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* Instead of only doing a very lightweight check to see if the API is available up-front, we now share the API initialisation among all API tests far enough to determine availability of extensions, features, etc. Then we can precisely determine which tests are available and which aren't before running.
245 lines
9.8 KiB
C++
245 lines
9.8 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015-2019 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "d3d11_test.h"
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struct Binding_Hazards : D3D11GraphicsTest
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{
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static constexpr const char *Description = "Test of D3D11 hazard tracking write/read bindings";
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std::string compute = R"EOSHADER(
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Texture2D<uint> texin : register(t0);
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Buffer<uint> bufin : register(t1);
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RWTexture2D<uint> texout1 : register(u0);
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RWBuffer<uint> bufout1 : register(u1);
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RWTexture2D<uint> texout2 : register(u2);
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RWBuffer<uint> bufout2 : register(u3);
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[numthreads(1,1,1)]
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void main()
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{
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texout1[uint2(3,4)] = bufin[3];
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texout2[uint2(4,4)] = texin[uint2(3,3)];
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bufout1[4] = bufin[4];
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bufout2[3] = texin[uint2(4,4)];
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}
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)EOSHADER";
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int main()
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{
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// so that running individually we get errors
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debugDevice = true;
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// initialise, create window, create device, etc
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if(!Init())
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return 3;
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ID3D11ComputeShaderPtr cs = CreateCS(Compile(compute, "main", "cs_5_0"));
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ID3D11Texture2DPtr tex0 = MakeTexture(DXGI_FORMAT_R32_UINT, 8, 8).UAV().RTV();
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ID3D11UnorderedAccessViewPtr uav0 = MakeUAV(tex0);
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ID3D11RenderTargetViewPtr rtv0 = MakeRTV(tex0);
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ID3D11Texture2DPtr tex1 = MakeTexture(DXGI_FORMAT_R32_UINT, 8, 8).UAV().RTV();
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ID3D11UnorderedAccessViewPtr uav1 = MakeUAV(tex1);
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ID3D11RenderTargetViewPtr rtv1 = MakeRTV(tex1);
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ID3D11BufferPtr buf1 = MakeBuffer().Size(65536).SRV().UAV();
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ID3D11BufferPtr buf2 = MakeBuffer().Size(65536).SRV();
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ID3D11ShaderResourceViewPtr buf1SRV = MakeSRV(buf1).Format(DXGI_FORMAT_R32_UINT);
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ID3D11UnorderedAccessViewPtr buf1UAV = MakeUAV(buf1).Format(DXGI_FORMAT_R32_UINT);
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while(Running())
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{
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ctx->ClearState();
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ctx->CSSetShader(cs, NULL, 0);
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ID3D11ShaderResourceViewPtr tempSRV =
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MakeSRV(buf2).Format(DXGI_FORMAT_R32_UINT).NumElements(128);
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ctx->CSSetShaderResources(1, 1, &tempSRV.GetInterfacePtr());
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tempSRV->AddRef();
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ULONG refcount = tempSRV->Release();
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ID3D11ShaderResourceView *srvs[2] = {NULL, tempSRV.GetInterfacePtr()};
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ctx->CSSetShaderResources(1, 2, srvs);
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refcount = tempSRV->AddRef();
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refcount = tempSRV->Release();
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ctx->CSSetShaderResources(3, 2, srvs);
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refcount = tempSRV->AddRef();
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refcount = tempSRV->Release();
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ctx->CSSetUnorderedAccessViews(0, 1, &uav0.GetInterfacePtr(), NULL);
