil : (const void*)ps_code_dxbc, use_dxil ? sizeof(ps_code_dxil) : sizeof(ps_code_dxbc), }; memset(&desc, 0, sizeof(desc)); desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT; desc.rt_width = desc.rt_height = 1; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; if (use_dxil && !context_supports_dxil(&context)) { destroy_test_context(&context); return; } command_list = context.list; queue = context.queue; context.root_signature = create_texture_root_signature(context.device, D3D12_SHADER_VISIBILITY_PIXEL, 1, 0); if (use_dxil) { context.pipeline_state = create_pipeline_state_dxil(context.device, context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL); } else { context.pipeline_state = create_pipeline_state(context.device, context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL); } memset(&heap_properties, 0, sizeof(heap_properties)); heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT; resource_desc = ID3D12Resource_GetDesc(context.render_target); resource_desc.SampleDesc.Count = 4; hr = ID3D12Device_CreateCommittedResource(context.device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_COMMON, NULL, &IID_ID3D12Resource, (void **)&texture); ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr); heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 16); readback_texture = create_default_texture(context.device, 4, 1, DXGI_FORMAT_R32G32B32A32_FLOAT, D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST); ID3D12Device_CreateShaderResourceView(context.device, texture, NULL, ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap)); transition_resource_state(command_list, texture, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); for (sample_index = 0; sample_index < resource_desc.SampleDesc.Count; ++sample_index) { ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, get_gpu_descriptor_handle(&context, heap, 0)); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 1, &sample_index, 0); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); src_location.pResource = context.render_target; src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; src_location.SubresourceIndex = 0; dst_location.pResource = readback_texture; dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; dst_location.SubresourceIndex = 0; set_box(&box, 0, 0, 0, 1, 1, 1); ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, sample_index, 0, 0, &src_location, &box); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } transition_resource_state(command_list, readback_texture, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE); get_texture_readback_with_command_list(readback_texture, 0, &rb, queue, command_list); for (i = 0; i < resource_desc.SampleDesc.Count; ++i) { const struct vec4 *position = get_readback_vec4(&rb, i, 0); vkd3d_test_set_context("Sample %u", i); ok(-1.0f <= position->x && position->x <= 1.0f, "Unexpected x %.8e.\n", position->x); ok(-1.0f <= position->y && position->y <= 1.0f, "Unexpected y %.8e.\n", position->y); ok(!position->z, "Unexpected z %.8e.\n", position->z); ok(!position->w, "Unexpected w %.8e.\n", position->w); if (vkd3d_test_state.debug_level > 0) trace("Sample %u position {%.8e, %.8e}.\n", i, position->x, position->y); vkd3d_test_set_context(NULL); } release_resource_readback(&rb); ID3D12DescriptorHeap_Release(heap); ID3D12Resource_Release(texture); ID3D12Resource_Release(readback_texture); destroy_test_context(&context); } void test_shader_sample_position_dxbc(void) { test_shader_sample_position(false); } void test_shader_sample_position_dxil(void) { test_shader_sample_position(true); } static void test_shader_eval_attribute(bool use_dxil) { D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; ID3D12GraphicsCommandList *command_list; struct test_context_desc desc; struct test_context context; ID3D12CommandQueue *queue; HRESULT hr; #if 0 void main(uint id : SV_VertexID, out float4 position : SV_Position, out float2 attr : ATTR, out centroid float2 ref : REF) { float2 coords = float2((id << 1) & 2, id & 2); position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1); attr = ref = position.xy; } #endif static const DWORD vs_code_dxbc[] = { 0x43425844, 0x9289815f, 0xc6ff580d, 0xa7184c61, 0x4920e2eb, 0x00000001, 0x0000021c, 0x00000003, 0x0000002c, 0x00000060, 0x000000d0, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978, 0x4e47534f, 0x00000068, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000c03, 0x00000061, 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000c03, 0x505f5653, 0x7469736f, 0x006e6f69, 0x52545441, 0x46455200, 0xababab00, 0x58454853, 0x00000144, 0x00010050, 0x00000051, 0x0100086a, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102032, 0x00000001, 0x03000065, 0x00102032, 0x00000002, 0x02000068, 0x00000001, 0x0b00008c, 0x00100012, 0x00000000, 0x00004001, 0x00000001, 0x00004001, 0x00000001, 0x0010100a, 0x00000000, 0x00004001, 0x00000000, 0x07000001, 0x00100042, 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x00000002, 0x05000056, 0x00100032, 0x00000000, 0x00100086, 0x00000000, 0x0f000032, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x40000000, 0xc0000000, 0x00000000, 0x00000000, 0x00004002, 0xbf800000, 0x3f800000, 0x00000000, 0x00000000, 0x05000036, 0x00102032, 0x00000000, 0x00100046, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x05000036, 0x00102032, 0x00000001, 0x00100046, 0x00000000, 0x05000036, 0x00102032, 0x00000002, 0x00100046, 0x00000000, 0x0100003e, }; static const BYTE vs_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0x0d, 0xa1, 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0x50, 0xc6, 0x5d, 0xc1, 0x88, 0x41, 0x02, 0x80, 0x20, 0x18, 0x20, 0x1e, 0xd4, 0x71, 0x96, 0x30, 0x62, 0x90, 0x00, 0x20, 0x08, 0x06, 0x88, 0x07, 0x75, 0xdc, 0x15, 0x8c, 0x18, 0x24, 0x00, 0x08, 0x82, 0x01, 0xe2, 0x41, 0x1c, 0x67, 0x09, 0x23, 0x06, 0x09, 0x00, 0x82, 0x60, 0x80, 0x78, 0x10, 0xc7, 0x5d, 0xc1, 0x88, 0x41, 0x02, 0x80, 0x20, 0x18, 0x20, 0x1e, 0xc4, 0x71, 0xd2, 0x32, 0x62, 0x90, 0x00, 0x20, 0x08, 0x06, 0x88, 0x07, 0x71, 0x1c, 0xd5, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; const D3D12_SHADER_BYTECODE vs = { use_dxil ? (const void*)vs_code_dxil : (const void*)vs_code_dxbc, use_dxil ? sizeof(vs_code_dxil) : sizeof(vs_code_dxbc), }; #if 0 float4 main(float4 p : SV_Position, float2 attr : ATTR, sample float2 ref : REF, uint sample_id : SV_SampleIndex) : SV_Target { return float4(EvaluateAttributeAtSample(attr, sample_id) - ref, 0, 1); } #endif static const DWORD ps_eval_sample_index_code_dxbc[] = { 0x43425844, 0x65f268a1, 0x2c1a3d53, 0xd39689a5, 0x2f556a12, 0x00000001, 0x000001a4, 0x00000003, 0x0000002c, 0x000000c0, 0x000000f4, 0x4e475349, 0x0000008c, 0x00000004, 0x00000008, 0x00000068, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000074, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000079, 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000303, 0x0000007d, 0x00000000, 0x0000000a, 0x00000001, 0x00000003, 0x00000101, 0x505f5653, 0x7469736f, 0x006e6f69, 0x52545441, 0x46455200, 0x5f565300, 0x706d6153, 0x6e49656c, 0x00786564, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000a8, 0x00000050, 0x0000002a, 0x0100086a, 0x03001062, 0x00101032, 0x00000001, 0x03003062, 0x00101032, 0x00000002, 0x04000863, 0x00101012, 0x00000003, 0x0000000a, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x070000cc, 0x00100032, 0x00000000, 0x00101046, 0x00000001, 0x0010100a, 0x00000003, 0x08000000, 0x00102032, 0x00000000, 0x00100046, 0x00000000, 0x80101046, 0x00000041, 0x00000002, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, }; static const BYTE ps_eval_sample_index_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0x28, 0xf9, 0x97, 0x60, 0xa7, 0x0a, 0x3d, 0x6e, 0x97, 0xe1, 0x0f, 0x97, 0x98, 0x49, 0x8a, 0xd6, 0x01, 0x00, 0x00, 0x00, 0x96, 