vkd3d-proton/tests/d3d12_clear.c

937 lines
44 KiB
C

/*
* Copyright 2016-2017 Józef Kucia for CodeWeavers
* Copyright 2020-2021 Philip Rebohle for Valve Corporation
* Copyright 2020-2021 Joshua Ashton for Valve Corporation
* Copyright 2020-2021 Hans-Kristian Arntzen for Valve Corporation
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#define VKD3D_DBG_CHANNEL VKD3D_DBG_CHANNEL_API
#include "d3d12_crosstest.h"
void test_clear_depth_stencil_view(void)
{
static const float expected_values[] = {0.5f, 0.1f, 0.1f, 0.6, 1.0f, 0.5f};
ID3D12GraphicsCommandList *command_list;
D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc;
ID3D12Resource *tmp_float, *tmp_uint;
struct depth_stencil_resource ds;
unsigned int dsv_increment_size;
D3D12_CLEAR_VALUE clear_value;
struct test_context_desc desc;
struct test_context context;
ID3D12CommandQueue *queue;
ID3D12Device *device;
unsigned int i;
memset(&desc, 0, sizeof(desc));
desc.no_render_target = true;
if (!init_test_context(&context, &desc))
return;
device = context.device;
command_list = context.list;
queue = context.queue;
dsv_increment_size = ID3D12Device_GetDescriptorHandleIncrementSize(device,
D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
trace("DSV descriptor handle increment size: %u.\n", dsv_increment_size);
ok(dsv_increment_size, "Got unexpected increment size %#x.\n", dsv_increment_size);
clear_value.Format = DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
clear_value.DepthStencil.Depth = 0.5f;
clear_value.DepthStencil.Stencil = 0x3;
init_depth_stencil(&ds, device, 32, 32, 1, 1, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 0, &clear_value);
/* Tests that separate layout clear works correctly. */
ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 0.5f, 0x3, 0, NULL);
ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
D3D12_CLEAR_FLAG_DEPTH, 0.75f, 0x7, 0, NULL);
ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
D3D12_CLEAR_FLAG_STENCIL, 0.75f, 0x7, 0, NULL);
transition_resource_state(command_list, ds.texture,
D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE);
tmp_float = create_default_texture2d(context.device, 32, 32, 1, 1, DXGI_FORMAT_R32_FLOAT,
D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
tmp_uint = create_default_texture2d(context.device, 32, 32, 1, 1, DXGI_FORMAT_R8_UINT,
D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
{
D3D12_TEXTURE_COPY_LOCATION dst_location, src_location;
D3D12_BOX src_box;
dst_location.SubresourceIndex = 0;
dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src_location.pResource = ds.texture;
src_box.left = 0;
src_box.right = 32;
src_box.top = 0;
src_box.bottom = 32;
src_box.front = 0;
src_box.back = 1;
dst_location.pResource = tmp_float;
src_location.SubresourceIndex = 0;
ID3D12GraphicsCommandList_CopyTextureRegion(context.list, &dst_location, 0, 0, 0, &src_location, &src_box);
dst_location.pResource = tmp_uint;
src_location.SubresourceIndex = 1;
ID3D12GraphicsCommandList_CopyTextureRegion(context.list, &dst_location, 0, 0, 0, &src_location, &src_box);
}
transition_resource_state(command_list, tmp_float,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
transition_resource_state(command_list, tmp_uint,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_float(tmp_float, 0, queue, command_list, 0.75f, 1);
reset_command_list(command_list, context.allocator);
check_sub_resource_uint8(tmp_uint, 0, queue, command_list, 0x7, 0);
ID3D12Resource_Release(tmp_float);
ID3D12Resource_Release(tmp_uint);
destroy_depth_stencil(&ds);
reset_command_list(command_list, context.allocator);
clear_value.Format = DXGI_FORMAT_D32_FLOAT;
init_depth_stencil(&ds, device, 32, 32, 6, 1, DXGI_FORMAT_D32_FLOAT, 0, &clear_value);
ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
D3D12_CLEAR_FLAG_DEPTH, expected_values[0], 0, 0, NULL);
memset(&dsv_desc, 0, sizeof(dsv_desc));
dsv_desc.Format = DXGI_FORMAT_D32_FLOAT;
dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
dsv_desc.Texture2DArray.FirstArraySlice = 1;
dsv_desc.Texture2DArray.ArraySize = 2;
ID3D12Device_CreateDepthStencilView(device, ds.texture, &dsv_desc, ds.dsv_handle);
ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
D3D12_CLEAR_FLAG_DEPTH, expected_values[1], 0, 0, NULL);
dsv_desc.Texture2DArray.FirstArraySlice = 3;
dsv_desc.Texture2DArray.ArraySize = 1;
