mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-09-12 18:50:22 -07:00
tests: Use reset_command_list() in more places.
This commit is contained in:
101
tests/d3d12.c
101
tests/d3d12.c
@@ -3142,10 +3142,7 @@ static void test_clear_depth_stencil_view(void)
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exec_command_list(queue, command_list);
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exec_command_list(queue, command_list);
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wait_queue_idle(device, queue);
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wait_queue_idle(device, queue);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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reset_command_list(command_list, command_allocator);
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ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL);
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ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
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get_texture_readback_with_command_list(resource, 0, &rb, queue, command_list);
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get_texture_readback_with_command_list(resource, 0, &rb, queue, command_list);
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for (y = 0; y < rb.height; ++y)
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for (y = 0; y < rb.height; ++y)
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@@ -3258,10 +3255,7 @@ static void test_clear_render_target_view(void)
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exec_command_list(queue, command_list);
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exec_command_list(queue, command_list);
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wait_queue_idle(device, queue);
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wait_queue_idle(device, queue);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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reset_command_list(command_list, command_allocator);
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ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL);
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ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
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get_texture_readback_with_command_list(resource, 0, &rb, queue, command_list);
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get_texture_readback_with_command_list(resource, 0, &rb, queue, command_list);
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for (y = 0; y < rb.height; ++y)
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for (y = 0; y < rb.height; ++y)
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@@ -3599,7 +3593,6 @@ static void test_fractional_viewports(void)
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D3D12_VIEWPORT viewport;
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D3D12_VIEWPORT viewport;
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unsigned int i, x, y;
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unsigned int i, x, y;
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ID3D12Resource *vb;
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ID3D12Resource *vb;
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HRESULT hr;
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static const DWORD vs_code[] =
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static const DWORD vs_code[] =
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{
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{
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@@ -3737,10 +3730,7 @@ static void test_fractional_viewports(void)
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}
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}
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release_resource_readback(&rb);
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release_resource_readback(&rb);
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hr = ID3D12CommandAllocator_Reset(context.allocator);
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reset_command_list(command_list, context.allocator);
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ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
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ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
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}
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}
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ID3D12Resource_Release(vb);
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ID3D12Resource_Release(vb);
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@@ -4033,10 +4023,7 @@ static void test_invalid_texture_resource_barriers(void)
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hr = ID3D12GraphicsCommandList_Close(command_list);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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reset_command_list(command_list, command_allocator);
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ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL);
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ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
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/* The before state does not match with the previous state. */
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/* The before state does not match with the previous state. */
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transition_resource_state(command_list, texture,
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transition_resource_state(command_list, texture,
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@@ -4325,14 +4312,8 @@ static void test_bundle_state_inheritance(void)
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}
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}
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release_resource_readback(&rb);
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release_resource_readback(&rb);
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hr = ID3D12CommandAllocator_Reset(context.allocator);
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reset_command_list(command_list, context.allocator);
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ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
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reset_command_list(bundle, bundle_allocator);
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hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
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ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(bundle_allocator);
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ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(bundle, bundle_allocator, NULL);
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ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
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/* A bundle does not inherit the current primitive topology. */
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/* A bundle does not inherit the current primitive topology. */
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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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@@ -4368,14 +4349,8 @@ static void test_bundle_state_inheritance(void)
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}
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}
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release_resource_readback(&rb);
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release_resource_readback(&rb);
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hr = ID3D12CommandAllocator_Reset(context.allocator);
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reset_command_list(command_list, context.allocator);
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ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
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reset_command_list(bundle, bundle_allocator);
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hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
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ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(bundle_allocator);
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ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(bundle, bundle_allocator, NULL);
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ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
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/* A bundle inherit all other states. */
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/* A bundle inherit all other states. */
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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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@@ -4409,14 +4384,8 @@ static void test_bundle_state_inheritance(void)
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}
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}
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release_resource_readback(&rb);
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release_resource_readback(&rb);
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hr = ID3D12CommandAllocator_Reset(context.allocator);
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reset_command_list(command_list, context.allocator);
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ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
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reset_command_list(bundle, bundle_allocator);
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hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
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ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(bundle_allocator);
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ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(bundle, bundle_allocator, NULL);
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ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
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/* All state that is set in a bundle affects a command list. */
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/* All state that is set in a bundle affects a command list. */
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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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@@ -6340,10 +6309,7 @@ static void test_shader_instructions(void)