0x07, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x32, 0x01, 0x00, 0x00, 0x02, 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0xc7, 0x39, 0x82, 0x09, 0x45, 0x7c, 0x4c, 0x28, 0xe2, 0x33, 0x62, 0x90, 0x00, 0x20, 0x08, 0x06, 0x8a, 0x18, 0x34, 0xdf, 0x67, 0x09, 0x23, 0x06, 0x09, 0x00, 0x82, 0x60, 0xa0, 0x88, 0x41, 0xf3, 0x7d, 0x51, 0x30, 0x62, 0x90, 0x00, 0x20, 0x08, 0x06, 0x8a, 0x18, 0x34, 0xdf, 0x57, 0x25, 0x23, 0x06, 0x09, 0x00, 0x82, 0x60, 0xa0, 0x88, 0x41, 0xf3, 0x7d, 0x18, 0x82, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; const D3D12_SHADER_BYTECODE ps_eval_sample_index = { use_dxil ? (const void*)ps_eval_sample_index_code_dxil : (const void*)ps_eval_sample_index_code_dxbc, use_dxil ? sizeof(ps_eval_sample_index_code_dxil) : sizeof(ps_eval_sample_index_code_dxbc), }; #if 0 void main(uint id : SV_VertexID, out float4 position : SV_Position, out float2 attr : ATTR, out float2 attr2 : ATTR2, out centroid float2 ref : REF) { float2 coords = float2((id << 1) & 2, id & 2); position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1); attr = attr2 = ref = position.xy; } #endif static const DWORD vs_eval_centroid_code_dxbc[] = { 0x43425844, 0xed41033d, 0xa2906698, 0x319dcb84, 0x41750935, 0x00000001, 0x00000240, 0x00000003, 0x0000002c, 0x00000060, 0x000000e8, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978, 0x4e47534f, 0x00000080, 0x00000004, 0x00000008, 0x00000068, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000074, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000c03, 0x00000074, 0x00000002, 0x00000000, 0x00000003, 0x00000001, 0x0000030c, 0x00000079, 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000c03, 0x505f5653, 0x7469736f, 0x006e6f69, 0x52545441, 0x46455200, 0xababab00, 0x58454853, 0x00000150, 0x00010050, 0x00000054, 0x0100086a, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102032, 0x00000001, 0x03000065, 0x001020c2, 0x00000001, 0x03000065, 0x00102032, 0x00000002, 0x02000068, 0x00000001, 0x0b00008c, 0x00100012, 0x00000000, 0x00004001, 0x00000001, 0x00004001, 0x00000001, 0x0010100a, 0x00000000, 0x00004001, 0x00000000, 0x07000001, 0x00100042, 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x00000002, 0x05000056, 0x00100032, 0x00000000, 0x00100086, 0x00000000, 0x0f000032, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x40000000, 0xc0000000, 0x00000000, 0x00000000, 0x00004002, 0xbf800000, 0x3f800000, 0x00000000, 0x00000000, 0x05000036, 0x00102032, 0x00000000, 0x00100046, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x05000036, 0x001020f2, 0x00000001, 0x00100446, 0x00000000, 0x05000036, 0x00102032, 0x00000002, 0x00100046, 0x00000000, 0x0100003e, }; static const BYTE vs_eval_centroid_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0xd5, 0x2a, 0x1c, 0x4d, 0xc3, 0x86, 0xb7, 0x1a, 0x1d, 0xa4, 0x9b, 0x8f, 0x1e, 0x35, 0x7d, 0x58, 0x01, 0x00, 0x00, 0x00, 0x3e, 0x07, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x2a, 0x01, 0x00, 0x00, 0xe2, 0x01, 0x00, 0x00, 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, 0x34, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 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0x00, 0x20, 0x08, 0x06, 0xc8, 0x07, 0x69, 0xdd, 0x15, 0x8c, 0x18, 0x24, 0x00, 0x08, 0x82, 0x01, 0xf2, 0x41, 0x5e, 0x67, 0x09, 0x23, 0x06, 0x09, 0x00, 0x82, 0x60, 0x80, 0x7c, 0x90, 0xd7, 0x5d, 0xc1, 0x88, 0x41, 0x02, 0x80, 0x20, 0x18, 0x20, 0x1f, 0xd4, 0x75, 0x96, 0x30, 0x62, 0x90, 0x00, 0x20, 0x08, 0x06, 0xc8, 0x07, 0x75, 0xdd, 0x15, 0x8c, 0x18, 0x24, 0x00, 0x08, 0x82, 0x01, 0xf2, 0x41, 0x5d, 0x27, 0x2d, 0x23, 0x06, 0x09, 0x00, 0x82, 0x60, 0x80, 0x7c, 0x50, 0xd7, 0x51, 0x0d, 0x02, 0x00, 0x00, 0x00, 0x00, }; const D3D12_SHADER_BYTECODE vs_eval_centroid = { use_dxil ? (const void*)vs_eval_centroid_code_dxil : (const void*)vs_eval_centroid_code_dxbc, use_dxil ? sizeof(vs_eval_centroid_code_dxil) : sizeof(vs_eval_centroid_code_dxbc), }; #if 0 float4 main(float4 p : SV_Position, float2 attr : ATTR, float2 attr2 : ATTR2, centroid float2 ref : REF) : SV_Target { return float4(EvaluateAttributeCentroid(attr) - ref, 0, 1); } #endif static const DWORD ps_eval_centroid_code_dxbc[] = { 0x43425844, 0x8ec53803, 0xdfd9505b, 0x8d4ce8ad, 0xbbefe3d4, 0x00000001, 0x00000180, 0x00000003, 0x0000002c, 0x000000b4, 0x000000e8, 0x4e475349, 0x00000080, 0x00000004, 0x00000008, 0x00000068, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000074, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000074, 0x00000002, 0x00000000, 0x00000003, 0x00000001, 0x0000000c, 0x00000079, 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000303, 0x505f5653, 0x7469736f, 0x006e6f69, 0x52545441, 0x46455200, 0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000090, 0x00000050, 0x00000024, 0x0100086a, 0x03001062, 0x00101032, 0x00000001, 0x03001862, 0x00101032, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x050000cd, 0x00100032, 0x00000000, 0x00101046, 0x00000001, 0x08000000, 0x00102032, 0x00000000, 0x00100046, 0x00000000, 0x80101046, 0x00000041, 0x00000002, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, }; static const BYTE ps_eval_centroid_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0x0e, 0xea, 0x99, 0x11, 0x2b, 0xb3, 0x21, 0xfb, 0x65, 0x90, 0x1c, 0x3f, 0x6c, 0x17, 0x66, 0x40, 0x01, 0x00, 0x00, 0x00, 0x3c, 0x07, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0xee, 0x00, 0x00, 0x00, 0x28, 0x01, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 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(const void*)ps_eval_centroid_code_dxil : (const void*)ps_eval_centroid_code_dxbc, use_dxil ? sizeof(ps_eval_centroid_code_dxil) : sizeof(ps_eval_centroid_code_dxbc), }; static const struct vec4 expected_vec4 = {0.0f, 0.0f, 0.0f, 1.0f}; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; if (use_warp_device) { skip("Sample shading tests fail on WARP.\n"); return; } memset(&desc, 0, sizeof(desc)); desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT; desc.rt_width = desc.rt_height = 32; desc.sample_desc.Count = 4; desc.no_pipeline = true; if (!init_test_context(&context, &desc)) return; if (use_dxil && !context_supports_dxil(&context)) { destroy_test_context(&context); return; } command_list = context.list; queue = context.queue; init_pipeline_state_desc(&pso_desc, context.root_signature, context.render_target_desc.Format, &vs, &ps_eval_sample_index, NULL); pso_desc.SampleDesc.Count = desc.sample_desc.Count; hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, &IID_ID3D12PipelineState, (void **)&context.pipeline_state); ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE); check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_vec4, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RESOLVE_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); ID3D12PipelineState_Release(context.pipeline_state); pso_desc.VS = vs_eval_centroid; pso_desc.PS = ps_eval_centroid; hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, &IID_ID3D12PipelineState, (void **)&context.pipeline_state); ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE); check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_vec4, 0); destroy_test_context(&context); } void test_shader_eval_attribute_dxbc(void) { test_shader_eval_attribute(false); } void test_shader_eval_attribute_dxil(void) { test_shader_eval_attribute(true); } static void test_bufinfo_instruction(bool use_dxil) { D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; const D3D12_SHADER_BYTECODE *current_shader; D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc; D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc; ID3D12GraphicsCommandList *command_list; D3D12_DESCRIPTOR_RANGE descriptor_range; D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle; D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; D3D12_INPUT_LAYOUT_DESC