ID3D12Device_CreateDepthStencilView(device, ds.texture, &dsv_desc, ds.dsv_handle);
ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
D3D12_CLEAR_FLAG_DEPTH, expected_values[3], 0, 0, NULL);
dsv_desc.Texture2DArray.FirstArraySlice = 4;
ID3D12Device_CreateDepthStencilView(device, ds.texture, &dsv_desc, ds.dsv_handle);
ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
D3D12_CLEAR_FLAG_DEPTH, expected_values[4], 0, 0, NULL);
transition_resource_state(command_list, ds.texture,
D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE);
for (i = 0; i < ARRAY_SIZE(expected_values); ++i)
{
check_sub_resource_float(ds.texture, i, queue, command_list, expected_values[i], 1);
reset_command_list(command_list, context.allocator);
}
destroy_depth_stencil(&ds);
destroy_test_context(&context);
}
void test_clear_render_target_view(void)
{
static const unsigned int array_expected_colors[] = {0xff00ff00, 0xff0000ff, 0xffff0000};
static const float array_colors[][4] =
{
{0.0f, 1.0f, 0.0f, 1.0f},
{1.0f, 0.0f, 0.0f, 1.0f},
{0.0f, 0.0f, 1.0f, 1.0f},
};
static const float negative_value[] = {1.0f, -1.0f, -0.5f, -2.0f};
static const float color[] = {0.1f, 0.5f, 0.3f, 0.75f};
static const float green[] = {0.0f, 1.0f, 0.0f, 1.0f};
ID3D12GraphicsCommandList *command_list;
D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle;
D3D12_RENDER_TARGET_VIEW_DESC rtv_desc;
D3D12_HEAP_PROPERTIES heap_properties;
D3D12_RESOURCE_DESC resource_desc;
unsigned int rtv_increment_size;
ID3D12DescriptorHeap *rtv_heap;
D3D12_CLEAR_VALUE clear_value;
struct test_context_desc desc;
struct resource_readback rb;
struct test_context context;
ID3D12CommandQueue *queue;
ID3D12Resource *resource;
ID3D12Device *device;
unsigned int i;
D3D12_BOX box;
HRESULT hr;
static const struct
{
const float *color;
DXGI_FORMAT format;
uint32_t result;
}
r8g8b8a8[] =
{
{color, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, 0xbf95bc59},
{green, DXGI_FORMAT_R8G8B8A8_UNORM, 0xff00ff00},
{color, DXGI_FORMAT_R8G8B8A8_UNORM, 0xbf4c7f19},
{green, DXGI_FORMAT_R8G8B8A8_UINT, 0x01000100},
{color, DXGI_FORMAT_R8G8B8A8_UINT, 0x00000000},
{negative_value, DXGI_FORMAT_R8G8B8A8_UINT, 0x00000001},
{green, DXGI_FORMAT_R8G8B8A8_SINT, 0x01000100},
{color, DXGI_FORMAT_R8G8B8A8_SINT, 0x00000000},
{negative_value, DXGI_FORMAT_R8G8B8A8_SINT, 0xfe00ff01},
};
static const struct
{
const float *color;
DXGI_FORMAT format;
uint64_t result;
}
r16g16b16a16[] =
{
{green, DXGI_FORMAT_R16G16B16A16_UNORM, 0xffff0000ffff0000},
{green, DXGI_FORMAT_R16G16B16A16_UINT, 0x0001000000010000},
{color, DXGI_FORMAT_R16G16B16A16_UINT, 0x0000000000000000},
{negative_value, DXGI_FORMAT_R16G16B16A16_UINT, 0x0000000000000001},
{green, DXGI_FORMAT_R16G16B16A16_SINT, 0x0001000000010000},
{color, DXGI_FORMAT_R16G16B16A16_SINT, 0x0000000000000000},
{negative_value, DXGI_FORMAT_R16G16B16A16_SINT, 0xfffe0000ffff0001},
};
STATIC_ASSERT(ARRAY_SIZE(array_colors) == ARRAY_SIZE(array_expected_colors));
memset(&desc, 0, sizeof(desc));
desc.no_render_target = true;
if (!init_test_context(&context, &desc))
return;
device = context.device;
command_list = context.list;
queue = context.queue;
rtv_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1);
rtv_increment_size = ID3D12Device_GetDescriptorHandleIncrementSize(device,
D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
trace("RTV descriptor handle increment size: %u.\n", rtv_increment_size);
rtv_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rtv_heap);
memset(&heap_properties, 0, sizeof(heap_properties));
heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resource_desc.Alignment = 0;
resource_desc.Width = 32;
resource_desc.Height = 32;
resource_desc.DepthOrArraySize = 1;
resource_desc.MipLevels = 1;
resource_desc.Format = DXGI_FORMAT_R8G8B8A8_TYPELESS;
resource_desc.SampleDesc.Count = 1;
resource_desc.SampleDesc.Quality = 0;
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
clear_value.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
clear_value.Color[0] = 1.0f;
clear_value.Color[1] = 0.0f;
clear_value.Color[2] = 0.0f;
clear_value.Color[3] = 1.0f;
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value,
&IID_ID3D12Resource, (void **)&resource);
ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
memset(&rtv_desc, 0, sizeof(rtv_desc));
rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
