From: Józef Kucia Subject: [PATCH 7/7] d3d11/tests: Add test for compute shader input registers. Message-Id: <20170223140058.12113-7-jkucia@codeweavers.com> Date: Thu, 23 Feb 2017 15:00:58 +0100 In-Reply-To: <20170223140058.12113-1-jkucia@codeweavers.com> References: <20170223140058.12113-1-jkucia@codeweavers.com> Signed-off-by: Józef Kucia --- dlls/d3d11/tests/d3d11.c | 152 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 152 insertions(+) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 47e7961..8f37304 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -14627,6 +14627,157 @@ done: release_test_context(&test_context); } +static void test_compute_shader_registers(void) +{ + struct data + { + unsigned int group_id[3]; + unsigned int group_index; + unsigned int dispatch_id[3]; + unsigned int thread_id[3]; + }; + + struct d3d11_test_context test_context; + unsigned int i, x, y, group_x, group_y; + ID3D11UnorderedAccessView *uav; + D3D11_BUFFER_DESC buffer_desc; + ID3D11DeviceContext *context; + struct resource_readback rb; + ID3D11Buffer *cb, *buffer; + struct uvec4 dimensions; + ID3D11ComputeShader *cs; + const struct data *data; + ID3D11Device *device; + HRESULT hr; + + static const DWORD cs_code[] = + { +#if 0 + struct data + { + uint3 group_id; + uint group_index; + uint3 dispatch_id; + uint3 group_thread_id; + }; + + RWStructuredBuffer u; + + uint2 dim; + + [numthreads(3, 2, 1)] + void main(uint3 group_id : SV_GroupID, + uint group_index : SV_GroupIndex, + uint3 dispatch_id : SV_DispatchThreadID, + uint3 group_thread_id : SV_GroupThreadID) + { + uint i = dispatch_id.x + dispatch_id.y * 3 * dim.x; + u[i].group_id = group_id; + u[i].group_index = group_index; + u[i].dispatch_id = dispatch_id; + u[i].group_thread_id = group_thread_id; + } +#endif + 0x43425844, 0xf0bce218, 0xfc1e8267, 0xe6d57544, 0x342df592, 0x00000001, 0x000001a4, 0x00000003, + 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000150, 0x00050050, 0x00000054, 0x0100086a, + 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400009e, 0x0011e000, 0x00000000, 0x00000028, + 0x0200005f, 0x00024000, 0x0200005f, 0x00021072, 0x0200005f, 0x00022072, 0x0200005f, 0x00020072, + 0x02000068, 0x00000002, 0x0400009b, 0x00000003, 0x00000002, 0x00000001, 0x04000036, 0x00100072, + 0x00000000, 0x00021246, 0x04000036, 0x00100082, 0x00000000, 0x0002400a, 0x08000026, 0x0000d000, + 0x00100012, 0x00000001, 0x0002001a, 0x0020800a, 0x00000000, 0x00000000, 0x08000023, 0x00100012, + 0x00000001, 0x0010000a, 0x00000001, 0x00004001, 0x00000003, 0x0002000a, 0x090000a8, 0x0011e0f2, + 0x00000000, 0x0010000a, 0x00000001, 0x00004001, 0x00000000, 0x00100e46, 0x00000000, 0x04000036, + 0x00100072, 0x00000000, 0x00020246, 0x04000036, 0x00100082, 0x00000000, 0x0002200a, 0x090000a8, + 0x0011e0f2, 0x00000000, 0x0010000a, 0x00000001, 0x00004001, 0x00000010, 0x00100e46, 0x00000000, + 0x080000a8, 0x0011e032, 0x00000000, 0x0010000a, 0x00000001, 0x00004001, 0x00000020, 0x00022596, + 0x0100003e, + }; + static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0; + + if (!init_test_context(&test_context, &feature_level)) + return; + + device = test_context.device; + context = test_context.immediate_context; + + buffer_desc.ByteWidth = 10240; + buffer_desc.Usage = D3D11_USAGE_DEFAULT; + buffer_desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS; + buffer_desc.CPUAccessFlags = 0; + buffer_desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED; + buffer_desc.StructureByteStride = 40; + assert(sizeof(struct data) == buffer_desc.StructureByteStride); + hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &buffer); + ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x.