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https://gitlab.winehq.org/wine/vkd3d.git
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tests: Add test for descriptors visibility.
This commit is contained in:
parent
5a020d6673
commit
2323c36fbd
285
tests/d3d12.c
285
tests/d3d12.c
@ -10833,6 +10833,290 @@ static void test_copy_descriptors(void)
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destroy_test_context(&context);
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}
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static void test_descriptors_visibility(void)
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{
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ID3D12Resource *vs_raw_buffer, *ps_raw_buffer;
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
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D3D12_DESCRIPTOR_RANGE descriptor_ranges[2];
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D3D12_STATIC_SAMPLER_DESC sampler_desc[2];
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ID3D12Resource *vs_texture, *ps_texture;
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ID3D12GraphicsCommandList *command_list;
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D3D12_ROOT_PARAMETER root_parameters[6];
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D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
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ID3D12Resource *vs_cb, *ps_cb;
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struct test_context_desc desc;
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D3D12_SUBRESOURCE_DATA data;
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struct test_context context;
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ID3D12DescriptorHeap *heap;
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ID3D12CommandQueue *queue;
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ID3D12Device *device;
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HRESULT hr;
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static const DWORD vs_code[] =
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{
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#if 0
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ByteAddressBuffer b;
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Texture2D t;
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SamplerState s;
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float4 cb;
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float4 main(uint id : SV_VertexID) : SV_Position
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{
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float2 coords = float2((id << 1) & 2, id & 2);
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uint i;
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if (cb.x != 4.0 || cb.y != 8.0 || cb.z != 16.0 || cb.w != 32.0)
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return (float4)0;
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for (i = 0; i <= 6; ++i)
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{
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if (b.Load(4 * i) != i)
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return (float4)0;
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}
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if (any(t.SampleLevel(s, (float2)0, 0) != float4(1.0, 1.0, 0.0, 1.0)))
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return (float4)0;
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return float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
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}
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#endif
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0x43425844, 0x046e4d13, 0xd2103a18, 0x8576703b, 0x6f58933a, 0x00000001, 0x0000043c, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x58454853, 0x000003a0, 0x00010050,
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0x000000e8, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000,
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0x00000000, 0x030000a1, 0x00107000, 0x00000000, 0x04001858, 0x00107000, 0x00000001, 0x00005555,
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0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
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0x02000068, 0x00000002, 0x0b000039, 0x001000f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000,
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0x00004002, 0x40800000, 0x41000000, 0x41800000, 0x42000000, 0x0700003c, 0x00100012, 0x00000000,
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0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x0700003c, 0x00100012, 0x00000000, 0x0010002a,
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0x00000000, 0x0010000a, 0x00000000, 0x0700003c, 0x00100012, 0x00000000, 0x0010003a, 0x00000000,
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0x0010000a, 0x00000000, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000,
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0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, 0x01000015, 0x05000036,
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0x00100012, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x0700004f, 0x00100022, 0x00000000,
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0x00004001, 0x00000006, 0x0010000a, 0x00000000, 0x03040003, 0x0010001a, 0x00000000, 0x07000029,
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0x00100022, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000002, 0x890000a5, 0x800002c2,
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0x00199983, 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x00107006, 0x00000000, 0x07000027,
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0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x0304001f, 0x0010001a,
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0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x0100003e, 0x01000015, 0x0700001e, 0x00100012, 0x00000000, 0x0010000a, 0x00000000,
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0x00004001, 0x00000001, 0x01000016, 0x90000048, 0x800000c2, 0x00155543, 0x001000f2, 0x00000000,
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0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00107e46, 0x00000001, 0x00106000,
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0x00000000, 0x00004001, 0x00000000, 0x0a000039, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000,
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0x00004002, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, 0x0700003c, 0x00100032, 0x00000000,
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0x00100ae6, 0x00000000, 0x00100046, 0x00000000, 0x0700003c, 0x00100012, 0x00000000, 0x0010001a,
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0x00000000, 0x0010000a, 0x00000000, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2,
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0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, 0x01000015,
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0x0b00008c, 0x00100012, 0x00000000, 0x00004001, 0x00000001, 0x00004001, 0x00000001, 0x0010100a,
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0x00000000, 0x00004001, 0x00000000, 0x07000001, 0x00100022, 0x00000000, 0x0010100a, 0x00000000,
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0x00004001, 0x00000002, 0x05000056, 0x00100032, 0x00000001, 0x00100046, 0x00000000, 0x0f000032,
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0x00102032, 0x00000000, 0x00100046, 0x00000001, 0x00004002, 0x40000000, 0xc0000000, 0x00000000,
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0x00000000, 0x00004002, 0xbf800000, 0x3f800000, 0x00000000, 0x00000000, 0x08000036, 0x001020c2,
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0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)};
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static const DWORD ps_code[] =
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{