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ctx->CSSetUnorderedAccessViews(2, 1, &uav1.GetInterfacePtr(), NULL);
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// try to bind the buffer to two slots, find it gets unbound
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ctx->CSSetUnorderedAccessViews(1, 1, &buf1UAV.GetInterfacePtr(), NULL);
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ctx->CSSetUnorderedAccessViews(3, 1, &buf1UAV.GetInterfacePtr(), NULL);
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ID3D11UnorderedAccessView *getCSUAVs[4] = {};
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ID3D11RenderTargetView *getOMRTV = NULL;
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ID3D11RenderTargetView *getOMRTVs[2] = {};
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ID3D11UnorderedAccessView *getOMUAV = NULL;
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// Dispatch each time so we can also check state in UI
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ctx->Dispatch(1, 1, 1);
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ctx->CSGetUnorderedAccessViews(0, 4, getCSUAVs);
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TEST_ASSERT(getCSUAVs[0] == uav0, "Unexpected binding");
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TEST_ASSERT(getCSUAVs[1] == NULL, "Unexpected binding");
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TEST_ASSERT(getCSUAVs[2] == uav1, "Unexpected binding");
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TEST_ASSERT(getCSUAVs[3] == buf1UAV, "Unexpected binding");
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// this should unbind uav0 because it's re-bound as rtv0, then unbind uav1 because it's
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// rebound on another UAV slot
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ctx->OMSetRenderTargetsAndUnorderedAccessViews(1, &rtv0.GetInterfacePtr(), NULL, 1, 1,
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&uav1.GetInterfacePtr(), NULL);
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ctx->Dispatch(1, 1, 1);
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ctx->OMGetRenderTargetsAndUnorderedAccessViews(1, &getOMRTV, NULL, 1, 1, &getOMUAV);
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ctx->CSGetUnorderedAccessViews(0, 4, getCSUAVs);
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TEST_ASSERT(getOMRTV == rtv0, "Unexpected binding");
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TEST_ASSERT(getOMUAV == uav1, "Unexpected binding");
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TEST_ASSERT(getCSUAVs[0] == NULL, "Unexpected binding");
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TEST_ASSERT(getCSUAVs[1] == NULL, "Unexpected binding");
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TEST_ASSERT(getCSUAVs[2] == NULL, "Unexpected binding");
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TEST_ASSERT(getCSUAVs[3] == buf1UAV, "Unexpected binding");
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ctx->OMSetRenderTargetsAndUnorderedAccessViews(D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL,
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NULL, NULL, 1, 0, NULL, NULL);
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ctx->OMGetRenderTargetsAndUnorderedAccessViews(1, &getOMRTV, NULL, 1, 1, &getOMUAV);
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TEST_ASSERT(getOMRTV == rtv0, "Unexpected binding");
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TEST_ASSERT(getOMUAV == NULL, "Unexpected binding");
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ctx->OMSetRenderTargetsAndUnorderedAccessViews(1, &rtv0.GetInterfacePtr(), NULL, 1, 1,
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&uav1.GetInterfacePtr(), NULL);
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ctx->OMSetRenderTargetsAndUnorderedAccessViews(D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL,
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&rtv1.GetInterfacePtr(), NULL, 1, 0, NULL, NULL);
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ctx->OMGetRenderTargetsAndUnorderedAccessViews(1, &getOMRTV, NULL, 1, 1, &getOMUAV);
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TEST_ASSERT(getOMRTV == rtv0, "Unexpected binding");
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TEST_ASSERT(getOMUAV == NULL, "Unexpected binding");
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ctx->OMSetRenderTargetsAndUnorderedAccessViews(1, &rtv0.GetInterfacePtr(), NULL, 1, 1,
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&uav1.GetInterfacePtr(), NULL);
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ID3D11RenderTargetView *empty = NULL;
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ctx->OMSetRenderTargetsAndUnorderedAccessViews(1, &empty, NULL, 1,
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D3D11_KEEP_UNORDERED_ACCESS_VIEWS, NULL, NULL);
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ctx->OMGetRenderTargetsAndUnorderedAccessViews(1, &getOMRTV, NULL, 1, 1, &getOMUAV);
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TEST_ASSERT(getOMRTV == empty, "Unexpected binding");
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TEST_ASSERT(getOMUAV == uav1, "Unexpected binding");
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ctx->OMSetRenderTargetsAndUnorderedAccessViews(1, &rtv0.GetInterfacePtr(), NULL, 1, 1,
