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tests: Add test for render target sRGB views.
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@ -571,7 +571,9 @@ static unsigned int format_size(DXGI_FORMAT format)
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case DXGI_FORMAT_R32_FLOAT:
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case DXGI_FORMAT_R32_FLOAT:
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case DXGI_FORMAT_R32_UINT:
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case DXGI_FORMAT_R32_UINT:
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case DXGI_FORMAT_R32_SINT:
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case DXGI_FORMAT_R32_SINT:
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case DXGI_FORMAT_R8G8B8A8_TYPELESS:
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case DXGI_FORMAT_R8G8B8A8_UNORM:
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case DXGI_FORMAT_R8G8B8A8_UNORM:
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case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:
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case DXGI_FORMAT_B8G8R8A8_UNORM:
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case DXGI_FORMAT_B8G8R8A8_UNORM:
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return 4;
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return 4;
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case DXGI_FORMAT_BC1_UNORM:
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case DXGI_FORMAT_BC1_UNORM:
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@ -3235,10 +3237,12 @@ static void test_clear_depth_stencil_view(void)
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static void test_clear_render_target_view(void)
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static void test_clear_render_target_view(void)
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{
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{
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static const float color[] = {0.1f, 0.5f, 0.3f, 0.75f};
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static const float green[] = {0.0f, 1.0f, 0.0f, 1.0f};
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static const float green[] = {0.0f, 1.0f, 0.0f, 1.0f};
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D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc;
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D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc;
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ID3D12GraphicsCommandList *command_list;
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ID3D12GraphicsCommandList *command_list;
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D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle;
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D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle;
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D3D12_RENDER_TARGET_VIEW_DESC rtv_desc;
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D3D12_HEAP_PROPERTIES heap_properties;
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D3D12_HEAP_PROPERTIES heap_properties;
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D3D12_RESOURCE_DESC resource_desc;
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D3D12_RESOURCE_DESC resource_desc;
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unsigned int rtv_increment_size;
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unsigned int rtv_increment_size;
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@ -3281,7 +3285,7 @@ static void test_clear_render_target_view(void)
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resource_desc.Height = 32;
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resource_desc.Height = 32;
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resource_desc.DepthOrArraySize = 1;
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resource_desc.DepthOrArraySize = 1;
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resource_desc.MipLevels = 1;
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resource_desc.MipLevels = 1;
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resource_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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resource_desc.Format = DXGI_FORMAT_R8G8B8A8_TYPELESS;
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resource_desc.SampleDesc.Count = 1;
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resource_desc.SampleDesc.Count = 1;
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resource_desc.SampleDesc.Quality = 0;
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resource_desc.SampleDesc.Quality = 0;
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resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
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resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
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@ -3297,13 +3301,37 @@ static void test_clear_render_target_view(void)
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&IID_ID3D12Resource, (void **)&resource);
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&IID_ID3D12Resource, (void **)&resource);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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ID3D12Device_CreateRenderTargetView(device, resource, NULL, rtv_handle);
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memset(&rtv_desc, 0, sizeof(rtv_desc));
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rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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ID3D12Device_CreateRenderTargetView(device, resource, &rtv_desc, rtv_handle);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, green, 0, NULL);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, green, 0, NULL);
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transition_resource_state(command_list, resource,
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transition_resource_state(command_list, resource,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_uint(resource, 0, queue, command_list, 0xff00ff00, 0);
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check_sub_resource_uint(resource, 0, queue, command_list, 0xff00ff00, 0);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, resource,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, color, 0, NULL);
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transition_resource_state(command_list, resource,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_uint(resource, 0, queue, command_list, 0xbf4c7f19, 2);
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/* sRGB view */
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, resource,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
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ID3D12Device_CreateRenderTargetView(device, resource, &rtv_desc, rtv_handle);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, color, 0, NULL);
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transition_resource_state(command_list, resource,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_uint(resource, 0, queue, command_list, 0xbf95bc59, 2);
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ID3D12Resource_Release(resource);
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ID3D12Resource_Release(resource);
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ID3D12DescriptorHeap_Release(rtv_heap);
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ID3D12DescriptorHeap_Release(rtv_heap);
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destroy_test_context(&context);
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destroy_test_context(&context);
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