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[tests] Add depth-stencil readback test
- Add missing unmap call
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@ -2,5 +2,6 @@ test_d3d11_deps = [ util_dep, lib_dxgi, lib_d3d11, lib_d3dcompiler_47 ]
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executable('d3d11-compute'+exe_ext, files('test_d3d11_compute.cpp'), dependencies : test_d3d11_deps, install : true, override_options: ['cpp_std='+dxvk_cpp_std])
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executable('d3d11-formats'+exe_ext, files('test_d3d11_formats.cpp'), dependencies : test_d3d11_deps, install : true, override_options: ['cpp_std='+dxvk_cpp_std])
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executable('d3d11-map-read'+exe_ext, files('test_d3d11_map_read.cpp'), dependencies : test_d3d11_deps, install : true, override_options: ['cpp_std='+dxvk_cpp_std])
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executable('d3d11-streamout'+exe_ext, files('test_d3d11_streamout.cpp'), dependencies : test_d3d11_deps, install : true, override_options: ['cpp_std='+dxvk_cpp_std])
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executable('d3d11-triangle'+exe_ext, files('test_d3d11_triangle.cpp'), dependencies : test_d3d11_deps, install : true, override_options: ['cpp_std='+dxvk_cpp_std])
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203
tests/d3d11/test_d3d11_map_read.cpp
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203
tests/d3d11/test_d3d11_map_read.cpp
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@ -0,0 +1,203 @@
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#include <array>
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#include <cstring>
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#include <d3dcompiler.h>
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#include <d3d11.h>
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#include <windows.h>
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#include <windowsx.h>
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#include "../test_utils.h"
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using namespace dxvk;
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const std::string g_vsCode =
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"float4 main(float4 v_pos : VS_POSITION) : SV_POSITION {\n"
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" return v_pos;\n"
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"}\n";
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Com<ID3D11Device> g_d3d11Device;
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Com<ID3D11DeviceContext> g_d3d11Context;
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Com<ID3D11VertexShader> g_vertShader;
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Com<ID3D11InputLayout> g_inputLayout;
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Com<ID3D11Buffer> g_vertexBuffer;
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Com<ID3D11Texture2D> g_depthRender;
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Com<ID3D11Texture2D> g_depthRead;
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Com<ID3D11DepthStencilView> g_depthView;
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Com<ID3D11DepthStencilState>g_depthState;
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struct Vertex {
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float x, y, z, w;
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};
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int WINAPI WinMain(HINSTANCE hInstance,
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HINSTANCE hPrevInstance,
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LPSTR lpCmdLine,
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int nCmdShow) {
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if (FAILED(D3D11CreateDevice(
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nullptr, D3D_DRIVER_TYPE_HARDWARE,
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nullptr, 0, nullptr, 0, D3D11_SDK_VERSION,
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&g_d3d11Device, nullptr, &g_d3d11Context))) {
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std::cerr << "Failed to create D3D11 device" << std::endl;
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return 1;
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}
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Com<ID3DBlob> vsBlob;
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Com<ID3DBlob> gsBlob;
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if (FAILED(D3DCompile(g_vsCode.data(), g_vsCode.size(),
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"Vertex shader", nullptr, nullptr, "main", "vs_4_0",
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0, 0, &vsBlob, nullptr))) {
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std::cerr << "Failed to compile vertex shader" << std::endl;
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return 1;
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}
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if (FAILED(g_d3d11Device->CreateVertexShader(
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vsBlob->GetBufferPointer(),
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vsBlob->GetBufferSize(),
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nullptr, &g_vertShader))) {
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std::cerr << "Failed to create vertex shader" << std::endl;
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return 1;
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}
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std::array<D3D11_INPUT_ELEMENT_DESC, 1> iaElements = {{
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{ "VS_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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}};
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if (FAILED(g_d3d11Device->CreateInputLayout(
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iaElements.data(),
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iaElements.size(),
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vsBlob->GetBufferPointer(),
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vsBlob->GetBufferSize(),
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&g_inputLayout))) {
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std::cerr << "Failed to create input layout" << std::endl;
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return 1;
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}
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std::array<Vertex, 4> vertexData = {{
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{ -1.0f, -1.0f, 0.00f, 1.0f },
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{ -1.0f, 1.0f, 0.66f, 1.0f },
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{ 1.0f, -1.0f, 0.33f, 1.0f },
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{ 1.0f, 1.0f, 1.00f, 1.0f },
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}};
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D3D11_BUFFER_DESC vertexDesc;
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vertexDesc.ByteWidth = vertexData.size() * sizeof(Vertex);
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vertexDesc.Usage = D3D11_USAGE_IMMUTABLE;
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vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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vertexDesc.CPUAccessFlags = 0;
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vertexDesc.MiscFlags = 0;
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vertexDesc.StructureByteStride = 0;
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D3D11_SUBRESOURCE_DATA vertexInfo;
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vertexInfo.pSysMem = vertexData.data();