input_layout; D3D12_ROOT_PARAMETER root_parameter; struct test_context_desc desc; D3D12_VERTEX_BUFFER_VIEW vbv; struct test_context context; ID3D12Resource *vb, *buffer; ID3D12DescriptorHeap *heap; ID3D12CommandQueue *queue; ID3D12Device *device; unsigned int i; HRESULT hr; static const D3D12_INPUT_ELEMENT_DESC layout_desc[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, }; #if 0 void main(float4 in_position : POSITION, out float4 out_position : SV_POSITION) { out_position = in_position; } #endif static const DWORD vs_code_dxbc[] = { 0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040, 0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, }; static const BYTE vs_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0xfe, 0xec, 0x6d, 0x32, 0xe6, 0xa7, 0x2d, 0x4b, 0x03, 0x74, 0xd7, 0xdb, 0x3f, 0x8c, 0xb9, 0x51, 0x01, 0x00, 0x00, 0x00, 0xf1, 0x05, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x7d, 0x00, 0x00, 0x00, 0xb9, 0x00, 0x00, 0x00, 0x39, 0x01, 0x00, 0x00, 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, 0x31, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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(const void*)vs_code_dxil : (const void*)vs_code_dxbc, use_dxil ? sizeof(vs_code_dxil) : sizeof(vs_code_dxbc) }; #if 0 ByteAddressBuffer b; uint4 main(void) : SV_Target { uint width; b.GetDimensions(width); return width; } #endif static const DWORD ps_srv_raw_code_dxbc[] = { 0x43425844, 0x934bc27a, 0x3251cc9d, 0xa129bdd3, 0xf7cedcc4, 0x00000001, 0x000000d8, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000060, 0x00000050, 0x00000018, 0x0100086a, 0x030000a1, 0x00107000, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x87000079, 0x800002c2, 0x00199983, 0x00100012, 0x00000000, 0x00107e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e, }; static const BYTE ps_srv_raw_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 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(const void*)ps_srv_raw_code_dxil : (const void*)ps_srv_raw_code_dxbc, use_dxil ? sizeof(ps_srv_raw_code_dxil) : sizeof(ps_srv_raw_code_dxbc) }; #if 0 StructuredBuffer b; uint4 main(void) : SV_Target { uint count, stride; b.GetDimensions(count, stride); return uint4(count, stride, 0, 1); } #endif static const DWORD ps_srv_structured_code_dxbc[] = { 0x43425844, 0x313f910c, 0x2f60c646, 0x2d87455c, 0xb9988c2c, 0x00000001, 0x000000fc, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000084, 0x00000050, 0x00000021, 0x0100086a, 0x040000a2, 0x00107000, 0x00000000, 0x00000004, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x87000079, 0x80002302, 0x00199983, 0x00100012, 0x00000000, 0x00107e46, 0x00000000, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x08000036, 0x001020e2, 0x00000000, 0x00004002, 0x00000000, 0x00000004, 0x00000000, 0x00000001, 0x0100003e, }; static const BYTE ps_srv_structured_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0x0d, 0x23, 0x2d, 0x0a, 0xeb, 0xd0, 0xc1, 0x8c, 0x87, 0x2d, 0xa2, 0x83, 0x46, 0xc1, 0xfe, 0x71, 0x01, 0x00, 0x00, 0x00, 0x66, 0x06, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x54, 0x00, 0x00, 0x00, 0x8e, 0x00, 0x00, 0x00, 0xfa, 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, 0x32, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0xf0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, 0x61, 0x72, 0x67, 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0x00, 0x00, 0x00, 0x00, 0x00, }; const D3D12_SHADER_BYTECODE ps_srv_structured = { use_dxil ? (const void*)ps_srv_structured_code_dxil : (const void*)ps_srv_structured_code_dxbc, use_dxil ? sizeof(ps_srv_structured_code_dxil) : sizeof(ps_srv_structured_code_dxbc) }; #if 0 Buffer b; uint4 main(void) : SV_Target { uint width; b.GetDimensions(width); return width; } #endif static const DWORD ps_srv_typed_code_dxbc[] = { 0x43425844, 0x6ae6dbb0, 0x6289d227, 0xaf4e708e, 0x111efed1, 0x00000001, 0x000000dc, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000064, 0x00000050, 0x00000019, 0x0100086a, 0x04000858, 0x00107000, 0x00000000, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x87000079, 0x80000042, 0x00155543, 0x00100012, 0x00000000, 0x00107e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e, }; static const BYTE ps_srv_typed_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0x61, 0x96, 0xc0, 0x04, 0x50, 0x8d, 0x8e, 0x40, 0x0d, 0x8f, 0x5d, 0xd6, 0xb0, 0x9d, 0xd4, 0x95, 0x01, 0x00, 0x00, 0x00, 0x5a, 0x06, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x54, 0x00, 0x00, 0x00, 0x8e, 0x00, 0x00, 0x00, 0xfa, 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, 0x32, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0xf0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, 0x61, 0x72, 0x67, 0x65, 0x74, 0x00, 0x50, 0x53, 0x56, 0x30, 0x64, 0x00, 0x00, 0x00, 0x24, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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0xf8, 0xd2, 0xe4, 0x44, 0x04, 0x4a, 0x4d, 0x0f, 0x35, 0xf9, 0xc8, 0x6d, 0x1b, 0x00, 0xc1, 0x00, 0x48, 0x03, 0x61, 0x20, 0x00, 0x00, 0x1b, 0x00, 0x00, 0x00, 0x13, 0x04, 0x41, 0x2c, 0x10, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x4a, 0xa1, 0xe4, 0x0a, 0x32, 0x60, 0x06, 0x80, 0x48, 0x09, 0x14, 0x41, 0x19, 0x10, 0x1b, 0x01, 0x00, 0x00, 0x00, 0x23, 0x06, 0x09, 0x00, 0x82, 0x60, 0xd0, 0x54, 0x07, 0x33, 0x4d, 0xc1, 0x88, 0xc1, 0x01, 0x80, 0x20, 0x18, 0x28, 0xd7, 0x11, 0x18, 0xa3, 0x09, 0x01, 0x30, 0x62, 0x90, 0x00, 0x20, 0x08, 0x06, 0x85, 0xb6, 0x58, 0xd6, 0x13, 0x8c, 0x18, 0x24, 0x00, 0x08, 0x82, 0x41, 0xa1, 0x2d, 0x96, 0x75, 0x04, 0x23, 0x06, 0x09, 0x00, 0x82, 0x60, 0x50, 0x68, 0x8b, 0x65, 0x19, 0xc1, 0x88, 0x41, 0x02, 0x80, 0x20, 0x18, 0x14, 0xda, 0x62, 0x59, 0x45, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; const D3D12_SHADER_BYTECODE ps_srv_typed = { use_dxil ? (const void*)ps_srv_typed_code_dxil : (const void*)ps_srv_typed_code_dxbc, use_dxil ? sizeof(ps_srv_typed_code_dxil) : sizeof(ps_srv_typed_code_dxbc) }; #if 0 RWByteAddressBuffer b; // Need : register(u1) on DXC uint4 main(void) : SV_Target { uint width; b.GetDimensions(width); return width; } #endif static const DWORD ps_uav_raw_code_dxbc[] = { 0x43425844, 0xb06e9715, 0x99733b00, 0xaa536550, 0x703a01c5, 0x00000001, 0x000000d8, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000060, 0x00000050, 0x00000018, 0x0100086a, 0x0300009d, 0x0011e000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x87000079, 0x800002c2, 0x00199983, 0x00100012, 0x00000000, 0x0011ee46, 0x00000001, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e, }; static const BYTE ps_uav_raw_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0x4e, 0x8b, 0xe8, 0xda, 0x75, 0xff, 0x19, 0x8c, 0x18, 0x91, 0xb3, 0xe1, 0x91, 0x63, 0x72, 0xa2, 0x01, 0x00, 0x00, 0x00, 0x56, 0x06, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x54, 0x00, 0x00, 0x00, 0x8e, 0x00, 0x00, 0x00, 0xfa, 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, 0x32, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0xf0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, 0x61, 0x72, 0x67, 0x65, 0x74, 0x00, 0x50, 0x53, 0x56, 0x30, 0x64, 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, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x44, 0x10, 0x01, 0x00, 0x00, 0x00, 0x44, 0x58, 0x49, 0x4c, 0x54, 0x05, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00, 0x55, 0x01, 0x00, 0x00, 0x44, 0x58, 0x49, 0x4c, 0x00, 0x01, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x3c, 0x05, 0x00, 0x00, 0x42, 0x43, 0xc0, 0xde, 0x21, 0x0c, 0x00, 0x00, 0x4c, 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, 0x06, 0x00, 0x00, 0x00, 0x1b, 0x88, 0xe0, 0xff, 0xff, 0xff, 0xff, 0x07, 0x40, 0xda, 0x60, 0x08, 0xff, 0xff, 0xff, 0xff, 0x3f, 0x00, 0x12, 0x50, 0x01, 0x00, 0x00, 0x00, 0x49, 0x18, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x13, 0x82, 0x60, 