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tests: Transition back to D3D12_RESOURCE_STATE_RENDER_TARGET in d3d12_runner_probe_vec4().
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -296,8 +296,6 @@ static void d3d12_runner_draw(struct shader_runner *r,
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, test_context->rtv, clear_color, 0, NULL);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, test_context->rtv, clear_color, 0, NULL);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, vertex_count, 1, 0, 0);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, vertex_count, 1, 0, 0);
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transition_resource_state(command_list, test_context->render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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/* Finish the command list so that we can destroy objects. */
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/* Finish the command list so that we can destroy objects. */
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hr = ID3D12GraphicsCommandList_Close(command_list);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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@ -314,11 +312,15 @@ static void d3d12_runner_probe_vec4(struct shader_runner *r,
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struct test_context *test_context = &runner->test_context;
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struct test_context *test_context = &runner->test_context;
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struct resource_readback rb;
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struct resource_readback rb;
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transition_resource_state(test_context->list, test_context->render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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get_texture_readback_with_command_list(test_context->render_target, 0, &rb,
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get_texture_readback_with_command_list(test_context->render_target, 0, &rb,
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test_context->queue, test_context->list);
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test_context->queue, test_context->list);
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check_readback_data_vec4(&rb, rect, v, ulps);
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check_readback_data_vec4(&rb, rect, v, ulps);
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release_resource_readback(&rb);
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release_resource_readback(&rb);
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reset_command_list(test_context->list, test_context->allocator);
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reset_command_list(test_context->list, test_context->allocator);
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transition_resource_state(test_context->list, test_context->render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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}
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}
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static const struct shader_runner_ops d3d12_runner_ops =
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static const struct shader_runner_ops d3d12_runner_ops =
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