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tests: Add test for D3D12_APPEND_ALIGNED_ELEMENT.
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199
tests/d3d12.c
199
tests/d3d12.c
@ -3643,6 +3643,204 @@ static void test_draw_indexed_instanced(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_append_aligned_element(void)
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{
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ID3D12GraphicsCommandList *command_list;
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D3D12_INPUT_LAYOUT_DESC input_layout;
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D3D12_VERTEX_BUFFER_VIEW vbv[3];
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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 *vb[3];
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unsigned int color;
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/* Semantic names are case-insensitive. */
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static const D3D12_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"CoLoR", 2, DXGI_FORMAT_R32G32_FLOAT, 1, D3D12_APPEND_ALIGNED_ELEMENT,
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D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1},
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{"ColoR", 3, DXGI_FORMAT_R32G32_FLOAT, 2, D3D12_APPEND_ALIGNED_ELEMENT,
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D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1},
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{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT,
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D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
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{"ColoR", 0, DXGI_FORMAT_R32G32_FLOAT, 2, D3D12_APPEND_ALIGNED_ELEMENT,
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D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1},
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{"cOLOr", 1, DXGI_FORMAT_R32G32_FLOAT, 1, D3D12_APPEND_ALIGNED_ELEMENT,
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D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1},
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};
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static const DWORD vs_code[] =
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{
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#if 0
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struct vs_in
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{
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float4 position : POSITION;
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float2 color_xy : COLOR0;
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float2 color_zw : COLOR1;
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unsigned int instance_id : SV_INSTANCEID;
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};
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struct vs_out
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{
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float4 position : SV_POSITION;
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float2 color_xy : COLOR0;
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float2 color_zw : COLOR1;
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};
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struct vs_out main(struct vs_in i)
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{
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struct vs_out o;
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o.position = i.position;
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o.position.x += i.instance_id * 0.5;
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o.color_xy = i.color_xy;
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o.color_zw = i.color_zw;
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return o;
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}
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#endif
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0x43425844, 0x52e3bf46, 0x6300403d, 0x624cffe4, 0xa4fc0013, 0x00000001, 0x00000214, 0x00000003,
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0x0000002c, 0x000000bc, 0x00000128, 0x4e475349, 0x00000088, 0x00000004, 0x00000008, 0x00000068,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000071, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000303, 0x00000071, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
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0x00000303, 0x00000077, 0x00000000, 0x00000008, 0x00000001, 0x00000003, 0x00000101, 0x49534f50,
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0x4e4f4954, 0x4c4f4300, 0x5300524f, 0x4e495f56, 0x4e415453, 0x44494543, 0xababab00, 0x4e47534f,
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0x00000064, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000,
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0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000c03, 0x0000005c,
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0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000030c, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x4f4c4f43, 0xabab0052, 0x52444853, 0x000000e4, 0x00010040, 0x00000039, 0x0300005f, 0x001010f2,
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0x00000000, 0x0300005f, 0x00101032, 0x00000001, 0x0300005f, 0x00101032, 0x00000002, 0x04000060,
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0x00101012, 0x00000003, 0x00000008, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065,
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0x00102032, 0x00000001, 0x03000065, 0x001020c2, 0x00000001, 0x02000068, 0x00000001, 0x05000056,
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0x00100012, 0x00000000, 0x0010100a, 0x00000003, 0x09000032, 0x00102012, 0x00000000, 0x0010000a,
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0x00000000, 0x00004001, 0x3f000000, 0x0010100a, 0x00000000, 0x05000036, 0x001020e2, 0x00000000,
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0x00101e56, 0x00000000, 0x05000036, 0x00102032, 0x00000001, 0x00101046, 0x00000001, 0x05000036,
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0x001020c2, 0x00000001, 0x00101406, 0x00000002, 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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struct vs_out
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{
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float4 position : SV_POSITION;
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float2 color_xy : COLOR0;
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float2 color_zw : COLOR1;
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};
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float4 main(struct vs_out i) : SV_TARGET
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{
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return float4(i.color_xy.xy, i.color_zw.xy);
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}
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#endif
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0x43425844, 0x64e48a09, 0xaa484d46, 0xe40a6e78, 0x9885edf3, 0x00000001, 0x00000118, 0x00000003,
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0x0000002c, 0x00000098, 0x000000cc, 0x4e475349, 0x00000064, 0x00000003, 0x00000008, 0x00000050,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000303, 0x0000005c, 0x00000001, 0x00000000, 0x00000003, 0x00000001,
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0x00000c0c, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000002c,
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0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f,
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0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000044, 0x00000040, 0x00000011, 0x03001062,
