[PATCH vkd3d v6 1/9] tests/shader_runner: Allow creating UAV resources.

Giovanni Mascellani gmascellani at codeweavers.com
Thu Jun 9 05:35:34 CDT 2022


Signed-off-by: Giovanni Mascellani <gmascellani at codeweavers.com>

Il 09/06/22 01:18, Zebediah Figura ha scritto:
> Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
> ---
> v6: avoid magic numbers...
> 
>   tests/shader_runner.c        | 38 +++++++++++++++++++---------
>   tests/shader_runner.h        |  2 ++
>   tests/shader_runner_d3d11.c  | 31 ++++++++++++++++++-----
>   tests/shader_runner_d3d12.c  | 37 +++++++++++++++++++++------
>   tests/shader_runner_d3d9.c   | 12 ++++++---
>   tests/shader_runner_vulkan.c | 48 ++++++++++++++++++++++++++++--------
>   6 files changed, 130 insertions(+), 38 deletions(-)
> 
> diff --git a/tests/shader_runner.c b/tests/shader_runner.c
> index 05e2a8a41..83f804ad3 100644
> --- a/tests/shader_runner.c
> +++ b/tests/shader_runner.c
> @@ -78,14 +78,13 @@ enum parse_state
>       STATE_PREPROC,
>       STATE_PREPROC_INVALID,
>       STATE_REQUIRE,
> +    STATE_RESOURCE,
>       STATE_SAMPLER,
>       STATE_SHADER_INVALID_PIXEL,
>       STATE_SHADER_INVALID_PIXEL_TODO,
>       STATE_SHADER_PIXEL,
>       STATE_SHADER_VERTEX,
> -    STATE_TEXTURE,
>       STATE_TEST,
> -    STATE_VERTEX_BUFFER,
>   };
>   
>   static bool match_string(const char *line, const char *token, const char **const rest)
> @@ -314,6 +313,13 @@ static void parse_input_layout_directive(struct shader_runner *runner, const cha
>           element->index = 0;
>   }
>   
> +void init_resource(struct resource *resource, const struct resource_params *params)
> +{
> +    resource->type = params->type;
> +    resource->slot = params->slot;
> +    resource->size = params->data_size;
> +}
> +
>   static void set_resource(struct shader_runner *runner, struct resource *resource)
>   {
>       size_t i;
> @@ -617,8 +623,7 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
>                           goto out;
>                       break;
>   
> -                case STATE_TEXTURE:
> -                case STATE_VERTEX_BUFFER:
> +                case STATE_RESOURCE:
>                       set_resource(runner, runner->ops->create_resource(runner, &current_resource));
>                       free(current_resource.data);
>                       break;
> @@ -766,7 +771,7 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
>               }
>               else if (sscanf(line, "[texture %u]\n", &index))
>               {
> -                state = STATE_TEXTURE;
> +                state = STATE_RESOURCE;
>   
>                   memset(&current_resource, 0, sizeof(current_resource));
>   
> @@ -776,9 +781,21 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
>                   current_resource.data_type = TEXTURE_DATA_FLOAT;
>                   current_resource.texel_size = 16;
>               }
> +            else if (sscanf(line, "[uav %u]\n", &index))
> +            {
> +                state = STATE_RESOURCE;
> +
> +                memset(&current_resource, 0, sizeof(current_resource));
> +
> +                current_resource.slot = index;
> +                current_resource.type = RESOURCE_TYPE_UAV;
> +                current_resource.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
> +                current_resource.data_type = TEXTURE_DATA_FLOAT;
> +                current_resource.texel_size = 16;
> +            }
>               else if (sscanf(line, "[vertex buffer %u]\n", &index))
>               {
> -                state = STATE_VERTEX_BUFFER;
> +                state = STATE_RESOURCE;
>   
>                   memset(&current_resource, 0, sizeof(current_resource));
>   
> @@ -844,13 +861,12 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
>                       parse_require_directive(runner, line);
>                       break;
>   
> -                case STATE_SAMPLER:
> -                    parse_sampler_directive(current_sampler, line);
> +                case STATE_RESOURCE:
> +                    parse_resource_directive(&current_resource, line);
>                       break;
>   
> -                case STATE_TEXTURE:
> -                case STATE_VERTEX_BUFFER:
> -                    parse_resource_directive(&current_resource, line);
> +                case STATE_SAMPLER:
> +                    parse_sampler_directive(current_sampler, line);
>                       break;
>   
>                   case STATE_TEST:
> diff --git a/tests/shader_runner.h b/tests/shader_runner.h
> index 6ed0109e6..60f894583 100644
> --- a/tests/shader_runner.h
> +++ b/tests/shader_runner.h
> @@ -54,6 +54,7 @@ struct sampler
