[PATCH vkd3d 2/4] tests: Add resource array tests for SM5.1.
Zebediah Figura (she/her)
zfigura at codeweavers.com
Mon May 31 18:22:22 CDT 2021
On 5/26/21 3:04 AM, Conor McCarthy wrote:
> From: Hans-Kristian Arntzen <post at arntzen-software.no>
>
> Modified to keep within current vkd3d descriptor set pool limits.
>
> Signed-off-by: Conor McCarthy <cmccarthy at codeweavers.com>
> ---
> tests/d3d12.c | 1424 +++++++++++++++++++++++++++++++++++++++++++++++++
> 1 file changed, 1424 insertions(+)
>
So, it goes without saying, but this is a lot of code to send at once,
and a lot for one patch, and it would be relatively easy to break this
up by test function.
Nevertheless, I'll try to give a complete review...
> diff --git a/tests/d3d12.c b/tests/d3d12.c
> index f289a10d..7252e65e 100644
> --- a/tests/d3d12.c
> +++ b/tests/d3d12.c
> @@ -651,6 +651,27 @@ static bool is_memory_pool_L1_supported(ID3D12Device *device)
> return !architecture.UMA;
> }
>
> +#define context_supports_sm51(context) context_supports_sm51_(__LINE__, context)
> +static bool context_supports_sm51_(unsigned int line, struct test_context *context)
> +{
> + D3D12_FEATURE_DATA_SHADER_MODEL model;
> + HRESULT hr;
> + model.HighestShaderModel = D3D_SHADER_MODEL_5_1;
> + hr = ID3D12Device_CheckFeatureSupport(context->device, D3D12_FEATURE_SHADER_MODEL, &model, sizeof(model));
> + ok_(line)(hr == S_OK, "Failed to query shader model support, hr %#x.\n", hr);
> +
> + if (hr != S_OK)
> + return false;
> +
> + if (model.HighestShaderModel < D3D_SHADER_MODEL_5_1)
> + {
> + skip_(line)("Device does not support shader model 5.1, skipping resource array tests.\n");
> + return false;
> + }
> + else
> + return true;
> +}
> +
This should probably resemble the other is_*_supported() helpers.
> #define create_cb_root_signature(a, b, c, e) create_cb_root_signature_(__LINE__, a, b, c, e)
> static ID3D12RootSignature *create_cb_root_signature_(unsigned int line,
> ID3D12Device *device, unsigned int reg_idx, D3D12_SHADER_VISIBILITY shader_visibility,
> @@ -33817,6 +33838,1402 @@ static void test_hull_shader_patch_constant_inputs(void)
> destroy_test_context(&context);
> }
>
> +static void test_unbounded_srv(void)
> +{
> + D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
> + D3D12_ROOT_PARAMETER root_parameters[3];
> + D3D12_DESCRIPTOR_RANGE descriptor_ranges[4];
> + ID3D12DescriptorHeap* heap;
> +
> + ID3D12Resource *input_buffers[128];
> + ID3D12Resource *input_textures[128];
> + ID3D12Resource *output_buffer;
> + struct resource_readback rb;
> +
> + ID3D12GraphicsCommandList* command_list;
> + D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
> + D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
> + unsigned int i, descriptor_size;
> + struct test_context context;
> + ID3D12CommandQueue* queue;
> + HRESULT hr;
> +
> +#if 0
> + // Space 1 and 2 have an offset of 0 descriptors, so pattern of descriptors is
> + // [ buf, tex, buf, tex ]
> + StructuredBuffer<uint> Buffers[] : register(t4, space1);
> + Texture2D<uint> Textures[] : register(t4, space2);
> +
> + // Space 3 and 4 have an effective offset of 2 descriptor,
> + // so pattern of descriptors is still
> + // [ buf, tex, buf, tex ]
> + StructuredBuffer<uint> AliasBuffers[64] : register(t4, space3);
> + Texture2D<uint> AliasTextures[64] : register(t4, space4);
> +
> + StructuredBuffer<uint> StandaloneBuffer : register(t100, space3);
> + Texture2D<uint> StandaloneTexture : register(t199, space3);
> +
> + RWByteAddressBuffer OBuffer : register(u0);
> +
> + [numthreads(64, 1, 1)]
> + void main(uint idx : SV_DispatchThreadID)
> + {
> + uint result = 0;
> +
> + if (idx & 1)
> + result += Textures[NonUniformResourceIndex(idx)].Load(int3(0, 0, 0));
> + else
> + result += Buffers[NonUniformResourceIndex(idx)].Load(0);
> +
> + if (idx & 1)
> + result += AliasTextures[NonUniformResourceIndex(idx)].Load(int3(0, 0, 0)) << 8;
> + else
> + result += AliasBuffers[NonUniformResourceIndex(idx)].Load(0) << 8;
I'm kind of curious what the point of the alternation is here; not that
there's anything wrong with it, but it seems a bit orthogonal to the test.
At least I presume the two conditionals can be merged into one?
