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tests: Add test for fragment w coordinate.
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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parent
acc9430abe
commit
8350ba3fd2
156
tests/d3d12.c
156
tests/d3d12.c
@ -5012,12 +5012,35 @@ static void test_fragment_coords(void)
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{
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{
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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ID3D12GraphicsCommandList *command_list;
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ID3D12GraphicsCommandList *command_list;
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D3D12_INPUT_LAYOUT_DESC input_layout;
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struct test_context_desc desc;
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struct test_context_desc desc;
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D3D12_VERTEX_BUFFER_VIEW vbv;
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struct test_context context;
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struct test_context context;
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struct resource_readback rb;
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struct resource_readback rb;
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const struct vec4 *v = NULL;
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struct vec4 expected = {0};
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ID3D12CommandQueue *queue;
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ID3D12CommandQueue *queue;
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unsigned int x, y;
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unsigned int i, x = 0, y;
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ID3D12Resource *vb;
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bool all_match;
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static const DWORD vs_code[] =
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{
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#if 0
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void main(float4 in_position : POSITION, out float4 out_position : SV_POSITION)
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{
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out_position = in_position;
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}
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#endif
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0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
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0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)};
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static const DWORD ps_code[] =
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static const DWORD ps_code[] =
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{
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{
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#if 0
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#if 0
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@ -5035,46 +5058,121 @@ static void test_fragment_coords(void)
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
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};
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};
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static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
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static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
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static const D3D12_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
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};
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static const struct vec4 vertices[] =
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{
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{-1.0f, -1.0f, 0.00f, 1.00f},
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{-1.0f, 1.0f, 0.00f, 1.00f},
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{ 1.0f, -1.0f, 0.00f, 1.00f},
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{ 1.0f, 1.0f, 0.00f, 1.00f},
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{-1.0f, -1.0f, 0.25f, 1.00f},
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{-1.0f, 1.0f, 0.25f, 1.00f},
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{ 1.0f, -1.0f, 0.25f, 1.00f},
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{ 1.0f, 1.0f, 0.25f, 1.00f},
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{-1.0f, -1.0f, 0.50f, 1.00f},
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{-1.0f, 1.0f, 0.50f, 1.00f},
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{ 1.0f, -1.0f, 0.50f, 1.00f},
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{ 1.0f, 1.0f, 0.50f, 1.00f},
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{-1.0f, -1.0f, 0.75f, 1.00f},
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{-1.0f, 1.0f, 0.75f, 1.00f},
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{ 1.0f, -1.0f, 0.75f, 1.00f},
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{ 1.0f, 1.0f, 0.75f, 1.00f},
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{-1.0f, -1.0f, 1.00f, 1.00f},
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{-1.0f, 1.0f, 1.00f, 1.00f},
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{ 1.0f, -1.0f, 1.00f, 1.00f},
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{ 1.0f, 1.0f, 1.00f, 1.00f},
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{-1.0f, -1.0f, 1.00f, 0.50f},
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{-1.0f, 1.0f, 1.00f, 0.50f},
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{ 1.0f, -1.0f, 1.00f, 0.50f},
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{ 1.0f, 1.0f, 1.00f, 0.50f},
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{-1.0f, -1.0f, 1.00f, 0.25f},
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{-1.0f, 1.0f, 1.00f, 0.25f},
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{ 1.0f, -1.0f, 1.00f, 0.25f},
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{ 1.0f, 1.0f, 1.00f, 0.25f},
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};
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memset(&desc, 0, sizeof(desc));
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memset(&desc, 0, sizeof(desc));
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desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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desc.ps = &ps;
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desc.root_signature_flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
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desc.no_pipeline = true;
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if (!init_test_context(&context, &desc))
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if (!init_test_context(&context, &desc))
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return;
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return;
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command_list = context.list;
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command_list = context.list;
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queue = context.queue;
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queue = context.queue;
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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input_layout.pInputElementDescs = layout_desc;
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input_layout.NumElements = ARRAY_SIZE(layout_desc);
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context.pipeline_state = create_pipeline_state(context.device,
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context.root_signature, context.render_target_desc.Format, &vs, &ps, &input_layout);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
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vb = create_upload_buffer(context.device, sizeof(vertices), vertices);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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vbv.StrideInBytes = sizeof(*vertices);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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vbv.SizeInBytes = sizeof(vertices);
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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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set_viewport(&context.viewport, 10.0f, 10.0f, 20.0f, 30.0f, 0.0f, 1.0f);
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for (i = 0; i < ARRAY_SIZE(vertices) / 4; ++i)
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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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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get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list);
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for (y = 0; y < rb.height; ++y)
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{
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{
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for (x = 0; x < rb.width; ++x)
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vkd3d_test_set_context("Test %u", i);
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{
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const struct vec4 *v = get_readback_vec4(&rb, x, y);
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struct vec4 expected = {x + 0.5f, y + 0.5f, 0.0f, 1.0f};
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ok(compare_vec4(v, &expected, 0),
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"Got %.8e, %.8e, %.8e, %.8e expected %.8e, %.8e, %.8e, %.8e.\n",
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v->x, v->y, v->z, v->w, expected.x, expected.y, expected.z, expected.w);
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}
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}
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release_resource_readback(&rb);
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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_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_TRIANGLESTRIP);
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set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 0.0f, 1.0f);
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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_IASetVertexBuffers(command_list, 0, 1, &vbv);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 4 * i, 0);
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set_viewport(&context.viewport, 10.0f, 10.0f, 20.0f, 30.0f, 0.0f, 1.0f);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 4 * i, 0);
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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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get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list);
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all_match = true;
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for (y = 0; y < rb.height; ++y)
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{
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for (x = 0; x < rb.width; ++x)
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{
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v = get_readback_vec4(&rb, x, y);
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expected.x = x + 0.5f;
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expected.y = y + 0.5f;
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expected.z = vertices[4 * i].z / vertices[4 * i].w;
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expected.w = vertices[4 * i].w;
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if (!compare_vec4(v, &expected, 2))
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{
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all_match = false;
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break;
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}
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}
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if (!all_match)
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break;
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}
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ok(all_match, "Got {%.8e, %.8e, %.8e, %.8e} expected {%.8e, %.8e, %.8e, %.8e} at (%u, %u).\n",
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v->x, v->y, v->z, v->w, expected.x, expected.y, expected.z, expected.w, x, y);
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release_resource_readback(&rb);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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}
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vkd3d_test_set_context(NULL);
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ID3D12Resource_Release(vb);
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destroy_test_context(&context);
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destroy_test_context(&context);
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}
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}
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