>   enum resource_type
>   {
>       RESOURCE_TYPE_TEXTURE,
> +    RESOURCE_TYPE_UAV,
>       RESOURCE_TYPE_VERTEX_BUFFER,
>   };
>   
> @@ -130,6 +131,7 @@ struct shader_runner_ops
>   void fatal_error(const char *format, ...) VKD3D_NORETURN VKD3D_PRINTF_FUNC(1, 2);
>   
>   unsigned int get_vb_stride(const struct shader_runner *runner, unsigned int slot);
> +void init_resource(struct resource *resource, const struct resource_params *params);
>   
>   void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const struct shader_runner_ops *ops);
>   
> diff --git a/tests/shader_runner_d3d11.c b/tests/shader_runner_d3d11.c
> index 6edbdf75e..b80a8b65f 100644
> --- a/tests/shader_runner_d3d11.c
> +++ b/tests/shader_runner_d3d11.c
> @@ -44,6 +44,7 @@ struct d3d11_resource
>   
>       ID3D11Resource *resource;
>       ID3D11ShaderResourceView *srv;
> +    ID3D11UnorderedAccessView *uav;
>   };
>   
>   static struct d3d11_resource *d3d11_resource(struct resource *r)
> @@ -374,13 +375,12 @@ static struct resource *d3d11_runner_create_resource(struct shader_runner *r, co
>       HRESULT hr;
>   
>       resource = calloc(1, sizeof(*resource));
> -
> -    resource->r.slot = params->slot;
> -    resource->r.type = params->type;
> +    init_resource(&resource->r, params);
>   
>       switch (params->type)
>       {
>           case RESOURCE_TYPE_TEXTURE:
> +        case RESOURCE_TYPE_UAV:
>           {
>               D3D11_TEXTURE2D_DESC desc = {0};
>   
> @@ -391,7 +391,10 @@ static struct resource *d3d11_runner_create_resource(struct shader_runner *r, co
>               desc.Format = params->format;
>               desc.SampleDesc.Count = 1;
>               desc.Usage = D3D11_USAGE_DEFAULT;
> -            desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
> +            if (params->type == RESOURCE_TYPE_UAV)
> +                desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
> +            else
> +                desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
>   
>               resource_data.pSysMem = params->data;
>               resource_data.SysMemPitch = params->width * params->texel_size;
> @@ -399,8 +402,11 @@ static struct resource *d3d11_runner_create_resource(struct shader_runner *r, co
>   
>               hr = ID3D11Device_CreateTexture2D(device, &desc, &resource_data, (ID3D11Texture2D **)&resource->resource);
>               ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
> -            hr = ID3D11Device_CreateShaderResourceView(device, resource->resource, NULL, &resource->srv);
> -            ok(hr == S_OK, "Failed to create shader resource view, hr %#lx.\n", hr);
> +            if (params->type == RESOURCE_TYPE_UAV)
> +                hr = ID3D11Device_CreateUnorderedAccessView(device, resource->resource, NULL, &resource->uav);
> +            else
> +                hr = ID3D11Device_CreateShaderResourceView(device, resource->resource, NULL, &resource->srv);
> +            ok(hr == S_OK, "Failed to create view, hr %#lx.\n", hr);
>               break;
>           }
>   
> @@ -420,14 +426,18 @@ static void d3d11_runner_destroy_resource(struct shader_runner *r, struct resour
>       ID3D11Resource_Release(resource->resource);
>       if (resource->srv)
>           ID3D11ShaderResourceView_Release(resource->srv);
> +    if (resource->uav)
> +        ID3D11UnorderedAccessView_Release(resource->uav);
>       free(resource);
>   }
>   
>   static bool d3d11_runner_draw(struct shader_runner *r,
>           D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
>   {
> +    ID3D11UnorderedAccessView *uavs[D3D11_PS_CS_UAV_REGISTER_COUNT] = {0};
>       struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
>       ID3D11DeviceContext *context = runner->immediate_context;
> +    unsigned int min_uav_slot = ARRAY_SIZE(uavs);
>       ID3D11Device *device = runner->device;
>       ID3D10Blob *vs_code, *ps_code;
>       ID3D11Buffer *cb = NULL;
> @@ -472,6 +482,11 @@ static bool d3d11_runner_draw(struct shader_runner *r,
>                   ID3D11DeviceContext_PSSetShaderResources(context, resource->r.slot, 1, &resource->srv);
>                   break;
>   
> +            case RESOURCE_TYPE_UAV:
> +                uavs[resource->r.slot] = resource->uav;
> +                min_uav_slot = min(min_uav_slot, resource->r.slot);
> +                break;
> +
>               case RESOURCE_TYPE_VERTEX_BUFFER:
>                   ID3D11DeviceContext_IASetVertexBuffers(context, resource->r.slot, 1,
>                           (ID3D11Buffer **)&resource->resource, &stride, &offset);
> @@ -479,6 +494,10 @@ static bool d3d11_runner_draw(struct shader_runner *r,
