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tests: Add test for gather4_c shader instructions.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
a4cd1b255f
commit
42b01a7189
299
tests/d3d12.c
299
tests/d3d12.c
@ -937,27 +937,35 @@ static ID3D12RootSignature *create_32bit_constants_root_signature_(unsigned int
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return root_signature;
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}
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#define create_texture_root_signature(a, b, c, d) create_texture_root_signature_(__LINE__, a, b, c, d)
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#define create_texture_root_signature(a, b, c, d) create_texture_root_signature_(__LINE__, a, b, c, d, NULL)
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static ID3D12RootSignature *create_texture_root_signature_(unsigned int line,
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ID3D12Device *device, D3D12_SHADER_VISIBILITY shader_visibility,
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unsigned int constant_count, D3D12_ROOT_SIGNATURE_FLAGS flags)
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unsigned int constant_count, D3D12_ROOT_SIGNATURE_FLAGS flags,
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const D3D12_STATIC_SAMPLER_DESC *sampler_desc)
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{
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
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ID3D12RootSignature *root_signature = NULL;
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D3D12_STATIC_SAMPLER_DESC static_sampler;
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D3D12_DESCRIPTOR_RANGE descriptor_range;
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D3D12_ROOT_PARAMETER root_parameters[2];
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D3D12_STATIC_SAMPLER_DESC sampler_desc;
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HRESULT hr;
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memset(&sampler_desc, 0, sizeof(sampler_desc));
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sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
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sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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sampler_desc.MaxLOD = D3D12_FLOAT32_MAX;
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sampler_desc.ShaderRegister = 0;
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sampler_desc.RegisterSpace = 0;
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sampler_desc.ShaderVisibility = shader_visibility;
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if (sampler_desc)
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{
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static_sampler = *sampler_desc;
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}
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else
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{
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memset(&static_sampler, 0, sizeof(static_sampler));
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static_sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
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static_sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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static_sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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static_sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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static_sampler.MaxLOD = D3D12_FLOAT32_MAX;
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static_sampler.ShaderRegister = 0;
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static_sampler.RegisterSpace = 0;
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static_sampler.ShaderVisibility = shader_visibility;
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}
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descriptor_range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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descriptor_range.NumDescriptors = 1;
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@ -979,7 +987,7 @@ static ID3D12RootSignature *create_texture_root_signature_(unsigned int line,
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root_signature_desc.NumParameters = constant_count ? 2 : 1;
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root_signature_desc.pParameters = root_parameters;
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root_signature_desc.NumStaticSamplers = 1;
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root_signature_desc.pStaticSamplers = &sampler_desc;
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root_signature_desc.pStaticSamplers = &static_sampler;
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root_signature_desc.Flags = flags;
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hr = create_root_signature(device, &root_signature_desc, &root_signature);
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@ -9963,6 +9971,270 @@ static void test_gather(void)
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destroy_test_context(&context);
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}
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static void test_gather_c(void)
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{
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struct
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{
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int width, height;
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int offset_x, offset_y;
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float d_ref;
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} constants;
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D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
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ID3D12GraphicsCommandList *command_list;
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
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struct test_context_desc desc;
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struct resource_readback rb;
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struct test_context context;
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ID3D12DescriptorHeap *heap;
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ID3D12CommandQueue *queue;
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ID3D12Resource *texture;
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unsigned int x, y;
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static const DWORD gather4_c_code[] =
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{
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#if 0
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SamplerComparisonState s;
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Texture2D<float4> t;
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int2 size;
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int2 offset;
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float d_ref;
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float4 main(float4 position : SV_Position) : SV_Target
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{
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return t.GatherCmp(s, position.xy / size, d_ref);
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}
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#endif
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0x43425844, 0xd3d04479, 0x901e9208, 0x7074fd0c, 0xbcadb2da, 0x00000001, 0x00000168, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000cc, 0x00000050,
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0x00000033, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x0300085a, 0x00106000,
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0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000,
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0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600002b, 0x00100032,
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0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x0700000e, 0x00100032, 0x00000000, 0x00101046,
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0x00000000, 0x00100046, 0x00000000, 0x8e00007e, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000,
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0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x0010600a, 0x00000000, 0x0020800a, 0x00000000,
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0x00000001, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_gather4_c = {gather4_c_code, sizeof(gather4_c_code)};
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static const DWORD gather4_po_c_code[] =
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{
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#if 0
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SamplerComparisonState s;
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Texture2D<float4> t;
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int2 size;
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int2 offset;
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float d_ref;
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float4 main(float4 position : SV_Position) : SV_Target
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{
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return t.GatherCmp(s, position.xy / size, d_ref, offset);
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}
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#endif
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0x43425844, 0x501de13e, 0x472d2d20, 0x6df0fee4, 0xef27d9e6, 0x00000001, 0x00000174, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000d8, 0x00000050,
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0x00000036, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x0300085a, 0x00106000,
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0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000,
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0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600002b, 0x00100032,
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0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x0700000e, 0x00100032, 0x00000000, 0x00101046,
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0x00000000, 0x00100046, 0x00000000, 0x91000080, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000,
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0x00100046, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x0010600a,
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0x00000000, 0x0020800a, 0x00000000, 0x00000001, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_gather4_po_c = {gather4_po_c_code, sizeof(gather4_po_c_code)};
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static const float texture_data[] =
