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tests: Implement readback for multisample textures.
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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committed by
Alexandre Julliard
parent
404a459139
commit
fedefca2ab
@@ -3630,16 +3630,15 @@ static void test_clear_depth_stencil_view(void)
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static void test_clear_render_target_view(void)
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{
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static const unsigned int array_expected_colors[] = {0xff0000ff, 0xff00ff00, 0xffff0000};
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static const unsigned int array_expected_colors[] = {0xff00ff00, 0xff0000ff, 0xffff0000};
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static const struct vec4 array_colors[] =
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{
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{1.0f, 0.0f, 0.0f, 1.0f},
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{0.0f, 1.0f, 0.0f, 1.0f},
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{1.0f, 0.0f, 0.0f, 1.0f},
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{0.0f, 0.0f, 1.0f, 1.0f},
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};
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static const float color[] = {0.1f, 0.5f, 0.3f, 0.75f};
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static const float green[] = {0.0f, 1.0f, 0.0f, 1.0f};
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ID3D12Resource *resource, *resolved_resource;
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ID3D12GraphicsCommandList *command_list;
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D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle;
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D3D12_RENDER_TARGET_VIEW_DESC rtv_desc;
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@@ -3652,6 +3651,7 @@ static void test_clear_render_target_view(void)
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struct resource_readback rb;
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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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unsigned int i;
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D3D12_BOX box;
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@@ -3770,13 +3770,6 @@ static void test_clear_render_target_view(void)
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D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value,
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&IID_ID3D12Resource, (void **)&resource);
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ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
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resource_desc.DepthOrArraySize = 1;
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resource_desc.SampleDesc.Count = 1;
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hr = ID3D12Device_CreateCommittedResource(device,
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&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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D3D12_RESOURCE_STATE_COPY_SOURCE, NULL,
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&IID_ID3D12Resource, (void **)&resolved_resource);
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ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
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for (i = 0; i < ARRAY_SIZE(array_colors); ++i)
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{
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@@ -3795,23 +3788,16 @@ static void test_clear_render_target_view(void)
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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for (i = 0; i < ARRAY_SIZE(array_expected_colors); ++i)
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{
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transition_resource_state(command_list, resolved_resource,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_COPY_DEST);
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ID3D12GraphicsCommandList_ResolveSubresource(command_list,
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resolved_resource, 0, resource, i, DXGI_FORMAT_R8G8B8A8_UNORM);
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transition_resource_state(command_list, resolved_resource,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_uint(resolved_resource, 0, queue, command_list, array_expected_colors[i], 2);
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check_sub_resource_uint(resource, i, queue, command_list, array_expected_colors[i], 2);
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reset_command_list(command_list, context.allocator);
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}
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ID3D12Resource_Release(resolved_resource);
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/* 3D texture */
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ID3D12Resource_Release(resource);
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resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
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resource_desc.DepthOrArraySize = 32;
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resource_desc.MipLevels = 1;
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resource_desc.SampleDesc.Count = 1;
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hr = ID3D12Device_CreateCommittedResource(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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