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tests: Use init_test_context() in test_clear_depth_stencil_view().
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@ -1127,8 +1127,9 @@ struct test_context_desc
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{
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unsigned int rt_width, rt_height;
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DXGI_FORMAT rt_format;
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BOOL no_root_signature;
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BOOL no_pipeline;
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bool no_render_target;
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bool no_root_signature;
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bool no_pipeline;
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};
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struct test_context
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@ -1225,6 +1226,9 @@ static bool init_test_context_(unsigned int line, struct test_context *context,
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context->allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&context->list);
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ok_(line)(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
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if (desc && desc->no_render_target)
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return true;
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rtv_heap_desc.NumDescriptors = 1;
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rtv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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rtv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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@ -1237,14 +1241,6 @@ static bool init_test_context_(unsigned int line, struct test_context *context,
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create_render_target_(line, context, desc);
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if (!desc || !desc->no_root_signature)
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context->root_signature = create_empty_root_signature_(line,
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device, D3D12_ROOT_SIGNATURE_FLAG_NONE);
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if (!desc || (!desc->no_root_signature && !desc->no_pipeline))
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context->pipeline_state = create_pipeline_state_(line, device,
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context->root_signature, context->render_target_desc.Format,
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NULL, NULL, NULL);
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context->viewport.TopLeftX = 0.0f;
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context->viewport.TopLeftY = 0.0f;
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context->viewport.Width = context->render_target_desc.Width;
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@ -1256,6 +1252,19 @@ static bool init_test_context_(unsigned int line, struct test_context *context,
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context->scissor_rect.right = context->render_target_desc.Width;
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context->scissor_rect.bottom = context->render_target_desc.Height;
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if (desc && desc->no_root_signature)
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return true;
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context->root_signature = create_empty_root_signature_(line,
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device, D3D12_ROOT_SIGNATURE_FLAG_NONE);
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if (desc && desc->no_pipeline)
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return true;
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context->pipeline_state = create_pipeline_state_(line, device,
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context->root_signature, context->render_target_desc.Format,
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NULL, NULL, NULL);
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return true;
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}
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@ -3119,8 +3128,6 @@ static void test_multithread_fence_wait(void)
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static void test_clear_depth_stencil_view(void)
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{
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D3D12_COMMAND_QUEUE_DESC command_queue_desc;
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ID3D12CommandAllocator *command_allocator;
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D3D12_DESCRIPTOR_HEAP_DESC dsv_heap_desc;
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ID3D12GraphicsCommandList *command_list;
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D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle;
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@ -3129,33 +3136,20 @@ static void test_clear_depth_stencil_view(void)
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unsigned int dsv_increment_size;
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ID3D12DescriptorHeap *dsv_heap;
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D3D12_CLEAR_VALUE clear_value;
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struct test_context_desc desc;
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struct test_context context;
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ID3D12CommandQueue *queue;
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ID3D12Resource *resource;
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ID3D12Device *device;
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ULONG refcount;
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HRESULT hr;
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if (!(device = create_device()))
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{
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skip("Failed to create device.\n");
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memset(&desc, 0, sizeof(desc));
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desc.no_render_target = true;
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if (!init_test_context(&context, &desc))
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return;
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}
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command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
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command_queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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command_queue_desc.NodeMask = 0;
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hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc,
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&IID_ID3D12CommandQueue, (void **)&queue);
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ok(SUCCEEDED(hr), "CreateCommandQueue failed, hr %#x.\n", hr);
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hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT,
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&IID_ID3D12CommandAllocator, (void **)&command_allocator);
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ok(SUCCEEDED(hr), "CreateCommandAllocator failed, hr %#x.\n", hr);
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
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ok(SUCCEEDED(hr), "CreateCommandList failed, hr %#x.\n", hr);
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device = context.device;
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command_list = context.list;
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queue = context.queue;
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dsv_heap_desc.NumDescriptors = 1;
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dsv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
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@ -3163,7 +3157,7 @@ static void test_clear_depth_stencil_view(void)
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dsv_heap_desc.NodeMask = 0;
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hr = ID3D12Device_CreateDescriptorHeap(device, &dsv_heap_desc,
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&IID_ID3D12DescriptorHeap, (void **)&dsv_heap);
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ok(SUCCEEDED(hr), "CreateDescriptorHeap failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
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dsv_increment_size = ID3D12Device_GetDescriptorHandleIncrementSize(device,
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D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
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@ -3188,7 +3182,7 @@ static void test_clear_depth_stencil_view(void)
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clear_value.DepthStencil.Stencil = 0x3;
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hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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D3D12_RESOURCE_STATE_DEPTH_WRITE, &clear_value, &IID_ID3D12Resource, (void **)&resource);
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ok(SUCCEEDED(hr), "CreateCommittedResource failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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dsv_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(dsv_heap);
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ID3D12Device_CreateDepthStencilView(device, resource, NULL, dsv_handle);
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@ -3199,13 +3193,9 @@ static void test_clear_depth_stencil_view(void)
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D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_uint(resource, 0, queue, command_list, 0x3f400000, 0);
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ID3D12GraphicsCommandList_Release(command_list);
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ID3D12CommandAllocator_Release(command_allocator);
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ID3D12Resource_Release(resource);
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ID3D12CommandQueue_Release(queue);
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ID3D12DescriptorHeap_Release(dsv_heap);
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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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destroy_test_context(&context);
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}
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static void test_clear_render_target_view(void)
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