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0x00101032, 0x00000001, 0x03001062, 0x001010c2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 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
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{
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struct vec4 position;
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}
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stream0[] =
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{
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{{-1.0f, -1.0f, 0.0f, 1.0f}},
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{{-1.0f, 1.0f, 0.0f, 1.0f}},
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{{-0.5f, -1.0f, 0.0f, 1.0f}},
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{{-0.5f, 1.0f, 0.0f, 1.0f}},
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};
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static const struct
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{
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struct vec2 color2;
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struct vec2 color1;
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}
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stream1[] =
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{
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{{0.5f, 0.5f}, {0.0f, 1.0f}},
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{{0.5f, 0.5f}, {0.0f, 1.0f}},
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{{0.5f, 0.5f}, {1.0f, 1.0f}},
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{{0.5f, 0.5f}, {1.0f, 1.0f}},
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};
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static const struct
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{
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struct vec2 color3;
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struct vec2 color0;
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}
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stream2[] =
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{
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{{0.5f, 0.5f}, {1.0f, 0.0f}},
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{{0.5f, 0.5f}, {0.0f, 1.0f}},
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{{0.5f, 0.5f}, {0.0f, 0.0f}},
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{{0.5f, 0.5f}, {1.0f, 0.0f}},
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};
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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.rt_width = 640;
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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_empty_root_signature(context.device,
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D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);
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input_layout.pInputElementDescs = layout_desc;
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input_layout.NumElements = ARRAY_SIZE(layout_desc);
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context.pipeline_state = create_pipeline_state(context.device,
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context.root_signature, context.render_target_desc.Format, &vs, &ps, &input_layout);
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vb[0] = create_upload_buffer(context.device, sizeof(stream0), stream0);
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vbv[0].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[0]);
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vbv[0].StrideInBytes = sizeof(*stream0);
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vbv[0].SizeInBytes = sizeof(stream0);
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vb[1] = create_upload_buffer(context.device, sizeof(stream1), stream1);
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vbv[1].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[1]);
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vbv[1].StrideInBytes = sizeof(*stream1);
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vbv[1].SizeInBytes = sizeof(stream1);
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vb[2] = create_upload_buffer(context.device, sizeof(stream2), stream2);
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vbv[2].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[2]);
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vbv[2].StrideInBytes = sizeof(*stream2);
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vbv[2].SizeInBytes = sizeof(stream2);
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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_TRIANGLESTRIP);
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ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, ARRAY_SIZE(vbv), vbv);
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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, 4, 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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get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list);
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color = get_readback_uint(&rb, 80, 16);
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ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_readback_uint(&rb, 240, 16);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_readback_uint(&rb, 400, 16);
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ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_readback_uint(&rb, 560, 16);
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ok(compare_color(color, 0xffff00ff, 1), "Got unexpected color 0x%08x.\n", color);
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release_resource_readback(&rb);
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ID3D12Resource_Release(vb[2]);
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ID3D12Resource_Release(vb[1]);
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ID3D12Resource_Release(vb[0]);
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destroy_test_context(&context);
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}
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static void test_gpu_virtual_address(void)
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static void test_gpu_virtual_address(void)
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{
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{
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D3D12_GPU_VIRTUAL_ADDRESS vb_offset, ib_offset;
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D3D12_GPU_VIRTUAL_ADDRESS vb_offset, ib_offset;
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@ -13317,6 +13515,7 @@ START_TEST(d3d12)
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run_test(test_clear_render_target_view);
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run_test(test_clear_render_target_view);
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run_test(test_draw_instanced);
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run_test(test_draw_instanced);
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run_test(test_draw_indexed_instanced);
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run_test(test_draw_indexed_instanced);
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run_test(test_append_aligned_element);
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run_test(test_gpu_virtual_address);
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run_test(test_gpu_virtual_address);
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run_test(test_fragment_coords);
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run_test(test_fragment_coords);
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run_test(test_fractional_viewports);
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run_test(test_fractional_viewports);
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