tests: Use reset_command_list() in more places.

This commit is contained in:
Józef Kucia
2017-08-07 14:53:51 +02:00
parent cdc5cd499f
commit ca6b265e66

View File

@@ -3142,10 +3142,7 @@ static void test_clear_depth_stencil_view(void)
exec_command_list(queue, command_list); exec_command_list(queue, command_list);
wait_queue_idle(device, queue); wait_queue_idle(device, queue);
hr = ID3D12CommandAllocator_Reset(command_allocator); reset_command_list(command_list, command_allocator);
ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL);
ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
get_texture_readback_with_command_list(resource, 0, &rb, queue, command_list); get_texture_readback_with_command_list(resource, 0, &rb, queue, command_list);
for (y = 0; y < rb.height; ++y) for (y = 0; y < rb.height; ++y)
@@ -3258,10 +3255,7 @@ static void test_clear_render_target_view(void)
exec_command_list(queue, command_list); exec_command_list(queue, command_list);
wait_queue_idle(device, queue); wait_queue_idle(device, queue);
hr = ID3D12CommandAllocator_Reset(command_allocator); reset_command_list(command_list, command_allocator);
ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL);
ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
get_texture_readback_with_command_list(resource, 0, &rb, queue, command_list); get_texture_readback_with_command_list(resource, 0, &rb, queue, command_list);
for (y = 0; y < rb.height; ++y) for (y = 0; y < rb.height; ++y)
@@ -3599,7 +3593,6 @@ static void test_fractional_viewports(void)
D3D12_VIEWPORT viewport; D3D12_VIEWPORT viewport;
unsigned int i, x, y; unsigned int i, x, y;
ID3D12Resource *vb; ID3D12Resource *vb;
HRESULT hr;
static const DWORD vs_code[] = static const DWORD vs_code[] =
{ {
@@ -3737,10 +3730,7 @@ static void test_fractional_viewports(void)
} }
release_resource_readback(&rb); release_resource_readback(&rb);
hr = ID3D12CommandAllocator_Reset(context.allocator); reset_command_list(command_list, context.allocator);
ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
} }
ID3D12Resource_Release(vb); ID3D12Resource_Release(vb);
@@ -4033,10 +4023,7 @@ static void test_invalid_texture_resource_barriers(void)
hr = ID3D12GraphicsCommandList_Close(command_list); hr = ID3D12GraphicsCommandList_Close(command_list);
ok(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr);
hr = ID3D12CommandAllocator_Reset(command_allocator); reset_command_list(command_list, command_allocator);
ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL);
ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
/* The before state does not match with the previous state. */ /* The before state does not match with the previous state. */
transition_resource_state(command_list, texture, transition_resource_state(command_list, texture,
@@ -4325,14 +4312,8 @@ static void test_bundle_state_inheritance(void)
} }
release_resource_readback(&rb); release_resource_readback(&rb);
hr = ID3D12CommandAllocator_Reset(context.allocator); reset_command_list(command_list, context.allocator);
ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr); reset_command_list(bundle, bundle_allocator);
hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
hr = ID3D12CommandAllocator_Reset(bundle_allocator);
ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(bundle, bundle_allocator, NULL);
ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
/* A bundle does not inherit the current primitive topology. */ /* A bundle does not inherit the current primitive topology. */
transition_resource_state(command_list, context.render_target, transition_resource_state(command_list, context.render_target,
@@ -4368,14 +4349,8 @@ static void test_bundle_state_inheritance(void)
} }
release_resource_readback(&rb); release_resource_readback(&rb);
hr = ID3D12CommandAllocator_Reset(context.allocator); reset_command_list(command_list, context.allocator);
ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr); reset_command_list(bundle, bundle_allocator);
hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
hr = ID3D12CommandAllocator_Reset(bundle_allocator);
ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(bundle, bundle_allocator, NULL);
ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
/* A bundle inherit all other states. */ /* A bundle inherit all other states. */
transition_resource_state(command_list, context.render_target, transition_resource_state(command_list, context.render_target,
@@ -4409,14 +4384,8 @@ static void test_bundle_state_inheritance(void)
} }
release_resource_readback(&rb); release_resource_readback(&rb);
hr = ID3D12CommandAllocator_Reset(context.allocator); reset_command_list(command_list, context.allocator);
ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr); reset_command_list(bundle, bundle_allocator);
hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
hr = ID3D12CommandAllocator_Reset(bundle_allocator);
ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(bundle, bundle_allocator, NULL);
ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
/* All state that is set in a bundle affects a command list. */ /* All state that is set in a bundle affects a command list. */