0x42, 0x20, 0x00, 0x00, 0x00, 0x89, 0x20, 0x00, 0x00, 0x21, 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, 0x50, 0x23, 0x00, 0x25, 0x00, 0x14, 0xe6, 0x08, 0xc0, 0x60, 0x8e, 0x00, 0x29, 0x06, 0x18, 0x63, 0x90, 0x41, 0xe5, 0xa6, 0xe1, 0xf2, 0x27, 0xec, 0x21, 0x24, 0xbf, 0x43, 0x18, 0xa2, 0x91, 0x10, 0xa7, 0x91, 0x10, 0x31, 0xc6, 0x18, 0x44, 0xee, 0x19, 0x2e, 0x7f, 0xc2, 0x1e, 0x42, 0xf2, 0x43, 0xa0, 0x19, 0x16, 0x02, 0x05, 0xa8, 0x10, 0x67, 0xa4, 0x41, 0x6a, 0x8e, 0x20, 0x28, 0x46, 0x1a, 0x64, 0x0c, 0x46, 0x6d, 0x20, 0xe0, 0x34, 0x69, 0x8a, 0x28, 0x61, 0xf2, 0x57, 0x78, 0xc3, 0x26, 0x42, 0x1b, 0x86, 0x88, 0x90, 0xa4, 0x8d, 0x2a, 0x0a, 0x22, 0x42, 0xc1, 0x20, 0x98, 0x02, 0x63, 0x8e, 0x00, 0x14, 0x00, 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, 0x07, 0x73, 0x20, 0x07, 0x6d, 0x90, 0x0e, 0x76, 0x40, 0x07, 0x7a, 0x60, 0x07, 0x74, 0xd0, 0x06, 0xe6, 0x10, 0x07, 0x76, 0xa0, 0x07, 0x73, 0x20, 0x07, 0x6d, 0x60, 0x0e, 0x73, 0x20, 0x07, 0x7a, 0x30, 0x07, 0x72, 0xd0, 0x06, 0xe6, 0x60, 0x07, 0x74, 0xa0, 0x07, 0x76, 0x40, 0x07, 0x6d, 0xe0, 0x0e, 0x78, 0xa0, 0x07, 0x71, 0x60, 0x07, 0x7a, 0x30, 0x07, 0x72, 0xa0, 0x07, 0x76, 0x40, 0x07, 0x43, 0x9e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x86, 0x3c, 0x05, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0c, 0x79, 0x14, 0x20, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x18, 0xf2, 0x34, 0x40, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x90, 0x05, 0x02, 0x00, 0x00, 0x00, 0x0c, 0x00, 0x00, 0x00, 0x32, 0x1e, 0x98, 0x14, 0x19, 0x11, 0x4c, 0x90, 0x8c, 0x09, 0x26, 0x47, 0xc6, 0x04, 0x43, 0x1a, 0x25, 0x30, 0x02, 0x50, 0x08, 0xc5, 0x50, 0x16, 0x44, 0x4a, 0xa1, 0x40, 0x46, 0x00, 0x0a, 0x81, 0xd8, 0x08, 0x00, 0xcd, 0x02, 0x21, 0x39, 0x96, 0x00, 0x10, 0x14, 0x67, 0x00, 0x00, 0x00, 0x00, 0x79, 0x18, 0x00, 0x00, 0x4c, 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0x06, 0x1b, 0x0a, 0x29, 0x13, 0x83, 0x88, 0x0c, 0xaa, 0xb0, 0xb1, 0xd9, 0xb5, 0xb9, 0xa4, 0x91, 0x95, 0xb9, 0xd1, 0x4d, 0x09, 0x82, 0x2a, 0x64, 0x78, 0x2e, 0x76, 0x65, 0x72, 0x73, 0x69, 0x6f, 0x6e, 0x53, 0x02, 0xa2, 0x09, 0x19, 0x9e, 0x8b, 0x5d, 0x18, 0x9b, 0x5d, 0x99, 0xdc, 0x94, 0xc0, 0xa8, 0x43, 0x86, 0xe7, 0x32, 0x87, 0x16, 0x46, 0x56, 0x26, 0xd7, 0xf4, 0x46, 0x56, 0xc6, 0x36, 0x25, 0x48, 0xca, 0x90, 0xe1, 0xb9, 0xc8, 0x95, 0xcd, 0xbd, 0xd5, 0xc9, 0x8d, 0x95, 0xcd, 0x4d, 0x09, 0xa0, 0x4a, 0x64, 0x78, 0x2e, 0x74, 0x79, 0x70, 0x65, 0x41, 0x6e, 0x6e, 0x6f, 0x74, 0x61, 0x74, 0x69, 0x6f, 0x6e, 0x73, 0x53, 0x82, 0xaa, 0x0e, 0x19, 0x9e, 0x8b, 0x5d, 0x5a, 0xd9, 0x5d, 0x12, 0xd9, 0x14, 0x5d, 0x18, 0x5d, 0xd9, 0x94, 0xe0, 0xaa, 0x43, 0x86, 0xe7, 0x52, 0xe6, 0x46, 0x27, 0x97, 0x07, 0xf5, 0x96, 0xe6, 0x46, 0x37, 0x37, 0x25, 0x20, 0x03, 0x00, 0x79, 0x18, 0x00, 0x00, 0x4c, 0x00, 0x00, 0x00, 0x33, 0x08, 0x80, 0x1c, 0xc4, 0xe1, 0x1c, 0x66, 0x14, 0x01, 0x3d, 0x88, 0x43, 0x38, 0x84, 0xc3, 0x8c, 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(const void*)ps_uav_raw_code_dxil : (const void*)ps_uav_raw_code_dxbc, use_dxil ? sizeof(ps_uav_raw_code_dxil) : sizeof(ps_uav_raw_code_dxbc) }; #if 0 struct s { uint4 u; bool b; }; RWStructuredBuffer b; // Need register(u1) on DXC uint4 main(void) : SV_Target { uint count, stride; b.GetDimensions(count, stride); return uint4(count, stride, 0, 1); } #endif static const DWORD ps_uav_structured_code_dxbc[] = { 0x43425844, 0xe1900f85, 0x13c1f338, 0xbb19865e, 0x366df28f, 0x00000001, 0x000000fc, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000084, 0x00000050, 0x00000021, 0x0100086a, 0x0400009e, 0x0011e000, 0x00000001, 0x00000014, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x87000079, 0x8000a302, 0x00199983, 0x00100012, 0x00000000, 0x0011ee46, 0x00000001, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x08000036, 0x001020e2, 0x00000000, 0x00004002, 0x00000000, 0x00000014, 0x00000000, 0x00000001, 0x0100003e, }; static const BYTE ps_uav_structured_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0xbb, 0x8f, 0x5e, 0xb1, 0x89, 0x47, 0x53, 0x3f, 0x49, 0xe4, 0x2a, 0x8c, 0x5c, 0xae, 0x1f, 0x32, 0x01, 0x00, 0x00, 0x00, 0x82, 0x06, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x54, 0x00, 0x00, 0x00, 0x8e, 0x00, 0x00, 0x00, 0xfa, 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, 0x32, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0xf0, 0x00, 0x00, 0x00, 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0x8c, 0x18, 0x24, 0x00, 0x08, 0x82, 0x41, 0xb1, 0x29, 0xd7, 0x65, 0x4c, 0x23, 0x06, 0x09, 0x00, 0x82, 0x60, 0x50, 0x6c, 0xca, 0x75, 0x15, 0xd7, 0x88, 0x41, 0x02, 0x80, 0x20, 0x18, 0x14, 0x9b, 0x72, 0x5d, 0x04, 0x86, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; const D3D12_SHADER_BYTECODE ps_uav_structured = { use_dxil ? (const void*)ps_uav_structured_code_dxil : (const void*)ps_uav_structured_code_dxbc, use_dxil ? sizeof(ps_uav_structured_code_dxil) : sizeof(ps_uav_structured_code_dxbc) }; #if 0 struct s { uint4 u; bool4 b; }; RWStructuredBuffer b; // Need register(u1) on DXC uint4 main(void) : SV_Target { uint count, stride; b.GetDimensions(count, stride); return uint4(count, stride, 0, 1); } #endif static const DWORD ps_uav_structured32_code_dxbc[] = { 0x43425844, 0xdd87a805, 0x28090470, 0xe4fa7c4d, 0x57963f52, 0x00000001, 0x000000fc, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000084, 0x00000050, 0x00000021, 0x0100086a, 0x0400009e, 0x0011e000, 0x00000001, 0x00000020, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x87000079, 0x80010302, 0x00199983, 0x00100012, 0x00000000, 0x0011ee46, 0x00000001, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x08000036, 0x001020e2, 0x00000000, 0x00004002, 0x00000000, 0x00000020, 0x00000000, 0x00000001, 0x0100003e, }; static const BYTE ps_uav_structured32_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0xe7, 0x3e, 0xec, 0xa4, 0x0b, 0xd2, 0x53, 0xc9, 0x41, 0x7d, 0x1a, 0xb2, 0x90, 0x05, 0x09, 0x51, 0x01, 0x00, 0x00, 0x00, 0x82, 0x06, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x54, 0x00, 0x00, 0x00, 0x8e, 0x00, 0x00, 0x00, 0xfa, 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, 0x32, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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0x06, 0xc5, 0xa6, 0x5c, 0x17, 0x14, 0x8c, 0x18, 0x24, 0x00, 0x08, 0x82, 0x41, 0xb1, 0x29, 0xd7, 0x65, 0x4c, 0x23, 0x06, 0x09, 0x00, 0x82, 0x60, 0x50, 0x6c, 0xca, 0x75, 0x15, 0xd7, 0x88, 0x41, 0x02, 0x80, 0x20, 0x18, 0x14, 0x9b, 0x72, 0x5d, 0x04, 0x86, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; const D3D12_SHADER_BYTECODE ps_uav_structured32 = { use_dxil ? (const void*)ps_uav_structured32_code_dxil : (const void*)ps_uav_structured32_code_dxbc, use_dxil ? sizeof(ps_uav_structured32_code_dxil) : sizeof(ps_uav_structured32_code_dxbc) }; #if 0 RWBuffer b; // Need register(u1) on DXC uint4 main(void) : SV_Target { uint width; b.GetDimensions(width); return width; } #endif static const DWORD ps_uav_typed_code_dxbc[] = { 0x43425844, 0x96b39f5f, 0x5fef24c7, 0xed404a41, 0x01c9d4fe, 0x00000001, 0x000000dc, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000064, 0x00000050, 0x00000019, 0x0100086a, 0x0400089c, 0x0011e000, 0x00000001, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x87000079, 0x80000042, 0x00155543, 0x00100012, 0x00000000, 0x0011ee46, 0x00000001, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e, }; static const BYTE ps_uav_typed_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0xf6, 0x8f, 0xe3, 0x5a, 0xbf, 0x28, 0xfe, 0x8a, 0x78, 0xfb, 0xf1, 0x1c, 0xf8, 0xdf, 0x25, 0x64, 0x01, 0x00, 0x00, 0x00, 0x5e, 0x06, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x54, 0x00, 0x00, 0x00, 0x8e, 0x00, 0x00, 0x00, 0xfa, 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, 0x32, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0xf0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, 0x61, 0x72, 0x67, 