mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
tests: Add test for buffer shader resource views.
This commit is contained in:
parent
eb5e7a4412
commit
18a7e62b3f
350
tests/d3d12.c
350
tests/d3d12.c
@ -517,6 +517,31 @@ static void copy_sub_resource_data(const D3D12_MEMCPY_DEST *dst, const D3D12_SUB
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}
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}
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#define upload_buffer_data(a, b, c, d, e, f) upload_buffer_data_(__LINE__, a, b, c, d, e, f)
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static void upload_buffer_data_(unsigned int line, ID3D12Resource *buffer, size_t offset,
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size_t size, const void *data, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list)
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{
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ID3D12Resource *upload_buffer;
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ID3D12Device *device;
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HRESULT hr;
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hr = ID3D12Resource_GetDevice(buffer, &IID_ID3D12Device, (void **)&device);
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ok_(line)(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr);
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upload_buffer = create_upload_buffer_(line, device, size, data);
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ID3D12GraphicsCommandList_CopyBufferRegion(command_list, buffer, offset,
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upload_buffer, 0, size);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok_(line)(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr);
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exec_command_list(queue, command_list);
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wait_queue_idle(device, queue);
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ID3D12Resource_Release(upload_buffer);
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ID3D12Device_Release(device);
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}
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#define upload_texture_data(a, b, c, d) upload_texture_data_(__LINE__, a, b, c, d)
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static void upload_texture_data_(unsigned int line, ID3D12Resource *texture,
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D3D12_SUBRESOURCE_DATA *data, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list)
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@ -9883,6 +9908,330 @@ static void test_cs_uav_store(void)
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destroy_test_context(&context);
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}
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static void test_buffer_srv(void)
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{
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struct buffer
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{
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unsigned int byte_count;
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unsigned int data_offset;
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const void *data;
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unsigned int structure_byte_stride;
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};
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
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const D3D12_SHADER_BYTECODE *current_shader;
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D3D12_DESCRIPTOR_RANGE descriptor_ranges[1];
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D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
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ID3D12GraphicsCommandList *command_list;
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D3D12_ROOT_PARAMETER root_parameters[2];
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
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D3D12_HEAP_PROPERTIES heap_properties;
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ID3D12DescriptorHeap *descriptor_heap;
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D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
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const struct buffer *current_buffer;
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unsigned int color, expected_color;
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D3D12_RESOURCE_DESC resource_desc;
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struct test_context_desc desc;
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struct test_context context;
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struct resource_readback rb;
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ID3D12CommandQueue *queue;
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ID3D12Resource *buffer;
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ID3D12Device *device;
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unsigned int i, x, y;
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HRESULT hr;
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static const DWORD ps_float4_code[] =
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{
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#if 0
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Buffer<float4> b;
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float2 size;
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float4 main(float4 position : SV_POSITION) : SV_Target
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{
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float2 p;
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int2 coords;
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p.x = position.x / 640.0f;
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p.y = position.y / 480.0f;
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coords = int2(p.x * size.x, p.y * size.y);
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return b.Load(coords.y * size.x + coords.x);
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}
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#endif
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0x43425844, 0xf10ea650, 0x311f5c38, 0x3a888b7f, 0x58230334, 0x00000001, 0x000001a0, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000104, 0x00000040,
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0x00000041, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04000858, 0x00107000, 0x00000000,
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0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
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0x02000068, 0x00000001, 0x08000038, 0x00100032, 0x00000000, 0x00101516, 0x00000000, 0x00208516,
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0x00000000, 0x00000000, 0x0a000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00004002,
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0x3b088889, 0x3acccccd, 0x00000000, 0x00000000, 0x05000043, 0x00100032, 0x00000000, 0x00100046,
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0x00000000, 0x0a000032, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x0020800a, 0x00000000,
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0x00000000, 0x0010001a, 0x00000000, 0x0500001b, 0x00100012, 0x00000000, 0x0010000a, 0x00000000,
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0x0700002d, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_float4 = {ps_float4_code, sizeof(ps_float4_code)};
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static const DWORD ps_structured_code[] =
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{
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#if 0
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StructuredBuffer<float4> b;
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float2 size;
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float4 main(float4 position : SV_POSITION) : SV_Target
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{
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float2 p;
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int2 coords;
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p.x = position.x / 640.0f;
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p.y = position.y / 480.0f;
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coords = int2(p.x * size.x, p.y * size.y);
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return b[coords.y * size.x + coords.x];
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}
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#endif
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0x43425844, 0x246caabb, 0xf1e7d6b9, 0xcbe720dc, 0xcdc23036, 0x00000001, 0x000001c0, 0x00000004,
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0x00000030, 0x00000064, 0x00000098, 0x000001b0, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008,
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0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f,
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0x004e4f49, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000110,
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0x00000040, 0x00000044, 0x0100486a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x040000a2,
