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tests: Accumulate coverage mask from all fragments.
Clipping may divide the triangle and produce multiple fragments per pixel. Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
committed by
Alexandre Julliard
parent
7858eb6a83
commit
f91422eb40
@@ -315,14 +315,14 @@ static void get_texture_readback_with_command_list(ID3D12Resource *texture, unsi
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resource_desc.SampleDesc.Count = 1;
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resource_desc.SampleDesc.Quality = 0;
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hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE,
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&resource_desc, D3D12_RESOURCE_STATE_COPY_DEST, NULL,
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&resource_desc, D3D12_RESOURCE_STATE_RESOLVE_DEST, NULL,
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&IID_ID3D12Resource, (void **)&src_resource);
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ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
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ID3D12GraphicsCommandList_ResolveSubresource(command_list,
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src_resource, 0, texture, sub_resource, resource_desc.Format);
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transition_resource_state(command_list, src_resource,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
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D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
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sub_resource = 0;
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}
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@@ -637,7 +637,7 @@ static void create_render_target_(unsigned int line, struct test_context *contex
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resource_desc.MipLevels = 1;
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resource_desc.Format = desc && desc->rt_format ? desc->rt_format : DXGI_FORMAT_R8G8B8A8_UNORM;
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resource_desc.SampleDesc.Count = desc && desc->sample_desc.Count ? desc->sample_desc.Count : 1;
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resource_desc.SampleDesc.Quality = desc ? desc->sample_desc.Quality : 0;
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resource_desc.SampleDesc.Quality = desc && desc->sample_desc.Count ? desc->sample_desc.Quality : 0;
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resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
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resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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clear_value.Format = resource_desc.Format;
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@@ -649,7 +649,7 @@ static void create_render_target_(unsigned int line, struct test_context *contex
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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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&IID_ID3D12Resource, (void **)render_target);
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ok_(line)(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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ok_(line)(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
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context->render_target_desc = resource_desc;
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