>           }
>       }
>   
> +    ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context,
> +            D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, NULL, NULL,
> +            min_uav_slot, ARRAY_SIZE(uavs) - min_uav_slot, &uavs[min_uav_slot], NULL);
> +
>       for (i = 0; i < runner->r.sampler_count; ++i)
>       {
>           struct sampler *sampler = &runner->r.samplers[i];
> diff --git a/tests/shader_runner_d3d12.c b/tests/shader_runner_d3d12.c
> index 22c9b2266..ec08fea54 100644
> --- a/tests/shader_runner_d3d12.c
> +++ b/tests/shader_runner_d3d12.c
> @@ -79,7 +79,7 @@ static ID3D10Blob *compile_shader(const struct d3d12_shader_runner *runner, cons
>       return blob;
>   }
>   
> -#define MAX_RESOURCE_DESCRIPTORS 256
> +#define MAX_RESOURCE_DESCRIPTORS (MAX_RESOURCES * 2)
>   
>   static struct resource *d3d12_runner_create_resource(struct shader_runner *r, const struct resource_params *params)
>   {
> @@ -90,9 +90,7 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
>       struct d3d12_resource *resource;
>   
>       resource = calloc(1, sizeof(*resource));
> -    resource->r.slot = params->slot;
> -    resource->r.type = params->type;
> -    resource->r.size = params->data_size;
> +    init_resource(&resource->r, params);
>   
>       switch (params->type)
>       {
> @@ -101,9 +99,6 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
>                   runner->heap = create_gpu_descriptor_heap(device,
>                           D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
>   
> -            if (params->slot >= MAX_RESOURCE_DESCRIPTORS)
> -                fatal_error("Resource slot %u is too high; please increase MAX_RESOURCE_DESCRIPTORS.\n", params->slot);
> -
>               resource->resource = create_default_texture(device, params->width, params->height,
>                       params->format, 0, D3D12_RESOURCE_STATE_COPY_DEST);
>               resource_data.pData = params->data;
> @@ -116,6 +111,23 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
>                       NULL, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
>               break;
>   
> +        case RESOURCE_TYPE_UAV:
> +            if (!runner->heap)
> +                runner->heap = create_gpu_descriptor_heap(device,
> +                        D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
> +
> +            resource->resource = create_default_texture(device, params->width, params->height,
> +                    params->format, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST);
> +            resource_data.pData = params->data;
> +            resource_data.SlicePitch = resource_data.RowPitch = params->width * params->texel_size;
> +            upload_texture_data(resource->resource, &resource_data, 1, test_context->queue, test_context->list);
> +            reset_command_list(test_context->list, test_context->allocator);
> +            transition_resource_state(test_context->list, resource->resource,
> +                    D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
> +            ID3D12Device_CreateUnorderedAccessView(device, resource->resource,
> +                    NULL, NULL, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
> +            break;
> +
>           case RESOURCE_TYPE_VERTEX_BUFFER:
>               resource->resource = create_upload_buffer(device, params->data_size, params->data);
>               break;
> @@ -192,6 +204,7 @@ static bool d3d12_runner_draw(struct shader_runner *r,
>           switch (resource->r.type)
>           {
>               case RESOURCE_TYPE_TEXTURE:
> +            case RESOURCE_TYPE_UAV:
>                   range = &resource->descriptor_range;
>   
>                   resource->root_index = root_signature_desc.NumParameters++;
> @@ -201,7 +214,10 @@ static bool d3d12_runner_draw(struct shader_runner *r,
>                   root_param->DescriptorTable.pDescriptorRanges = range;
>                   root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
>   
> -                range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
> +                if (resource->r.type == RESOURCE_TYPE_UAV)
> +                    range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
> +                else
> +                    range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
>                   range->NumDescriptors = 1;
>                   range->BaseShaderRegister = resource->r.slot;
>                   range->RegisterSpace = 0;
> @@ -281,6 +297,11 @@ static bool d3d12_runner_draw(struct shader_runner *r,
>                           get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
