tests/shader_runner: Move the check_readback_data_vec4() call to shader_runner.c.

Split the probe_vec4() directive into get_rt_readback() and release_readback().

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura
2022-05-17 15:45:41 +02:00
committed by Alexandre Julliard
parent e6ea409bbf
commit 4a9d675c49
6 changed files with 74 additions and 51 deletions

View File

@@ -309,22 +309,31 @@ static bool d3d12_runner_draw(struct shader_runner *r,
return true;
}
static void d3d12_runner_probe_vec4(struct shader_runner *r,
const RECT *rect, const struct vec4 *v, unsigned int ulps)
static struct resource_readback *d3d12_runner_get_rt_readback(struct shader_runner *r)
{
struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
struct test_context *test_context = &runner->test_context;
struct d3d12_resource_readback rb;
struct d3d12_resource_readback *rb = malloc(sizeof(*rb));
transition_resource_state(test_context->list, test_context->render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_texture_readback_with_command_list(test_context->render_target, 0, &rb,
get_texture_readback_with_command_list(test_context->render_target, 0, rb,
test_context->queue, test_context->list);
todo_if (runner->r.is_todo) check_readback_data_vec4(&rb.rb, rect, v, ulps);
release_resource_readback(&rb);
return &rb->rb;
}
static void d3d12_runner_release_readback(struct shader_runner *r, struct resource_readback *rb)
{
struct d3d12_resource_readback *d3d12_rb = CONTAINING_RECORD(rb, struct d3d12_resource_readback, rb);
struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
struct test_context *test_context = &runner->test_context;
release_resource_readback(d3d12_rb);
reset_command_list(test_context->list, test_context->allocator);
transition_resource_state(test_context->list, test_context->render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
free(d3d12_rb);
}
static const struct shader_runner_ops d3d12_runner_ops =
@@ -332,7 +341,8 @@ static const struct shader_runner_ops d3d12_runner_ops =
.create_resource = d3d12_runner_create_resource,
.destroy_resource = d3d12_runner_destroy_resource,
.draw = d3d12_runner_draw,
.probe_vec4 = d3d12_runner_probe_vec4,
.get_rt_readback = d3d12_runner_get_rt_readback,
.release_readback = d3d12_runner_release_readback,
};
void run_shader_tests_d3d12(int argc, char **argv)