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tests: Test signalling a fence to a lower value after a GPU wait.
Ensures the new fence implementation using timeline semaphores handles this correctly. Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -33373,6 +33373,12 @@ static void test_queue_wait(void)
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check_readback_data_uint(&rb, NULL, 0xffff0000, 0);
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release_resource_readback(&rb);
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/* signal to a lower value after a GPU wait was used (test timeline semaphore replacement) */
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hr = ID3D12Fence_Signal(fence, 0);
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ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr);
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value = ID3D12Fence_GetCompletedValue(fence);
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ok(value == 0, "Got unexpected value %"PRIu64".\n", value);
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hr = ID3D12Fence_Signal(fence, 6);
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ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr);
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update_buffer_data(cb, 0, sizeof(green), &green);
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