> +
> + result *= StandaloneBuffer.Load(0);
> + result *= StandaloneTexture.Load(int3(0, 0, 0));
> + OBuffer.Store(4 * idx, result);
> + }
> +#endif
> + static const DWORD cs_code[] =
> + {
> + 0x43425844, 0x2b452826, 0x244a6b65, 0xdf8a8f8b, 0xf8326669, 0x00000001, 0x000003c4, 0x00000003,
> + 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
> + 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000370, 0x00050051, 0x000000dc, 0x0100086a,
> + 0x070000a2, 0x00307e46, 0x00000000, 0x00000004, 0xffffffff, 0x00000004, 0x00000001, 0x07001858,
> + 0x00307e46, 0x00000001, 0x00000004, 0xffffffff, 0x00004444, 0x00000002, 0x070000a2, 0x00307e46,
> + 0x00000002, 0x00000004, 0x00000043, 0x00000004, 0x00000003, 0x070000a2, 0x00307e46, 0x00000003,
> + 0x00000064, 0x00000064, 0x00000004, 0x00000003, 0x07001858, 0x00307e46, 0x00000004, 0x000000c7,
> + 0x000000c7, 0x00004444, 0x00000003, 0x07001858, 0x00307e46, 0x00000005, 0x00000004, 0x00000043,
> + 0x00004444, 0x00000004, 0x0600009d, 0x0031ee46, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
> + 0x0200005f, 0x00020012, 0x02000068, 0x00000001, 0x0400009b, 0x00000040, 0x00000001, 0x00000001,
> + 0x06000001, 0x00100012, 0x00000000, 0x0002000a, 0x00004001, 0x00000001, 0x0304001f, 0x0010000a,
> + 0x00000000, 0x04000036, 0x00100012, 0x00000000, 0x0002000a, 0x0e00002d, 0x00100012, 0x00000000,
> + 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x86207e46, 0x00020001, 0x00000001,
> + 0x00000004, 0x0010000a, 0x00000000, 0x04000036, 0x00100042, 0x00000000, 0x0002000a, 0x0e00002d,
> + 0x00100042, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x86207c96,
> + 0x00020001, 0x00000005, 0x00000004, 0x0010002a, 0x00000000, 0x07000029, 0x00100042, 0x00000000,
> + 0x0010002a, 0x00000000, 0x00004001, 0x00000008, 0x0700001e, 0x00100012, 0x00000000, 0x0010002a,
> + 0x00000000, 0x0010000a, 0x00000000, 0x01000012, 0x04000036, 0x00100022, 0x00000000, 0x0002000a,
> + 0x0d0000a7, 0x00100022, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x86207006,
> + 0x00020001, 0x00000000, 0x00000004, 0x0010001a, 0x00000000, 0x04000036, 0x00100042, 0x00000000,
> + 0x0002000a, 0x0d0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000,
> + 0x86207006, 0x00020001, 0x00000002, 0x00000004, 0x0010002a, 0x00000000, 0x07000029, 0x00100042,
> + 0x00000000, 0x0010002a, 0x00000000, 0x00004001, 0x00000008, 0x0700001e, 0x00100012, 0x00000000,
> + 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x01000015, 0x0a0000a7, 0x00100022, 0x00000000,
> + 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x00207006, 0x00000003, 0x00000064, 0x08000026,
> + 0x0000d000, 0x00100012, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x0b00002d,
> + 0x00100022, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00207e16,
> + 0x00000004, 0x000000c7, 0x08000026, 0x0000d000, 0x00100012, 0x00000000, 0x0010001a, 0x00000000,
> + 0x0010000a, 0x00000000, 0x06000029, 0x00100022, 0x00000000, 0x0002000a, 0x00004001, 0x00000002,
> + 0x080000a6, 0x0021e012, 0x00000000, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000,
> + 0x0100003e,
> + };
> +
> + if (!init_compute_test_context(&context) || !context_supports_sm51(&context))
> + return;
> +
> + command_list = context.list;
> + queue = context.queue;
> +
> + root_signature_desc.NumParameters = 3;
> + 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 = 2;
> + root_parameters[0].DescriptorTable.pDescriptorRanges = &descriptor_ranges[0];
> +
> + root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
> + root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
> + root_parameters[1].DescriptorTable.NumDescriptorRanges = 2;
> + root_parameters[1].DescriptorTable.pDescriptorRanges = &descriptor_ranges[2];
> +
> + root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV;
> + root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
> + root_parameters[2].Descriptor.RegisterSpace = 0;
> + root_parameters[2].Descriptor.ShaderRegister = 0;
> +
> + /* Need two idential ranges so we can alias two different resource dimensions over same table. */
> + for (i = 0; i < 4; ++i)
> + {
> + descriptor_ranges[i].RegisterSpace = i + 1;
> + descriptor_ranges[i].BaseShaderRegister = 4;
> + descriptor_ranges[i].OffsetInDescriptorsFromTableStart = i >= 2 ? 1 : 0;
> + descriptor_ranges[i].NumDescriptors = UINT_MAX;
> + descriptor_ranges[i].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
> + }
> +
> + hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature);
> + ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
> +
> + for (i = 0; i < ARRAY_SIZE(input_buffers); ++i)
> + {
> + const UINT buffer_data[] = { i * 2, i * 2, i * 2, i * 2 };
> + input_buffers[i] = create_default_buffer(context.device, sizeof(buffer_data), D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
> + upload_buffer_data(input_buffers[i], 0, sizeof(buffer_data), buffer_data, queue, command_list);
