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tests: Actually test count buffers with indirect draws.
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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@ -21589,6 +21589,11 @@ static void test_execute_indirect(void)
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{{-1.0f, 0.5f, 0.0f, 1.0f}, 0xff00ff00},
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{{ 0.5f, -1.0f, 0.0f, 1.0f}, 0xff00ff00},
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{{ 0.5f, 0.5f, 0.0f, 1.0f}, 0xff00ff00},
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{{-1.0f, -1.0f, 0.0f, 1.0f}, 0xff00ff00},
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{{-1.0f, 1.0f, 0.0f, 1.0f}, 0xff00ff00},
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{{ 1.0f, -1.0f, 0.0f, 1.0f}, 0xff00ff00},
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{{ 1.0f, 1.0f, 0.0f, 1.0f}, 0xff00ff00},
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};
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static const uint32_t indices[] = {0, 1, 2, 3, 2, 1};
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static const D3D12_INPUT_ELEMENT_DESC layout_desc[] =
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@ -21672,26 +21677,42 @@ static void test_execute_indirect(void)
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};
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static const struct argument_data
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{
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D3D12_DRAW_ARGUMENTS draw;
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D3D12_DRAW_ARGUMENTS draws[4];
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D3D12_DISPATCH_ARGUMENTS dispatch;
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D3D12_DRAW_INDEXED_ARGUMENTS indexed_draws[2];
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}
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argument_data =
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{
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{3, 1, 0, 0},
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{{6, 1, 4, 0}, {6, 1, 8, 0}, {6, 1, 0, 0}},
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{2, 3, 4},
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{{6, 1, 0, 0, 0}, {6, 1, 0, 4, 0}},
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};
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static const uint32_t count_data[] = {1, 2};
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static const uint32_t count_data[] = {2, 1};
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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memset(&desc, 0, sizeof(desc));
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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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return;
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command_list = context.list;
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queue = context.queue;
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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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vb = create_upload_buffer(context.device, sizeof(vertices), vertices);
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vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb);
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vbv.StrideInBytes = sizeof(*vertices);
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vbv.SizeInBytes = sizeof(vertices);
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ib = create_upload_buffer(context.device, sizeof(indices), indices);
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ibv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(ib);
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ibv.SizeInBytes = sizeof(indices);
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ibv.Format = DXGI_FORMAT_R32_UINT;
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argument_buffer = create_upload_buffer(context.device, sizeof(argument_data), &argument_data);
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count_buffer = create_upload_buffer(context.device, sizeof(count_data), count_data);
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@ -21702,10 +21723,11 @@ static void test_execute_indirect(void)
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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_TRIANGLELIST);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv);
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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_ExecuteIndirect(command_list, command_signature, 1, argument_buffer, 0, NULL, 0);
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ID3D12GraphicsCommandList_ExecuteIndirect(command_list, command_signature, 2, argument_buffer, 0, NULL, 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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@ -21720,10 +21742,11 @@ static void test_execute_indirect(void)
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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_TRIANGLELIST);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv);
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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_ExecuteIndirect(command_list, command_signature, 1, argument_buffer, 0,
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ID3D12GraphicsCommandList_ExecuteIndirect(command_list, command_signature, 4, argument_buffer, 0,
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count_buffer, 0);
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transition_resource_state(command_list, context.render_target,
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@ -21776,22 +21799,6 @@ static void test_execute_indirect(void)
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ID3D12CommandSignature_Release(command_signature);
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command_signature = create_command_signature(context.device, D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED);
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ID3D12PipelineState_Release(context.pipeline_state);
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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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vb = create_upload_buffer(context.device, sizeof(vertices), vertices);
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vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb);
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vbv.StrideInBytes = sizeof(*vertices);
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vbv.SizeInBytes = sizeof(vertices);
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ib = create_upload_buffer(context.device, sizeof(indices), indices);
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ibv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(ib);
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ibv.SizeInBytes = sizeof(indices);
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ibv.Format = DXGI_FORMAT_R32_UINT;
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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@ -21837,14 +21844,7 @@ static void test_execute_indirect(void)
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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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set_box(&box, 0, 0, 0, 32, 8, 1);
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check_readback_data_uint(&rb, &box, 0xffffff00, 0);
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set_box(&box, 24, 8, 0, 32, 32, 1);
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check_readback_data_uint(&rb, &box, 0xffffff00, 0);
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set_box(&box, 0, 8, 0, 24, 32, 1);
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check_readback_data_uint(&rb, &box, 0xff00ff00, 0);
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release_resource_readback(&rb);
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check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xffffff00, 0);
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ID3D12PipelineState_Release(pipeline_state);
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ID3D12RootSignature_Release(root_signature);
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