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0x00107000, 0x00000000, 0x00000010, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065,
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0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x08000038, 0x00100032, 0x00000000, 0x00101516,
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0x00000000, 0x00208516, 0x00000000, 0x00000000, 0x0a000038, 0x00100032, 0x00000000, 0x00100046,
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0x00000000, 0x00004002, 0x3b088889, 0x3acccccd, 0x00000000, 0x00000000, 0x05000043, 0x00100032,
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0x00000000, 0x00100046, 0x00000000, 0x0a000032, 0x00100012, 0x00000000, 0x0010000a, 0x00000000,
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0x0020800a, 0x00000000, 0x00000000, 0x0010001a, 0x00000000, 0x0500001c, 0x00100012, 0x00000000,
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0x0010000a, 0x00000000, 0x090000a7, 0x001020f2, 0x00000000, 0x0010000a, 0x00000000, 0x00004001,
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0x00000000, 0x00107e46, 0x00000000, 0x0100003e, 0x30494653, 0x00000008, 0x00000002, 0x00000000,
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};
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static const D3D12_SHADER_BYTECODE ps_structured = {ps_structured_code, sizeof(ps_structured_code)};
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static const unsigned int rgba16[] =
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{
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0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
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0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f,
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0xffffffff, 0xffffffff, 0xffffffff, 0xff000000,
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0xffffffff, 0xff000000, 0xff000000, 0xff000000,
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};
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static const unsigned int rgba4[] =
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{
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0xffffffff, 0xff0000ff,
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0xff000000, 0xff00ff00,
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};
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static const BYTE r4[] =
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{
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0xde, 0xad,
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0xba, 0xbe,
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};
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static const struct vec4 rgba_float[] =
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{
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{1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 0.0f, 0.0f, 1.0f},
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{0.0f, 0.0f, 0.0f, 1.0f}, {0.0f, 1.0f, 0.0f, 1.0f},
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};
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static const struct buffer rgba16_buffer = {sizeof(rgba16), 0, &rgba16};
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static const struct buffer rgba16_offset_buffer = {256 + sizeof(rgba16), 256, &rgba16};
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static const struct buffer rgba4_buffer = {sizeof(rgba4), 0, &rgba4};
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static const struct buffer r4_buffer = {sizeof(r4), 0, &r4};
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static const struct buffer r4_offset_buffer = {256 + sizeof(r4), 256, &r4};
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static const struct buffer float_buffer = {sizeof(rgba_float), 0, &rgba_float, sizeof(*rgba_float)};
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static const struct buffer float_offset_buffer = {256 + sizeof(rgba_float), 256,
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&rgba_float, sizeof(*rgba_float)};
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static const unsigned int rgba16_colors2x2[] =
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{
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0xff0000ff, 0xff0000ff, 0xff00ffff, 0xff00ffff,
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0xff0000ff, 0xff0000ff, 0xff00ffff, 0xff00ffff,
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0xff00ff00, 0xff00ff00, 0xffffff00, 0xffffff00,
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0xff00ff00, 0xff00ff00, 0xffffff00, 0xffffff00,
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};
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static const unsigned int rgba16_colors1x1[] =
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{
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0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff,
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0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff,
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0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff,
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0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff,
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};
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static const unsigned int rgba4_colors[] =
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{
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0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff,
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0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff,
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0xff000000, 0xff000000, 0xff00ff00, 0xff00ff00,
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0xff000000, 0xff000000, 0xff00ff00, 0xff00ff00,
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};
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static const unsigned int r4_colors[] =
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{
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0xff0000de, 0xff0000de, 0xff0000ad, 0xff0000ad,
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0xff0000de, 0xff0000de, 0xff0000ad, 0xff0000ad,
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0xff0000ba, 0xff0000ba, 0xff0000be, 0xff0000be,
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0xff0000ba, 0xff0000ba, 0xff0000be, 0xff0000be,
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};
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const struct test
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{
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const D3D12_SHADER_BYTECODE *shader;
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const struct buffer *buffer;
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DXGI_FORMAT srv_format;
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unsigned int srv_first_element;
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unsigned int srv_element_count;
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struct vec2 size;
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const unsigned int *expected_colors;
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}
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tests[] =
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{
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{&ps_float4, &rgba16_buffer, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 16, {4.0f, 4.0f}, rgba16},
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{&ps_float4, &rgba16_offset_buffer, DXGI_FORMAT_R8G8B8A8_UNORM, 64, 16, {4.0f, 4.0f}, rgba16},
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{&ps_float4, &rgba16_buffer, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 4, {2.0f, 2.0f}, rgba16_colors2x2},
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{&ps_float4, &rgba16_buffer, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 1, {1.0f, 1.0f}, rgba16_colors1x1},
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{&ps_float4, &rgba4_buffer, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 4, {2.0f, 2.0f}, rgba4_colors},
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{&ps_float4, &r4_buffer, DXGI_FORMAT_R8_UNORM, 0, 4, {2.0f, 2.0f}, r4_colors},
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{&ps_float4, &r4_offset_buffer, DXGI_FORMAT_R8_UNORM, 256, 4, {2.0f, 2.0f}, r4_colors},
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{&ps_structured, &float_buffer, DXGI_FORMAT_UNKNOWN, 0, 4, {2.0f, 2.0f}, rgba4_colors},
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{&ps_structured, &float_offset_buffer, DXGI_FORMAT_UNKNOWN, 16, 4, {2.0f, 2.0f}, rgba4_colors},
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};
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memset(&desc, 0, sizeof(desc));
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desc.rt_width = 640;
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desc.rt_height = 480;
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desc.no_root_signature = true;
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if (!init_test_context(&context, &desc))
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return;