> + reset_command_list(command_list, context.allocator);
> + transition_resource_state(command_list, input_buffers[i], D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
> + }
> +
> + for (i = 0; i < ARRAY_SIZE(input_textures); ++i)
> + {
> + const UINT tex_data = i * 2 + 1;
> + D3D12_SUBRESOURCE_DATA sub;
> + sub.pData = &tex_data;
> + sub.RowPitch = 1;
> + sub.SlicePitch = 1;
> + input_textures[i] = create_default_texture2d(context.device, 1, 1, 1, 1, DXGI_FORMAT_R32_UINT, D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
> + upload_texture_data(input_textures[i], &sub, 1, queue, command_list);
> + reset_command_list(command_list, context.allocator);
> + transition_resource_state(command_list, input_textures[i], D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
> + }
> + output_buffer = create_default_buffer(context.device, 4 * 64, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
> +
> + context.pipeline_state = create_compute_pipeline_state(context.device,
> + context.root_signature,
> + shader_bytecode((const void*)cs_code, sizeof(cs_code)));
> +
> + heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 512 + 256);
> + cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
> + gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap);
> + descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
> + for (i = 0; i < ARRAY_SIZE(input_buffers) * 2; ++i)
> + {
> + D3D12_SHADER_RESOURCE_VIEW_DESC view;
> + D3D12_CPU_DESCRIPTOR_HANDLE h = cpu_handle;
> + view.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
> + h.ptr += (512 + i) * descriptor_size;
> +
> + /* Every other resource is a buffer and texture SRV which are aliased over the same descriptor table range. */
> + if (i & 1)
> + {
> + view.Format = DXGI_FORMAT_R32_UINT;
> + view.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
> + view.Texture2D.MipLevels = 1;
> + view.Texture2D.MostDetailedMip = 0;
> + view.Texture2D.PlaneSlice = 0;
> + view.Texture2D.ResourceMinLODClamp = 0;
> + ID3D12Device_CreateShaderResourceView(context.device, input_textures[i >> 1], &view, h);
> + }
> + else
> + {
> + view.Format = DXGI_FORMAT_UNKNOWN;
> + view.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
> + view.Buffer.FirstElement = 0;
> + view.Buffer.NumElements = 4;
> + view.Buffer.StructureByteStride = 4;
> + view.Buffer.Flags = 0;
> + ID3D12Device_CreateShaderResourceView(context.device, input_buffers[i >> 1], &view, h);
> + }
> + }
It seems to me this would be simpler as two consecutive loops.
> +
> + ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature);
> + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
> + ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap);
> + {
> + D3D12_GPU_DESCRIPTOR_HANDLE gpu = gpu_handle;
> + gpu.ptr += 512 * descriptor_size;
> + ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, gpu);
> + gpu.ptr += descriptor_size;
> + ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 1, gpu);
> + }
We have a get_gpu_descriptor_handle() helper for this.
> + ID3D12GraphicsCommandList_SetComputeRootUnorderedAccessView(command_list, 2, 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 < 64; ++i)
> + {
> + UINT value = get_readback_uint(&rb, i, 0, 0);
> + UINT reference = (i + (i + 2) * 256) * 98 * 197;
> + ok(value == reference, "Readback value is: %u\n", value);
Could you please print the index of the failing test here?
> + }
> +
> + release_resource_readback(&rb);
> + reset_command_list(command_list, context.allocator);
> +
> + for (i = 0; i < ARRAY_SIZE(input_buffers); ++i)
> + {
> + ID3D12Resource_Release(input_buffers[i]);
> + ID3D12Resource_Release(input_textures[i]);
> + }
> + ID3D12Resource_Release(output_buffer);
> + ID3D12DescriptorHeap_Release(heap);
> + destroy_test_context(&context);
> +}
> +
> +static void test_unbounded_samplers(void)
> +{
> + D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
> + D3D12_ROOT_PARAMETER root_parameters[3];
> + D3D12_DESCRIPTOR_RANGE descriptor_ranges[2];
> + ID3D12DescriptorHeap *heaps[2];
> +
> + ID3D12Resource* input_texture;
> + ID3D12Resource* output_buffer;
> + struct resource_readback rb;
> +
> + ID3D12GraphicsCommandList* command_list;
> + D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
> + unsigned int i, descriptor_size;
> + struct test_context context;
> + ID3D12CommandQueue* queue;
> + HRESULT hr;
> +
> +#if 0
> + Texture2D<float> Tex : register(t0);
> + SamplerState Samp[] : register(s0);
> + RWByteAddressBuffer OBuffer : register(u0);
> +
> + [numthreads(64, 1, 1)]
> + void main(uint idx : SV_DispatchThreadID)
> + {
> + // Should alternate between wrap (sample 0), or clamp (sample 100).
> + uint value = Tex.SampleLevel(Samp[NonUniformResourceIndex(idx)], 1.1.xx, 0.0);
"1.1.xx" made me scratch my head for a minute. Granted, that may be
because I haven't done much GPU programming.