/* R8G8B8A8 */
for (i = 0; i < ARRAY_SIZE(r8g8b8a8); ++i)
{
vkd3d_test_set_context("Test %u", i);
rtv_desc.Format = r8g8b8a8[i].format;
ID3D12Device_CreateRenderTargetView(device, resource, &rtv_desc, rtv_handle);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, r8g8b8a8[i].color, 0, NULL);
transition_resource_state(command_list, resource,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_uint(resource, 0, queue, command_list, r8g8b8a8[i].result, 2);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, resource,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
}
vkd3d_test_set_context(NULL);
/* R16G16B16A16 */
hr = ID3D12GraphicsCommandList_Close(command_list);
ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
reset_command_list(command_list, context.allocator);
ID3D12Resource_Release(resource);
resource_desc.Format = DXGI_FORMAT_R16G16B16A16_TYPELESS;
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_RENDER_TARGET, NULL,
&IID_ID3D12Resource, (void **)&resource);
ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
for (i = 0; i < ARRAY_SIZE(r16g16b16a16); ++i)
{
vkd3d_test_set_context("Test %u", i);
rtv_desc.Format = r16g16b16a16[i].format;
ID3D12Device_CreateRenderTargetView(device, resource, &rtv_desc, rtv_handle);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, r16g16b16a16[i].color, 0, NULL);
transition_resource_state(command_list, resource,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_uint64(resource, 0, queue, command_list, r16g16b16a16[i].result, 0);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, resource,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
}
vkd3d_test_set_context(NULL);
/* 2D array texture */
hr = ID3D12GraphicsCommandList_Close(command_list);
ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
reset_command_list(command_list, context.allocator);
ID3D12Resource_Release(resource);
resource_desc.Format = DXGI_FORMAT_R8G8B8A8_TYPELESS;
resource_desc.DepthOrArraySize = ARRAY_SIZE(array_colors);
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value,
&IID_ID3D12Resource, (void **)&resource);
ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
for (i = 0; i < ARRAY_SIZE(array_colors); ++i)
{
memset(&rtv_desc, 0, sizeof(rtv_desc));
rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
rtv_desc.Texture2DArray.FirstArraySlice = i;
rtv_desc.Texture2DArray.ArraySize = 1;
ID3D12Device_CreateRenderTargetView(device, resource, &rtv_desc, rtv_handle);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, array_colors[i], 0, NULL);
}
transition_resource_state(command_list, resource,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
for (i = 0; i < ARRAY_SIZE(array_expected_colors); ++i)
{
check_sub_resource_uint(resource, i, queue, command_list, array_expected_colors[i], 2);
reset_command_list(command_list, context.allocator);
}
/* 2D multisample array texture */
ID3D12Resource_Release(resource);
resource_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
resource_desc.SampleDesc.Count = 4;
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value,
&IID_ID3D12Resource, (void **)&resource);
ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
for (i = 0; i < ARRAY_SIZE(array_colors); ++i)
{
memset(&rtv_desc, 0, sizeof(rtv_desc));
rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
rtv_desc.Texture2DMSArray.FirstArraySlice = i;
rtv_desc.Texture2DMSArray.ArraySize = 1;
ID3D12Device_CreateRenderTargetView(device, resource, &rtv_desc, rtv_handle);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, array_colors[i], 0, NULL);
}
transition_resource_state(command_list, resource,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
for (i = 0; i < ARRAY_SIZE(array_expected_colors); ++i)
{
check_sub_resource_uint(resource, i, queue, command_list, array_expected_colors[i], 2);
reset_command_list(command_list, context.allocator);
}
/* 3D texture */
ID3D12Resource_Release(resource);
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
resource_desc.DepthOrArraySize = 32;
resource_desc.MipLevels = 1;
resource_desc.SampleDesc.Count = 1;
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value,
&IID_ID3D12Resource, (void **)&resource);
ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
ID3D12Device_CreateRenderTargetView(device, resource, NULL, rtv_handle);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, color, 0, NULL);
