text: /******************************************************************************
   * The MIT License (MIT)
   *
   * Copyright (c) 2015 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"
  
  struct Empty_Compute_Dispatch : D3D11GraphicsTest
  {
    static constexpr const char *Description = "Test dispatching with one threadgroup count set to 0";
  
    std::string compute = R"EOSHADER(
  
  RWBuffer<uint4> buffer : register(u0);
  
  [numthreads(1,1,1)]
  void main()
  {
  	buffer[0] = uint4(1,2,3,4);
  }
  
  )EOSHADER";
  
    int main(int argc, char **argv)
    {
      // initialise, create window, create device, etc
      if(!Init(argc, argv))
        return 3;
  
      ID3D11ComputeShaderPtr cs = CreateCS(Compile(compute, "main", "cs_5_0"));
  
      uint32_t data[16] = {0};
  
      ID3D11BufferPtr buf = MakeBuffer().UAV().Data(data);
      ID3D11UnorderedAccessViewPtr uav = MakeUAV(buf).Format(DXGI_FORMAT_R32G32B32A32_UINT);
  
      while(Running())
      {
        ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
  
        ctx->CSSetShader(cs, NULL, 0);
  
        UINT val = 0;
        ctx->CSSetUnorderedAccessViews(0, 1, &uav.GetInterfacePtr(), &val);
  
        ctx->Dispatch(1, 1, 0);
  
        std::vector<byte> contents = GetBufferData(buf, 0, 0);
  
        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(Empty_Compute_Dispatch);