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tests: Move d3d12-specific members of struct texture to a new d3d12_texture structure.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -60,11 +60,6 @@ struct texture_params
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struct texture
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{
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unsigned int slot;
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D3D12_DESCRIPTOR_RANGE descriptor_range;
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ID3D12DescriptorHeap *heap;
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ID3D12Resource *resource;
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unsigned int root_index;
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};
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struct shader_context
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@ -24,6 +24,21 @@
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#include "d3d12_crosstest.h"
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#include "shader_runner.h"
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struct d3d12_texture
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{
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struct texture t;
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D3D12_DESCRIPTOR_RANGE descriptor_range;
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ID3D12DescriptorHeap *heap;
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ID3D12Resource *resource;
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unsigned int root_index;
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};
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static struct d3d12_texture *d3d12_texture(struct texture *t)
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{
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return CONTAINING_RECORD(t, struct d3d12_texture, t);
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}
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struct d3d12_shader_context
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{
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struct shader_context c;
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@ -68,11 +83,11 @@ static struct texture *d3d12_runner_create_texture(struct shader_context *c, con
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struct test_context *test_context = &context->test_context;
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ID3D12Device *device = test_context->device;
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D3D12_SUBRESOURCE_DATA resource_data;
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struct texture *texture;
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struct d3d12_texture *texture;
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texture = calloc(1, sizeof(*texture));
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texture->slot = params->slot;
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texture->t.slot = params->slot;
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texture->heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
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texture->resource = create_default_texture(device, params->width, params->height,
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@ -86,11 +101,13 @@ static struct texture *d3d12_runner_create_texture(struct shader_context *c, con
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ID3D12Device_CreateShaderResourceView(device, texture->resource,
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NULL, get_cpu_descriptor_handle(test_context, texture->heap, 0));
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return texture;
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return &texture->t;
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}
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static void d3d12_runner_destroy_texture(struct shader_context *c, struct texture *texture)
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static void d3d12_runner_destroy_texture(struct shader_context *c, struct texture *t)
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{
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struct d3d12_texture *texture = d3d12_texture(t);
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ID3D12DescriptorHeap_Release(texture->heap);
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ID3D12Resource_Release(texture->resource);
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free(texture);
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@ -133,7 +150,7 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
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for (i = 0; i < context->c.texture_count; ++i)
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{
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struct texture *texture = context->c.textures[i];
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struct d3d12_texture *texture = d3d12_texture(context->c.textures[i]);
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D3D12_DESCRIPTOR_RANGE *range;
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range = &texture->descriptor_range;
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@ -147,7 +164,7 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
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range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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range->NumDescriptors = 1;
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range->BaseShaderRegister = texture->slot;
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range->BaseShaderRegister = texture->t.slot;
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range->RegisterSpace = 0;
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range->OffsetInDescriptorsFromTableStart = 0;
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}
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@ -188,7 +205,7 @@ static void d3d12_runner_draw_quad(struct shader_context *c)
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context->c.uniform_count, context->c.uniforms, 0);
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for (i = 0; i < context->c.texture_count; ++i)
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{
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struct texture *texture = context->c.textures[i];
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struct d3d12_texture *texture = d3d12_texture(context->c.textures[i]);
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, texture->root_index,
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get_gpu_descriptor_handle(test_context, texture->heap, 0));
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