transition_resource_state(command_list, resource,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_uint(resource, 0, queue, command_list, 0xbf4c7f19, 2);
memset(&rtv_desc, 0, sizeof(rtv_desc));
rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
rtv_desc.Texture3D.FirstWSlice = 2;
rtv_desc.Texture3D.WSize = 2;
ID3D12Device_CreateRenderTargetView(device, resource, &rtv_desc, rtv_handle);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, resource,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, green, 0, NULL);
transition_resource_state(command_list, resource,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_texture_readback_with_command_list(resource, 0, &rb, queue, command_list);
set_box(&box, 0, 0, 0, 32, 32, 2);
check_readback_data_uint(&rb, &box, 0xbf4c7f19, 1);
set_box(&box, 0, 0, 2, 32, 32, 4);
check_readback_data_uint(&rb, &box, 0xff00ff00, 1);
set_box(&box, 0, 0, 4, 32, 32, 32);
check_readback_data_uint(&rb, &box, 0xbf4c7f19, 1);
release_resource_readback(&rb);
ID3D12Resource_Release(resource);
ID3D12DescriptorHeap_Release(rtv_heap);
destroy_test_context(&context);
}
void test_clear_unordered_access_view_buffer(void)
{
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
ID3D12DescriptorHeap *cpu_heap, *gpu_heap;
ID3D12GraphicsCommandList *command_list;
struct test_context_desc desc;
struct test_context context;
struct resource_readback rb;
ID3D12CommandQueue *queue;
D3D12_HEAP_DESC heap_desc;
ID3D12Resource *buffer;
ID3D12Device *device;
UINT clear_value[4];
unsigned int i, j;
ID3D12Heap *heap;
D3D12_BOX box;
HRESULT hr;
#define BUFFER_SIZE (1024 * 1024)
static const struct
{
DXGI_FORMAT format;
D3D12_BUFFER_UAV buffer_uav;
unsigned int values[4];
unsigned int expected;
bool is_float;
bool is_null_descriptor;
}
tests[] =
{
{DXGI_FORMAT_R32_UINT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0, 0, 0, 0}, 0},
{DXGI_FORMAT_R32_UINT, {64, BUFFER_SIZE / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0, 0, 0, 0}, 0},
{DXGI_FORMAT_R32_UINT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{1, 0, 0, 0}, 1},
{DXGI_FORMAT_R32_UINT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{1, 0, 0, 0}, 0, false, true},
{DXGI_FORMAT_R32_UINT, {64, BUFFER_SIZE / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{2, 0, 0, 0}, 2},
{DXGI_FORMAT_R32_UINT, {64, BUFFER_SIZE / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{3, 0, 0, 0}, 3},
{DXGI_FORMAT_R32_UINT, {64, BUFFER_SIZE / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{4, 2, 3, 4}, 4},
{DXGI_FORMAT_R32_UINT, { 0, BUFFER_SIZE / sizeof(uint32_t) - 10, 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{5, 0, 0, 0}, 5},
{DXGI_FORMAT_R32_TYPELESS, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_RAW},
{0, 0, 0, 0}, 0},
{DXGI_FORMAT_R32_TYPELESS, {64, BUFFER_SIZE / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_RAW},
{0, 0, 0, 0}, 0},
{DXGI_FORMAT_R32_TYPELESS, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_RAW},
{6, 0, 0, 0}, 6},
{DXGI_FORMAT_R32_TYPELESS, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_RAW},
{6, 0, 0, 0}, 0, false, true},
{DXGI_FORMAT_R32_TYPELESS, {64, BUFFER_SIZE / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_RAW},
{7, 0, 0, 0}, 7},
{DXGI_FORMAT_R32_TYPELESS, {64, BUFFER_SIZE / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_RAW},
{8, 0, 0, 0}, 8},
{DXGI_FORMAT_R32_TYPELESS, {64, BUFFER_SIZE / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_RAW},
{9, 1, 1, 1}, 9},
{DXGI_FORMAT_R32_TYPELESS, {64, BUFFER_SIZE / sizeof(uint32_t) - 64, 0, 0, D3D12_BUFFER_UAV_FLAG_RAW},
{~0u, 0, 0, 0}, ~0u},
{DXGI_FORMAT_R32_TYPELESS, { 0, BUFFER_SIZE / sizeof(uint32_t) - 10, 0, 0, D3D12_BUFFER_UAV_FLAG_RAW},
{10, 0, 0, 0}, 10},
{DXGI_FORMAT_R32_TYPELESS, { 0, BUFFER_SIZE / sizeof(uint32_t) - 9, 0, 0, D3D12_BUFFER_UAV_FLAG_RAW},
{11, 0, 0, 0}, 11},
{DXGI_FORMAT_R32_FLOAT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0, 0, 0, 0}, 0},
{DXGI_FORMAT_R32_FLOAT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{1, 0, 0, 0}, 1},
{DXGI_FORMAT_R32_FLOAT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0x3f800000 /* 1.0f */, 0, 0, 0}, 0x3f800000 /* 1.0f */, true},
{DXGI_FORMAT_R16G16_UINT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0x1234, 0xabcd, 0, 0}, 0xabcd1234},
