d3d11/tests: Add test for unaligned raw buffer access.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
80bd7efcf8
commit
c2a4e620ee
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@ -1016,7 +1016,7 @@ static BOOL is_warp_device(ID3D11Device *device)
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|| (adapter_desc.VendorId == 0x1414 && adapter_desc.DeviceId == 0x008c));
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}
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static BOOL is_amd_device(ID3D11Device *device)
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static BOOL is_vendor_device(ID3D11Device *device, unsigned int vendor_id)
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{
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DXGI_ADAPTER_DESC adapter_desc;
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@ -1024,18 +1024,22 @@ static BOOL is_amd_device(ID3D11Device *device)
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return FALSE;
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get_device_adapter_desc(device, &adapter_desc);
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return adapter_desc.VendorId == 0x1002;
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return adapter_desc.VendorId == vendor_id;
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}
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static BOOL is_amd_device(ID3D11Device *device)
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{
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return is_vendor_device(device, 0x1002);
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}
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static BOOL is_intel_device(ID3D11Device *device)
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{
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return is_vendor_device(device, 0x8086);
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}
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static BOOL is_nvidia_device(ID3D11Device *device)
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{
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DXGI_ADAPTER_DESC adapter_desc;
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if (!strcmp(winetest_platform, "wine"))
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return FALSE;
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get_device_adapter_desc(device, &adapter_desc);
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return adapter_desc.VendorId == 0x10de;
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return is_vendor_device(device, 0x10de);
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}
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static IDXGISwapChain *create_swapchain(ID3D11Device *device, HWND window, const struct swapchain_desc *swapchain_desc)
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@ -14325,6 +14329,289 @@ static void test_buffer_srv(void)
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release_test_context(&test_context);
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}
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static void test_unaligned_raw_buffer_access(void)
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{
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D3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc;
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D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc;
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struct d3d11_test_context test_context;
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D3D11_SUBRESOURCE_DATA resource_data;
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D3D11_TEXTURE2D_DESC texture_desc;
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D3D_FEATURE_LEVEL feature_level;
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ID3D11UnorderedAccessView *uav;
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ID3D11ShaderResourceView *srv;
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D3D11_BUFFER_DESC buffer_desc;
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ID3D11Buffer *cb, *raw_buffer;
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ID3D11DeviceContext *context;
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struct resource_readback rb;
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ID3D11RenderTargetView *rtv;
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ID3D11Texture2D *texture;
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ID3D11ComputeShader *cs;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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unsigned int i, data;
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struct uvec4 offset;
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HRESULT hr;
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static const unsigned int buffer_data[] =
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{
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0xffffffff, 0x00000000,
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};
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static const DWORD ps_code[] =
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{
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#if 0
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ByteAddressBuffer buffer;
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uint offset;
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uint main() : SV_Target0
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{
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return buffer.Load(offset);
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}
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#endif
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0x43425844, 0xda171175, 0xb001721f, 0x60ef80eb, 0xe1fa7e75, 0x00000001, 0x000000e4, 0x00000004,
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0x00000030, 0x00000040, 0x00000074, 0x000000d4, 0x4e475349, 0x00000008, 0x00000000, 0x00000008,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001,
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0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000058, 0x00000040,
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0x00000016, 0x0100486a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x030000a1, 0x00107000,
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0x00000000, 0x03000065, 0x00102012, 0x00000000, 0x080000a5, 0x00102012, 0x00000000, 0x0020800a,
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0x00000000, 0x00000000, 0x00107006, 0x00000000, 0x0100003e, 0x30494653, 0x00000008, 0x00000002,
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0x00000000,
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};
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static const DWORD cs_code[] =
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{
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#if 0
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RWByteAddressBuffer buffer;
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uint2 input;
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[numthreads(1, 1, 1)]
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void main()
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{
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buffer.Store(input.x, input.y);
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}
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#endif
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0x43425844, 0x3c7103b0, 0xe6313979, 0xbcfb0c11, 0x3958af0c, 0x00000001, 0x000000b4, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000060, 0x00050050, 0x00000018, 0x0100086a,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300009d, 0x0011e000, 0x00000000, 0x0400009b,
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0x00000001, 0x00000001, 0x00000001, 0x090000a6, 0x0011e012, 0x00000000, 0x0020800a, 0x00000000,
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0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0100003e,
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};
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static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
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if (!init_test_context(&test_context, NULL))
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return;
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device = test_context.device;
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context = test_context.immediate_context;
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feature_level = ID3D11Device_GetFeatureLevel(device);
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if (is_intel_device(device))
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{
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/* Offsets for raw buffer reads and writes should be 4 bytes aligned.
