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tests: Add NOP test for tessellation shaders.
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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157
tests/d3d12.c
157
tests/d3d12.c
@ -21798,6 +21798,162 @@ static void test_layered_rendering(void)
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destroy_test_context(&context);
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}
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static void test_nop_tessellation_shaders(void)
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{
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
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ID3D12GraphicsCommandList *command_list;
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struct test_context_desc desc;
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struct test_context context;
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ID3D12CommandQueue *queue;
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struct vec4 tess_factors;
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HRESULT hr;
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static const DWORD hs_cb_code[] =
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{
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#if 0
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float4 tess_factor;
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struct data
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{
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float4 position : SV_Position;
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};
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struct patch_constant_data
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{
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float edges[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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void patch_constant(InputPatch<data, 3> input, out patch_constant_data output)
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{
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output.edges[0] = tess_factor.x;
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output.edges[1] = tess_factor.y;
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output.edges[2] = tess_factor.z;
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output.inside = tess_factor.w;
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}
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[domain("tri")]
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[outputcontrolpoints(3)]
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[partitioning("integer")]
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[outputtopology("triangle_cw")]
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[patchconstantfunc("patch_constant")]
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data hs_main(InputPatch<data, 3> input, uint i : SV_OutputControlPointID)
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{
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return input[i];
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}
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#endif
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0x43425844, 0x7e698b53, 0x830de202, 0x4287601f, 0x4315faa4, 0x00000001, 0x00000228, 0x00000004,
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0x00000030, 0x00000064, 0x00000098, 0x0000012c, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008,
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0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x505f5653, 0x7469736f,
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0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001,
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0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x47534350, 0x0000008c,
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0x00000004, 0x00000008, 0x00000068, 0x00000000, 0x0000000d, 0x00000003, 0x00000000, 0x00000e01,
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0x00000068, 0x00000001, 0x0000000d, 0x00000003, 0x00000001, 0x00000e01, 0x00000068, 0x00000002,
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0x0000000d, 0x00000003, 0x00000002, 0x00000e01, 0x00000076, 0x00000000, 0x0000000e, 0x00000003,
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0x00000003, 0x00000e01, 0x545f5653, 0x46737365, 0x6f746361, 0x56530072, 0x736e495f, 0x54656469,
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0x46737365, 0x6f746361, 0xabab0072, 0x58454853, 0x000000f4, 0x00030050, 0x0000003d, 0x01000071,
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0x01001893, 0x01001894, 0x01001095, 0x01000896, 0x01001897, 0x0100086a, 0x04000059, 0x00208e46,
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0x00000000, 0x00000001, 0x01000073, 0x04000067, 0x00102012, 0x00000000, 0x00000011, 0x06000036,
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0x00102012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0100003e, 0x01000073, 0x04000067,
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0x00102012, 0x00000001, 0x00000012, 0x06000036, 0x00102012, 0x00000001, 0x0020801a, 0x00000000,
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0x00000000, 0x0100003e, 0x01000073, 0x04000067, 0x00102012, 0x00000002, 0x00000013, 0x06000036,
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0x00102012, 0x00000002, 0x0020802a, 0x00000000, 0x00000000, 0x0100003e, 0x01000073, 0x04000067,
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0x00102012, 0x00000003, 0x00000014, 0x06000036, 0x00102012, 0x00000003, 0x0020803a, 0x00000000,
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0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE hs_cb = {hs_cb_code, sizeof(hs_cb_code)};
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#if 0
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struct data
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{
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float4 position : SV_Position;
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};
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struct patch_constant_data
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{
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float edges[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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void patch_constant(InputPatch<data, 3> input, out patch_constant_data output)
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{
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output.edges[0] = output.edges[1] = output.edges[2] = 1.0f;
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output.inside = 1.0f;
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}
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[domain("tri")]
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void ds_main(patch_constant_data input,
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float3 tess_coord : SV_DomainLocation,
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const OutputPatch<data, 3> patch,
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out data output)
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{
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output.position = tess_coord.x * patch[0].position
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+ tess_coord.y * patch[1].position
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+ tess_coord.z * patch[2].position;
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}
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#endif
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static const DWORD ds_code[] =
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{
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0x43425844, 0x8ed11021, 0x414dff74, 0x426849eb, 0x312f4860, 0x00000001, 0x000001e0, 0x00000004,
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0x00000030, 0x00000064, 0x000000f8, 0x0000012c, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008,
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0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x505f5653, 0x7469736f,
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0x006e6f69, 0x47534350, 0x0000008c, 0x00000004, 0x00000008, 0x00000068, 0x00000000, 0x0000000d,
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0x00000003, 0x00000000, 0x00000001, 0x00000068, 0x00000001, 0x0000000d, 0x00000003, 0x00000001,
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0x00000001, 0x00000068, 0x00000002, 0x0000000d, 0x00000003, 0x00000002, 0x00000001, 0x00000076,
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0x00000000, 0x0000000e, 0x00000003, 0x00000003, 0x00000001, 0x545f5653, 0x46737365, 0x6f746361,
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0x56530072, 0x736e495f, 0x54656469, 0x46737365, 0x6f746361, 0xabab0072, 0x4e47534f, 0x0000002c,
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0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f,
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0x505f5653, 0x7469736f, 0x006e6f69, 0x58454853, 0x000000ac, 0x00040050, 0x0000002b, 0x01001893,
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0x01001095, 0x0100086a, 0x0200005f, 0x0001c072, 0x0400005f, 0x002190f2, 0x00000003, 0x00000000,
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0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x02000068, 0x00000001, 0x07000038, 0x001000f2,
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0x00000000, 0x0001c556, 0x00219e46, 0x00000001, 0x00000000, 0x09000032, 0x001000f2, 0x00000000,
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0x0001c006, 0x00219e46, 0x00000000, 0x00000000, 0x00100e46, 0x00000000, 0x09000032, 0x001020f2,
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0x00000000, 0x0001caa6, 0x00219e46, 0x00000002, 0x00000000, 0x00100e46, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ds = {ds_code, sizeof(ds_code)};
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memset(&desc, 0, sizeof(desc));
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desc.no_root_signature = 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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context.root_signature = create_32bit_constants_root_signature(context.device,
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0, 4, D3D12_SHADER_VISIBILITY_HULL);
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init_pipeline_state_desc(&pso_desc, context.root_signature,
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context.render_target_desc.Format, NULL, NULL, NULL);
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pso_desc.HS = hs_cb;
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pso_desc.DS = ds;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(hr == S_OK, "Failed to create state, hr %#x.\n", hr);
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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_3_CONTROL_POINT_PATCHLIST);
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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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tess_factors.x = tess_factors.y = tess_factors.z = tess_factors.w = 1.0f;
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &tess_factors.x, 0);
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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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check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0);
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destroy_test_context(&context);
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}
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static void test_render_a8(void)
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{
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static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
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@ -24142,6 +24298,7 @@ START_TEST(d3d12)
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run_test(test_multithread_command_queue_exec);
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run_test(test_geometry_shader);
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run_test(test_layered_rendering);
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run_test(test_nop_tessellation_shaders);
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run_test(test_render_a8);
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run_test(test_cpu_descriptors_lifetime);
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run_test(test_clip_distance);
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