{DXGI_FORMAT_R16G16_UINT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0x10000, 0, 0, 0}, 0},
{DXGI_FORMAT_R16G16_UNORM, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0x1234, 0xabcd, 0, 0}, 0xabcd1234},
{DXGI_FORMAT_R16G16_UNORM, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0x3f000080 /* 0.50000762951f */, 0x3f800000 /* 1.0f */, 0, 0}, 0xffff8000, true},
{DXGI_FORMAT_R16G16_UNORM, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0x40000000 /* 2.0f */, 0 /* 0.0f */, 0, 0}, 0x0000ffff, true},
{DXGI_FORMAT_R16G16_UNORM, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0xbf800000 /* -1.0f */, 0 /* 0.0f */, 0x3f000000 /* 1.0f */, 0x3f000000 /* 1.0f */}, 0, true},
{DXGI_FORMAT_R16G16_FLOAT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0x1234, 0xabcd, 0, 0}, 0xabcd1234},
{DXGI_FORMAT_R16G16_FLOAT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0x3f000000 /* 0.5f */, 0x3f800000 /* 1.0f */, 0, 0}, 0x3c003800, true},
{DXGI_FORMAT_R8G8B8A8_UINT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0x11, 0x22, 0x33, 0x44}, 0x44332211},
{DXGI_FORMAT_R8G8B8A8_UINT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0x100, 0, 0, 0}, 0},
{DXGI_FORMAT_R11G11B10_FLOAT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0, 0, 0, 0}, 0},
{DXGI_FORMAT_R11G11B10_FLOAT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0x7ff, 0x7ff, 0x3ff, 0}, 0xffffffff},
{DXGI_FORMAT_R11G11B10_FLOAT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0x7ff, 0, 0x3ff, 0}, 0xffc007ff},
{DXGI_FORMAT_R11G11B10_FLOAT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0x3f000000 /* 0.5f */, 0x3f800000 /* 1.0f */, 0x40000000 /* 2.0f */, 0}, 0x801e0380, true},
{DXGI_FORMAT_R11G11B10_FLOAT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0x3f000000 /* 1.0f */, 0 /* 0.0f */, 0xbf800000 /* -1.0f */, 0x3f000000 /* 1.0f */},
0x00000380, true},
{DXGI_FORMAT_R10G10B10A2_UINT, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0x1010, 0x1020, 0x1030, 0x41}, (0x30 << 20) | (0x20 << 10) | (0x10 << 0) | (0x1 << 30)},
{DXGI_FORMAT_R10G10B10A2_UNORM, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0x1010, 0x1020, 0x1030, 0x41}, (0x30u << 20) | (0x20u << 10) | (0x10u << 0) | (0x1u << 30)},
{DXGI_FORMAT_R10G10B10A2_UNORM, { 0, BUFFER_SIZE / sizeof(uint32_t), 0, 0, D3D12_BUFFER_UAV_FLAG_NONE},
{0x3f002008 /* 0.5004887585532747f */, 0x3f800000 /* 1.0f */, 0, 0x3f800000 /* 1.0f */},
(0x3ffu << 10) | (0x200u << 0) | (0x3u << 30), true},
};
memset(&desc, 0, sizeof(desc));
desc.no_render_target = true;
if (!init_test_context(&context, &desc))
return;
device = context.device;
command_list = context.list;
queue = context.queue;
cpu_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 2);
gpu_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 2);
heap_desc.SizeInBytes = 2 * BUFFER_SIZE;
memset(&heap_desc.Properties, 0, sizeof(heap_desc.Properties));
heap_desc.Properties.Type = D3D12_HEAP_TYPE_DEFAULT;
heap_desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
heap_desc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
hr = ID3D12Device_CreateHeap(device, &heap_desc, &IID_ID3D12Heap, (void **)&heap);
ok(hr == S_OK, "Failed to create heap, hr %#x.\n", hr);
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
vkd3d_test_set_context("Test %u", i);
buffer = create_placed_buffer(device, heap, BUFFER_SIZE, BUFFER_SIZE,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
for (j = 0; j < ARRAY_SIZE(clear_value); ++j)
clear_value[j] = tests[i].expected || tests[i].is_null_descriptor ? 0 : ~0u;
memset(&uav_desc, 0, sizeof(uav_desc));
uav_desc.Format = DXGI_FORMAT_R32_UINT;
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uav_desc.Buffer.NumElements = BUFFER_SIZE / sizeof(uint32_t);
ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc,
get_cpu_descriptor_handle(&context, cpu_heap, 1));
ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc,
get_cpu_descriptor_handle(&context, gpu_heap, 1));
uav_desc.Format = tests[i].format;
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uav_desc.Buffer = tests[i].buffer_uav;
ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc,
get_cpu_descriptor_handle(&context, cpu_heap, 0));
ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc,
get_cpu_descriptor_handle(&context, gpu_heap, 0));
if (tests[i].is_null_descriptor)
{