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#if 0
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ByteAddressBuffer b;
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Texture2D t;
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SamplerState s;
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float4 cb;
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float4 main(float4 position : SV_POSITION) : SV_Target
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{
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if (cb.x != 1.0 || cb.y != 2.0 || cb.z != 3.0 || cb.w != 4.0)
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return float4(1.0, 0.0, 0.0, 1.0);
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if (b.Load(0) != 2 || b.Load(4) != 4 || b.Load(8) != 8)
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return float4(1.0, 0.0, 0.0, 1.0);
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return t.Sample(s, float2(position.x / 32.0, position.y / 32.0));
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}
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#endif
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0x43425844, 0x1b1aafc1, 0xeab215f6, 0x77d65b25, 0x03cbe695, 0x00000001, 0x000002dc, 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, 0x58454853, 0x00000240, 0x00000050,
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0x00000090, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000,
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0x00000000, 0x030000a1, 0x00107000, 0x00000000, 0x04001858, 0x00107000, 0x00000001, 0x00005555,
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0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
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0x00000001, 0x0b000039, 0x001000f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00004002,
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0x3f800000, 0x40000000, 0x40400000, 0x40800000, 0x0700003c, 0x00100012, 0x00000000, 0x0010001a,
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0x00000000, 0x0010000a, 0x00000000, 0x0700003c, 0x00100012, 0x00000000, 0x0010002a, 0x00000000,
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0x0010000a, 0x00000000, 0x0700003c, 0x00100012, 0x00000000, 0x0010003a, 0x00000000, 0x0010000a,
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0x00000000, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
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0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000015, 0x890000a5, 0x800002c2,
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0x00199983, 0x00100072, 0x00000000, 0x00004001, 0x00000000, 0x00107246, 0x00000000, 0x0a000027,
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0x00100072, 0x00000000, 0x00100246, 0x00000000, 0x00004002, 0x00000002, 0x00000004, 0x00000008,
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0x00000000, 0x0700003c, 0x00100012, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000,
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0x0700003c, 0x00100012, 0x00000000, 0x0010002a, 0x00000000, 0x0010000a, 0x00000000, 0x0304001f,
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0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x00000000,
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0x00000000, 0x3f800000, 0x0100003e, 0x01000015, 0x0a000038, 0x00100032, 0x00000000, 0x00101046,
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0x00000000, 0x00004002, 0x3d000000, 0x3d000000, 0x00000000, 0x00000000, 0x8b000045, 0x800000c2,
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0x00155543, 0x001000f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000001, 0x00106000,
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0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100e46, 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 const struct vec4 vs_cb_data = {4.0f, 8.0f, 16.0f, 32.0f};
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static const struct vec4 ps_cb_data = {1.0f, 2.0f, 3.0f, 4.0f};
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static const uint32_t vs_buffer_data[] = {0, 1, 2, 3, 4, 5, 6};
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static const uint32_t ps_buffer_data[] = {2, 4, 8};
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static const float vs_texture_data[] = {1.0f, 1.0f, 0.0f, 1.0f};
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static const float ps_texture_data[] = {0.0f, 1.0f, 0.0f, 1.0f};
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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memset(&desc, 0, sizeof(desc));
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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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sampler_desc[0].Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
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sampler_desc[0].AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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sampler_desc[0].AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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sampler_desc[0].AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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sampler_desc[0].MipLODBias = 0.0f;
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sampler_desc[0].MaxAnisotropy = 0;
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sampler_desc[0].ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
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sampler_desc[0].BorderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE;
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sampler_desc[0].MinLOD = 0.0f;
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sampler_desc[0].MaxLOD = 0.0f;
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sampler_desc[0].ShaderRegister = 0;
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sampler_desc[0].RegisterSpace = 0;
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sampler_desc[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
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sampler_desc[1] = sampler_desc[0];
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sampler_desc[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
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root_parameters[0].Descriptor.ShaderRegister = 0;
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root_parameters[0].Descriptor.RegisterSpace = 0;
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root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
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root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
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root_parameters[1].Descriptor.ShaderRegister = 0;
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root_parameters[1].Descriptor.RegisterSpace = 0;
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root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
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root_parameters[2].Descriptor.ShaderRegister = 0;
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root_parameters[2].Descriptor.RegisterSpace = 0;
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root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
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root_parameters[3].ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
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root_parameters[3].Descriptor.ShaderRegister = 0;
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root_parameters[3].Descriptor.RegisterSpace = 0;
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root_parameters[3].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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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 = 1;
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descriptor_ranges[0].RegisterSpace = 0;