> + OBuffer.Store(4 * idx, value);
> + }
> +#endif
> + static const DWORD cs_code[] =
> + {
> + 0x43425844, 0x44f291da, 0x1146ced9, 0x71030deb, 0x28d62ae2, 0x00000001, 0x00000174, 0x00000003,
> + 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
> + 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000120, 0x00050051, 0x00000048, 0x0100086a,
> + 0x0600005a, 0x00306e46, 0x00000000, 0x00000000, 0xffffffff, 0x00000000, 0x07001858, 0x00307e46,
> + 0x00000000, 0x00000000, 0x00000000, 0x00005555, 0x00000000, 0x0600009d, 0x0031ee46, 0x00000000,
> + 0x00000000, 0x00000000, 0x00000000, 0x0200005f, 0x00020012, 0x02000068, 0x00000001, 0x0400009b,
> + 0x00000040, 0x00000001, 0x00000001, 0x04000036, 0x00100012, 0x00000000, 0x0002000a, 0x12000048,
> + 0x00100012, 0x00000000, 0x00004002, 0x3f8ccccd, 0x3f8ccccd, 0x00000000, 0x00000000, 0x00207e46,
> + 0x00000000, 0x00000000, 0x84206000, 0x00020001, 0x00000000, 0x0010000a, 0x00000000, 0x00004001,
> + 0x00000000, 0x0500001c, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x06000029, 0x00100022,
> + 0x00000000, 0x0002000a, 0x00004001, 0x00000002, 0x080000a6, 0x0021e012, 0x00000000, 0x00000000,
> + 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e,
> + };
> +
> + if (!init_compute_test_context(&context) || !context_supports_sm51(&context))
> + return;
> +
> + command_list = context.list;
> + queue = context.queue;
> +
> + root_signature_desc.NumParameters = 3;
> + root_signature_desc.Flags = 0;
> + root_signature_desc.NumStaticSamplers = 0;
> + root_signature_desc.pStaticSamplers = NULL;
> + root_signature_desc.pParameters = root_parameters;
> +
> + root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
> + root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
> + root_parameters[0].DescriptorTable.NumDescriptorRanges = 1;
> + root_parameters[0].DescriptorTable.pDescriptorRanges = &descriptor_ranges[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_ranges[1];
> +
> + root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV;
> + root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
> + root_parameters[2].Descriptor.RegisterSpace = 0;
> + root_parameters[2].Descriptor.ShaderRegister = 0;
> +
> + descriptor_ranges[0].RegisterSpace = 0;
> + descriptor_ranges[0].BaseShaderRegister = 0;
> + descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0;
> + descriptor_ranges[0].NumDescriptors = 1;
> + descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
> +
> + descriptor_ranges[1].RegisterSpace = 0;
> + descriptor_ranges[1].BaseShaderRegister = 0;
> + descriptor_ranges[1].OffsetInDescriptorsFromTableStart = 0;
> + descriptor_ranges[1].NumDescriptors = UINT_MAX;
> + descriptor_ranges[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
> +
> + hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature);
> + ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
> +
> + {
> + const float tex_data[] = { 10, 100, 100, 100 };
> + D3D12_SUBRESOURCE_DATA sub;
> + sub.pData = tex_data;
> + sub.RowPitch = 8;
> + sub.SlicePitch = 8;
> + input_texture = create_default_texture2d(context.device, 2, 2, 1, 1, DXGI_FORMAT_R32_FLOAT, D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
create_default_texture() is a slightly shorter version of this.
> + upload_texture_data(input_texture, &sub, 1, queue, command_list);
> + reset_command_list(command_list, context.allocator);
> + transition_resource_state(command_list, input_texture, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
> + }
> +
> + output_buffer = create_default_buffer(context.device, 4 * 64, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
> +
> + context.pipeline_state = create_compute_pipeline_state(context.device,
> + context.root_signature,
> + shader_bytecode((const void*)cs_code, sizeof(cs_code)));
> +
> + heaps[0] = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
> + heaps[1] = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 1024);
> +
> + {
> + D3D12_SHADER_RESOURCE_VIEW_DESC view;
> + view.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
> + view.Format = DXGI_FORMAT_R32_FLOAT;
> + view.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
> + view.Texture2D.MipLevels = 1;
> + view.Texture2D.MostDetailedMip = 0;
> + view.Texture2D.PlaneSlice = 0;
> + view.Texture2D.ResourceMinLODClamp = 0;
> + ID3D12Device_CreateShaderResourceView(context.device, input_texture, &view,
> + ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heaps[0]));
> + }
> +
> + for (i = 0; i < 1024; ++i)
> + {
> + D3D12_SAMPLER_DESC samp;
> + memset(&samp, 0, sizeof(samp));
> + samp.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
> + samp.AddressU = samp.AddressV = samp.AddressW = (i & 1) ? D3D12_TEXTURE_ADDRESS_MODE_CLAMP : D3D12_TEXTURE_ADDRESS_MODE_WRAP;
> + cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heaps[1]);
> + descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
> + cpu_handle.ptr += descriptor_size * i;
> + ID3D12Device_CreateSampler(context.device, &samp, cpu_handle);
> + }
> +
> + ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature);
> + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
> + ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 2, heaps);
> + ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heaps[0]));
> + ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 1, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heaps[1]));
> + ID3D12GraphicsCommandList_SetComputeRootUnorderedAccessView(command_list, 2, 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 < 64; ++i)
> + {
> + UINT value = get_readback_uint(&rb, i, 0, 0);
> + UINT reference = (i & 1) ? 100 : 10;
> + ok(value == reference, "Readback value for index %u is: %u\n", i, value);
> + }
> +
> + release_resource_readback(&rb);
> + reset_command_list(command_list, context.allocator);
> +
> + ID3D12Resource_Release(input_texture);
> + ID3D12Resource_Release(output_buffer);
> + ID3D12DescriptorHeap_Release(heaps[0]);
> + ID3D12DescriptorHeap_Release(heaps[1]);
> + destroy_test_context(&context);
> +}
> +
> +#define BUFFER_COUNT (61 + 8)
This could just be replaced with ARRAY_SIZE(input_buffers) everywhere
it's used. On the other hand, the "63" everywhere is not great either;
it'd be nice to replace that with ARRAY_SIZE where possible. It also
took me a bit of a minute to realize that this test was overlapping
every buffer range, not necessarily a bad idea, but could use a comment
I guess.
