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tests: Test RTVFormat equal to DXGI_FORMAT_UNKNOWN with depth-stencil.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4749,6 +4749,7 @@ static void test_unknown_rtv_format(void)
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D3D12_RENDER_TARGET_VIEW_DESC rtv_desc;
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D3D12_CPU_DESCRIPTOR_HANDLE rtvs[3];
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ID3D12Resource *render_targets[2];
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struct depth_stencil_resource ds;
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struct test_context_desc desc;
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struct test_context context;
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ID3D12CommandQueue *queue;
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@ -4784,11 +4785,17 @@ static void test_unknown_rtv_format(void)
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command_list = context.list;
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queue = context.queue;
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init_depth_stencil(&ds, context.device, 32, 32, 1, 1, DXGI_FORMAT_D32_FLOAT, 0, NULL);
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init_pipeline_state_desc(&pso_desc, context.root_signature, 0, NULL, &ps, NULL);
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pso_desc.NumRenderTargets = ARRAY_SIZE(rtvs);
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for (i = 0; i < ARRAY_SIZE(rtvs); ++i)
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pso_desc.RTVFormats[i] = desc.rt_format;
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pso_desc.RTVFormats[0] = DXGI_FORMAT_UNKNOWN;
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pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT;
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pso_desc.DepthStencilState.DepthEnable = TRUE;
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pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
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pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(hr == S_OK, "Failed to create state, hr %#x.\n", hr);
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@ -4811,10 +4818,11 @@ static void test_unknown_rtv_format(void)
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ID3D12Device_CreateRenderTargetView(context.device, NULL, &rtv_desc,
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get_cpu_rtv_handle(&context, context.rtv_heap, 0));
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, ARRAY_SIZE(rtvs), rtvs, FALSE, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, ARRAY_SIZE(rtvs), rtvs, FALSE, &ds.dsv_handle);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 0.5f, 0.5f);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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@ -4834,8 +4842,14 @@ static void test_unknown_rtv_format(void)
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expected_vec4.x = 3.0f;
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check_sub_resource_vec4(render_targets[1], 0, queue, command_list, &expected_vec4, 0);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, ds.texture,
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D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_float(ds.texture, 0, queue, command_list, 0.5f, 1);
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for (i = 0; i < ARRAY_SIZE(render_targets); ++i)
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ID3D12Resource_Release(render_targets[i]);
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destroy_depth_stencil(&ds);
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destroy_test_context(&context);
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}
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