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renderdoc/util/test/demos/d3d11/d3d11_1_many_uavs.cpp
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baldurk 856c838def Update copyright years to 2026 and fix copyright ranges
* In a previous update in 2021 many copyright ranges were truncated
  accidentally, and some files have been copy-pasted with wrong years. These
  dates have been fixed based on git history and original copyright messages.
2026-01-05 14:17:28 +00:00

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C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2018-2026 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_Many_UAVs, D3D11GraphicsTest)
{
static constexpr const char *Description =
"Test using more than 8 compute shader UAVs (D3D11.1 feature)";
std::string compute = R"EOSHADER(
RWBuffer<uint4> uav : register(u20);
[numthreads(1, 1, 1)]
void main()
{
uav[0] = uint4(7,8,9,10);
}
)EOSHADER";
int main()
{
feature_level = D3D_FEATURE_LEVEL_11_1;
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3D11ComputeShaderPtr cs = CreateCS(Compile(compute, "main", "cs_5_0"));
ID3D11BufferPtr buf = MakeBuffer().Size(16).UAV();
ID3D11UnorderedAccessViewPtr uav = MakeUAV(buf).Format(DXGI_FORMAT_R32G32B32A32_UINT);
while(Running())
{
Vec4f col(0.2f, 0.2f, 0.2f, 1.0f);
ClearRenderTargetView(bbRTV, col);
ctx->ClearUnorderedAccessViewUint(uav, (uint32_t *)&col.x);
ctx->CSSetUnorderedAccessViews(20, 1, &uav.GetInterfacePtr(), NULL);
ctx->CSSetShader(cs, NULL, 0);
ctx->Dispatch(1, 1, 1);
std::vector<byte> contents = GetBufferData(buf);
uint32_t *u32 = (uint32_t *)&contents[0];
TEST_LOG("Data: %u %u %u %u", u32[0], u32[1], u32[2], u32[3]);
Present();
}
return 0;
}
};
REGISTER_TEST();