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vkd3d: Skip uninitialized descriptors in OMSetRenderTargets().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3749,7 +3749,7 @@ static void STDMETHODCALLTYPE d3d12_command_list_OMSetRenderTargets(ID3D12Graphi
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rtv_desc = d3d12_rtv_desc_from_cpu_handle(render_target_descriptors[i]);
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}
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if (!rtv_desc)
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if (!rtv_desc || !rtv_desc->resource)
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{
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WARN("RTV descriptor %u is not initialized.\n", i);
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list->views[i + 1] = VK_NULL_HANDLE;
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@ -3773,7 +3773,8 @@ static void STDMETHODCALLTYPE d3d12_command_list_OMSetRenderTargets(ID3D12Graphi
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if (depth_stencil_descriptor)
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{
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if ((dsv_desc = d3d12_dsv_desc_from_cpu_handle(*depth_stencil_descriptor)))
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if ((dsv_desc = d3d12_dsv_desc_from_cpu_handle(*depth_stencil_descriptor))
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&& dsv_desc->resource)
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{
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d3d12_command_list_track_resource_usage(list, dsv_desc->resource);
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@ -4219,6 +4219,42 @@ static void test_clear_unordered_access_view(void)
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#undef BUFFER_SIZE
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}
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static void test_set_render_targets(void)
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{
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ID3D12DescriptorHeap *dsv_heap, *rtv_heap;
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ID3D12GraphicsCommandList *command_list;
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D3D12_CPU_DESCRIPTOR_HANDLE dsv, rtv;
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struct test_context context;
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ID3D12Device *device;
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HRESULT hr;
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if (!init_test_context(&context, NULL))
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return;
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device = context.device;
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command_list = context.list;
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rtv_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 4);
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dsv_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 4);
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dsv = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(dsv_heap);
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rtv = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rtv_heap);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &rtv, FALSE, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &rtv, TRUE, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &rtv, TRUE, &dsv);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 0, &rtv, TRUE, &dsv);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 0, &rtv, FALSE, &dsv);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 0, NULL, TRUE, &dsv);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 0, NULL, FALSE, &dsv);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
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ID3D12DescriptorHeap_Release(rtv_heap);
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ID3D12DescriptorHeap_Release(dsv_heap);
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destroy_test_context(&context);
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}
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static void test_draw_instanced(void)
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{
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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@ -22893,6 +22929,7 @@ START_TEST(d3d12)
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run_test(test_clear_depth_stencil_view);
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run_test(test_clear_render_target_view);
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run_test(test_clear_unordered_access_view);
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run_test(test_set_render_targets);
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run_test(test_draw_instanced);
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run_test(test_draw_indexed_instanced);
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run_test(test_draw_no_descriptor_bindings);
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