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &tests[i].output.f, 2);
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &tests[i].output.f, 2);
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hr = ID3D12CommandAllocator_Reset(context.allocator);
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reset_command_list(command_list, context.allocator);
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ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
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ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
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}
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}
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ID3D12Resource_Release(context.render_target);
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ID3D12Resource_Release(context.render_target);
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@@ -6399,10 +6365,7 @@ static void test_shader_instructions(void)
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}
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}
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release_resource_readback(&rb);
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release_resource_readback(&rb);
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hr = ID3D12CommandAllocator_Reset(context.allocator);
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reset_command_list(command_list, context.allocator);
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ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
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ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
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}
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}
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ID3D12Resource_Release(cb);
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ID3D12Resource_Release(cb);
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@@ -7163,10 +7126,7 @@ static void test_cs_constant_buffer(void)
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memcpy(ptr, &value, sizeof(value));
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memcpy(ptr, &value, sizeof(value));
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ID3D12Resource_Unmap(cb, 0, NULL);
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ID3D12Resource_Unmap(cb, 0, NULL);
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hr = ID3D12CommandAllocator_Reset(context.allocator);
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reset_command_list(command_list, context.allocator);
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ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
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ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
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transition_sub_resource_state(command_list, resource, 0,
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transition_sub_resource_state(command_list, resource, 0,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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@@ -7303,10 +7263,7 @@ static void test_immediate_constant_buffer(void)
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result[i], 0);
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result[i], 0);
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hr = ID3D12CommandAllocator_Reset(context.allocator);
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reset_command_list(command_list, context.allocator);
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ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
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ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
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}
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}
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ID3D12Resource_Release(cb);
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ID3D12Resource_Release(cb);
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@@ -7540,10 +7497,7 @@ static void test_root_constants(void)
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expected_result.w = constants[3];
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expected_result.w = constants[3];
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
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hr = ID3D12CommandAllocator_Reset(context.allocator);
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reset_command_list(command_list, context.allocator);
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ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
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ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
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ID3D12PipelineState_Release(context.pipeline_state);
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ID3D12PipelineState_Release(context.pipeline_state);
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ID3D12RootSignature_Release(context.root_signature);
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ID3D12RootSignature_Release(context.root_signature);
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@@ -7587,10 +7541,7 @@ static void test_root_constants(void)
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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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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
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hr = ID3D12CommandAllocator_Reset(context.allocator);
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reset_command_list(command_list, context.allocator);
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ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
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ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
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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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@@ -7613,10 +7564,7 @@ static void test_root_constants(void)
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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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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
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hr = ID3D12CommandAllocator_Reset(context.allocator);
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reset_command_list(command_list, context.allocator);
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ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
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ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
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ID3D12PipelineState_Release(context.pipeline_state);
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ID3D12PipelineState_Release(context.pipeline_state);
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ID3D12RootSignature_Release(context.root_signature);
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ID3D12RootSignature_Release(context.root_signature);
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@@ -7668,10 +7616,7 @@ static void test_root_constants(void)
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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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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
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hr = ID3D12CommandAllocator_Reset(context.allocator);
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reset_command_list(command_list, context.allocator);
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ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
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ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
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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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@@ -7695,10 +7640,7 @@ static void test_root_constants(void)
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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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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
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hr = ID3D12CommandAllocator_Reset(context.allocator);
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reset_command_list(command_list, context.allocator);
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ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
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ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
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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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@@ -7803,10 +7745,7 @@ static void test_texture(void)
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texture_data.RowPitch = 4 * sizeof(*bitmap_data);
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texture_data.RowPitch = 4 * sizeof(*bitmap_data);
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texture_data.SlicePitch = texture_data.RowPitch * 4;
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texture_data.SlicePitch = texture_data.RowPitch * 4;
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upload_texture_data(texture, &texture_data, queue, command_list);
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upload_texture_data(texture, &texture_data, queue, command_list);
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hr = ID3D12CommandAllocator_Reset(context.allocator);
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reset_command_list(command_list, context.allocator);
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ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
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ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
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transition_resource_state(command_list, texture,
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transition_resource_state(command_list, texture,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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