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* This test checks what happens when offsets are not properly aligned.
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* The behavior seems to be undefined on Intel hardware. */
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win_skip("Skipping the test on Intel hardware.\n");
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release_test_context(&test_context);
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return;
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}
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hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
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if (hr == E_INVALIDARG)
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{
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/* This skips the test on testbot Win Vista and Win 2008 VMs. */
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win_skip("Failed to create pixel shader.\n");
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release_test_context(&test_context);
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return;
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}
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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memset(&offset, 0, sizeof(offset));
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cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(offset), &offset.x);
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ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
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texture_desc.Format = DXGI_FORMAT_R32_UINT;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)texture, NULL, &rtv);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
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buffer_desc.ByteWidth = sizeof(buffer_data);
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buffer_desc.Usage = D3D11_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
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resource_data.pSysMem = buffer_data;
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resource_data.SysMemPitch = 0;
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resource_data.SysMemSlicePitch = 0;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &raw_buffer);
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ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
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srv_desc.Format = DXGI_FORMAT_R32_TYPELESS;
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srv_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX;
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U(srv_desc).BufferEx.FirstElement = 0;
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U(srv_desc).BufferEx.NumElements = buffer_desc.ByteWidth / sizeof(unsigned int);
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U(srv_desc).BufferEx.Flags = D3D11_BUFFEREX_SRV_FLAG_RAW;
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hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)raw_buffer, &srv_desc, &srv);
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ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
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ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
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offset.x = 0;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0,
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NULL, &offset, 0, 0);
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, black);
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draw_quad(&test_context);
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check_texture_color(texture, buffer_data[0], 0);
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offset.x = 1;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0,
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NULL, &offset, 0, 0);
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, black);
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draw_quad(&test_context);
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check_texture_color(texture, buffer_data[0], 0);
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offset.x = 2;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0,
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NULL, &offset, 0, 0);
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, black);
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draw_quad(&test_context);
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check_texture_color(texture, buffer_data[0], 0);
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offset.x = 3;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0,
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NULL, &offset, 0, 0);
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, black);
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draw_quad(&test_context);
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check_texture_color(texture, buffer_data[0], 0);
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offset.x = 4;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0,
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NULL, &offset, 0, 0);
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, black);
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draw_quad(&test_context);
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check_texture_color(texture, buffer_data[1], 0);
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offset.x = 7;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0,
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NULL, &offset, 0, 0);
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, black);
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draw_quad(&test_context);
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check_texture_color(texture, buffer_data[1], 0);
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if (feature_level < D3D_FEATURE_LEVEL_11_0)
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{
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skip("Feature level 11_0 required for unaligned UAV test.\n");
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goto done;
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}
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ID3D11Buffer_Release(raw_buffer);
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buffer_desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &raw_buffer);
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ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
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uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
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uav_desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
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U(uav_desc).Buffer.FirstElement = 0;
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U(uav_desc).Buffer.NumElements = buffer_desc.ByteWidth / sizeof(unsigned int);
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U(uav_desc).Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW;
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hr = ID3D11Device_CreateUnorderedAccessView(device, (ID3D11Resource *)raw_buffer, &uav_desc, &uav);
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ok(SUCCEEDED(hr), "Failed to create unordered access view, hr %#x.\n", hr);
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hr = ID3D11Device_CreateComputeShader(device, cs_code, sizeof(cs_code), NULL, &cs);
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ok(SUCCEEDED(hr), "Failed to create compute shader, hr %#x.\n", hr);
