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tests: Add more tests for predicated rendering.
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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807315c20f
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@ -30883,6 +30883,7 @@ static void prepare_instanced_draw(struct test_context *context)
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static void test_conditional_rendering(void)
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static void test_conditional_rendering(void)
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{
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{
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
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ID3D12Resource *conditions, *upload_buffer;
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ID3D12CommandSignature *command_signature;
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ID3D12CommandSignature *command_signature;
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ID3D12GraphicsCommandList *command_list;
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ID3D12GraphicsCommandList *command_list;
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D3D12_ROOT_PARAMETER root_parameters[2];
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D3D12_ROOT_PARAMETER root_parameters[2];
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@ -30895,7 +30896,6 @@ static void test_conditional_rendering(void)
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struct test_context context;
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struct test_context context;
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ID3D12Resource *buffer, *cb;
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ID3D12Resource *buffer, *cb;
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struct resource_readback rb;
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struct resource_readback rb;
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ID3D12Resource *conditions;
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ID3D12CommandQueue *queue;
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ID3D12CommandQueue *queue;
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unsigned int i;
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unsigned int i;
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uint32_t value;
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uint32_t value;
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@ -30976,7 +30976,7 @@ static void test_conditional_rendering(void)
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transition_resource_state(command_list, context.render_target,
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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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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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todo check_sub_resource_uint(context.render_target, 0, queue, command_list, 0x00000000, 0);
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check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xffffffff, 0);
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reset_command_list(command_list, context.allocator);
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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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transition_resource_state(command_list, context.render_target,
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@ -30992,6 +30992,8 @@ static void test_conditional_rendering(void)
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transition_resource_state(command_list, context.render_target,
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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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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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ID3D12GraphicsCommandList_SetPredication(command_list, conditions,
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sizeof(uint64_t), D3D12_PREDICATION_OP_EQUAL_ZERO);
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check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xffffffff, 0);
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check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xffffffff, 0);
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reset_command_list(command_list, context.allocator);
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reset_command_list(command_list, context.allocator);
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@ -31095,6 +31097,26 @@ static void test_conditional_rendering(void)
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check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0);
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check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0);
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ID3D12Resource_Release(buffer);
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ID3D12Resource_Release(buffer);
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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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/* SetPredication() and upload buffer. */
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upload_buffer = create_upload_buffer(context.device, sizeof(predicate_args), predicate_args);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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prepare_instanced_draw(&context);
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/* Skip. */
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ID3D12GraphicsCommandList_SetPredication(command_list, upload_buffer,
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0, D3D12_PREDICATION_OP_EQUAL_ZERO);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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ID3D12GraphicsCommandList_SetPredication(command_list, upload_buffer,
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0, D3D12_PREDICATION_OP_NOT_EQUAL_ZERO);
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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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check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xffffffff, 0);
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reset_command_list(command_list, context.allocator);
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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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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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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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@ -31300,6 +31322,7 @@ static void test_conditional_rendering(void)
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ID3D12Resource_Release(conditions);
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ID3D12Resource_Release(conditions);
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ID3D12Resource_Release(cb);
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ID3D12Resource_Release(cb);
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ID3D12Resource_Release(buffer);
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ID3D12Resource_Release(buffer);
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ID3D12Resource_Release(upload_buffer);
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ID3D12RootSignature_Release(root_signature);
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ID3D12RootSignature_Release(root_signature);
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ID3D12PipelineState_Release(pipeline_state);
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ID3D12PipelineState_Release(pipeline_state);
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destroy_test_context(&context);
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destroy_test_context(&context);
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