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tests: Check depth texture content in test_depth_read_only_view().
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@ -12390,6 +12390,11 @@ static void test_depth_read_only_view(void)
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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(context.render_target, 0, queue, command_list, 0xff00ff00, 0);
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check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0);
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reset_command_list(command_list, context.allocator);
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transition_sub_resource_state(command_list, ds.texture, 0,
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D3D12_RESOURCE_STATE_DEPTH_READ, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_float(ds.texture, 0, queue, command_list, 0.5f, 2);
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destroy_depth_stencil(&ds);
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destroy_depth_stencil(&ds);
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ID3D12DescriptorHeap_Release(heap);
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ID3D12DescriptorHeap_Release(heap);
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destroy_test_context(&context);
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destroy_test_context(&context);
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