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tests/shader_runner: Make the render target into a resource.
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com> Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
committed by
Alexandre Julliard
parent
d2d29d1b88
commit
2b69ee67bd
@@ -44,7 +44,7 @@ struct d3d12_shader_runner
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struct test_context test_context;
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ID3D12DescriptorHeap *heap;
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ID3D12DescriptorHeap *heap, *rtv_heap;
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};
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static struct d3d12_shader_runner *d3d12_shader_runner(struct shader_runner *r)
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@@ -94,6 +94,20 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
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switch (params->type)
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{
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case RESOURCE_TYPE_RENDER_TARGET:
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if (!runner->rtv_heap)
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runner->rtv_heap = create_cpu_descriptor_heap(device,
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D3D12_DESCRIPTOR_HEAP_TYPE_RTV, MAX_RESOURCE_DESCRIPTORS);
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if (params->slot >= D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT)
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fatal_error("RTV slot %u is too high.\n", params->slot);
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resource->resource = create_default_texture(device, params->width, params->height,
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params->format, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_RESOURCE_STATE_RENDER_TARGET);
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ID3D12Device_CreateRenderTargetView(device, resource->resource,
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NULL, get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->r.slot));
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break;
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case RESOURCE_TYPE_TEXTURE:
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if (!runner->heap)
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runner->heap = create_gpu_descriptor_heap(device,
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@@ -150,18 +164,19 @@ static bool d3d12_runner_draw(struct shader_runner *r,
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struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
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struct test_context *test_context = &runner->test_context;
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D3D12_CPU_DESCRIPTOR_HANDLE rtvs[D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT] = {0};
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ID3D12GraphicsCommandList *command_list = test_context->list;
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0};
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = {0};
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D3D12_ROOT_PARAMETER root_params[3], *root_param;
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ID3D12CommandQueue *queue = test_context->queue;
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D3D12_INPUT_ELEMENT_DESC *input_element_descs;
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D3D12_STATIC_SAMPLER_DESC static_samplers[1];
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ID3D12Device *device = test_context->device;
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D3D12_INPUT_LAYOUT_DESC input_layout;
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static const float clear_color[4];
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unsigned int uniform_index = 0;
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ID3D10Blob *vs_code, *ps_code;
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D3D12_SHADER_BYTECODE vs, ps;
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unsigned int uniform_index;
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unsigned int rtv_count = 0;
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ID3D12PipelineState *pso;
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HRESULT hr;
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size_t i;
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@@ -185,6 +200,16 @@ static bool d3d12_runner_draw(struct shader_runner *r,
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root_signature_desc.pStaticSamplers = static_samplers;
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root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
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pso_desc.VS.pShaderBytecode = ID3D10Blob_GetBufferPointer(vs_code);
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pso_desc.VS.BytecodeLength = ID3D10Blob_GetBufferSize(vs_code);
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pso_desc.PS.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps_code);
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pso_desc.PS.BytecodeLength = ID3D10Blob_GetBufferSize(ps_code);
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pso_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
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pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
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pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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pso_desc.SampleDesc.Count = 1;
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pso_desc.SampleMask = ~(UINT)0;
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if (runner->r.uniform_count)
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{
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uniform_index = root_signature_desc.NumParameters++;
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@@ -224,6 +249,12 @@ static bool d3d12_runner_draw(struct shader_runner *r,
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range->OffsetInDescriptorsFromTableStart = 0;
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break;
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case RESOURCE_TYPE_RENDER_TARGET:
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pso_desc.RTVFormats[resource->r.slot] = resource->r.format;
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pso_desc.NumRenderTargets = max(pso_desc.NumRenderTargets, resource->r.slot + 1);
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pso_desc.BlendState.RenderTarget[resource->r.slot].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
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break;
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case RESOURCE_TYPE_VERTEX_BUFFER:
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break;
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}
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@@ -251,6 +282,8 @@ static bool d3d12_runner_draw(struct shader_runner *r,
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hr = create_root_signature(device, &root_signature_desc, &test_context->root_signature);
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ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
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pso_desc.pRootSignature = test_context->root_signature;
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input_element_descs = calloc(runner->r.input_element_count, sizeof(*input_element_descs));
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for (i = 0; i < runner->r.input_element_count; ++i)
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{
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@@ -265,15 +298,12 @@ static bool d3d12_runner_draw(struct shader_runner *r,
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desc->InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
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}
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input_layout.pInputElementDescs = input_element_descs;
