/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2019-2024 Baldur Karlsson * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. ******************************************************************************/ #include "d3d11_test.h" RD_TEST(D3D11_Byte_Address_Buffers, D3D11GraphicsTest) { static constexpr const char *Description = "Tests reading and writing from byte address buffers"; std::string compute = R"EOSHADER( ByteAddressBuffer inbuf : register(t0); RWByteAddressBuffer outbuf : register(u0); [numthreads(1, 1, 1)] void main() { uint4 data = inbuf.Load4(5*4); outbuf.Store4(10*4, data); data.xy = inbuf.Load2(15*4); outbuf.Store2(0, data.xy); } )EOSHADER"; int main() { // initialise, create window, create device, etc if(!Init()) return 3; ID3D11ComputeShaderPtr cs = CreateCS(Compile(compute, "main", "cs_5_0")); ID3D11BufferPtr buf = MakeBuffer().ByteAddressed().UAV().Size(512); ID3D11UnorderedAccessViewPtr uav = MakeUAV(buf).Format(DXGI_FORMAT_R32_TYPELESS); uint32_t data[128] = {}; for(int i = 0; i < 128; i++) data[i] = (uint32_t)rand(); ID3D11BufferPtr buf2 = MakeBuffer().ByteAddressed().SRV().Data(data); ID3D11ShaderResourceViewPtr srv = MakeSRV(buf2).Format(DXGI_FORMAT_R32_TYPELESS); while(Running()) { Vec4f col(0.2f, 0.2f, 0.2f, 1.0f); ClearRenderTargetView(bbRTV, col); ctx->ClearUnorderedAccessViewUint(uav, (uint32_t *)&col.x); ctx->CSSetShaderResources(0, 1, &srv.GetInterfacePtr()); ctx->CSSetUnorderedAccessViews(0, 1, &uav.GetInterfacePtr(), NULL); ctx->CSSetShader(cs, NULL, 0); ctx->Dispatch(1, 1, 1); Present(); } return 0; } }; REGISTER_TEST();