0x65, 0x74, 0x00, 0x50, 0x53, 0x56, 0x30, 0x64, 0x00, 0x00, 0x00, 0x24, 0x00, 0x00, 0x00, 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(const void*)ps_uav_typed_code_dxil : (const void*)ps_uav_typed_code_dxbc, use_dxil ? sizeof(ps_uav_typed_code_dxil) : sizeof(ps_uav_typed_code_dxbc) }; const struct test { const D3D12_SHADER_BYTECODE *ps; BOOL uav; BOOL raw; unsigned int buffer_size; unsigned int buffer_structure_byte_stride; DXGI_FORMAT view_format; unsigned int view_element_idx; unsigned int view_element_count; struct uvec4 expected_result; } tests[] = { {&ps_srv_raw, false, true, 100, 0, DXGI_FORMAT_R32_TYPELESS, 0, 25, {100, 100, 100, 100}}, {&ps_srv_raw, false, true, 500, 0, DXGI_FORMAT_R32_TYPELESS, 64, 4, { 16, 16, 16, 16}}, {&ps_srv_structured, false, false, 100, 4, DXGI_FORMAT_UNKNOWN, 0, 5, { 5, 4, 0, 1}}, {&ps_srv_structured, false, false, 100, 4, DXGI_FORMAT_UNKNOWN, 0, 2, { 2, 4, 0, 1}}, {&ps_srv_structured, false, false, 400, 4, DXGI_FORMAT_UNKNOWN, 64, 2, { 2, 4, 0, 1}}, {&ps_srv_typed, false, false, 200, 0, DXGI_FORMAT_R32_FLOAT, 0, 50, { 50, 50, 50, 50}}, {&ps_srv_typed, false, false, 400, 0, DXGI_FORMAT_R32_FLOAT, 64, 1, { 1, 1, 1, 1}}, {&ps_srv_typed, false, false, 100, 0, DXGI_FORMAT_R16_FLOAT, 0, 50, { 50, 50, 50, 50}}, {&ps_srv_typed, false, false, 400, 0, DXGI_FORMAT_R16_FLOAT, 128, 2, { 2, 2, 2, 2}}, {&ps_uav_raw, true, true, 100, 0, DXGI_FORMAT_R32_TYPELESS, 0, 25, {100, 100, 100, 100}}, {&ps_uav_raw, true, true, 512, 0, DXGI_FORMAT_R32_TYPELESS, 64, 64, {256, 256, 256, 256}}, {&ps_uav_structured, true, false, 100, 20, DXGI_FORMAT_UNKNOWN, 0, 5, { 5, 20, 0, 1}}, {&ps_uav_structured, true, false, 100, 20, DXGI_FORMAT_UNKNOWN, 0, 2, { 2, 20, 0, 1}}, {&ps_uav_structured32, true, false, 320, 32, DXGI_FORMAT_UNKNOWN, 8, 2, { 2, 32, 0, 1}}, {&ps_uav_typed, true, false, 200, 0, DXGI_FORMAT_R32_FLOAT, 0, 50, { 50, 50, 50, 50}}, {&ps_uav_typed, true, false, 400, 0, DXGI_FORMAT_R32_FLOAT, 64, 1, { 1, 1, 1, 1}}, {&ps_uav_typed, true, false, 100, 0, DXGI_FORMAT_R16_FLOAT, 0, 50, { 50, 50, 50, 50}}, {&ps_uav_typed, true, false, 400, 0, DXGI_FORMAT_R16_FLOAT, 128, 1, { 1, 1, 1, 1}}, }; static const struct vec4 quad[] = { {-1.0f, -1.0f, 0.0f, 1.0f}, {-1.0f, 1.0f, 0.0f, 1.0f}, { 1.0f, -1.0f, 0.0f, 1.0f}, { 1.0f, 1.0f, 0.0f, 1.0f}, }; memset(&desc, 0, sizeof(desc)); desc.rt_width = desc.rt_height = 64; desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT; desc.no_root_signature = true; desc.no_pipeline = true; if (!init_test_context(&context, &desc)) return; if (use_dxil && !context_supports_dxil(&context)) { destroy_test_context(&context); return; } device = context.device; command_list = context.list; queue = context.queue; heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap); gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap); vb = create_upload_buffer(device, sizeof(quad), quad); vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb); vbv.StrideInBytes = sizeof(*quad); vbv.SizeInBytes = sizeof(quad); current_shader = NULL; for (i = 0; i < ARRAY_SIZE(tests); ++i) { const struct test *test = &tests[i]; vkd3d_test_set_context("Test %u", i); if (!context.root_signature || test->uav != tests[i - 1].uav) { if (context.root_signature) ID3D12RootSignature_Release(context.root_signature); descriptor_range.RangeType = test->uav ? D3D12_DESCRIPTOR_RANGE_TYPE_UAV : D3D12_DESCRIPTOR_RANGE_TYPE_SRV; descriptor_range.NumDescriptors = 1; descriptor_range.BaseShaderRegister = test->uav ? 1 : 0; descriptor_range.RegisterSpace = 0; descriptor_range.OffsetInDescriptorsFromTableStart = 0; root_parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameter.DescriptorTable.NumDescriptorRanges = 1; root_parameter.DescriptorTable.pDescriptorRanges = &descriptor_range; root_parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; memset(&root_signature_desc, 0, sizeof(root_signature_desc)); root_signature_desc.NumParameters = 1; root_signature_desc.pParameters = &root_parameter; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = NULL; root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); } if (current_shader != test->ps) { if (context.pipeline_state) ID3D12PipelineState_Release(context.pipeline_state); input_layout.pInputElementDescs = layout_desc; input_layout.NumElements = ARRAY_SIZE(layout_desc); current_shader = test->ps; init_pipeline_state_desc(&pso_desc, context.root_signature, context.render_target_desc.Format, &vs, current_shader, &input_layout); hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc, &IID_ID3D12PipelineState, (void **)&context.pipeline_state); ok(hr == S_OK, "Failed to create state, hr %#x.\n", hr); } if (test->uav) { buffer = create_default_buffer(device, test->buffer_size, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); memset(&uav_desc, 0, sizeof(uav_desc)); uav_desc.Format = test->view_format; uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; uav_desc.Buffer.Flags = test->raw ? D3D12_BUFFER_UAV_FLAG_RAW : 0; uav_desc.Buffer.FirstElement = test->view_element_idx; uav_desc.Buffer.NumElements = test->view_element_count; uav_desc.Buffer.StructureByteStride = test->buffer_structure_byte_stride;; ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc, cpu_handle); } else { buffer = create_default_buffer(device, test->buffer_size, D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST); memset(&srv_desc, 0, sizeof(srv_desc)); srv_desc.Format = test->view_format; srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER; srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srv_desc.Buffer.Flags = test->raw ? D3D12_BUFFER_SRV_FLAG_RAW : 0; srv_desc.Buffer.FirstElement = test->view_element_idx; srv_desc.Buffer.NumElements = test->view_element_count; srv_desc.Buffer.StructureByteStride = test->buffer_structure_byte_stride; ID3D12Device_CreateShaderResourceView(device, buffer, &srv_desc, cpu_handle); } ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle); ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uvec4(context.render_target, 0, queue, command_list, &test->expected_result); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); ID3D12Resource_Release(buffer); } vkd3d_test_set_context(NULL); ID3D12Resource_Release(vb); ID3D12DescriptorHeap_Release(heap); destroy_test_context(&context); } void test_bufinfo_instruction_dxbc(void) { test_bufinfo_instruction(false); } void test_bufinfo_instruction_dxil(void) { test_bufinfo_instruction(true); } static void test_register_space(bool use_dxil) { ID3D12DescriptorHeap *heap, *sampler_heap, *heaps[2]; D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_ROOT_PARAMETER root_parameters[2]; D3D12_STATIC_SAMPLER_DESC static_sampler; ID3D12Resource *input_buffers[8]; ID3D12Resource* input_buffer_counter; ID3D12Resource *textures[2]; struct resource_readback rb; D3D12_CONSTANT_BUFFER_VIEW_DESC cbv_desc; D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc; D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc; ID3D12GraphicsCommandList *command_list; D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; unsigned int i, descriptor_size; D3D12_SAMPLER_DESC sampler_desc; struct test_context context; ID3D12CommandQueue *queue; HRESULT hr; unsigned int counter_value; #if 0 cbuffer CBuf : register(b1, space1) { float4 cbuffer_data; }; Buffer Buf : register(t1, space2); ByteAddressBuffer AddrBuf : register(t1, space3); StructuredBuffer StructuredBuf : register(t1, space4); RWBuffer RWBuf : register(u1, space5); RWByteAddressBuffer RWAddrBuf : register(u1, space6); RWStructuredBuffer RWStructuredBuf : register(u1, space7); RWStructuredBuffer RWStructuredBufResult : register(u1, space8); Texture2D Tex : register(t1, space9); RWTexture2D RWTex : register(u1, space10); SamplerState Samp : register(s1, space11); SamplerState StaticSamp : register(s1, space12); [numthreads(1, 