>                   break;
>   
> +            case RESOURCE_TYPE_UAV:
> +                ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, resource->root_index,
> +                        get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
> +                break;
> +
>               case RESOURCE_TYPE_VERTEX_BUFFER:
>                   vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(resource->resource);
>                   vbv.StrideInBytes = get_vb_stride(&runner->r, resource->r.slot);
> diff --git a/tests/shader_runner_d3d9.c b/tests/shader_runner_d3d9.c
> index b9ec55b4e..417d68750 100644
> --- a/tests/shader_runner_d3d9.c
> +++ b/tests/shader_runner_d3d9.c
> @@ -222,9 +222,7 @@ static struct resource *d3d9_runner_create_resource(struct shader_runner *r, con
>       void *data;
>   
>       resource = calloc(1, sizeof(*resource));
> -    resource->r.slot = params->slot;
> -    resource->r.type = params->type;
> -    resource->r.size = params->data_size;
> +    init_resource(&resource->r, params);
>   
>       switch (params->type)
>       {
> @@ -257,6 +255,10 @@ static struct resource *d3d9_runner_create_resource(struct shader_runner *r, con
>               ok(hr == D3D_OK, "Failed to unmap texture, hr %#lx.\n", hr);
>               break;
>   
> +        case RESOURCE_TYPE_UAV:
> +            fatal_error("UAVs are not supported.\n");
> +            break;
> +
>           case RESOURCE_TYPE_VERTEX_BUFFER:
>               hr = IDirect3DDevice9_CreateVertexBuffer(device, params->data_size,
>                       D3DUSAGE_DYNAMIC, 0, D3DPOOL_DEFAULT, &resource->vb, NULL);
> @@ -366,6 +368,10 @@ static bool d3d9_runner_draw(struct shader_runner *r,
>                   ok(hr == D3D_OK, "Failed to set texture, hr %#lx.\n", hr);
>                   break;
>   
> +            case RESOURCE_TYPE_UAV:
> +                assert(0);
> +                break;
> +
>               case RESOURCE_TYPE_VERTEX_BUFFER:
>                   for (j = 0; j < runner->r.input_element_count; ++j)
>                   {
> diff --git a/tests/shader_runner_vulkan.c b/tests/shader_runner_vulkan.c
> index 601eb5a17..f5a0e7ec3 100644
> --- a/tests/shader_runner_vulkan.c
> +++ b/tests/shader_runner_vulkan.c
> @@ -245,17 +245,25 @@ static struct resource *vulkan_runner_create_resource(struct shader_runner *r, c
>       void *data;
>   
>       resource = calloc(1, sizeof(*resource));
> -
> -    resource->r.slot = params->slot;
> -    resource->r.type = params->type;
> +    init_resource(&resource->r, params);
>   
>       switch (params->type)
>       {
>           case RESOURCE_TYPE_TEXTURE:
> +        case RESOURCE_TYPE_UAV:
> +        {
> +            VkImageUsageFlagBits usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
> +            VkImageLayout layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
> +
>               format = vkd3d_get_vk_format(params->format);
>   
> -            resource->image = create_2d_image(runner, params->width, params->height,
> -                    VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, format, &resource->memory);
> +            if (params->type == RESOURCE_TYPE_UAV)
> +            {
> +                layout = VK_IMAGE_LAYOUT_GENERAL;
> +                usage |= VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
> +            }
> +
> +            resource->image = create_2d_image(runner, params->width, params->height, usage, format, &resource->memory);
>               resource->view = create_2d_image_view(runner, resource->image, format);
>   
>               staging_buffer = create_buffer(runner, params->data_size,
> @@ -277,14 +285,14 @@ static struct resource *vulkan_runner_create_resource(struct shader_runner *r, c
>               VK_CALL(vkCmdCopyBufferToImage(runner->cmd_buffer, staging_buffer, resource->image,
>                       VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region));
>   
> -            transition_image_layout(runner, resource->image,
> -                    VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
> +            transition_image_layout(runner, resource->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, layout);
>   
>               end_command_buffer(runner);
>   
>               VK_CALL(vkFreeMemory(device, staging_memory, NULL));
>               VK_CALL(vkDestroyBuffer(device, staging_buffer, NULL));
>               break;
> +        }
>   
>           case RESOURCE_TYPE_VERTEX_BUFFER:
>               resource->buffer = create_buffer(runner, params->data_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
> @@ -383,8 +391,12 @@ static bool compile_shader(const struct vulkan_shader_runner *runner, const char
