tests: Remove test_incompletely_initialized_shader_outputs().

The test checks the content of uninitialized pixel shader outputs and it
fails on Windows with Intel GPUs.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2019-05-14 13:27:35 +02:00 committed by Alexandre Julliard
parent 0e93657b4b
commit 206d370be4

View File

@ -9756,86 +9756,6 @@ static void test_shader_input_output_components(void)
destroy_test_context(&context); destroy_test_context(&context);
} }
static void test_incompletely_initialized_shader_outputs(void)
{
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
ID3D12GraphicsCommandList *command_list;
struct test_context_desc desc;
struct test_context context;
ID3D12CommandQueue *queue;
unsigned int i;
static const DWORD ps_code[] =
{
#if 0
float3 color;
void main(out float4 o : SV_Target)
{
o.xyz = color;
}
#endif
0x43425844, 0xb5d86526, 0xc6c2455a, 0x8d02fe46, 0x5932818b, 0x00000001, 0x000000bc, 0x00000003,
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x0000080f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000044, 0x00000050, 0x00000011,
0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x00102072, 0x00000000,
0x06000036, 0x00102072, 0x00000000, 0x00208246, 0x00000000, 0x00000000, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
static struct
{
struct vec4 input;
struct vec4 output;
}
tests[] =
{
{{0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}},
{{1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 0.0f}},
{{1.0f, 2.0f, 3.0f, 4.0f}, {1.0f, 2.0f, 3.0f, 0.0f}},
};
memset(&desc, 0, sizeof(desc));
desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
desc.no_root_signature = true;
if (!init_test_context(&context, &desc))
return;
command_list = context.list;
queue = context.queue;
context.root_signature = create_32bit_constants_root_signature(context.device,
0, 4, D3D12_SHADER_VISIBILITY_PIXEL);
context.pipeline_state = create_pipeline_state(context.device,
context.root_signature, desc.rt_format, NULL, &ps, NULL);
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
vkd3d_test_set_context("Test %u", i);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &tests[i].input, 0);
ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_vec4(context.render_target, 0, queue, command_list, &tests[i].output, 0);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
}
vkd3d_test_set_context(NULL);
destroy_test_context(&context);
}
static void check_descriptor_range_(unsigned int line, const D3D12_DESCRIPTOR_RANGE *range, static void check_descriptor_range_(unsigned int line, const D3D12_DESCRIPTOR_RANGE *range,
const D3D12_DESCRIPTOR_RANGE *expected_range) const D3D12_DESCRIPTOR_RANGE *expected_range)
{ {
@ -29121,7 +29041,6 @@ START_TEST(d3d12)
run_test(test_discard_instruction); run_test(test_discard_instruction);
run_test(test_shader_interstage_interface); run_test(test_shader_interstage_interface);
run_test(test_shader_input_output_components); run_test(test_shader_input_output_components);
run_test(test_incompletely_initialized_shader_outputs);
run_test(test_root_signature_byte_code); run_test(test_root_signature_byte_code);
run_test(test_cs_constant_buffer); run_test(test_cs_constant_buffer);
run_test(test_constant_buffer_relative_addressing); run_test(test_constant_buffer_relative_addressing);