\n", hr); + hr = ID3D11Device_CreateUnorderedAccessView(device, (ID3D11Resource *)buffer, NULL, &uav); + ok(SUCCEEDED(hr), "Failed to create unordered access view, hr %#x.\n", hr); + + cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(dimensions), NULL); + + hr = ID3D11Device_CreateComputeShader(device, cs_code, sizeof(cs_code), NULL, &cs); + ok(SUCCEEDED(hr), "Failed to create compute shader, hr %#x.\n", hr); + + ID3D11DeviceContext_CSSetShader(context, cs, NULL, 0); + ID3D11DeviceContext_CSSetConstantBuffers(context, 0, 1, &cb); + ID3D11DeviceContext_CSSetUnorderedAccessViews(context, 0, 1, &uav, NULL); + + dimensions.x = 2; + dimensions.y = 3; + dimensions.z = 1; + dimensions.w = 0; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, + NULL, &dimensions, 0, 0); + ID3D11DeviceContext_Dispatch(context, dimensions.x, dimensions.y, dimensions.z); + + get_buffer_readback(buffer, &rb); + i = 0; + data = rb.map_desc.pData; + for (y = 0; y < dimensions.y; ++y) + { + for (group_y = 0; group_y < 2; ++group_y) + { + for (x = 0; x < dimensions.x; ++x) + { + for (group_x = 0; group_x < 3; ++group_x) + { + const unsigned int dispatch_id[2] = {x * 3 + group_x, y * 2 + group_y}; + const unsigned int group_index = group_y * 3 + group_x; + const struct data *d = &data[i]; + + ok(d->group_id[0] == x && d->group_id[1] == y && !d->group_id[2], + "Got group id (%u, %u, %u), expected (%u, %u, %u) at %u (%u, %u, %u, %u).\n", + d->group_id[0], d->group_id[1], d->group_id[2], x, y, 0, + i, x, y, group_x, group_y); + ok(d->group_index == group_index, + "Got group index %u, expected %u at %u (%u, %u, %u, %u).\n", + d->group_index, group_index, i, x, y, group_x, group_y); + ok(d->dispatch_id[0] == dispatch_id[0] && d->dispatch_id[1] == dispatch_id[1] + && !d->dispatch_id[2], + "Got dispatch id (%u, %u, %u), expected (%u, %u, %u) " + "at %u (%u, %u, %u, %u).\n", + d->dispatch_id[0], d->dispatch_id[1], d->dispatch_id[2], + dispatch_id[0], dispatch_id[1], 0, + i, x, y, group_x, group_y); + ok(d->thread_id[0] == group_x && d->thread_id[1] == group_y && !d->thread_id[2], + "Got group thread id (%u, %u, %u), expected (%u, %u, %u) " + "at %u (%u, %u, %u, %u).\n", + d->thread_id[0], d->thread_id[1], d->thread_id[2], group_x, group_y, 0, + i, x, y, group_x, group_y); + ++i; + } + } + } + } + release_resource_readback(&rb); + + ID3D11Buffer_Release(cb); + ID3D11Buffer_Release(buffer); + ID3D11ComputeShader_Release(cs); + ID3D11UnorderedAccessView_Release(uav); + release_test_context(&test_context); +} + START_TEST(d3d11) { test_create_device(); @@ -14703,4 +14854,5 @@ START_TEST(d3d11) test_buffer_srv(); run_for_each_feature_level_in_range(D3D_FEATURE_LEVEL_10_0, D3D_FEATURE_LEVEL_11_0, test_unaligned_raw_buffer_access); + test_compute_shader_registers(); } -- 2.10.2