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D3D12 Shader Debug Zoo : add a test for Texture2D Store
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@@ -169,6 +169,9 @@ RWBuffer<float> unbounduav1 : register(u4);
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RWTexture2D<float> unbounduav2 : register(u5);
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RWBuffer<float> narrowtypeduav : register(u6);
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RWTexture2D<float4> textrwtest : register(u7);
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Buffer<float> narrowtypedsrv : register(t102);
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Buffer<float4> rgb_srv : register(t103);
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@@ -758,8 +761,15 @@ float4 main(v2f IN) : SV_Target0
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uint f16_two = f32tof16(posone*2.0);
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return float4(f16tof32(f16_half), f16tof32(f16_one), f16tof32(f16_two), 0.0f);
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}
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#if SM_6_2 || SM_6_6
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if(IN.tri == 83)
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{
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float4 value = float4(posone, posone/3, posone/4, posone/5);
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int2 uv = int2(31,37);
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textrwtest[uv] = value;
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return textrwtest[uv];
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}
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#if SM_6_2 || SM_6_6
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if(IN.tri == 84)
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return float4(int16srv[0].x, int16srv[1].x, int16srv[2].x, int16srv[3].x);
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#endif
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@@ -952,7 +962,7 @@ void main()
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 8, 0),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 1, 2, 10),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 100, 5, 20),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 4, 3, 30),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 4, 4, 30),
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multiRangeParam,
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uavParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 21),
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srvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 20),
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@@ -1096,7 +1106,8 @@ void main()
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ID3D12ResourcePtr smiley = MakeTexture(DXGI_FORMAT_R8G8B8A8_TYPELESS, 48, 48)
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.Mips(1)
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.InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
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.InitialState(D3D12_RESOURCE_STATE_COPY_DEST)
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.UAV();
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ID3D12ResourcePtr uploadBuf = MakeBuffer().Size(1024 * 1024).Upload();
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ID3D12ResourcePtr constBuf = MakeBuffer().Size(256).Upload();
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@@ -1181,6 +1192,8 @@ void main()
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MakeSRV(narrowtypedbuf).Format(DXGI_FORMAT_R16_FLOAT).CreateGPU(22);
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MakeUAV(narrowtypedbuf).Format(DXGI_FORMAT_R16_FLOAT).CreateGPU(32);
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MakeUAV(smiley).Format(DXGI_FORMAT_R8G8B8A8_UNORM).CreateGPU(33);
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float structdata[220];
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for(int i = 0; i < 220; i++)
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structdata[i] = float(i);
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