From: "Zebediah Figura (she/her)" Subject: Re: [PATCH vkd3d 2/4] tests: Add resource array tests for SM5.1. Message-Id: Date: Mon, 31 May 2021 18:22:22 -0500 In-Reply-To: <20210526080437.19137-2-cmccarthy@codeweavers.com> References: <20210526080437.19137-1-cmccarthy@codeweavers.com> <20210526080437.19137-2-cmccarthy@codeweavers.com> On 5/26/21 3:04 AM, Conor McCarthy wrote: > From: Hans-Kristian Arntzen > > Modified to keep within current vkd3d descriptor set pool limits. > > Signed-off-by: Conor McCarthy > --- > 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 Buffers[] : register(t4, space1); > + Texture2D 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 AliasBuffers[64] : register(t4, space3); > + Texture2D AliasTextures[64] : register(t4, space4); > + > + StructuredBuffer StandaloneBuffer : register(t100, space3); > + Texture2D 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 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 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.