transition_resource_state(command_list, context.render_target, transition_resource_state(command_list, context.render_target,
@@ -6340,10 +6309,7 @@ static void test_shader_instructions(void)
check_sub_resource_vec4(context.render_target, 0, queue, command_list, &tests[i].output.f, 2); check_sub_resource_vec4(context.render_target, 0, queue, command_list, &tests[i].output.f, 2);
hr = ID3D12CommandAllocator_Reset(context.allocator); reset_command_list(command_list, context.allocator);
ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
} }
ID3D12Resource_Release(context.render_target); ID3D12Resource_Release(context.render_target);
@@ -6399,10 +6365,7 @@ static void test_shader_instructions(void)
} }
release_resource_readback(&rb); release_resource_readback(&rb);
hr = ID3D12CommandAllocator_Reset(context.allocator); reset_command_list(command_list, context.allocator);
ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
} }
ID3D12Resource_Release(cb); ID3D12Resource_Release(cb);
@@ -7163,10 +7126,7 @@ static void test_cs_constant_buffer(void)
memcpy(ptr, &value, sizeof(value)); memcpy(ptr, &value, sizeof(value));
ID3D12Resource_Unmap(cb, 0, NULL); ID3D12Resource_Unmap(cb, 0, NULL);
hr = ID3D12CommandAllocator_Reset(context.allocator); reset_command_list(command_list, context.allocator);
ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
transition_sub_resource_state(command_list, resource, 0, transition_sub_resource_state(command_list, resource, 0,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
@@ -7303,10 +7263,7 @@ static void test_immediate_constant_buffer(void)
check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result[i], 0); check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result[i], 0);
hr = ID3D12CommandAllocator_Reset(context.allocator); reset_command_list(command_list, context.allocator);
ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
} }
ID3D12Resource_Release(cb); ID3D12Resource_Release(cb);
@@ -7540,10 +7497,7 @@ static void test_root_constants(void)
expected_result.w = constants[3]; expected_result.w = constants[3];
check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0); check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
hr = ID3D12CommandAllocator_Reset(context.allocator); reset_command_list(command_list, context.allocator);
ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
ID3D12PipelineState_Release(context.pipeline_state); ID3D12PipelineState_Release(context.pipeline_state);
ID3D12RootSignature_Release(context.root_signature); ID3D12RootSignature_Release(context.root_signature);
@@ -7587,10 +7541,7 @@ static void test_root_constants(void)
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0); check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
hr = ID3D12CommandAllocator_Reset(context.allocator); reset_command_list(command_list, context.allocator);
ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
transition_resource_state(command_list, context.render_target, transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
@@ -7613,10 +7564,7 @@ static void test_root_constants(void)
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0); check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
hr = ID3D12CommandAllocator_Reset(context.allocator); reset_command_list(command_list, context.allocator);
ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
ID3D12PipelineState_Release(context.pipeline_state); ID3D12PipelineState_Release(context.pipeline_state);
ID3D12RootSignature_Release(context.root_signature); ID3D12RootSignature_Release(context.root_signature);
@@ -7668,10 +7616,7 @@ static void test_root_constants(void)
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0); check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
hr = ID3D12CommandAllocator_Reset(context.allocator); reset_command_list(command_list, context.allocator);
ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
transition_resource_state(command_list, context.render_target, transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
@@ -7695,10 +7640,7 @@ static void test_root_constants(void)
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0); check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
hr = ID3D12CommandAllocator_Reset(context.allocator); reset_command_list(command_list, context.allocator);
ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
transition_resource_state(command_list, context.render_target, transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
@@ -7803,10 +7745,7 @@ static void test_texture(void)
texture_data.RowPitch = 4 * sizeof(*bitmap_data); texture_data.RowPitch = 4 * sizeof(*bitmap_data);
texture_data.SlicePitch = texture_data.RowPitch * 4; texture_data.SlicePitch = texture_data.RowPitch * 4;
upload_texture_data(texture, &texture_data, queue, command_list); upload_texture_data(texture, &texture_data, queue, command_list);
hr = ID3D12CommandAllocator_Reset(context.allocator); reset_command_list(command_list, context.allocator);
ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
transition_resource_state(command_list, texture, transition_resource_state(command_list, texture,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);