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tests: Do not crash if the render target doesn't support MSAA 8.
This currently happens on MoltenVK.
This commit is contained in:
committed by
Alexandre Julliard
parent
6dfdbb5c26
commit
d640b213b2
Notes:
Alexandre Julliard
2023-09-22 22:47:46 +02:00
Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/354
@@ -934,6 +934,7 @@ struct test_context_desc
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unsigned int rt_width, rt_height, rt_array_size;
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DXGI_FORMAT rt_format;
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DXGI_SAMPLE_DESC sample_desc;
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bool check_multisampling;
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unsigned int rt_descriptor_count;
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unsigned int root_signature_flags;
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bool no_render_target;
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@@ -965,6 +966,24 @@ struct test_context
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RECT scissor_rect;
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};
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#define check_multisample_support(a, b, c) check_multisample_support_(__LINE__, a, b, c)
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static unsigned int check_multisample_support_(unsigned int line, ID3D12Device *device,
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DXGI_FORMAT format, unsigned int sample_count)
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{
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D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS format_support =
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{
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.Format = format,
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.SampleCount = sample_count,
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};
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HRESULT hr;
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hr = ID3D12Device_CheckFeatureSupport(device, D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS,
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&format_support, sizeof(format_support));
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ok_(line)(hr == S_OK, "Cannot check feature support, hr %#x.\n", hr);
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return format_support.NumQualityLevels;
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}
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#define create_render_target(context, a, b, c) create_render_target_(__LINE__, context, a, b, c)
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static void create_render_target_(unsigned int line, struct test_context *context,
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const struct test_context_desc *desc, ID3D12Resource **render_target,
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@@ -994,6 +1013,22 @@ static void create_render_target_(unsigned int line, struct test_context *contex
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clear_value.Color[1] = 1.0f;
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clear_value.Color[2] = 1.0f;
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clear_value.Color[3] = 1.0f;
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if (desc && desc->check_multisampling)
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{
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for (; resource_desc.SampleDesc.Count != 1; resource_desc.SampleDesc.Count /= 2)
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{
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unsigned int quality_level_count = check_multisample_support_(line, context->device,
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resource_desc.Format, resource_desc.SampleDesc.Count);
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if (quality_level_count != 0)
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{
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resource_desc.SampleDesc.Quality = min(resource_desc.SampleDesc.Quality, quality_level_count - 1);
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break;
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}
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}
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}
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hr = ID3D12Device_CreateCommittedResource(context->device,
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&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value,
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