Also, what is the point of this "bindless" test?
> +
> +static void test_bindless_full_root_parameters(void)
> +{
> + D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
> + D3D12_ROOT_PARAMETER root_parameters[63];
> + D3D12_DESCRIPTOR_RANGE descriptor_ranges[63];
> + ID3D12DescriptorHeap* heap;
> +
> + ID3D12Resource* input_buffers[BUFFER_COUNT];
> + ID3D12Resource* output_buffer;
> + struct resource_readback rb;
> +
> + ID3D12GraphicsCommandList* command_list;
> + D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
> + D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
> + unsigned int i, descriptor_size;
> + struct test_context context;
> + ID3D12CommandQueue* queue;
> + HRESULT hr;
> +
> +#if 0
> + #define R(x) StructuredBuffer<uint> Buffers##x[] : register(t0, space##x)
> + R(0); R(1); R(2); R(3); R(4); R(5); R(6); R(7); R(8); R(9);
> + R(10); R(11); R(12); R(13); R(14); R(15); R(16); R(17); R(18); R(19);
> + R(20); R(21); R(22); R(23); R(24); R(25); R(26); R(27); R(28); R(29);
> + R(30); R(31); R(32); R(33); R(34); R(35); R(36); R(37); R(38); R(39);
> + R(40); R(41); R(42); R(43); R(44); R(45); R(46); R(47); R(48); R(49);
> + R(50); R(51); R(52); R(53); R(54); R(55); R(56); R(57); R(58); R(59);
> + R(60); R(61);
> + #undef R
> +
> + RWByteAddressBuffer OBuffer : register(u0, space62);
> +
> + [numthreads(8, 1, 1)]
> + void main(uint idx : SV_DispatchThreadID)
> + {
> + uint result = 0;
> + #define R(x) result += Buffers##x[NonUniformResourceIndex(idx)].Load(0)
> + R(0); R(1); R(2); R(3); R(4); R(5); R(6); R(7); R(8); R(9);
> + R(10); R(11); R(12); R(13); R(14); R(15); R(16); R(17); R(18); R(19);
> + R(20); R(21); R(22); R(23); R(24); R(25); R(26); R(27); R(28); R(29);
> + R(30); R(31); R(32); R(33); R(34); R(35); R(36); R(37); R(38); R(39);
> + R(40); R(41); R(42); R(43); R(44); R(45); R(46); R(47); R(48); R(49);
> + R(50); R(51); R(52); R(53); R(54); R(55); R(56); R(57); R(58); R(59);
> + R(60); R(61);
> + #undef R
> + OBuffer.Store(4 * idx, result);
> + }
> +#endif
> + static const DWORD cs_code[] =
> + {
> + 0x43425844, 0x14c36cde, 0x43afd9ea, 0x4f0f1a58, 0x160d65a7, 0x00000001, 0x000019f8, 0x00000003,
> + 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
> + 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x000019a4, 0x00050051, 0x00000669, 0x0100086a,
> + 0x070000a2, 0x00307e46, 0x00000000, 0x00000000, 0xffffffff, 0x00000004, 0x00000000, 0x070000a2,
> + 0x00307e46, 0x00000001, 0x00000000, 0xffffffff, 0x00000004, 0x00000001, 0x070000a2, 0x00307e46,
> + 0x00000002, 0x00000000, 0xffffffff, 0x00000004, 0x00000002, 0x070000a2, 0x00307e46, 0x00000003,
> + 0x00000000, 0xffffffff, 0x00000004, 0x00000003, 0x070000a2, 0x00307e46, 0x00000004, 0x00000000,
> + 0xffffffff, 0x00000004, 0x00000004, 0x070000a2, 0x00307e46, 0x00000005, 0x00000000, 0xffffffff,
> + 0x00000004, 0x00000005, 0x070000a2, 0x00307e46, 0x00000006, 0x00000000, 0xffffffff, 0x00000004,
> + 0x00000006, 0x070000a2, 0x00307e46, 0x00000007, 0x00000000, 0xffffffff, 0x00000004, 0x00000007,
> + 0x070000a2, 0x00307e46, 0x00000008, 0x00000000, 0xffffffff, 0x00000004, 0x00000008, 0x070000a2,
> + 0x00307e46, 0x00000009, 0x00000000, 0xffffffff, 0x00000004, 0x00000009, 0x070000a2, 0x00307e46,
> + 0x0000000a, 0x00000000, 0xffffffff, 0x00000004, 0x0000000a, 0x070000a2, 0x00307e46, 0x0000000b,
> + 0x00000000, 0xffffffff, 0x00000004, 0x0000000b, 0x070000a2, 0x00307e46, 0x0000000c, 0x00000000,
> + 0xffffffff, 0x00000004, 0x0000000c, 0x070000a2, 0x00307e46, 0x0000000d, 0x00000000, 0xffffffff,
> + 0x00000004, 0x0000000d, 0x070000a2, 0x00307e46, 0x0000000e, 0x00000000, 0xffffffff, 0x00000004,
> + 0x0000000e, 0x070000a2, 0x00307e46, 0x0000000f, 0x00000000, 0xffffffff, 0x00000004, 0x0000000f,
> + 0x070000a2, 0x00307e46, 0x00000010, 0x00000000, 0xffffffff, 0x00000004, 0x00000010, 0x070000a2,
> + 0x00307e46, 0x00000011, 0x00000000, 0xffffffff, 0x00000004, 0x00000011, 0x070000a2, 0x00307e46,
> + 0x00000012, 0x00000000, 0xffffffff, 0x00000004, 0x00000012, 0x070000a2, 0x00307e46, 0x00000013,
> + 0x00000000, 0xffffffff, 0x00000004, 0x00000013, 0x070000a2, 0x00307e46, 0x00000014, 0x00000000,
> + 0xffffffff, 0x00000004, 0x00000014, 0x070000a2, 0x00307e46, 0x00000015, 0x00000000, 0xffffffff,
> + 0x00000004, 0x00000015, 0x070000a2, 0x00307e46, 0x00000016, 0x00000000, 0xffffffff, 0x00000004,
> + 0x00000016, 0x070000a2, 0x00307e46, 0x00000017, 0x00000000, 0xffffffff, 0x00000004, 0x00000017,
> + 0x070000a2, 0x00307e46, 0x00000018, 0x00000000, 0xffffffff, 0x00000004, 0x00000018, 0x070000a2,
> + 0x00307e46, 0x00000019, 0x00000000, 0xffffffff, 0x00000004, 0x00000019, 0x070000a2, 0x00307e46,
> + 0x0000001a, 0x00000000, 0xffffffff, 0x00000004, 0x0000001a, 0x070000a2, 0x00307e46, 0x0000001b,
> + 0x00000000, 0xffffffff, 0x00000004, 0x0000001b, 0x070000a2, 0x00307e46, 0x0000001c, 0x00000000,
> + 0xffffffff, 0x00000004, 0x0000001c, 0x070000a2, 0x00307e46, 0x0000001d, 0x00000000, 0xffffffff,
> + 0x00000004, 0x0000001d, 0x070000a2, 0x00307e46, 0x0000001e, 0x00000000, 0xffffffff, 0x00000004,
> + 0x0000001e, 0x070000a2, 0x00307e46, 0x0000001f, 0x00000000, 0xffffffff, 0x00000004, 0x0000001f,
> + 0x070000a2, 0x00307e46, 0x00000020, 0x00000000, 0xffffffff, 0x00000004, 0x00000020, 0x070000a2,
> + 0x00307e46, 0x00000021, 0x00000000, 0xffffffff, 0x00000004, 0x00000021, 0x070000a2, 0x00307e46,
> + 0x00000022, 0x00000000, 0xffffffff, 0x00000004, 0x00000022, 0x070000a2, 0x00307e46, 0x00000023,
> + 0x00000000, 0xffffffff, 0x00000004, 0x00000023, 0x070000a2, 0x00307e46, 0x00000024, 0x00000000,
> + 0xffffffff, 0x00000004, 0x00000024, 0x070000a2, 0x00307e46, 0x00000025, 0x00000000, 0xffffffff,
> + 0x00000004, 0x00000025, 0x070000a2, 0x00307e46, 0x00000026, 0x00000000, 0xffffffff, 0x00000004,
> + 0x00000026, 0x070000a2, 0x00307e46, 0x00000027, 0x00000000, 0xffffffff, 0x00000004, 0x00000027,
