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tests: Check that PS was invoked at least once for each pixel.
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@ -11387,8 +11387,8 @@ static void test_query_pipeline_statistics(void)
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ID3D12QueryHeap *query_heap;
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ID3D12Resource *resource;
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struct resource_readback rb;
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unsigned int pixel_count, i;
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HRESULT hr;
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int i;
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if (!init_test_context(&context, NULL))
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return;
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@ -11458,8 +11458,9 @@ static void test_query_pipeline_statistics(void)
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pipeline_statistics->CPrimitives);
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/* Exact number of pixel shader invocations depends on the graphics card. */
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ok(pipeline_statistics->PSInvocations > 0, "PSInvocations: Got %"PRIu64", expected > 0.\n",
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pipeline_statistics->PSInvocations);
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pixel_count = context.render_target_desc.Width * context.render_target_desc.Height;
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ok(pipeline_statistics->PSInvocations >= pixel_count, "PSInvocations: Got %"PRIu64", expected >= %u.\n",
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pipeline_statistics->PSInvocations, pixel_count);
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/* We used no tessellation or compute shaders at all. */
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ok(pipeline_statistics->HSInvocations == 0, "HSInvocations: Got %"PRIu64", expected 0.\n",
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