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:
Józef Kucia
2019-03-11 12:19:20 +01:00
committed by Alexandre Julliard
parent b0c8561cff
commit 6c141d7457
4 changed files with 56 additions and 29 deletions

View File

@@ -5606,7 +5606,6 @@ static void test_draw_uav_only(void)
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
D3D12_ROOT_PARAMETER root_parameter;
struct test_context_desc desc;
struct resource_readback rb;
struct test_context context;
ID3D12CommandQueue *queue;
ID3D12Resource *resource;
@@ -5688,10 +5687,8 @@ static void test_draw_uav_only(void)
transition_resource_state(command_list, resource,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_texture_readback_with_command_list(resource, 0, &rb, queue, command_list);
bug_if(is_radv_device(context.device))
check_readback_data_uint(&rb, NULL, 500, 0);
release_resource_readback(&rb);
check_sub_resource_uint(resource, 0, queue, command_list, 500, 0);
ID3D12DescriptorHeap_Release(cpu_descriptor_heap);
ID3D12DescriptorHeap_Release(descriptor_heap);
@@ -7906,7 +7903,7 @@ static void test_shader_instructions(void)
struct ivec4 i;
} output;
bool skip_on_warp;
bool skip_on_mesa;
bool is_mesa_bug;
}
tests[] =
{
@@ -8671,12 +8668,6 @@ static void test_shader_instructions(void)
continue;
}
if (tests[i].skip_on_mesa && is_mesa_device(context.device))
{
skip("Skipping shader '%s' test on Mesa.\n", tests[i].ps->name);
continue;
}
if (current_ps != tests[i].ps)
{
if (context.pipeline_state)
@@ -8704,6 +8695,7 @@ static void test_shader_instructions(void)
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
bug_if(tests[i].is_mesa_bug && is_mesa_device(context.device))
check_sub_resource_vec4(context.render_target, 0, queue, command_list, &tests[i].output.f, 2);
reset_command_list(command_list, context.allocator);