/* Test that we can clear out any knowledge about the existing descriptor. */
ID3D12Device_CreateUnorderedAccessView(device, NULL, NULL, &uav_desc,
get_cpu_descriptor_handle(&context, cpu_heap, 0));
ID3D12Device_CreateUnorderedAccessView(device, NULL, NULL, &uav_desc,
get_cpu_descriptor_handle(&context, gpu_heap, 0));
}
ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(command_list,
get_gpu_descriptor_handle(&context, gpu_heap, 1),
get_cpu_descriptor_handle(&context, cpu_heap, 1),
buffer, clear_value, 0, NULL);
uav_barrier(command_list, buffer);
if (tests[i].is_float)
ID3D12GraphicsCommandList_ClearUnorderedAccessViewFloat(command_list,
get_gpu_descriptor_handle(&context, gpu_heap, 0),
get_cpu_descriptor_handle(&context, cpu_heap, 0),
buffer, (const float *)tests[i].values, 0, NULL);
else
ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(command_list,
get_gpu_descriptor_handle(&context, gpu_heap, 0),
get_cpu_descriptor_handle(&context, cpu_heap, 0),
buffer, tests[i].values, 0, NULL);
set_box(&box, 0, 0, 0, 1, 1, 1);
transition_resource_state(command_list, buffer,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_buffer_readback_with_command_list(buffer, DXGI_FORMAT_R32_TYPELESS, &rb, queue, command_list);
box.left = 0;
box.right = uav_desc.Buffer.FirstElement;
check_readback_data_uint(&rb, &box, clear_value[0], 0);
box.left = uav_desc.Buffer.FirstElement;
box.right = uav_desc.Buffer.FirstElement + uav_desc.Buffer.NumElements;
check_readback_data_uint(&rb, &box, tests[i].expected, tests[i].is_float ? 1 : 0);
box.left = uav_desc.Buffer.FirstElement + uav_desc.Buffer.NumElements;
box.right = BUFFER_SIZE / format_size(uav_desc.Format);
check_readback_data_uint(&rb, &box, clear_value[0], 0);
release_resource_readback(&rb);
reset_command_list(command_list, context.allocator);
ID3D12Resource_Release(buffer);
}
vkd3d_test_set_context(NULL);
ID3D12DescriptorHeap_Release(cpu_heap);
ID3D12DescriptorHeap_Release(gpu_heap);
ID3D12Heap_Release(heap);
destroy_test_context(&context);
#undef BUFFER_SIZE
}
void test_clear_unordered_access_view_image(void)
{
D3D12_FEATURE_DATA_FORMAT_SUPPORT format_support;
unsigned int expected_colour, actual_colour;
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
ID3D12DescriptorHeap *cpu_heap, *gpu_heap;
ID3D12GraphicsCommandList *command_list;
unsigned int i, j, d, p, z, layer;
D3D12_HEAP_PROPERTIES heap_properties;
unsigned int image_size, image_depth;
D3D12_RESOURCE_DESC resource_desc;
struct test_context_desc desc;
struct test_context context;
struct resource_readback rb;
ID3D12CommandQueue *queue;
bool is_inside, success;
ID3D12Resource *texture;
ID3D12Device *device;
UINT clear_value[4];
HRESULT hr;
int x, y;
#define IMAGE_SIZE 16u
static const struct
{
DXGI_FORMAT format;
unsigned int image_mips;
unsigned int image_layers;
unsigned int mip_level;
unsigned int first_layer;
unsigned int layer_count;
unsigned int rect_count;
RECT clear_rects[2];
unsigned int values[4];
unsigned int expected;
bool is_float;
bool is_null_descriptor;
}
tests[] =
{
/* Test clearing a specific mip level. */
{DXGI_FORMAT_R32_FLOAT, 2, 1, 0, 0, 1, 0, {{0}}, {1, 0, 0, 0}, 1},
{DXGI_FORMAT_R32_FLOAT, 2, 1, 0, 0, 1, 0, {{0}}, {1, 0, 0, 0}, 0, false, true},
{DXGI_FORMAT_R32_FLOAT, 2, 1, 1, 0, 1, 0, {{0}}, {1, 0, 0, 0}, 1},
{DXGI_FORMAT_R32_FLOAT, 2, 1, 0, 0, 1, 0, {{0}}, {0x3f000000, 0, 0, 0}, 0x3f000000, true},
{DXGI_FORMAT_R32_FLOAT, 2, 1, 1, 0, 1, 0, {{0}}, {0x3f000000, 0, 0, 0}, 0x3f000000, true},
{DXGI_FORMAT_R32_FLOAT, 2, 1, 1, 0, 1, 0, {{0}}, {0x3f000000, 0, 0, 0}, 0, true, true},
/* Test clearing specific array layers. */
{DXGI_FORMAT_R32_FLOAT, 1, IMAGE_SIZE, 0, 0, IMAGE_SIZE, 0, {{0}}, {1, 0, 0, 0}, 1},
{DXGI_FORMAT_R32_FLOAT, 1, IMAGE_SIZE, 0, 3, 2, 0, {{0}}, {1, 0, 0, 0}, 1},
{DXGI_FORMAT_R32_FLOAT, 1, IMAGE_SIZE, 0, 0, IMAGE_SIZE, 0, {{0}},
{0x3f000000, 0, 0, 0}, 0x3f000000, true},
{DXGI_FORMAT_R32_FLOAT, 1, IMAGE_SIZE, 0, 3, 2, 0, {{0}},
{0x3f000000, 0, 0, 0}, 0x3f000000, true},
/* Test a single clear rect. */
{DXGI_FORMAT_R32_FLOAT, 1, 1, 0, 0, 1, 1, {{1, 2, IMAGE_SIZE - 4, IMAGE_SIZE - 2}},
{1, 0, 0, 0}, 1},
{DXGI_FORMAT_R32_FLOAT, 1, 1, 0, 0, 1, 1, {{1, 2, IMAGE_SIZE - 4, IMAGE_SIZE - 2}},
{0x3f000000, 0, 0, 0}, 0x3f000000, true},
/* Test multiple clear rects. */
{DXGI_FORMAT_R32_FLOAT, 1, 1, 0, 0, 1, 2, {{1, 2, 3, 4}, {5, 6, 7, 8}},
