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tests: Use create_pipeline_state() in more places.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4840,7 +4840,6 @@ static void test_draw_uav_only(void)
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{
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ID3D12DescriptorHeap *cpu_descriptor_heap, *descriptor_heap;
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
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D3D12_DESCRIPTOR_RANGE descriptor_range;
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ID3D12GraphicsCommandList *command_list;
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
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@ -4896,11 +4895,7 @@ static void test_draw_uav_only(void)
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hr = create_root_signature(context.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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init_pipeline_state_desc(&pso_desc, context.root_signature, 0, NULL, &ps, NULL);
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pso_desc.NumRenderTargets = 0;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(SUCCEEDED(hr), "Failed to create graphics pipeline state, hr %#x.\n", hr);
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context.pipeline_state = create_pipeline_state(context.device, context.root_signature, 0, NULL, &ps, NULL);
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resource = create_default_texture(context.device, 1, 1, DXGI_FORMAT_R32_SINT,
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D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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@ -16633,7 +16628,6 @@ static void test_atomic_instructions(void)
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{
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ID3D12Resource *ps_buffer, *cs_buffer, *cs_buffer2;
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
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ID3D12GraphicsCommandList *command_list;
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D3D12_ROOT_PARAMETER root_parameters[3];
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ID3D12PipelineState *pipeline_state;
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@ -16799,11 +16793,7 @@ static void test_atomic_instructions(void)
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cs_buffer2 = create_default_buffer(device, sizeof(tests->input),
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D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST);
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init_pipeline_state_desc(&pso_desc, context.root_signature, 0, NULL, &ps_atomics, NULL);
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pso_desc.NumRenderTargets = 0;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(SUCCEEDED(hr), "Failed to create graphics pipeline state, hr %#x.\n", hr);
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context.pipeline_state = create_pipeline_state(context.device, context.root_signature, 0, NULL, &ps_atomics, NULL);
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pipeline_state = create_compute_pipeline_state(device, context.root_signature, cs_atomics);
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@ -20426,7 +20416,6 @@ static void test_clip_distance(void)
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static void test_combined_clip_and_cull_distances(void)
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{
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
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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[2];
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@ -20437,7 +20426,6 @@ static void test_combined_clip_and_cull_distances(void)
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ID3D12Resource *vb[2];
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ID3D12Device *device;
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unsigned int i, j, k;
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HRESULT hr;
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static const DWORD vs_code[] =
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{
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@ -20575,11 +20563,8 @@ static void test_combined_clip_and_cull_distances(void)
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input_layout.pInputElementDescs = layout_desc;
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input_layout.NumElements = ARRAY_SIZE(layout_desc);
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init_pipeline_state_desc(&pso_desc, context.root_signature,
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context.pipeline_state = create_pipeline_state(device, context.root_signature,
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context.render_target_desc.Format, &vs, NULL, &input_layout);
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hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(hr == S_OK, "Failed to create pipeline state, hr %#x.\n", hr);
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vb[0] = create_upload_buffer(device, sizeof(quad), quad);
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vbv[0].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[0]);
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@ -486,8 +486,11 @@ static void init_pipeline_state_desc(D3D12_GRAPHICS_PIPELINE_STATE_DESC *desc,
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desc->InputLayout = *input_layout;
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desc->SampleMask = ~(UINT)0;
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desc->PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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desc->NumRenderTargets = 1;
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desc->RTVFormats[0] = rt_format;
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if (rt_format)
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{
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desc->NumRenderTargets = 1;
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desc->RTVFormats[0] = rt_format;
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}
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desc->SampleDesc.Count = 1;
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}
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