1, 1)] void main() { float4 res = 1.0.xxxx; res *= cbuffer_data; res *= Buf[0]; res *= asfloat(AddrBuf.Load4(0)); res *= StructuredBuf[0]; res *= RWBuf[0]; res *= asfloat(RWAddrBuf.Load4(0)); res *= RWStructuredBuf[0]; res *= Tex.SampleLevel(Samp, float2(0.5, 0.5), 0.0).xxxx; res *= Tex.SampleLevel(StaticSamp, float2(0.5, 0.5), 0.0).xxxx; res *= RWTex[int2(0, 0)].xxxx; RWStructuredBuf.IncrementCounter(); RWStructuredBufResult[0] = res; } #endif static const DWORD cs_code_dxbc[] = { 0x43425844, 0x2d85237b, 0xf2c40a5a, 0x5630791a, 0x461d5695, 0x00000001, 0x000004a8, 0x00000004, 0x00000030, 0x00000040, 0x00000050, 0x00000498, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000440, 0x00050051, 0x00000110, 0x0100086a, 0x07000059, 0x00308e46, 0x00000000, 0x00000001, 0x00000001, 0x00000001, 0x00000001, 0x0600005a, 0x00306e46, 0x00000000, 0x00000001, 0x00000001, 0x0000000b, 0x0600005a, 0x00306e46, 0x00000001, 0x00000001, 0x00000001, 0x0000000c, 0x07000858, 0x00307e46, 0x00000000, 0x00000001, 0x00000001, 0x00005555, 0x00000002, 0x060000a1, 0x00307e46, 0x00000001, 0x00000001, 0x00000001, 0x00000003, 0x070000a2, 0x00307e46, 0x00000002, 0x00000001, 0x00000001, 0x00000010, 0x00000004, 0x07001858, 0x00307e46, 0x00000003, 0x00000001, 0x00000001, 0x00005555, 0x00000009, 0x0700089c, 0x0031ee46, 0x00000000, 0x00000001, 0x00000001, 0x00005555, 0x00000005, 0x0600009d, 0x0031ee46, 0x00000001, 0x00000001, 0x00000001, 0x00000006, 0x0780009e, 0x0031ee46, 0x00000002, 0x00000001, 0x00000001, 0x00000010, 0x00000007, 0x0700009e, 0x0031ee46, 0x00000003, 0x00000001, 0x00000001, 0x00000010, 0x00000008, 0x0700189c, 0x0031ee46, 0x00000004, 0x00000001, 0x00000001, 0x00005555, 0x0000000a, 0x02000068, 0x00000002, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x0b00002d, 0x001000f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00207e46, 0x00000000, 0x00000001, 0x09000038, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00308e46, 0x00000000, 0x00000001, 0x00000000, 0x080000a5, 0x001000f2, 0x00000001, 0x00004001, 0x00000000, 0x00207e46, 0x00000001, 0x00000001, 0x07000038, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00100e46, 0x00000001, 0x0a0000a7, 0x001000f2, 0x00000001, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x00207e46, 0x00000002, 0x00000001, 0x07000038, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00100e46, 0x00000001, 0x0b0000a3, 0x001000f2, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0021ee46, 0x00000000, 0x00000001, 0x07000038, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00100e46, 0x00000001, 0x080000a5, 0x001000f2, 0x00000001, 0x00004001, 0x00000000, 0x0021ee46, 0x00000001, 0x00000001, 0x07000038, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00100e46, 0x00000001, 0x0a0000a7, 0x001000f2, 0x00000001, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x0021ee46, 0x00000002, 0x00000001, 0x07000038, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00100e46, 0x00000001, 0x10000048, 0x00100012, 0x00000001, 0x00004002, 0x3f000000, 0x3f000000, 0x00000000, 0x00000000, 0x00207e46, 0x00000003, 0x00000001, 0x00206000, 0x00000000, 0x00000001, 0x00004001, 0x00000000, 0x07000038, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00100006, 0x00000001, 0x10000048, 0x00100012, 0x00000001, 0x00004002, 0x3f000000, 0x3f000000, 0x00000000, 0x00000000, 0x00207e46, 0x00000003, 0x00000001, 0x00206000, 0x00000001, 0x00000001, 0x00004001, 0x00000000, 0x07000038, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00100006, 0x00000001, 0x0b0000a3, 0x00100012, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0021ee46, 0x00000004, 0x00000001, 0x07000038, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00100006, 0x00000001, 0x060000b2, 0x00100012, 0x00000001, 0x0021e000, 0x00000002, 0x00000001, 0x0a0000a8, 0x0021e0f2, 0x00000003, 0x00000001, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x00100e46, 0x00000000, 0x0100003e, 0x30494653, 0x00000008, 0x00000800, 0x00000000, }; static const BYTE cs_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0xb4, 0xc5, 0x64, 0x15, 0x5e, 0xbb, 0x9a, 0x17, 0x9b, 0xd8, 0x39, 0x49, 0x6f, 0xfb, 0x81, 0x83, 0x01, 0x00, 0x00, 0x00, 0xa8, 0x0c, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x54, 0x00, 0x00, 0x00, 0x64, 0x00, 0x00, 0x00, 0x68, 0x01, 0x00, 0x00, 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x08, 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, 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0x1e, 0x04, 0x8b, 0x62, 0x80, 0x18, 0x45, 0x02, 0x42, 0x92, 0x0b, 0x42, 0xc4, 0x10, 0x32, 0x14, 0x38, 0x08, 0x18, 0x4b, 0x0a, 0x32, 0x62, 0x88, 0x48, 0x90, 0x14, 0x20, 0x43, 0x46, 0x88, 0xa5, 0x00, 0x19, 0x32, 0x42, 0xe4, 0x48, 0x0e, 0x90, 0x11, 0x23, 0xc4, 0x50, 0x41, 0x51, 0x81, 0x8c, 0xe1, 0x83, 0xe5, 0x8a, 0x04, 0x31, 0x46, 0x06, 0x51, 0x18, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x1b, 0x8c, 0xe0, 0xff, 0xff, 0xff, 0xff, 0x07, 0x40, 0x02, 0xaa, 0x0d, 0x84, 0xf0, 0xff, 0xff, 0xff, 0xff, 0x03, 0x20, 0x01, 0x00, 0x00, 0x00, 0x49, 0x18, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x13, 0x82, 0x60, 0x42, 0x20, 0x00, 0x00, 0x00, 0x89, 0x20, 0x00, 0x00, 0xac, 0x00, 0x00, 0x00, 0x32, 0x22, 0x88, 0x09, 0x20, 0x64, 0x85, 0x04, 0x13, 0x23, 0xa4, 0x84, 0x04, 0x13, 0x23, 0xe3, 0x84, 0xa1, 0x90, 0x14, 0x12, 0x4c, 0x8c, 0x8c, 0x0b, 0x84, 0xc4, 0x4c, 0x10, 0xd0, 0xc1, 0x08, 0x40, 0x09, 0x00, 0x0a, 0x66, 0x00, 0x8e, 0x1a, 0x2e, 0x7f, 0xc2, 0x1e, 0x42, 0xf2, 0xb9, 0x8d, 0x2a, 0x56, 0x62, 0xf2, 0x8b, 0xdb, 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Buffer<> */ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, /* ByteAddressBuffer<> */ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, /* StructuredBuffer<> */ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, /* RWBuffer<> */ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, /* RWByteAddressBuffer<> */ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, /* RWStructuredBuffer<> with atomic counter */ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, /* RWStructuredBuffer<> */ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, /* Texture<> */ D3D12_DESCRIPTOR_RANGE_TYPE_SRV, /* RWTexture<> */ D3D12_DESCRIPTOR_RANGE_TYPE_UAV, /* SamplerState */ D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, }; static const float buffer_data[ARRAY_SIZE(range_types) - 1][D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT / sizeof(float)] = { { 2.0f, 2.0f, 2.0f, 2.0f }, { 3.0f, 3.0f, 3.0f, 3.0f }, { 4.0f, 4.0f, 4.0f, 4.0f }, { 5.0f, 5.0f, 5.0f, 5.0f }, { 6.0f, 6.0f, 6.0f, 6.0f }, { 7.0f, 7.0f, 7.0f, 7.0f }, { 8.0f, 8.0f, 8.0f, 8.0f }, { 9.0f, 9.0f, 9.0f, 9.0f }, { 10.0f, 10.0f, 10.0f, 10.0f }, { 11.0f, 11.0f, 11.0f, 11.0f }, }; static const uint8_t zero_data[D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT] = { 0 }; D3D12_DESCRIPTOR_RANGE descriptor_range[ARRAY_SIZE(range_types)]; 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; if (use_dxil && !context_supports_dxil(&context)) { destroy_test_context(&context); return; } root_signature_desc.NumParameters = 2; 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(range_types) - 1; root_parameters[0].DescriptorTable.pDescriptorRanges = &descriptor_range[0]; root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_parameters[1].DescriptorTable.NumDescriptorRanges = 1; root_parameters[1].DescriptorTable.pDescriptorRanges = &descriptor_range[ARRAY_SIZE(range_types) - 1]; root_signature_desc.NumStaticSamplers = 1; root_signature_desc.pStaticSamplers = &static_sampler; memset(&static_sampler, 0, sizeof(static_sampler)); static_sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; static_sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; static_sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP; static_sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP; static_sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; static_sampler.RegisterSpace = 12; static_sampler.ShaderRegister = 1; memset(descriptor_range, 0, sizeof(descriptor_range)); for (i = 0; i < ARRAY_SIZE(range_types); i++) { descriptor_range[i].NumDescriptors = 1; descriptor_range[i].BaseShaderRegister = 1; descriptor_range[i].RegisterSpace = i + 1; descriptor_range[i].OffsetInDescriptorsFromTableStart = (i != ARRAY_SIZE(range_types) - 1) ? i : 0; descriptor_range[i].RangeType = range_types[i]; } hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); context.pipeline_state = create_compute_pipeline_state(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, ARRAY_SIZE(range_types) - 1); sampler_heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 1); memset(&sampler_desc, 0, sizeof(sampler_desc)); sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP; sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP; cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(sampler_heap); ID3D12Device_CreateSampler(context.device, &sampler_desc, cpu_handle); descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); /* CBV<> */ input_buffers[0] = create_default_buffer(context.device, sizeof(buffer_data[0]), D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST); /* Buffer<> */ input_buffers[1] = create_default_buffer(context.device, sizeof(buffer_data[1]), D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST); /* ByteAddressBuffer<> */ input_buffers[2] = create_default_buffer(context.device, sizeof(buffer_data[2]), D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST); /* StructuredBuffer<> */ input_buffers[3] = create_default_buffer(context.device, sizeof(buffer_data[3]), D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST); /* RWBuffer<> */ input_buffers[4] = create_default_buffer(context.device, sizeof(buffer_data[4]), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); /* RWByteAddressBuffer<> */ input_buffers[5] = create_default_buffer(context.device, sizeof(buffer_data[5]), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); /* RWStructuredBuffer<> with counter */ input_buffers[6] = create_default_buffer(context.device, sizeof(buffer_data[6]), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); input_buffer_counter = create_default_buffer(context.device, sizeof(buffer_data[6]), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); /* RWStructuredBuffer<> without counter */ input_buffers[7] = create_default_buffer(context.device, sizeof(buffer_data[7]), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); textures[0] = create_default_texture2d(context.device, 1, 1, 1, 1, DXGI_FORMAT_R32_FLOAT, D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST); textures[1] = create_default_texture2d(context.device, 1, 1, 1, 1, DXGI_FORMAT_R32_FLOAT, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap); /* CBV<> */ cbv_desc.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(input_buffers[0]); cbv_desc.SizeInBytes = sizeof(buffer_data[0]); ID3D12Device_CreateConstantBufferView(context.device, &cbv_desc, cpu_handle); cpu_handle.ptr += descriptor_size; /* Buffer<> */ srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER; srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE; srv_desc.Buffer.FirstElement = 0; srv_desc.Buffer.NumElements = 1; srv_desc.Buffer.StructureByteStride = 0; ID3D12Device_CreateShaderResourceView(context.device, input_buffers[1], &srv_desc, cpu_handle); cpu_handle.ptr += descriptor_size; /* ByteAddressBuffer<> */ srv_desc.Format = DXGI_FORMAT_R32_TYPELESS; srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW; srv_desc.Buffer.FirstElement = 0; srv_desc.Buffer.NumElements = 4; srv_desc.Buffer.StructureByteStride = 0; ID3D12Device_CreateShaderResourceView(context.device, input_buffers[2], &srv_desc, cpu_handle); cpu_handle.ptr += descriptor_size; /* StructuredBuffer<> */ srv_desc.Format = DXGI_FORMAT_UNKNOWN; srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE; srv_desc.Buffer.FirstElement = 0; srv_desc.Buffer.NumElements = 1; srv_desc.Buffer.StructureByteStride = 16; ID3D12Device_CreateShaderResourceView(context.device, input_buffers[3], &srv_desc, cpu_handle); cpu_handle.ptr += descriptor_size; /* RWBuffer<> */ uav_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE; uav_desc.Buffer.FirstElement = 0; uav_desc.Buffer.NumElements = 1; uav_desc.Buffer.StructureByteStride = 0; uav_desc.Buffer.CounterOffsetInBytes = 0; ID3D12Device_CreateUnorderedAccessView(context.device, input_buffers[4], NULL, &uav_desc, cpu_handle); cpu_handle.ptr += descriptor_size; /* RWByteAddressBuffer<> */ uav_desc.Format = DXGI_FORMAT_R32_TYPELESS; uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW; uav_desc.Buffer.StructureByteStride = 0; uav_desc.Buffer.NumElements = 4; ID3D12Device_CreateUnorderedAccessView(context.device, input_buffers[5], NULL, &uav_desc, cpu_handle); cpu_handle.ptr += descriptor_size; /* RWStructuredBuffer<> with counter */ uav_desc.Format = DXGI_FORMAT_UNKNOWN; uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE; uav_desc.Buffer.StructureByteStride = 16; uav_desc.Buffer.NumElements = 1; uav_desc.Buffer.CounterOffsetInBytes = 0; ID3D12Device_CreateUnorderedAccessView(context.device, input_buffers[6], input_buffer_counter, &uav_desc, cpu_handle); cpu_handle.ptr += descriptor_size; /* RWStructuredBuffer<> without counter */ uav_desc.Format = DXGI_FORMAT_UNKNOWN; uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE; uav_desc.Buffer.StructureByteStride = 16; uav_desc.Buffer.NumElements = 1; uav_desc.Buffer.CounterOffsetInBytes = 0; ID3D12Device_CreateUnorderedAccessView(context.device, input_buffers[7], NULL, &uav_desc, cpu_handle); cpu_handle.ptr += descriptor_size; /* Texture */ srv_desc.Format = DXGI_FORMAT_R32_FLOAT; srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; srv_desc.Texture2D.MipLevels = 1; srv_desc.Texture2D.MostDetailedMip = 0; srv_desc.Texture2D.PlaneSlice = 0; srv_desc.Texture2D.ResourceMinLODClamp = 0; ID3D12Device_CreateShaderResourceView(context.device, textures[0], &srv_desc, cpu_handle); cpu_handle.ptr += descriptor_size; /* RWTexture */ uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D; uav_desc.Format = DXGI_FORMAT_R32_FLOAT; uav_desc.Texture2D.MipSlice = 0; uav_desc.Texture2D.PlaneSlice = 0; ID3D12Device_CreateUnorderedAccessView(context.device, textures[1], NULL, &uav_desc, cpu_handle); for (i = 0; i < 8; i++) { upload_buffer_data(input_buffers[i], 0, sizeof(buffer_data[i]), buffer_data[i], queue, command_list); reset_command_list(command_list, context.allocator); if (i != 0) { transition_resource_state(command_list, input_buffers[i], D3D12_RESOURCE_STATE_COPY_DEST, i < 4 ? D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE : D3D12_RESOURCE_STATE_UNORDERED_ACCESS); } else { transition_resource_state(command_list, input_buffers[i], D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER); } } for (i = 0; i < 2; i++) { D3D12_SUBRESOURCE_DATA sub; sub.pData = buffer_data[8 + i]; sub.RowPitch = D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT / 4; sub.SlicePitch = 0; upload_texture_data(textures[i], &sub, 1, queue, command_list); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, textures[i], D3D12_RESOURCE_STATE_COPY_DEST, i == 0 ? D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE : D3D12_RESOURCE_STATE_UNORDERED_ACCESS); } upload_buffer_data(input_buffer_counter, 0, sizeof(zero_data), zero_data, queue, command_list); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, input_buffer_counter, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); heaps[0] = heap; heaps[1] = sampler_heap; ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, ARRAY_SIZE(heaps), heaps); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap)); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 1, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(sampler_heap)); ID3D12GraphicsCommandList_Dispatch(command_list, 1, 1, 1); transition_resource_state(command_list, input_buffers[7], D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); get_buffer_readback_with_command_list(input_buffers[7], DXGI_FORMAT_UNKNOWN, &rb, queue, command_list); for (i = 0; i < 4; i++) { /* Start value of 9 is for the StructuredBuffer we write to. */ float reference = 2 * 3 * 4 * 5 * 6 * 7 * 8 * (10 * 10) * 11; ok(get_readback_float(&rb, i, 0) == reference, "Readback value is: %f\n", get_readback_float(&rb, i, 0)); } release_resource_readback(&rb); reset_command_list(command_list, context.allocator); counter_value = read_uav_counter(&context, input_buffer_counter, 0); ok(counter_value == 1, "Atomic counter is %u.