{1, 0, 0, 0}, 1},
{DXGI_FORMAT_R32_FLOAT, 1, 1, 0, 0, 1, 2, {{1, 2, 3, 4}, {5, 6, 7, 8}},
{0x3f000000, 0, 0, 0}, 0x3f000000, true},
/* Test uint clears with formats. */
{DXGI_FORMAT_R16G16_UINT, 1, 1, 0, 0, 1, 0, {{0}}, {1, 2, 3, 4}, 0x00020001},
{DXGI_FORMAT_R16G16_UINT, 1, 1, 0, 0, 1, 0, {{0}}, {0x12345, 0, 0, 0}, 0x00002345},
{DXGI_FORMAT_R16G16_UNORM, 1, 1, 0, 0, 1, 0, {{0}}, {1, 2, 3, 4}, 0x00020001},
{DXGI_FORMAT_R16G16_FLOAT, 1, 1, 0, 0, 1, 0, {{0}}, {1, 2, 3, 4}, 0x00020001},
{DXGI_FORMAT_R8G8B8A8_UINT, 1, 1, 0, 0, 1, 0, {{0}}, {1, 2, 3, 4}, 0x04030201},
{DXGI_FORMAT_R8G8B8A8_UINT, 1, 1, 0, 0, 1, 0, {{0}}, {0x123, 0, 0, 0}, 0x00000023},
{DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 0, 0, 1, 0, {{0}}, {1, 2, 3, 4}, 0x04030201},
{DXGI_FORMAT_R11G11B10_FLOAT, 1, 1, 0, 0, 1, 0, {{0}}, {0, 0, 0, 0}, 0x00000000},
{DXGI_FORMAT_R11G11B10_FLOAT, 1, 1, 0, 0, 1, 0, {{0}}, {1, 2, 3, 4}, 0x00c01001},
/* Test float clears with formats. */
{DXGI_FORMAT_R16G16_UNORM, 1, 1, 0, 0, 1, 0, {{0}},
{0x3f000080 /* 0.5f + unorm16 epsilon */, 0x3f800000 /* 1.0f */, 0, 0}, 0xffff8000, true},
{DXGI_FORMAT_R16G16_FLOAT, 1, 1, 0, 0, 1, 0, {{0}},
{0x3f000080 /* 0.5f */, 0x3f800000 /* 1.0f */, 0, 0}, 0x3c003800, true},
{DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 0, 0, 1, 0, {{0}},
{0x3f000080 /* 0.5f + epsilon */, 0x3f800000 /* 1.0f */, 0, 0}, 0x0000ff80, true},
{DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 0, 0, 1, 0, {{0}},
{0, 0, 0x3f000080 /* 0.5f + epsilon */, 0x3f800000 /* 1.0f */}, 0xff800000, true},
{DXGI_FORMAT_R11G11B10_FLOAT, 1, 1, 0, 0, 1, 0, {{0}},
{0x3f000000 /* 1.0f */, 0 /* 0.0f */, 0xbf800000 /* -1.0f */, 0x3f000000 /* 1.0f */},
0x00000380, true},
{DXGI_FORMAT_B8G8R8A8_UNORM, 1, 1, 0, 0, 1, 0, {{0}},
{0, 0, 0x3f000080 /* 0.5f + epsilon */, 0x3f800000 /* 1.0f */}, 0xff000080, true},
{DXGI_FORMAT_B8G8R8A8_UNORM, 1, 1, 0, 0, 1, 0, {{0}}, {1, 2, 3, 4}, 0x04010203},
};
static const struct
{
D3D12_RESOURCE_DIMENSION resource_dim;
D3D12_UAV_DIMENSION view_dim;
bool is_layered;
}
uav_dimensions[] =
{
{D3D12_RESOURCE_DIMENSION_TEXTURE2D, D3D12_UAV_DIMENSION_TEXTURE2D, false},
{D3D12_RESOURCE_DIMENSION_TEXTURE2D, D3D12_UAV_DIMENSION_TEXTURE2DARRAY, true },
/* Expected behaviour with partial layer coverage is unclear. */
{D3D12_RESOURCE_DIMENSION_TEXTURE3D, D3D12_UAV_DIMENSION_TEXTURE3D, false},
};
memset(&desc, 0, sizeof(desc));
desc.no_render_target = true;
if (!init_test_context(&context, &desc))
return;
device = context.device;
command_list = context.list;
queue = context.queue;
cpu_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 2);
gpu_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 2);
memset(&heap_properties, 0, sizeof(heap_properties));
heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
for (d = 0; d < ARRAY_SIZE(uav_dimensions); ++d)
{
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
vkd3d_test_set_context("Dim %u, Test %u", d, i);
if (tests[i].image_layers > 1 && !uav_dimensions[d].is_layered)
continue;
memset(&format_support, 0, sizeof(format_support));
format_support.Format = tests[i].format;
if (FAILED(hr = ID3D12Device_CheckFeatureSupport(device,
D3D12_FEATURE_FORMAT_SUPPORT, &format_support, sizeof(format_support))) ||
!(format_support.Support1 & D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW))
{
skip("Format %u not supported.\n", tests[i].format);
continue;
}
resource_desc.Dimension = uav_dimensions[d].resource_dim;
resource_desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
resource_desc.Width = IMAGE_SIZE;
resource_desc.Height = IMAGE_SIZE;
if (uav_dimensions[d].resource_dim == D3D12_RESOURCE_DIMENSION_TEXTURE1D)
resource_desc.Height = 1;
resource_desc.DepthOrArraySize = tests[i].image_layers;
resource_desc.MipLevels = tests[i].image_mips;
resource_desc.Format = tests[i].format;
resource_desc.SampleDesc.Count = 1;
resource_desc.SampleDesc.Quality = 0;
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
if (FAILED(hr = ID3D12Device_CreateCommittedResource(device, &heap_properties,
D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
NULL, &IID_ID3D12Resource, (void **)&texture)))
{
skip("Failed to create texture, hr %#x.\n", hr);
continue;
}
uav_desc.Format = tests[i].format;
uav_desc.ViewDimension = uav_dimensions[d].view_dim;
for (j = 0; j < 2; ++j)
{
