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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>
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@ -9756,86 +9756,6 @@ static void test_shader_input_output_components(void)
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destroy_test_context(&context);
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destroy_test_context(&context);
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}
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}
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static void test_incompletely_initialized_shader_outputs(void)
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{
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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ID3D12GraphicsCommandList *command_list;
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struct test_context_desc desc;
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struct test_context context;
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ID3D12CommandQueue *queue;
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unsigned int i;
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static const DWORD ps_code[] =
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{
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#if 0
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float3 color;
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void main(out float4 o : SV_Target)
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{
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o.xyz = color;
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}
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#endif
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0x43425844, 0xb5d86526, 0xc6c2455a, 0x8d02fe46, 0x5932818b, 0x00000001, 0x000000bc, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000080f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000044, 0x00000050, 0x00000011,
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0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x00102072, 0x00000000,
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0x06000036, 0x00102072, 0x00000000, 0x00208246, 0x00000000, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
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static struct
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{
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struct vec4 input;
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struct vec4 output;
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}
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tests[] =
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{
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{{0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}},
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{{1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 0.0f}},
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{{1.0f, 2.0f, 3.0f, 4.0f}, {1.0f, 2.0f, 3.0f, 0.0f}},
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};
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memset(&desc, 0, sizeof(desc));
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desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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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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command_list = context.list;
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queue = context.queue;
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context.root_signature = create_32bit_constants_root_signature(context.device,
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0, 4, D3D12_SHADER_VISIBILITY_PIXEL);
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context.pipeline_state = create_pipeline_state(context.device,
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context.root_signature, desc.rt_format, NULL, &ps, NULL);
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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vkd3d_test_set_context("Test %u", i);
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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_SetGraphicsRoot32BitConstants(command_list, 0, 4, &tests[i].input, 0);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &tests[i].output, 0);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, 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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vkd3d_test_set_context(NULL);
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destroy_test_context(&context);
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}
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static void check_descriptor_range_(unsigned int line, const D3D12_DESCRIPTOR_RANGE *range,
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static void check_descriptor_range_(unsigned int line, const D3D12_DESCRIPTOR_RANGE *range,
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const D3D12_DESCRIPTOR_RANGE *expected_range)
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const D3D12_DESCRIPTOR_RANGE *expected_range)
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{
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{
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@ -29121,7 +29041,6 @@ START_TEST(d3d12)
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run_test(test_discard_instruction);
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run_test(test_discard_instruction);
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run_test(test_shader_interstage_interface);
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run_test(test_shader_interstage_interface);
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run_test(test_shader_input_output_components);
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run_test(test_shader_input_output_components);
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run_test(test_incompletely_initialized_shader_outputs);
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run_test(test_root_signature_byte_code);
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run_test(test_root_signature_byte_code);
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run_test(test_cs_constant_buffer);
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run_test(test_cs_constant_buffer);
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run_test(test_constant_buffer_relative_addressing);
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run_test(test_constant_buffer_relative_addressing);
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