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tests: Add test for creating root signatures with root constants.
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@ -1866,7 +1866,7 @@ static void test_create_root_signature(void)
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{
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
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D3D12_DESCRIPTOR_RANGE descriptor_ranges[1];
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D3D12_ROOT_PARAMETER root_parameters[1];
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D3D12_ROOT_PARAMETER root_parameters[3];
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ID3D12RootSignature *root_signature;
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ID3D12Device *device, *tmp_device;
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ULONG refcount;
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@ -1922,6 +1922,42 @@ static void test_create_root_signature(void)
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refcount = ID3D12RootSignature_Release(root_signature);
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ok(!refcount, "ID3D12RootSignature has %u references left.\n", (unsigned int)refcount);
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root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
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root_parameters[0].Constants.ShaderRegister = 0;
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root_parameters[0].Constants.RegisterSpace = 0;
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root_parameters[0].Constants.Num32BitValues = 4;
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root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
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root_parameters[1].Constants.ShaderRegister = 0;
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root_parameters[1].Constants.RegisterSpace = 0;
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root_parameters[1].Constants.Num32BitValues = 8;
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root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
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root_signature_desc.NumParameters = 2;
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root_signature_desc.pParameters = root_parameters;
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root_signature_desc.NumStaticSamplers = 0;
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root_signature_desc.pStaticSamplers = NULL;
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root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
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hr = create_root_signature(device, &root_signature_desc, &root_signature);
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todo(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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if (SUCCEEDED(hr))
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ID3D12RootSignature_Release(root_signature);
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root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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hr = create_root_signature(device, &root_signature_desc, &root_signature);
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ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
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refcount = ID3D12RootSignature_Release(root_signature);
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ok(!refcount, "ID3D12RootSignature has %u references left.\n", (unsigned int)refcount);
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root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
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root_parameters[2].Constants.ShaderRegister = 1;
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root_parameters[2].Constants.RegisterSpace = 0;
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root_parameters[2].Constants.Num32BitValues = 3;
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root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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root_signature_desc.NumParameters = 3;
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hr = create_root_signature(device, &root_signature_desc, &root_signature);
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ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
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refcount = ID3D12RootSignature_Release(root_signature);
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ok(!refcount, "ID3D12RootSignature has %u references left.\n", (unsigned int)refcount);
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refcount = ID3D12Device_Release(device);
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ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
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}
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