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device = context.device;
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command_list = context.list;
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queue = context.queue;
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descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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descriptor_ranges[0].NumDescriptors = 1;
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descriptor_ranges[0].BaseShaderRegister = 0;
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descriptor_ranges[0].RegisterSpace = 0;
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descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0;
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root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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root_parameters[0].DescriptorTable.NumDescriptorRanges = 1;
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root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges;
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root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
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root_parameters[1].Constants.ShaderRegister = 0;
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root_parameters[1].Constants.RegisterSpace = 0;
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root_parameters[1].Constants.Num32BitValues = 2;
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root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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root_signature_desc.NumParameters = 2;
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root_signature_desc.pParameters = root_parameters;
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root_signature_desc.NumStaticSamplers = 0;
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root_signature_desc.pStaticSamplers = NULL;
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root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
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hr = create_root_signature(device, &root_signature_desc, &context.root_signature);
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ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
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heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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heap_desc.NumDescriptors = 1;
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heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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heap_desc.NodeMask = 0;
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hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
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&IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
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ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
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cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap);
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gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap);
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buffer = NULL;
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current_shader = NULL;
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current_buffer = NULL;
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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const struct test *test = &tests[i];
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if (current_shader != test->shader)
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{
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if (context.pipeline_state)
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ID3D12PipelineState_Release(context.pipeline_state);
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current_shader = tests[i].shader;
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context.pipeline_state = create_pipeline_state(context.device,
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context.root_signature, context.render_target_desc.Format,
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NULL, current_shader, NULL);
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}
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if (current_buffer != test->buffer)
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{
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if (buffer)
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ID3D12Resource_Release(buffer);
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current_buffer = test->buffer;
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memset(&heap_properties, 0, sizeof(heap_properties));
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heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
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resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resource_desc.Alignment = 0;
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resource_desc.Width = current_buffer->byte_count;
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resource_desc.Height = 1;
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resource_desc.DepthOrArraySize = 1;
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resource_desc.MipLevels = 1;
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resource_desc.Format = DXGI_FORMAT_UNKNOWN;
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resource_desc.SampleDesc.Count = 1;
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resource_desc.SampleDesc.Quality = 0;
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resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
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hr = ID3D12Device_CreateCommittedResource(device,
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&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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D3D12_RESOURCE_STATE_COPY_DEST, NULL,
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&IID_ID3D12Resource, (void **)&buffer);
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ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
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upload_buffer_data(buffer, current_buffer->data_offset,
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current_buffer->byte_count - current_buffer->data_offset,
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current_buffer->data, queue, command_list);
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reset_command_list(command_list, context.allocator);
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transition_sub_resource_state(command_list, buffer, 0,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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}
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memset(&srv_desc, 0, sizeof(srv_desc));
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srv_desc.Format = test->srv_format;
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srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
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srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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srv_desc.Buffer.FirstElement = test->srv_first_element;
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srv_desc.Buffer.NumElements = test->srv_element_count;
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srv_desc.Buffer.StructureByteStride = current_buffer->structure_byte_stride;
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ID3D12Device_CreateShaderResourceView(device, buffer, &srv_desc, cpu_handle);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
|
||||
ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap);
|
||||
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle);
|
||||
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 2, &test->size.x, 0);
|
||||
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
|
||||
|
||||
transition_sub_resource_state(command_list, context.render_target, 0,
|
||||
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||
|
||||
get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list);
|
||||
for (y = 0; y < 4; ++y)
|
||||
{
|
||||
for (x = 0; x < 4; ++x)
|
||||
{
|
||||
color = get_readback_uint(&rb, 80 + x * 160, 60 + y * 120);
|
||||
expected_color = test->expected_colors[y * 4 + x];
|
||||
ok(compare_color(color, expected_color, 1),
|
||||
"Test %u: Got 0x%08x, expected 0x%08x at (%u, %u).\n",
|
||||
i, color, expected_color, x, y);
|
||||
}
|
||||
}
|
||||
release_resource_readback(&rb);
|
||||
|
||||
reset_command_list(command_list, context.allocator);
|
||||
transition_sub_resource_state(command_list, context.render_target, 0,
|
||||
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||
}
|
||||
|
||||
ID3D12DescriptorHeap_Release(descriptor_heap);
|
||||
ID3D12Resource_Release(buffer);
|
||||
destroy_test_context(&context);
|
||||
}
|
||||
|
||||
START_TEST(d3d12)
|
||||
{
|
||||
bool enable_debug_layer = false;
|
||||
@ -9949,4 +10298,5 @@ START_TEST(d3d12)
|
||||
run_test(test_typed_buffer_uav);
|
||||
run_test(test_compute_shader_registers);
|
||||
run_test(test_cs_uav_store);
|
||||
run_test(test_buffer_srv);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user