unsigned int first_layer = j ? 0 : tests[i].first_layer;
unsigned int layer_count = j ? tests[i].image_layers : tests[i].layer_count;
switch (uav_desc.ViewDimension)
{
case D3D12_UAV_DIMENSION_TEXTURE1D:
uav_desc.Texture1D.MipSlice = tests[i].mip_level;
break;
case D3D12_UAV_DIMENSION_TEXTURE1DARRAY:
uav_desc.Texture1DArray.MipSlice = tests[i].mip_level;
uav_desc.Texture1DArray.FirstArraySlice = first_layer;
uav_desc.Texture1DArray.ArraySize = layer_count;
break;
case D3D12_UAV_DIMENSION_TEXTURE2D:
uav_desc.Texture2D.MipSlice = tests[i].mip_level;
uav_desc.Texture2D.PlaneSlice = 0;
break;
case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
uav_desc.Texture2DArray.MipSlice = tests[i].mip_level;
uav_desc.Texture2DArray.FirstArraySlice = first_layer;
uav_desc.Texture2DArray.ArraySize = layer_count;
uav_desc.Texture2DArray.PlaneSlice = 0;
break;
case D3D12_UAV_DIMENSION_TEXTURE3D:
uav_desc.Texture3D.MipSlice = tests[i].mip_level;
uav_desc.Texture3D.FirstWSlice = first_layer;
uav_desc.Texture3D.WSize = layer_count;
break;
default:
continue;
}
ID3D12Device_CreateUnorderedAccessView(device, texture, NULL,
&uav_desc, get_cpu_descriptor_handle(&context, cpu_heap, j));
ID3D12Device_CreateUnorderedAccessView(device, texture, NULL,
&uav_desc, get_cpu_descriptor_handle(&context, gpu_heap, j));
}
if (tests[i].is_null_descriptor)
{
/* Test that we can clear out any knowledge about the existing descriptor. */
ID3D12Device_CreateUnorderedAccessView(device, NULL, NULL,
&uav_desc, get_cpu_descriptor_handle(&context, cpu_heap, 0));
ID3D12Device_CreateUnorderedAccessView(device, NULL, NULL,
&uav_desc, get_cpu_descriptor_handle(&context, gpu_heap, 0));
}
for (j = 0; j < 4; ++j)
{
clear_value[j] = tests[i].expected || tests[i].is_null_descriptor ? 0u : ~0u;
}
ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(command_list,
get_gpu_descriptor_handle(&context, gpu_heap, 1),
get_cpu_descriptor_handle(&context, cpu_heap, 1),
texture, clear_value, 0, NULL);
uav_barrier(command_list, texture);
if (tests[i].is_float)
ID3D12GraphicsCommandList_ClearUnorderedAccessViewFloat(command_list,
get_gpu_descriptor_handle(&context, gpu_heap, 0),
get_cpu_descriptor_handle(&context, cpu_heap, 0),
texture, (const float *)tests[i].values, tests[i].rect_count, tests[i].clear_rects);
else
ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(command_list,
get_gpu_descriptor_handle(&context, gpu_heap, 0),
get_cpu_descriptor_handle(&context, cpu_heap, 0),
texture, tests[i].values, tests[i].rect_count, tests[i].clear_rects);
transition_resource_state(command_list, texture,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
image_depth = uav_dimensions[d].resource_dim == D3D12_RESOURCE_DIMENSION_TEXTURE3D
? max(tests[i].image_layers >> tests[i].mip_level, 1u) : 1;
image_size = max(IMAGE_SIZE >> tests[i].mip_level, 1u);
for (layer = 0; layer < tests[i].image_layers / image_depth; ++layer)
{
get_texture_readback_with_command_list(texture,
tests[i].mip_level + (layer * tests[i].image_mips),
&rb, queue, command_list);
for (p = 0; p < image_depth * image_size * image_size; ++p)
{
x = p % image_size;
y = (p / image_size) % image_size;
z = p / (image_size * image_size);
is_inside = tests[i].rect_count == 0;
for (j = 0; j < tests[i].rect_count; ++j)
{
if (y >= tests[i].clear_rects[j].top && y < tests[i].clear_rects[j].bottom
&& x >= tests[i].clear_rects[j].left && x < tests[i].clear_rects[j].right)
{
is_inside = true;
break;
}
}
if (uav_dimensions[d].resource_dim == D3D12_RESOURCE_DIMENSION_TEXTURE3D)
is_inside = is_inside && z >= tests[i].first_layer
&& z < tests[i].first_layer + tests[i].layer_count;
else
is_inside = is_inside && layer >= tests[i].first_layer
&& layer < tests[i].first_layer + tests[i].layer_count;
expected_colour = is_inside ? tests[i].expected : clear_value[0];
actual_colour = get_readback_uint(&rb, x, y, z);
success = compare_color(actual_colour, expected_colour, tests[i].is_float ? 1 : 0);
ok(success, "At layer %u, (%u,%u,%u), expected %#x, got %#x.\n",
layer, x, y, z, expected_colour, actual_colour);
if (!success)
break;
}
release_resource_readback(&rb);
reset_command_list(command_list, context.allocator);
}
ID3D12Resource_Release(texture);
}
}
ID3D12DescriptorHeap_Release(cpu_heap);
ID3D12DescriptorHeap_Release(gpu_heap);
destroy_test_context(&context);
#undef IMAGE_SIZE
}