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descriptor_ranges[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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root_parameters[4].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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root_parameters[4].DescriptorTable.NumDescriptorRanges = 1;
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root_parameters[4].DescriptorTable.pDescriptorRanges = &descriptor_ranges[0];
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root_parameters[4].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
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descriptor_ranges[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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descriptor_ranges[1].NumDescriptors = 1;
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descriptor_ranges[1].BaseShaderRegister = 1;
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descriptor_ranges[1].RegisterSpace = 0;
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descriptor_ranges[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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root_parameters[5].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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root_parameters[5].DescriptorTable.NumDescriptorRanges = 1;
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root_parameters[5].DescriptorTable.pDescriptorRanges = &descriptor_ranges[1];
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root_parameters[5].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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memset(&root_signature_desc, 0, sizeof(root_signature_desc));
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root_signature_desc.NumParameters = 6;
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root_signature_desc.pParameters = root_parameters;
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root_signature_desc.NumStaticSamplers = 2;
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root_signature_desc.pStaticSamplers = sampler_desc;
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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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context.pipeline_state = create_pipeline_state(device,
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context.root_signature, context.render_target_desc.Format,
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&vs, &ps, NULL);
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vs_cb = create_upload_buffer(device, sizeof(vs_cb_data), &vs_cb_data);
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ps_cb = create_upload_buffer(device, sizeof(ps_cb_data), &ps_cb_data);
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vs_raw_buffer = create_upload_buffer(device, sizeof(vs_buffer_data), vs_buffer_data);
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ps_raw_buffer = create_upload_buffer(device, sizeof(ps_buffer_data), ps_buffer_data);
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vs_texture = create_texture(device,
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1, 1, DXGI_FORMAT_R32G32B32A32_FLOAT, D3D12_RESOURCE_STATE_COPY_DEST);
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data.pData = vs_texture_data;
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data.RowPitch = sizeof(vs_texture_data);
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data.SlicePitch = data.RowPitch;
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upload_texture_data(vs_texture, &data, 1, queue, command_list);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, vs_texture,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
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ps_texture = create_texture(device,
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1, 1, DXGI_FORMAT_R32G32B32A32_FLOAT, D3D12_RESOURCE_STATE_COPY_DEST);
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data.pData = ps_texture_data;
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data.RowPitch = sizeof(ps_texture_data);
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data.SlicePitch = data.RowPitch;
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upload_texture_data(ps_texture, &data, 1, queue, command_list);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, ps_texture,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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memset(&heap_desc, 0, sizeof(heap_desc));
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heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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heap_desc.NumDescriptors = 2;
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heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc,
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&IID_ID3D12DescriptorHeap, (void **)&heap);
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ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
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ID3D12Device_CreateShaderResourceView(device, vs_texture, NULL,
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get_cpu_descriptor_handle(&context, heap, 0));
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ID3D12Device_CreateShaderResourceView(device, ps_texture, NULL,
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get_cpu_descriptor_handle(&context, heap, 1));
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap);
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ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list,
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0, ID3D12Resource_GetGPUVirtualAddress(vs_cb));
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ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list,
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1, ID3D12Resource_GetGPUVirtualAddress(ps_cb));
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ID3D12GraphicsCommandList_SetGraphicsRootShaderResourceView(command_list,
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2, ID3D12Resource_GetGPUVirtualAddress(vs_raw_buffer));
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ID3D12GraphicsCommandList_SetGraphicsRootShaderResourceView(command_list,
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3, ID3D12Resource_GetGPUVirtualAddress(ps_raw_buffer));
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list,
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4, get_gpu_descriptor_handle(&context, heap, 0));
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list,
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5, get_gpu_descriptor_handle(&context, heap, 1));
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
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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);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
|
||||
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
|
||||
|
||||
transition_resource_state(command_list, context.render_target,
|
||||
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||
check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0);
|
||||
|
||||
ID3D12Resource_Release(vs_cb);
|
||||
ID3D12Resource_Release(ps_cb);
|
||||
ID3D12Resource_Release(vs_texture);
|
||||
ID3D12Resource_Release(ps_texture);
|
||||
ID3D12Resource_Release(vs_raw_buffer);
|
||||
ID3D12Resource_Release(ps_raw_buffer);
|
||||
ID3D12DescriptorHeap_Release(heap);
|
||||
destroy_test_context(&context);
|
||||
}
|
||||
|
||||
#define check_copyable_footprints(a, b, c, d, e, f, g) \
|
||||
check_copyable_footprints_(__LINE__, a, b, c, d, e, f, g)
|
||||
static void check_copyable_footprints_(unsigned int line, const D3D12_RESOURCE_DESC *desc,
|
||||
@ -15394,6 +15678,7 @@ START_TEST(d3d12)
|
||||
run_test(test_update_descriptor_heap_after_closing_command_list);
|
||||
run_test(test_update_compute_descriptor_tables);
|
||||
run_test(test_copy_descriptors);
|
||||
run_test(test_descriptors_visibility);
|
||||
run_test(test_get_copyable_footprints);
|
||||
run_test(test_depth_stencil_sampling);
|
||||
run_test(test_typed_buffer_uav);
|
||||
|
Loading…
Reference in New Issue
Block a user