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tests: Introduce assert_that().
This allows us to put a bug_if() or todo_if() in the front of functions that check other conditions not directly related to the actual test. assert_that() is similar to ok(). The main difference is that it ignores bug_if() and todo_if(). 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:
committed by
Alexandre Julliard
parent
b0c8561cff
commit
6c141d7457
@@ -5606,7 +5606,6 @@ static void test_draw_uav_only(void)
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
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D3D12_ROOT_PARAMETER root_parameter;
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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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ID3D12CommandQueue *queue;
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ID3D12Resource *resource;
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@@ -5688,10 +5687,8 @@ static void test_draw_uav_only(void)
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transition_resource_state(command_list, resource,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
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get_texture_readback_with_command_list(resource, 0, &rb, queue, command_list);
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bug_if(is_radv_device(context.device))
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check_readback_data_uint(&rb, NULL, 500, 0);
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release_resource_readback(&rb);
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check_sub_resource_uint(resource, 0, queue, command_list, 500, 0);
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ID3D12DescriptorHeap_Release(cpu_descriptor_heap);
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ID3D12DescriptorHeap_Release(descriptor_heap);
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@@ -7906,7 +7903,7 @@ static void test_shader_instructions(void)
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struct ivec4 i;
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} output;
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bool skip_on_warp;
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bool skip_on_mesa;
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bool is_mesa_bug;
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}
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tests[] =
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{
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@@ -8671,12 +8668,6 @@ static void test_shader_instructions(void)
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continue;
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}
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if (tests[i].skip_on_mesa && is_mesa_device(context.device))
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{
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skip("Skipping shader '%s' test on Mesa.\n", tests[i].ps->name);
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continue;
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}
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if (current_ps != tests[i].ps)
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{
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if (context.pipeline_state)
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@@ -8704,6 +8695,7 @@ static void test_shader_instructions(void)
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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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bug_if(tests[i].is_mesa_bug && is_mesa_device(context.device))
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &tests[i].output.f, 2);
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reset_command_list(command_list, context.allocator);
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@@ -220,12 +220,12 @@ static void wait_queue_idle_(unsigned int line, ID3D12Device *device, ID3D12Comm
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hr = ID3D12Device_CreateFence(device, 0, D3D12_FENCE_FLAG_NONE,
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&IID_ID3D12Fence, (void **)&fence);
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ok_(line)(hr == S_OK, "Failed to create fence, hr %#x.\n", hr);
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assert_that_(line)(hr == S_OK, "Failed to create fence, hr %#x.\n", hr);
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hr = ID3D12CommandQueue_Signal(queue, fence, 1);
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ok_(line)(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr);
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assert_that_(line)(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr);
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hr = wait_for_fence(fence, 1);
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ok_(line)(hr == S_OK, "Failed to wait for fence, hr %#x.\n", hr);
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assert_that_(line)(hr == S_OK, "Failed to wait for fence, hr %#x.\n", hr);
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ID3D12Fence_Release(fence);
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}
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@@ -121,7 +121,7 @@ static ID3D12Resource *create_buffer_(unsigned int line, ID3D12Device *device,
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hr = ID3D12Device_CreateCommittedResource(device, &heap_properties,
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D3D12_HEAP_FLAG_NONE, &resource_desc, initial_resource_state,
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NULL, &IID_ID3D12Resource, (void **)&buffer);
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ok_(line)(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
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assert_that_(line)(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
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return buffer;
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}
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@@ -291,10 +291,10 @@ static void get_texture_readback_with_command_list(ID3D12Resource *texture, unsi
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HRESULT hr;
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hr = ID3D12Resource_GetDevice(texture, &IID_ID3D12Device, (void **)&device);
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ok(hr == S_OK, "Failed to get device, hr %#x.\n", hr);
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assert_that(hr == S_OK, "Failed to get device, hr %#x.\n", hr);
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resource_desc = ID3D12Resource_GetDesc(texture);
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ok(resource_desc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER,
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assert_that(resource_desc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER,
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"Resource %p is not texture.\n", texture);
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miplevel = sub_resource % resource_desc.MipLevels;
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@@ -317,7 +317,7 @@ static void get_texture_readback_with_command_list(ID3D12Resource *texture, unsi
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hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE,
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&resource_desc, D3D12_RESOURCE_STATE_RESOLVE_DEST, NULL,
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&IID_ID3D12Resource, (void **)&src_resource);
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ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
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assert_that(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
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ID3D12GraphicsCommandList_ResolveSubresource(command_list,
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src_resource, 0, texture, sub_resource, resource_desc.Format);
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@@ -348,7 +348,7 @@ static void get_texture_readback_with_command_list(ID3D12Resource *texture, unsi
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ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, 0, 0, 0, &src_location, NULL);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
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assert_that(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
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exec_command_list(queue, command_list);
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wait_queue_idle(device, queue);
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@@ -360,7 +360,7 @@ static void get_texture_readback_with_command_list(ID3D12Resource *texture, unsi
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read_range.Begin = 0;
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read_range.End = resource_desc.Width;
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hr = ID3D12Resource_Map(rb->resource, 0, &read_range, &rb->data);
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ok(hr == S_OK, "Failed to map readback buffer, hr %#x.\n", hr);
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assert_that(hr == S_OK, "Failed to map readback buffer, hr %#x.\n", hr);
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}
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static void *get_readback_data(struct resource_readback *rb,
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