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input_layout.NumElements = runner->r.input_element_count;
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pso_desc.InputLayout.pInputElementDescs = input_element_descs;
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pso_desc.InputLayout.NumElements = runner->r.input_element_count;
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vs.pShaderBytecode = ID3D10Blob_GetBufferPointer(vs_code);
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vs.BytecodeLength = ID3D10Blob_GetBufferSize(vs_code);
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ps.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps_code);
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ps.BytecodeLength = ID3D10Blob_GetBufferSize(ps_code);
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pso = create_pipeline_state(device, test_context->root_signature,
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test_context->render_target_desc.Format, &vs, &ps, &input_layout);
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hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&pso);
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ok(hr == S_OK, "Failed to create state, hr %#x.\n", hr);
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ID3D10Blob_Release(vs_code);
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ID3D10Blob_Release(ps_code);
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free(input_element_descs);
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@@ -292,6 +322,13 @@ static bool d3d12_runner_draw(struct shader_runner *r,
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switch (resource->r.type)
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{
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case RESOURCE_TYPE_RENDER_TARGET:
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rtvs[resource->r.slot] = get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->r.slot);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list,
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rtvs[resource->r.slot], clear_color, 0, NULL);
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rtv_count = max(rtv_count, resource->r.slot + 1);
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break;
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case RESOURCE_TYPE_TEXTURE:
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, resource->root_index,
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get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot));
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@@ -312,11 +349,11 @@ static bool d3d12_runner_draw(struct shader_runner *r,
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}
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}
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &test_context->rtv, false, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, rtv_count, rtvs, false, NULL);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &test_context->scissor_rect);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &test_context->viewport);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, primitive_topology);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, test_context->rtv, clear_color, 0, NULL);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, vertex_count, 1, 0, 0);
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@@ -330,16 +367,22 @@ static bool d3d12_runner_draw(struct shader_runner *r,
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return true;
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}
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static struct resource_readback *d3d12_runner_get_rt_readback(struct shader_runner *r)
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static struct resource_readback *d3d12_runner_get_resource_readback(struct shader_runner *r, struct resource *res)
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{
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struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
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struct test_context *test_context = &runner->test_context;
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struct d3d12_resource_readback *rb = malloc(sizeof(*rb));
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struct d3d12_resource *resource = d3d12_resource(res);
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transition_resource_state(test_context->list, test_context->render_target,
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assert(resource->r.type == RESOURCE_TYPE_RENDER_TARGET);
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transition_resource_state(test_context->list, resource->resource,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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get_texture_readback_with_command_list(test_context->render_target, 0, rb,
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get_texture_readback_with_command_list(resource->resource, 0, rb,
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test_context->queue, test_context->list);
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reset_command_list(test_context->list, test_context->allocator);
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transition_resource_state(test_context->list, resource->resource,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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return &rb->rb;
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}
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@@ -347,13 +390,8 @@ static struct resource_readback *d3d12_runner_get_rt_readback(struct shader_runn
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static void d3d12_runner_release_readback(struct shader_runner *r, struct resource_readback *rb)
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{
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struct d3d12_resource_readback *d3d12_rb = CONTAINING_RECORD(rb, struct d3d12_resource_readback, rb);
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struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
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struct test_context *test_context = &runner->test_context;
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release_resource_readback(d3d12_rb);
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reset_command_list(test_context->list, test_context->allocator);
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transition_resource_state(test_context->list, test_context->render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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free(d3d12_rb);
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}
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@@ -362,7 +400,7 @@ static const struct shader_runner_ops d3d12_runner_ops =
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.create_resource = d3d12_runner_create_resource,
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.destroy_resource = d3d12_runner_destroy_resource,
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.draw = d3d12_runner_draw,
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.get_rt_readback = d3d12_runner_get_rt_readback,
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.get_resource_readback = d3d12_runner_get_resource_readback,
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.release_readback = d3d12_runner_release_readback,
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};
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@@ -386,5 +424,7 @@ void run_shader_tests_d3d12(int argc, char **argv)
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if (runner.heap)
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ID3D12DescriptorHeap_Release(runner.heap);
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if (runner.rtv_heap)
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ID3D12DescriptorHeap_Release(runner.rtv_heap);
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destroy_test_context(&runner.test_context);
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}
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