> + 0x070000a2, 0x00307e46, 0x00000028, 0x00000000, 0xffffffff, 0x00000004, 0x00000028, 0x070000a2,
> + 0x00307e46, 0x00000029, 0x00000000, 0xffffffff, 0x00000004, 0x00000029, 0x070000a2, 0x00307e46,
> + 0x0000002a, 0x00000000, 0xffffffff, 0x00000004, 0x0000002a, 0x070000a2, 0x00307e46, 0x0000002b,
> + 0x00000000, 0xffffffff, 0x00000004, 0x0000002b, 0x070000a2, 0x00307e46, 0x0000002c, 0x00000000,
> + 0xffffffff, 0x00000004, 0x0000002c, 0x070000a2, 0x00307e46, 0x0000002d, 0x00000000, 0xffffffff,
> + 0x00000004, 0x0000002d, 0x070000a2, 0x00307e46, 0x0000002e, 0x00000000, 0xffffffff, 0x00000004,
> + 0x0000002e, 0x070000a2, 0x00307e46, 0x0000002f, 0x00000000, 0xffffffff, 0x00000004, 0x0000002f,
> + 0x070000a2, 0x00307e46, 0x00000030, 0x00000000, 0xffffffff, 0x00000004, 0x00000030, 0x070000a2,
> + 0x00307e46, 0x00000031, 0x00000000, 0xffffffff, 0x00000004, 0x00000031, 0x070000a2, 0x00307e46,
> + 0x00000032, 0x00000000, 0xffffffff, 0x00000004, 0x00000032, 0x070000a2, 0x00307e46, 0x00000033,
> + 0x00000000, 0xffffffff, 0x00000004, 0x00000033, 0x070000a2, 0x00307e46, 0x00000034, 0x00000000,
> + 0xffffffff, 0x00000004, 0x00000034, 0x070000a2, 0x00307e46, 0x00000035, 0x00000000, 0xffffffff,
> + 0x00000004, 0x00000035, 0x070000a2, 0x00307e46, 0x00000036, 0x00000000, 0xffffffff, 0x00000004,
> + 0x00000036, 0x070000a2, 0x00307e46, 0x00000037, 0x00000000, 0xffffffff, 0x00000004, 0x00000037,
> + 0x070000a2, 0x00307e46, 0x00000038, 0x00000000, 0xffffffff, 0x00000004, 0x00000038, 0x070000a2,
> + 0x00307e46, 0x00000039, 0x00000000, 0xffffffff, 0x00000004, 0x00000039, 0x070000a2, 0x00307e46,
> + 0x0000003a, 0x00000000, 0xffffffff, 0x00000004, 0x0000003a, 0x070000a2, 0x00307e46, 0x0000003b,
> + 0x00000000, 0xffffffff, 0x00000004, 0x0000003b, 0x070000a2, 0x00307e46, 0x0000003c, 0x00000000,
> + 0xffffffff, 0x00000004, 0x0000003c, 0x070000a2, 0x00307e46, 0x0000003d, 0x00000000, 0xffffffff,
> + 0x00000004, 0x0000003d, 0x0600009d, 0x0031ee46, 0x00000000, 0x00000000, 0x00000000, 0x0000003e,
> + 0x0200005f, 0x00020012, 0x02000068, 0x00000001, 0x0400009b, 0x00000008, 0x00000001, 0x00000001,
> + 0x04000036, 0x00100012, 0x00000000, 0x0002000a, 0x0c0000a7, 0x00100022, 0x00000000, 0x00004001,
> + 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x00000000, 0x0010000a, 0x00000000,
> + 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006,
> + 0x00020001, 0x00000001, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a,
> + 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000,
> + 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x00000002, 0x0010000a, 0x00000000, 0x0700001e,
> + 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042,
> + 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x00000003,
> + 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a,
> + 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000,
> + 0x84207006, 0x00020001, 0x00000004, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000,
> + 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001,
> + 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x00000005, 0x0010000a, 0x00000000,
> + 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7,
> + 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001,
> + 0x00000006, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000,
> + 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001,
> + 0x00000000, 0x84207006, 0x00020001, 0x00000007, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022,
> + 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000,
> + 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x00000008, 0x0010000a,
> + 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000,
> + 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006,
> + 0x00020001, 0x00000009, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a,
> + 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000,
> + 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x0000000a, 0x0010000a, 0x00000000, 0x0700001e,
> + 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042,
> + 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x0000000b,
> + 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a,
> + 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000,
> + 0x84207006, 0x00020001, 0x0000000c, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000,
> + 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001,
> + 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x0000000d, 0x0010000a, 0x00000000,
> + 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7,
> + 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001,
> + 0x0000000e, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000,
> + 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001,
> + 0x00000000, 0x84207006, 0x00020001, 0x0000000f, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022,
> + 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000,
> + 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x00000010, 0x0010000a,
> + 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000,
> + 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006,
> + 0x00020001, 0x00000011, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a,
> + 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000,
> + 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x00000012, 0x0010000a, 0x00000000, 0x0700001e,
> + 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042,
> + 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x00000013,
> + 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a,
> + 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000,
> + 0x84207006, 0x00020001, 0x00000014, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000,
> + 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001,
> + 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x00000015, 0x0010000a, 0x00000000,
