D3D12 - Resource Binding - Shader Resource Visibility
Test that different shader stages can use the same register binding but reference different descriptors through the root signature parameter Shader Visibility functionality. Test uses all 5 3D shader stages, each reading from SRV0 and writting to UAV1. The UAVs are then verified to hold unique data from each stage
Test details
Specifications |
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Platforms |
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Supported Releases |
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Expected run time (in minutes) | 2 |
Category | Development |
Timeout (in minutes) | 20 |
Requires reboot | false |
Requires special configuration | false |
Type | automatic |
Additional documentation
Tests in this feature area might have additional documentation, including prerequisites, setup, and troubleshooting information, that can be found in the following topic(s):
Troubleshooting
For generic troubleshooting of HLK test failures, see Troubleshooting Windows HLK Test Failures.