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&uav1.GetInterfacePtr(), NULL);
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ctx->OMSetRenderTargetsAndUnorderedAccessViews(
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1, &empty, NULL, 1, D3D11_KEEP_UNORDERED_ACCESS_VIEWS, &uav0.GetInterfacePtr(), NULL);
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ctx->OMGetRenderTargetsAndUnorderedAccessViews(1, &getOMRTV, NULL, 1, 1, &getOMUAV);
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TEST_ASSERT(getOMRTV == empty, "Unexpected binding");
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TEST_ASSERT(getOMUAV == uav1, "Unexpected binding");
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// finally this should unbind both OM views, and rebind back on the CS
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ctx->CSSetUnorderedAccessViews(0, 1, &uav0.GetInterfacePtr(), NULL);
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ctx->CSSetUnorderedAccessViews(2, 1, &uav1.GetInterfacePtr(), NULL);
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ctx->Dispatch(1, 1, 1);
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ctx->OMGetRenderTargetsAndUnorderedAccessViews(1, &getOMRTV, NULL, 1, 1, &getOMUAV);
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ctx->CSGetUnorderedAccessViews(0, 4, getCSUAVs);
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TEST_ASSERT(getOMRTV == NULL, "Unexpected binding");
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TEST_ASSERT(getOMUAV == NULL, "Unexpected binding");
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TEST_ASSERT(getCSUAVs[0] == uav0, "Unexpected binding");
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TEST_ASSERT(getCSUAVs[1] == NULL, "Unexpected binding");
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TEST_ASSERT(getCSUAVs[2] == uav1, "Unexpected binding");
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TEST_ASSERT(getCSUAVs[3] == buf1UAV, "Unexpected binding");
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ctx->ClearState();
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ctx->CSSetShader(cs, NULL, 0);
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ID3D11RenderTargetView *RTVs[] = {
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rtv0, rtv0,
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};
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// can't bind the same RTV to two slots
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ctx->OMSetRenderTargets(2, RTVs, NULL);
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ctx->Dispatch(1, 1, 1);
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ctx->OMGetRenderTargetsAndUnorderedAccessViews(2, getOMRTVs, NULL, 2, 1, &getOMUAV);
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TEST_ASSERT(getOMRTVs[0] == NULL, "Unexpected binding");
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TEST_ASSERT(getOMRTVs[1] == NULL, "Unexpected binding");
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TEST_ASSERT(getOMUAV == NULL, "Unexpected binding");
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RTVs[0] = rtv1;
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RTVs[1] = rtv0;
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// this bind is fine, no overlapping state
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ctx->OMSetRenderTargetsAndUnorderedAccessViews(2, RTVs, NULL, 2, 1,
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&buf1UAV.GetInterfacePtr(), NULL);
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ctx->Dispatch(1, 1, 1);
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ctx->OMGetRenderTargetsAndUnorderedAccessViews(2, getOMRTVs, NULL, 2, 1, &getOMUAV);
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TEST_ASSERT(getOMRTVs[0] == rtv1, "Unexpected binding");
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TEST_ASSERT(getOMRTVs[1] == rtv0, "Unexpected binding");
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TEST_ASSERT(getOMUAV == buf1UAV, "Unexpected binding");
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RTVs[0] = rtv0;
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RTVs[1] = rtv1;
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// this bind is discarded, because rtv0 overlaps uav0.
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ctx->OMSetRenderTargetsAndUnorderedAccessViews(2, RTVs, NULL, 2, 1, &uav0.GetInterfacePtr(),
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NULL);
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ctx->Dispatch(1, 1, 1);
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ctx->OMGetRenderTargetsAndUnorderedAccessViews(2, getOMRTVs, NULL, 2, 1, &getOMUAV);
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TEST_ASSERT(getOMRTVs[0] == rtv1, "Unexpected binding");
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TEST_ASSERT(getOMRTVs[1] == rtv0, "Unexpected binding");
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TEST_ASSERT(getOMUAV == buf1UAV, "Unexpected binding");
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Present();
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}
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return 0;
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}
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};
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REGISTER_TEST(Binding_Hazards); |