> + 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7,
> + 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001,
> + 0x00000016, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000,
> + 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001,
> + 0x00000000, 0x84207006, 0x00020001, 0x00000017, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022,
> + 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000,
> + 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x00000018, 0x0010000a,
> + 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000,
> + 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006,
> + 0x00020001, 0x00000019, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a,
> + 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000,
> + 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x0000001a, 0x0010000a, 0x00000000, 0x0700001e,
> + 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042,
> + 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x0000001b,
> + 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a,
> + 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000,
> + 0x84207006, 0x00020001, 0x0000001c, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000,
> + 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001,
> + 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x0000001d, 0x0010000a, 0x00000000,
> + 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7,
> + 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001,
> + 0x0000001e, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000,
> + 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001,
> + 0x00000000, 0x84207006, 0x00020001, 0x0000001f, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022,
> + 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000,
> + 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x00000020, 0x0010000a,
> + 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000,
> + 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006,
> + 0x00020001, 0x00000021, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a,
> + 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000,
> + 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x00000022, 0x0010000a, 0x00000000, 0x0700001e,
> + 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042,
> + 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x00000023,
> + 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a,
> + 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000,
> + 0x84207006, 0x00020001, 0x00000024, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000,
> + 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001,
> + 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x00000025, 0x0010000a, 0x00000000,
> + 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7,
> + 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001,
> + 0x00000026, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000,
> + 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001,
> + 0x00000000, 0x84207006, 0x00020001, 0x00000027, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022,
> + 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000,
> + 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x00000028, 0x0010000a,
> + 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000,
> + 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006,
> + 0x00020001, 0x00000029, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a,
> + 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000,
> + 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x0000002a, 0x0010000a, 0x00000000, 0x0700001e,
> + 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042,
> + 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x0000002b,
> + 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a,
> + 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000,
> + 0x84207006, 0x00020001, 0x0000002c, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000,
> + 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001,
> + 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x0000002d, 0x0010000a, 0x00000000,
> + 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7,
> + 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001,
> + 0x0000002e, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000,
> + 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001,
> + 0x00000000, 0x84207006, 0x00020001, 0x0000002f, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022,
> + 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000,
> + 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x00000030, 0x0010000a,
> + 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000,
> + 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006,
> + 0x00020001, 0x00000031, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a,
> + 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000,
> + 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x00000032, 0x0010000a, 0x00000000, 0x0700001e,
> + 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042,
> + 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x00000033,
> + 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a,
> + 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000,
> + 0x84207006, 0x00020001, 0x00000034, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000,
> + 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001,
> + 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x00000035, 0x0010000a, 0x00000000,
> + 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7,
> + 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001,
> + 0x00000036, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000,
> + 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001,
> + 0x00000000, 0x84207006, 0x00020001, 0x00000037, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022,
