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tests/d3d12: Use D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE in test_depth_load().
The texture is also accessed by a compute shader.
This commit is contained in:
committed by
Henri Verbeet
parent
beed3f0e15
commit
6d4df71f61
Notes:
Henri Verbeet
2025-10-16 15:22:00 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1755
@@ -21527,7 +21527,7 @@ static void test_depth_load(void)
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ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
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ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
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D3D12_CLEAR_FLAG_DEPTH, tests[i], 0, 0, NULL);
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D3D12_CLEAR_FLAG_DEPTH, tests[i], 0, 0, NULL);
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transition_sub_resource_state(command_list, ds.texture, 0,
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transition_sub_resource_state(command_list, ds.texture, 0,
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D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL);
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@@ -21564,7 +21564,7 @@ static void test_depth_load(void)
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transition_sub_resource_state(command_list, texture, 0,
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transition_sub_resource_state(command_list, texture, 0,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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transition_sub_resource_state(command_list, ds.texture, 0,
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transition_sub_resource_state(command_list, ds.texture, 0,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE);
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D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE);
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vkd3d_test_pop_context();
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vkd3d_test_pop_context();
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}
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}
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