\n", counter_value); for (i = 0; i < 8; i++) ID3D12Resource_Release(input_buffers[i]); for (i = 0; i < 2; i++) ID3D12Resource_Release(textures[i]); ID3D12Resource_Release(input_buffer_counter); ID3D12DescriptorHeap_Release(heap); ID3D12DescriptorHeap_Release(sampler_heap); destroy_test_context(&context); } void test_register_space_sm51(void) { test_register_space(false); } void test_register_space_dxil(void) { test_register_space(true); } static void test_constant_buffers(bool use_dxil) { ID3D12DescriptorHeap *heap; D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_ROOT_PARAMETER root_parameters[5]; D3D12_DESCRIPTOR_RANGE descriptor_range; ID3D12Resource *input_buffer, *output_buffer; struct resource_readback rb; D3D12_CONSTANT_BUFFER_VIEW_DESC cbv_desc; ID3D12GraphicsCommandList *command_list; D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; struct test_context context; ID3D12CommandQueue *queue; unsigned int i; HRESULT hr; #if 0 cbuffer DescriptorTableCBV : register(b2, space1) { float4 table_data[8]; }; cbuffer RootCBV : register(b3, space2) { float4 root_data[8]; }; cbuffer RootConstant1 : register(b4, space3) { float4 c1; float4 c2; }; cbuffer RootConstant2 : register(b5, space4) { float4 c3; float4 c4; }; RWStructuredBuffer RWStructuredBuf : register(u6, space5); [numthreads(1, 1, 1)] void main() { float4 res = float4(35, 40, 50, 60); res += table_data[1]; res += table_data[6]; res += root_data[2]; res += root_data[7]; res += c1; res += c2; res += c3; res += c4; RWStructuredBuf[0] = res; } #endif static const DWORD cs_code_dxbc[] = { 0x43425844, 0xb9b08cff, 0xb39daa33, 0x3d0264dc, 0x7c5a0155, 0x00000001, 0x0000025c, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000208, 0x00050051, 0x00000082, 0x0100086a, 0x07000059, 0x00308e46, 0x00000000, 0x00000002, 0x00000002, 0x00000007, 0x00000001, 0x07000059, 0x00308e46, 0x00000001, 0x00000003, 0x00000003, 0x00000008, 0x00000002, 0x07000059, 0x00308e46, 0x00000002, 0x00000004, 0x00000004, 0x00000002, 0x00000003, 0x07000059, 0x00308e46, 0x00000003, 0x00000005, 0x00000005, 0x00000002, 0x00000004, 0x0700009e, 0x0031ee46, 0x00000000, 0x00000006, 0x00000006, 0x00000010, 0x00000005, 0x02000068, 0x00000001, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x0b000000, 0x001000f2, 0x00000000, 0x00308e46, 0x00000000, 0x00000002, 0x00000001, 0x00308e46, 0x00000000, 0x00000002, 0x00000006, 0x09000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00308e46, 0x00000001, 0x00000003, 0x00000002, 0x09000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00308e46, 0x00000001, 0x00000003, 0x00000007, 0x09000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00308e46, 0x00000002, 0x00000004, 0x00000000, 0x09000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00308e46, 0x00000002, 0x00000004, 0x00000001, 0x09000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00308e46, 0x00000003, 0x00000005, 0x00000000, 0x09000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00308e46, 0x00000003, 0x00000005, 0x00000001, 0x0a000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x420c0000, 0x42200000, 0x42480000, 0x42700000, 0x0a0000a8, 0x0021e0f2, 0x00000000, 0x00000006, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x00100e46, 0x00000000, 0x0100003e, }; static const BYTE cs_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0xe2, 0xef, 0xf2, 0x44, 0x1b, 0x9d, 0x18, 0x11, 0x11, 0x82, 0x9a, 0x86, 0x7c, 0x13, 0xe2, 0x58, 0x01, 0x00, 0x00, 0x00, 0x54, 0x08, 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, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; static const float buffer_data[D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT / 4] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, }; 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 = 5; 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_range; root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_parameters[1].Descriptor.RegisterSpace = 2; root_parameters[1].Descriptor.ShaderRegister = 3; descriptor_range.RegisterSpace = 1; descriptor_range.BaseShaderRegister = 2; descriptor_range.OffsetInDescriptorsFromTableStart = 0; descriptor_range.NumDescriptors = 1; descriptor_range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; root_parameters[2].Constants.RegisterSpace = 3; root_parameters[2].Constants.ShaderRegister = 4; root_parameters[2].Constants.Num32BitValues = 8; root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_parameters[3].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; root_parameters[3].Constants.RegisterSpace = 4; root_parameters[3].Constants.ShaderRegister = 5; root_parameters[3].Constants.Num32BitValues = 8; root_parameters[3].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_parameters[4].ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV; root_parameters[4].Descriptor.RegisterSpace = 5; root_parameters[4].Descriptor.ShaderRegister = 6; root_parameters[4].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); context.pipeline_state = create_compute_pipeline_state(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, 1); input_buffer = create_default_buffer(context.device, sizeof(buffer_data), D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST); output_buffer = create_default_buffer(context.device, sizeof(buffer_data), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap); cbv_desc.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(input_buffer); cbv_desc.SizeInBytes = sizeof(buffer_data); ID3D12Device_CreateConstantBufferView(context.device, &cbv_desc, cpu_handle); upload_buffer_data(input_buffer, 0, sizeof(buffer_data), buffer_data, queue, command_list); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, input_buffer, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER); 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, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap)); ID3D12GraphicsCommandList_SetComputeRootConstantBufferView(command_list, 1, ID3D12Resource_GetGPUVirtualAddress(input_buffer)); ID3D12GraphicsCommandList_SetComputeRoot32BitConstants(command_list, 2, 8, &buffer_data[0], 0); ID3D12GraphicsCommandList_SetComputeRoot32BitConstants(command_list, 3, 8, &buffer_data[8], 0); ID3D12GraphicsCommandList_SetComputeRootUnorderedAccessView(command_list, 4, ID3D12Resource_GetGPUVirtualAddress(output_buffer)); 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++) { static const float reference[] = { 77, 88, 104, 120 }; ok(get_readback_float(&rb, i, 0) == reference[i], "Readback value is: %f\n", get_readback_float(&rb, i, 0)); } release_resource_readback(&rb); reset_command_list(command_list, context.allocator); ID3D12Resource_Release(input_buffer); ID3D12Resource_Release(output_buffer); ID3D12DescriptorHeap_Release(heap); destroy_test_context(&context); } void test_constant_buffer_sm51(void) { test_constant_buffers(false); } void test_constant_buffer_dxil(void) { test_constant_buffers(true); }