> + 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000,
> + 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x00000038, 0x0010000a,
> + 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000,
> + 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006,
> + 0x00020001, 0x00000039, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a,
> + 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000,
> + 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x0000003a, 0x0010000a, 0x00000000, 0x0700001e,
> + 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100042,
> + 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x0000003b,
> + 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a,
> + 0x00000000, 0x0c0000a7, 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x00004001, 0x00000000,
> + 0x84207006, 0x00020001, 0x0000003c, 0x0010000a, 0x00000000, 0x0700001e, 0x00100022, 0x00000000,
> + 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x0c0000a7, 0x00100012, 0x00000000, 0x00004001,
> + 0x00000000, 0x00004001, 0x00000000, 0x84207006, 0x00020001, 0x0000003d, 0x0010000a, 0x00000000,
> + 0x0700001e, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x0010001a, 0x00000000, 0x06000029,
> + 0x00100022, 0x00000000, 0x0002000a, 0x00004001, 0x00000002, 0x080000a6, 0x0021e012, 0x00000000,
> + 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e
> + };
> +
> + if (!init_compute_test_context(&context) || !context_supports_sm51(&context))
> + return;
> + command_list = context.list;
> + queue = context.queue;
> +
> + root_signature_desc.NumParameters = 63;
> + root_signature_desc.Flags = 0;
> + root_signature_desc.NumStaticSamplers = 0;
> + root_signature_desc.pStaticSamplers = NULL;
> + root_signature_desc.pParameters = root_parameters;
> +
> + for (i = 0; i < 62; ++i)
> + {
> + root_parameters[i].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
> + root_parameters[i].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
> + root_parameters[i].DescriptorTable.NumDescriptorRanges = 1;
> + root_parameters[i].DescriptorTable.pDescriptorRanges = &descriptor_ranges[i];
> +
> + descriptor_ranges[i].RegisterSpace = i;
> + descriptor_ranges[i].BaseShaderRegister = 0;
> + descriptor_ranges[i].OffsetInDescriptorsFromTableStart = 0;
> + descriptor_ranges[i].NumDescriptors = 8;
> + descriptor_ranges[i].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
> + }
> +
> + root_parameters[62].ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV;
> + root_parameters[62].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
> + root_parameters[62].Descriptor.RegisterSpace = 62;
> + root_parameters[62].Descriptor.ShaderRegister = 0;
> +
> + hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature);
> + ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
> +
> + for (i = 0; i < BUFFER_COUNT; ++i)
> + {
> + const UINT buffer_data[] = { i, i, i, i };
> + input_buffers[i] = create_default_buffer(context.device, sizeof(buffer_data), D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
> + upload_buffer_data(input_buffers[i], 0, sizeof(buffer_data), buffer_data, queue, command_list);
> + reset_command_list(command_list, context.allocator);
> + transition_resource_state(command_list, input_buffers[i], D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
> + }
> + output_buffer = create_default_buffer(context.device, 4 * 64, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
> +
> + context.pipeline_state = create_compute_pipeline_state(context.device,
> + context.root_signature,
> + shader_bytecode(cs_code, sizeof(cs_code)));
> +
> + heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, BUFFER_COUNT);
> + cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
> + gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap);
> + descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
> + for (i = 0; i < BUFFER_COUNT; ++i)
> + {
> + D3D12_CPU_DESCRIPTOR_HANDLE h = cpu_handle;
> + D3D12_SHADER_RESOURCE_VIEW_DESC view;
> +
> + h.ptr += i * descriptor_size;
We have get_cpu_descriptor_handle() for this.
> +
> + view.Format = DXGI_FORMAT_UNKNOWN;
> + view.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
> + view.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
> + view.Buffer.FirstElement = 0;
> + view.Buffer.NumElements = 4;
> + view.Buffer.StructureByteStride = 4;
> + view.Buffer.Flags = 0;
> + ID3D12Device_CreateShaderResourceView(context.device, input_buffers[i], &view, h);
> + }
> +
> + ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature);
> + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
> + ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap);
> +
> + for (i = 0; i < 62; ++i)
> + {
> + D3D12_GPU_DESCRIPTOR_HANDLE gpu = gpu_handle;
> + gpu.ptr += i * descriptor_size;
> + ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, i, gpu);
> + }
> + ID3D12GraphicsCommandList_SetComputeRootUnorderedAccessView(command_list, 62, 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 < 8; ++i)
> + {
> + UINT value = get_readback_uint(&rb, i, 0, 0);
> + UINT reference = 62 * (i + (i + 61)) / 2;
> + ok(value == reference, "Readback value is: %u\n", value);
> + }
> +
> + release_resource_readback(&rb);
> + reset_command_list(command_list, context.allocator);
> +
> + for (i = 0; i < BUFFER_COUNT; ++i)
> + ID3D12Resource_Release(input_buffers[i]);
> + ID3D12Resource_Release(output_buffer);
> + ID3D12DescriptorHeap_Release(heap);
> + destroy_test_context(&context);
> +}
> +
> +#undef BUFFER_COUNT
> +
> +static void test_unbounded_cbv()
> +{
It may be easier to just test all (most?) types of unbounded resources
(well, except samplers maybe) in one test—it may make it easier to just
match array lengths, and it'd be less code to review.
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