>                   break;
>   
>               case RESOURCE_TYPE_TEXTURE:
> +            case RESOURCE_TYPE_UAV:
>                   binding = &bindings[interface_info.binding_count++];
> -                binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_SRV;
> +                if (resource->r.type == RESOURCE_TYPE_UAV)
> +                    binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_UAV;
> +                else
> +                    binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_SRV;
>                   binding->register_space = 0;
>                   binding->register_index = resource->r.slot;
>                   binding->shader_visibility = VKD3D_SHADER_VISIBILITY_ALL;
> @@ -557,6 +569,7 @@ static VkPipeline create_pipeline(const struct vulkan_shader_runner *runner,
>           switch (resource->r.type)
>           {
>               case RESOURCE_TYPE_TEXTURE:
> +            case RESOURCE_TYPE_UAV:
>                   break;
>   
>               case RESOURCE_TYPE_VERTEX_BUFFER:
> @@ -662,12 +675,16 @@ static VkDescriptorSetLayout create_descriptor_set_layout(struct vulkan_shader_r
>                   break;
>   
>               case RESOURCE_TYPE_TEXTURE:
> +            case RESOURCE_TYPE_UAV:
>                   binding = &bindings[set_desc.bindingCount++];
>   
>                   resource->binding = binding_index++;
>   
>                   binding->binding = resource->binding;
> -                binding->descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
> +                if (resource->r.type == RESOURCE_TYPE_UAV)
> +                    binding->descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
> +                else
> +                    binding->descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
>                   binding->descriptorCount = 1;
>                   binding->stageFlags = VK_SHADER_STAGE_ALL;
>                   binding->pImmutableSamplers = NULL;
> @@ -729,6 +746,7 @@ static void bind_resources(struct vulkan_shader_runner *runner, VkPipelineBindPo
>           switch (resource->r.type)
>           {
>               case RESOURCE_TYPE_TEXTURE:
> +            case RESOURCE_TYPE_UAV:
>                   image_info.imageView = resource->view;
>                   image_info.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
>   
> @@ -739,6 +757,12 @@ static void bind_resources(struct vulkan_shader_runner *runner, VkPipelineBindPo
>                   write.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
>                   write.pImageInfo = &image_info;
>   
> +                if (resource->r.type == RESOURCE_TYPE_UAV)
> +                {
> +                    image_info.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
> +                    write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
> +                }
> +
>                   VK_CALL(vkUpdateDescriptorSets(runner->device, 1, &write, 0, NULL));
>                   break;
>   
> @@ -967,7 +991,7 @@ static bool init_vulkan_runner(struct vulkan_shader_runner *runner)
>       VkInstanceCreateInfo instance_desc = {.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO};
>       VkDeviceCreateInfo device_desc = {.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO};
>       VkPhysicalDeviceFeatures ret_features, features;
> -    VkDescriptorPoolSize descriptor_pool_sizes[2];
> +    VkDescriptorPoolSize descriptor_pool_sizes[3];
>       VkAttachmentDescription attachment_desc = {0};
>       static const float queue_priority = 1.0f;
>       VkSubpassDescription subpass_desc = {0};
> @@ -1049,7 +1073,9 @@ static bool init_vulkan_runner(struct vulkan_shader_runner *runner)
>       } \
>       features.x = VK_TRUE
>   
> +    ENABLE_FEATURE(fragmentStoresAndAtomics);
>       ENABLE_FEATURE(shaderImageGatherExtended);
> +    ENABLE_FEATURE(shaderStorageImageWriteWithoutFormat);
>   
>       if ((vr = VK_CALL(vkCreateDevice(runner->phys_device, &device_desc, NULL, &device))))
>       {
> @@ -1115,6 +1141,8 @@ static bool init_vulkan_runner(struct vulkan_shader_runner *runner)
>       descriptor_pool_sizes[0].descriptorCount = MAX_RESOURCES;
>       descriptor_pool_sizes[1].type = VK_DESCRIPTOR_TYPE_SAMPLER;
>       descriptor_pool_sizes[1].descriptorCount = MAX_SAMPLERS;
> +    descriptor_pool_sizes[2].type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
> +    descriptor_pool_sizes[2].descriptorCount = MAX_RESOURCES;
>   
>       descriptor_pool_desc.maxSets = 1;
>       descriptor_pool_desc.poolSizeCount = ARRAY_SIZE(descriptor_pool_sizes);



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