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{
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0.0f, 1.0f, 0.20f, 0.30f,
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0.4f, 0.5f, 0.60f, 0.70f,
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0.8f, 0.9f, 0.50f, 0.15f,
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0.2f, 0.3f, 0.45f, 0.55f,
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};
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static const struct vec4 expected_gather4_c[] =
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{
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{0.0f, 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 1.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 0.0f, 0.0f},
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{1.0f, 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f},
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{0.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 1.0f, 0.0f, 0.0f},
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{0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f},
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};
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static const struct vec4 expected_gather4_po_c[] =
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{
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{1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f},
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{0.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 1.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 0.0f, 0.0f},
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{0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f},
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{0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f},
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};
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static const struct vec4 white = {1.0f, 1.0f, 1.0f, 1.0f};
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static const D3D12_SUBRESOURCE_DATA resource_data = {&texture_data, sizeof(texture_data) / 4};
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static const D3D12_STATIC_SAMPLER_DESC sampler_desc =
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{
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.Filter = D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT,
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.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
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.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
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.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
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.ComparisonFunc = D3D12_COMPARISON_FUNC_LESS,
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.MaxLOD = D3D12_FLOAT32_MAX,
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.ShaderRegister = 0,
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.RegisterSpace = 0,
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.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL,
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};
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memset(&desc, 0, sizeof(desc));
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desc.rt_width = 4;
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desc.rt_height = 4;
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desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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desc.no_root_signature = true;
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if (!init_test_context(&context, &desc))
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return;
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command_list = context.list;
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queue = context.queue;
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context.root_signature = create_texture_root_signature_(__LINE__, context.device,
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D3D12_SHADER_VISIBILITY_PIXEL, 5, 0, &sampler_desc);
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heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
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cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
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gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap);
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texture = create_default_texture(context.device, 4, 4, DXGI_FORMAT_R32_TYPELESS,
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0, D3D12_RESOURCE_STATE_COPY_DEST);
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upload_texture_data(texture, &resource_data, 1, queue, command_list);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, texture,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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memset(&srv_desc, 0, sizeof(srv_desc));
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srv_desc.Format = DXGI_FORMAT_R32_FLOAT;
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srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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srv_desc.Texture2D.MipLevels = 1;
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ID3D12Device_CreateShaderResourceView(context.device, texture, &srv_desc, cpu_handle);
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constants.width = 4;
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constants.height = 4;
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constants.offset_x = 1;
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constants.offset_y = 1;
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constants.d_ref = 0.46f;
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/* ps_gather4_c */
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context.pipeline_state = create_pipeline_state(context.device,
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context.root_signature, desc.rt_format, NULL, &ps_gather4_c, NULL);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, &white.x, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap);
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 5, &constants.width, 0);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list);
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for (y = 0; y < rb.height; ++y)
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{
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for (x = 0; x < rb.width; ++x)
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{
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const struct vec4 *expected = &expected_gather4_c[y * rb.width + x];
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const struct vec4 *got = get_readback_vec4(&rb, x, y);
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ok(compare_vec4(got, expected, 0),
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"Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n",
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got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w);
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}
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}
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release_resource_readback(&rb);
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ID3D12PipelineState_Release(context.pipeline_state);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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/* ps_gather4_po_c */
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context.pipeline_state = create_pipeline_state(context.device,
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context.root_signature, desc.rt_format, NULL, &ps_gather4_po_c, NULL);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, &white.x, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap);
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 5, &constants.width, 0);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list);
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for (y = 0; y < rb.height; ++y)
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{
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for (x = 0; x < rb.width; ++x)
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{
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const struct vec4 *expected = &expected_gather4_po_c[y * rb.width + x];
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const struct vec4 *got = get_readback_vec4(&rb, x, y);
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ok(compare_vec4(got, expected, 0),
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"Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n",
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got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w);
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}
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}
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release_resource_readback(&rb);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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constants.offset_x = 0;
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constants.offset_y = 0;
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, &white.x, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap);
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 5, &constants.width, 0);
|
||||
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
|
||||
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
|
||||
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
|
||||
|
||||
transition_resource_state(command_list, context.render_target,
|
||||
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||
get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list);
|
||||
for (y = 0; y < rb.height; ++y)
|
||||
{
|
||||
for (x = 0; x < rb.width; ++x)
|
||||
{
|
||||
const struct vec4 *expected = &expected_gather4_c[y * rb.width + x];
|
||||
const struct vec4 *got = get_readback_vec4(&rb, x, y);
|
||||
ok(compare_vec4(got, expected, 0),
|
||||
"Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n",
|
||||
got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w);
|
||||
}
|
||||
}
|
||||
release_resource_readback(&rb);
|
||||
|
||||
ID3D12Resource_Release(texture);
|
||||
ID3D12DescriptorHeap_Release(heap);
|
||||
destroy_test_context(&context);
|
||||
}
|
||||
|
||||
static void test_cube_maps(void)
|
||||
{
|
||||
unsigned int i, j, sub_resource_idx, sub_resource_count;
|
||||
@ -19823,6 +20095,7 @@ START_TEST(d3d12)
|
||||
run_test(test_texture);
|
||||
run_test(test_texture_ld);
|
||||
run_test(test_gather);
|
||||
run_test(test_gather_c);
|
||||
run_test(test_cube_maps);
|
||||
run_test(test_descriptor_tables);
|
||||
run_test(test_descriptor_tables_overlapping_bindings);
|
||||
|
Loading…
x
Reference in New Issue
Block a user