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vertexInfo.SysMemPitch = vertexDesc.ByteWidth;
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vertexInfo.SysMemSlicePitch = vertexDesc.ByteWidth;
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if (FAILED(g_d3d11Device->CreateBuffer(&vertexDesc, &vertexInfo, &g_vertexBuffer))) {
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std::cerr << "Failed to create vertex buffer" << std::endl;
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return 1;
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}
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D3D11_TEXTURE2D_DESC depthDesc;
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depthDesc.Width = 16;
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depthDesc.Height = 16;
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depthDesc.MipLevels = 1;
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depthDesc.ArraySize = 1;
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depthDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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// depthDesc.Format = DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
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depthDesc.SampleDesc = { 1, 0 };
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depthDesc.Usage = D3D11_USAGE_DEFAULT;
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depthDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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depthDesc.CPUAccessFlags = 0;
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depthDesc.MiscFlags = 0;
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if (FAILED(g_d3d11Device->CreateTexture2D(&depthDesc, nullptr, &g_depthRender))) {
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std::cerr << "Failed to create render buffer" << std::endl;
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return 1;
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}
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depthDesc.Usage = D3D11_USAGE_STAGING;
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depthDesc.BindFlags = 0;
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depthDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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if (FAILED(g_d3d11Device->CreateTexture2D(&depthDesc, nullptr, &g_depthRead))) {
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std::cerr << "Failed to create readback buffer" << std::endl;
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return 1;
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}
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if (FAILED(g_d3d11Device->CreateDepthStencilView(g_depthRender.ptr(), nullptr, &g_depthView))) {
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std::cerr << "Failed to create depth-stencil view" << std::endl;
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return 1;
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}
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D3D11_DEPTH_STENCIL_DESC dsDesc;
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dsDesc.DepthEnable = TRUE;
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dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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dsDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
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dsDesc.StencilEnable = FALSE;
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dsDesc.StencilReadMask = 0;
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dsDesc.StencilWriteMask = 0;
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dsDesc.FrontFace = { };
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dsDesc.BackFace = { };
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if (FAILED(g_d3d11Device->CreateDepthStencilState(&dsDesc, &g_depthState))) {
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std::cerr << "Failed to create depth-stencil state" << std::endl;
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return 1;
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}
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FLOAT omBlendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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D3D11_VIEWPORT omViewport;
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omViewport.TopLeftX = 0.0f;
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omViewport.TopLeftY = 0.0f;
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omViewport.Width = 16.0f;
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omViewport.Height = 16.0f;
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omViewport.MinDepth = 0.0f;
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omViewport.MaxDepth = 1.0f;
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UINT vbOffset = 0;
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UINT vbStride = sizeof(Vertex);
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g_d3d11Context->RSSetState(nullptr);
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g_d3d11Context->RSSetViewports(1, &omViewport);
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g_d3d11Context->OMSetRenderTargets(0, nullptr, g_depthView.ptr());
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g_d3d11Context->OMSetBlendState(nullptr, omBlendFactor, 0xFFFFFFFF);
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g_d3d11Context->OMSetDepthStencilState(g_depthState.ptr(), 0);
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g_d3d11Context->ClearDepthStencilView(g_depthView.ptr(), D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 0.5f, 0x80);
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g_d3d11Context->IASetInputLayout(g_inputLayout.ptr());
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g_d3d11Context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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g_d3d11Context->IASetVertexBuffers(0, 1, &g_vertexBuffer, &vbStride, &vbOffset);
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g_d3d11Context->VSSetShader(g_vertShader.ptr(), nullptr, 0);
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g_d3d11Context->Draw(4, 0);
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g_d3d11Context->CopyResource(g_depthRead.ptr(), g_depthRender.ptr());
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D3D11_MAPPED_SUBRESOURCE mapped;
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if (FAILED(g_d3d11Context->Map(g_depthRead.ptr(), 0, D3D11_MAP_READ, 0, &mapped))) {
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std::cerr << "Failed to map image" << std::endl;
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return 1;
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}
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for (uint32_t y = 0; y < 16; y++) {
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auto data = reinterpret_cast<const uint32_t*>(mapped.pData)
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+ (y * mapped.RowPitch / 4);
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for (uint32_t x = 0; x < 16; x++)
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std::cout << std::hex << std::setfill('0') << std::setw(8) << data[x] << " ";
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std::cout << std::endl;
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}
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g_d3d11Context->Unmap(g_depthRead.ptr(), 0);
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g_d3d11Context->ClearState();
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return 0;
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}
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