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ID3D11DeviceContext_CSSetShader(context, cs, NULL, 0);
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ID3D11DeviceContext_CSSetConstantBuffers(context, 0, 1, &cb);
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ID3D11DeviceContext_CSSetUnorderedAccessViews(context, 0, 1, &uav, NULL);
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offset.x = 0;
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offset.y = 0xffffffff;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0,
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NULL, &offset, 0, 0);
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ID3D11DeviceContext_ClearUnorderedAccessViewFloat(context, uav, black);
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ID3D11DeviceContext_Dispatch(context, 1, 1, 1);
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get_buffer_readback(raw_buffer, &rb);
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for (i = 0; i < sizeof(buffer_data) / sizeof(*buffer_data); ++i)
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{
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data = get_readback_color(&rb, i, 0);
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ok(data == buffer_data[i], "Got unexpected result %#x at %u.\n", data, i);
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}
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release_resource_readback(&rb);
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offset.x = 1;
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offset.y = 0xffffffff;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0,
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NULL, &offset, 0, 0);
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ID3D11DeviceContext_ClearUnorderedAccessViewFloat(context, uav, black);
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ID3D11DeviceContext_Dispatch(context, 1, 1, 1);
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get_buffer_readback(raw_buffer, &rb);
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for (i = 0; i < sizeof(buffer_data) / sizeof(*buffer_data); ++i)
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{
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data = get_readback_color(&rb, i, 0);
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ok(data == buffer_data[i], "Got unexpected result %#x at %u.\n", data, i);
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}
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release_resource_readback(&rb);
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offset.x = 2;
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offset.y = 0xffffffff;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0,
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NULL, &offset, 0, 0);
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ID3D11DeviceContext_ClearUnorderedAccessViewFloat(context, uav, black);
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ID3D11DeviceContext_Dispatch(context, 1, 1, 1);
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get_buffer_readback(raw_buffer, &rb);
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for (i = 0; i < sizeof(buffer_data) / sizeof(*buffer_data); ++i)
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{
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data = get_readback_color(&rb, i, 0);
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ok(data == buffer_data[i], "Got unexpected result %#x at %u.\n", data, i);
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}
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release_resource_readback(&rb);
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offset.x = 3;
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offset.y = 0xffffffff;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0,
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NULL, &offset, 0, 0);
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ID3D11DeviceContext_ClearUnorderedAccessViewFloat(context, uav, black);
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ID3D11DeviceContext_Dispatch(context, 1, 1, 1);
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get_buffer_readback(raw_buffer, &rb);
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for (i = 0; i < sizeof(buffer_data) / sizeof(*buffer_data); ++i)
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{
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data = get_readback_color(&rb, i, 0);
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ok(data == buffer_data[i], "Got unexpected result %#x at %u.\n", data, i);
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}
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release_resource_readback(&rb);
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ID3D11DeviceContext_ClearUnorderedAccessViewFloat(context, uav, black);
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offset.x = 3;
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offset.y = 0xffff;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0,
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NULL, &offset, 0, 0);
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ID3D11DeviceContext_Dispatch(context, 1, 1, 1);
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offset.x = 4;
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offset.y = 0xa;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0,
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NULL, &offset, 0, 0);
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ID3D11DeviceContext_Dispatch(context, 1, 1, 1);
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get_buffer_readback(raw_buffer, &rb);
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data = get_readback_color(&rb, 0, 0);
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ok(data == 0xffff, "Got unexpected result %#x.\n", data);
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data = get_readback_color(&rb, 1, 0);
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ok(data == 0xa, "Got unexpected result %#x.\n", data);
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release_resource_readback(&rb);
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ID3D11ComputeShader_Release(cs);
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ID3D11UnorderedAccessView_Release(uav);
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done:
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ID3D11Buffer_Release(cb);
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ID3D11Buffer_Release(raw_buffer);
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ID3D11PixelShader_Release(ps);
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ID3D11RenderTargetView_Release(rtv);
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ID3D11ShaderResourceView_Release(srv);
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ID3D11Texture2D_Release(texture);
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release_test_context(&test_context);
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}
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START_TEST(d3d11)
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{
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test_create_device();
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@ -14399,4 +14686,5 @@ START_TEST(d3d11)
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test_sm5_bufinfo_instruction();
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test_render_target_device_mismatch();
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test_buffer_srv();
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test_unaligned_raw_buffer_access();
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}
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