tests: Use init_test_context() in test_clear_render_target_view().

This commit is contained in:
Józef Kucia 2017-08-15 11:25:10 +02:00
parent e8c58f264c
commit 1e744efdd9

View File

@ -3201,8 +3201,6 @@ static void test_clear_depth_stencil_view(void)
static void test_clear_render_target_view(void)
{
static const float green[] = {0.0f, 1.0f, 0.0f, 1.0f};
D3D12_COMMAND_QUEUE_DESC command_queue_desc;
ID3D12CommandAllocator *command_allocator;
D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc;
ID3D12GraphicsCommandList *command_list;
D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle;
@ -3211,33 +3209,20 @@ static void test_clear_render_target_view(void)
unsigned int rtv_increment_size;
ID3D12DescriptorHeap *rtv_heap;
D3D12_CLEAR_VALUE clear_value;
struct test_context_desc desc;
struct test_context context;
ID3D12CommandQueue *queue;
ID3D12Resource *resource;
ID3D12Device *device;
ULONG refcount;
HRESULT hr;
if (!(device = create_device()))
{
skip("Failed to create device.\n");
memset(&desc, 0, sizeof(desc));
desc.no_render_target = true;
if (!init_test_context(&context, &desc))
return;
}
command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
command_queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
command_queue_desc.NodeMask = 0;
hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc,
&IID_ID3D12CommandQueue, (void **)&queue);
ok(SUCCEEDED(hr), "CreateCommandQueue failed, hr %#x.\n", hr);
hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT,
&IID_ID3D12CommandAllocator, (void **)&command_allocator);
ok(SUCCEEDED(hr), "CreateCommandAllocator failed, hr %#x.\n", hr);
hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
ok(SUCCEEDED(hr), "CreateCommandList failed, hr %#x.\n", hr);
device = context.device;
command_list = context.list;
queue = context.queue;
rtv_heap_desc.NumDescriptors = 1;
rtv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
@ -3245,7 +3230,7 @@ static void test_clear_render_target_view(void)
rtv_heap_desc.NodeMask = 0;
hr = ID3D12Device_CreateDescriptorHeap(device, &rtv_heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&rtv_heap);
ok(SUCCEEDED(hr), "CreateDescriptorHeap failed, hr %#x.\n", hr);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
rtv_increment_size = ID3D12Device_GetDescriptorHandleIncrementSize(device,
D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
@ -3275,7 +3260,7 @@ static void test_clear_render_target_view(void)
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value,
&IID_ID3D12Resource, (void **)&resource);
ok(SUCCEEDED(hr), "CreateCommittedResource failed, hr %#x.\n", hr);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
ID3D12Device_CreateRenderTargetView(device, resource, NULL, rtv_handle);
@ -3284,13 +3269,9 @@ static void test_clear_render_target_view(void)
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_uint(resource, 0, queue, command_list, 0xff00ff00, 0);
ID3D12GraphicsCommandList_Release(command_list);
ID3D12CommandAllocator_Release(command_allocator);
ID3D12Resource_Release(resource);
ID3D12CommandQueue_Release(queue);
ID3D12DescriptorHeap_Release(rtv_heap);
refcount = ID3D12Device_Release(device);
ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
destroy_test_context(&context);
}
static void test_draw_instanced(void)