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tests/d3d12: Add some missing UAV barriers after UAV clears.
Much like e.g. commitsa686fa7750and93d2bb2d5d. Direct3D 12 doesn't guarantee any implicit barriers after UAV clears, but unfortunately missing these is often easy to go unnoticed.
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Notes:
Henri Verbeet
2025-11-25 20:41:51 +01:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1844
@@ -7839,6 +7839,8 @@ static void test_draw_uav_only(void)
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ID3D12GraphicsCommandList_ClearUnorderedAccessViewFloat(command_list,
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gpu_handle, cpu_handle, resource, zero, 0, NULL);
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uav_barrier(command_list, resource);
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set_rect(&context.scissor_rect, 0, 0, 1000, 1000);
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set_viewport(&context.viewport, 0.0f, 0.0f, 1.0f, 100.0f, 0.0f, 0.0f);
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@@ -22807,6 +22809,9 @@ static void test_tgsm(void)
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get_cpu_descriptor_handle(&context, cpu_descriptor_heap, 1),
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buffer2, zero, 0, NULL);
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uav_barrier(command_list, buffer);
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uav_barrier(command_list, buffer2);
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gpu_descriptor_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature);
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@@ -35281,6 +35286,8 @@ static void test_early_depth_stencil_tests(void)
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get_gpu_descriptor_handle(&context, gpu_heap, 0),
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get_cpu_descriptor_handle(&context, cpu_heap, 0), texture, values, 0, NULL);
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uav_barrier(command_list, texture);
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ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
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D3D12_CLEAR_FLAG_DEPTH, 0.6f, 0, 0, NULL);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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