[PATCH vkd3d 2/3] vkd3d: Add test case for SM 5.1 register spaces.

Zebediah Figura zfigura at codeweavers.com
Fri Feb 28 11:30:33 CST 2020


I don't see anything obviously wrong with the content of this patch, but 
I noticed some formatting/style issues...

On 2/20/20 5:18 AM, Hans-Kristian Arntzen wrote:
> Signed-off-by: Hans-Kristian Arntzen <post at arntzen-software.no>
> ---
>   tests/d3d12.c | 392 ++++++++++++++++++++++++++++++++++++++++++++++++++
>   1 file changed, 392 insertions(+)
> 
> diff --git a/tests/d3d12.c b/tests/d3d12.c
> index 323ef23..4d2d96b 100644
> --- a/tests/d3d12.c
> +++ b/tests/d3d12.c
> @@ -32811,6 +32811,397 @@ static void test_write_buffer_immediate(void)
>       destroy_test_context(&context);
>   }
>   
> +static void test_register_space_sm51(void)

As far as I understand, register space is an exclusively SM5.1 feature, 
so maybe the "_sm51" part of this is superfluous?

> +{
> +    ID3D12DescriptorHeap *heap, *sampler_heap, *heaps[2];
> +
> +    D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
> +    D3D12_ROOT_PARAMETER root_parameters[2];
> +
> +    ID3D12Resource *input_buffers[8];
> +    ID3D12Resource* input_buffer_counter;

Misplaced asterisk.

> +    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;
> +    D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
> +    unsigned int i, descriptor_size;
> +    D3D12_SAMPLER_DESC sampler_desc;
> +    D3D12_SUBRESOURCE_DATA data;
> +    struct test_context context;
> +    ID3D12CommandQueue *queue;
> +    HRESULT hr;
> +    unsigned int counter_value;

It would probably be preferred to put all of these in one block, and 
sort them in "reverse Christmas tree" order.

> +
> +    static const DWORD cs_code[] =
> +    {
> +#if 0
> +        cbuffer CBuf : register(b1, space1)
> +        {
> +            float4 cbuffer_data;
> +        };
> +
> +        Buffer<float4> Buf : register(t1, space2);
> +        ByteAddressBuffer AddrBuf : register(t1, space3);
> +        StructuredBuffer<float4> StructuredBuf : register(t1, space4);
> +        RWBuffer<float4> RWBuf : register(u1, space5);
> +        RWByteAddressBuffer RWAddrBuf : register(u1, space6);
> +        RWStructuredBuffer<float4> RWStructuredBuf : register(u1, space7);
> +        RWStructuredBuffer<float4> RWStructuredBufResult : register(u1, space8);
> +
> +        Texture2D<float4> Tex : register(t1, space9);
> +        RWTexture2D<float> RWTex : register(u1, space10);
> +        SamplerState Samp : register(s1, space11);
> +
> +        [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 *= RWTex[int2(0, 0)].xxxx;
> +
> +            RWStructuredBuf.IncrementCounter();
> +            RWStructuredBufResult[0] = res;
> +        }

I think entirely lower-case variable names would be preferred (and 
snake_case to camelCase in general), even for constant buffers; see 
other tests.

> +#endif
> +        0x43425844, 0x70f33bd3, 0x11527a3b, 0x08c5298b, 0x28a1f88e, 0x00000001, 0x00000434, 0x00000004,
> +        0x00000030, 0x00000040, 0x00000050, 0x00000424, 0x4e475349, 0x00000008, 0x00000000, 0x00000008,
> +        0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x000003cc, 0x00050051, 0x000000f3,
> +        0x0100086a, 0x07000059, 0x00308e46, 0x00000000, 0x00000001, 0x00000001, 0x00000001, 0x00000001,
> +        0x0600005a, 0x00306e46, 0x00000000, 0x00000001, 0x00000001, 0x0000000b, 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, 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 D3D12_DESCRIPTOR_RANGE_TYPE range_types[] = {

Opening brace should go on a new line, to match the closing brace.

> +            /* CBV<> */
> +            D3D12_DESCRIPTOR_RANGE_TYPE_CBV,
> +            /* 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,

This seems to me not especially readable; maybe the comments would be 
easier to read placed to the right of each field. Henri might have other 
opinions, however.

> +    };
> +
> +    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;
> +    command_list = context.list;
> +    queue = context.queue;
> +
> +    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];
> +
> +    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(cs_code, sizeof(cs_code)));
> +
> +    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);

Line continuations in general should indent a constant eight spaces, 
rather than trying to align with something.

> +    /* 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;

I think putting multiple statements on one line is dispreferred.

> +    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 * 11;
> +        ok(get_readback_float(&rb, i, 0) == reference, "Readback value is: %f\n", get_readback_float(&rb, i, 0));

This should use %.8e so that we don't lose any data, and it should also 
print the index. Printing the expected value probably would be a good 
idea too. See other uses of get_readback_float(); copying the entire 
message from one of them would be a good idea.

> +    }
> +    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);
> +}
> +
>   START_TEST(d3d12)
>   {
>       parse_args(argc, argv);
> @@ -32975,4 +33366,5 @@ START_TEST(d3d12)
>       run_test(test_conditional_rendering);
>       run_test(test_bufinfo_instruction);
>       run_test(test_write_buffer_immediate);
> +    run_test(test_register_space_sm51);
>   }
> 




More information about the wine-devel mailing list