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tests: Immediately transition buffers after creation in the shader runner.
The resource could be destructed before the command list left open is executed; instead, we immediately perform the transition.
This commit is contained in:
committed by
Alexandre Julliard
parent
46b7fccfd7
commit
c691ad8869
Notes:
Alexandre Julliard
2023-11-01 22:40:06 +01:00
Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/425
@@ -181,11 +181,10 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
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resource->resource = create_default_buffer(device, params->data_size,
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D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST);
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upload_buffer_data(resource->resource, 0, params->data_size, resource_data,
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test_context->queue, test_context->list);
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upload_buffer_data_with_states(resource->resource, 0, params->data_size, resource_data,
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test_context->queue, test_context->list,
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RESOURCE_STATE_DO_NOT_CHANGE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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reset_command_list(test_context->list, test_context->allocator);
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transition_resource_state(test_context->list, resource->resource,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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uav_desc.Format = params->format;
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uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
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