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wine
vkd3d
Commits
ab28e200
Commit
ab28e200
authored
7 years ago
by
Józef Kucia
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tests: Introduce create_default_buffer() helper function.
parent
7c4d9f87
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tests/d3d12.c
+57
-218
57 additions, 218 deletions
tests/d3d12.c
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57 additions
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218 deletions
tests/d3d12.c
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View file @
ab28e200
...
...
@@ -440,9 +440,10 @@ static void update_buffer_data_(unsigned int line, ID3D12Resource *buffer,
ID3D12Resource_Unmap(buffer, 0, NULL);
}
#define create_upload_buffer(a, b, c) create_upload_buffer_(__LINE__, a, b, c)
static ID3D12Resource *create_upload_buffer_(unsigned int line, ID3D12Device *device,
size_t size, const void *data)
#define create_buffer(a, b, c, d, e) create_buffer_(__LINE__, a, b, c, d, e)
static ID3D12Resource *create_buffer_(unsigned int line, ID3D12Device *device,
D3D12_HEAP_TYPE heap_type, size_t size, D3D12_RESOURCE_FLAGS resource_flags,
D3D12_RESOURCE_STATES initial_resource_state)
{
D3D12_HEAP_PROPERTIES heap_properties;
D3D12_RESOURCE_DESC resource_desc;
...
...
@@ -450,7 +451,7 @@ static ID3D12Resource *create_upload_buffer_(unsigned int line, ID3D12Device *de
HRESULT hr;
memset(&heap_properties, 0, sizeof(heap_properties));
heap_properties.Type =
D3D12_HEAP_TYPE_UPLOAD
;
heap_properties.Type =
heap_type
;
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resource_desc.Alignment = 0;
...
...
@@ -462,16 +463,33 @@ static ID3D12Resource *create_upload_buffer_(unsigned int line, ID3D12Device *de
resource_desc.SampleDesc.Count = 1;
resource_desc.SampleDesc.Quality = 0;
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resource_desc.Flags =
D3D12_RESOURCE_FLAG_NONE
;
resource_desc.Flags =
resource_flags
;
hr = ID3D12Device_CreateCommittedResource(device, &heap_properties,
D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_GENERIC_READ
,
D3D12_HEAP_FLAG_NONE, &resource_desc,
initial_resource_state
,
NULL, &IID_ID3D12Resource, (void **)&buffer);
ok_(line)(SUCCEEDED(hr), "Failed to create upload buffer, hr %#x.\n", hr);
ok_(line)(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
return buffer;
}
#define create_default_buffer(a, b, c, d) create_default_buffer_(__LINE__, a, b, c, d)
static ID3D12Resource *create_default_buffer_(unsigned int line, ID3D12Device *device,
size_t size, D3D12_RESOURCE_FLAGS resource_flags, D3D12_RESOURCE_STATES initial_resource_state)
{
return create_buffer_(line, device, D3D12_HEAP_TYPE_DEFAULT, size,
resource_flags, initial_resource_state);
}
#define create_upload_buffer(a, b, c) create_upload_buffer_(__LINE__, a, b, c)
static ID3D12Resource *create_upload_buffer_(unsigned int line, ID3D12Device *device,
size_t size, const void *data)
{
ID3D12Resource *buffer;
buffer = create_buffer_(line, device, D3D12_HEAP_TYPE_UPLOAD, size,
D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_GENERIC_READ);
if (data)
update_buffer_data_(line, buffer, data, size);
return buffer;
}
...
...
@@ -479,31 +497,8 @@ static ID3D12Resource *create_upload_buffer_(unsigned int line, ID3D12Device *de
static ID3D12Resource *create_readback_buffer_(unsigned int line, ID3D12Device *device,
size_t size)
{
D3D12_HEAP_PROPERTIES heap_properties;
D3D12_RESOURCE_DESC resource_desc;
ID3D12Resource *buffer;
HRESULT hr;
memset(&heap_properties, 0, sizeof(heap_properties));
heap_properties.Type = D3D12_HEAP_TYPE_READBACK;
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resource_desc.Alignment = 0;
resource_desc.Width = size;
resource_desc.Height = 1;
resource_desc.DepthOrArraySize = 1;
resource_desc.MipLevels = 1;
resource_desc.Format = DXGI_FORMAT_UNKNOWN;
resource_desc.SampleDesc.Count = 1;
resource_desc.SampleDesc.Quality = 0;
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resource_desc.Flags = D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
hr = ID3D12Device_CreateCommittedResource(device, &heap_properties,
D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_COPY_DEST,
NULL, &IID_ID3D12Resource, (void **)&buffer);
ok_(line)(SUCCEEDED(hr), "Failed to create readback buffer, hr %#x.\n", hr);
return buffer;
return create_buffer_(line, device, D3D12_HEAP_TYPE_READBACK, size,
D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_DEST);
}
#define create_texture(a, b, c, d, e) create_texture_(__LINE__, a, b, c, d, e)
...
...
@@ -2233,9 +2228,7 @@ static void test_create_unordered_access_view(void)
{
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
D3D12_HEAP_PROPERTIES heap_properties;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
D3D12_RESOURCE_DESC resource_desc;
unsigned int descriptor_size;
ID3D12DescriptorHeap *heap;
ID3D12Resource *resource;
...
...
@@ -2261,30 +2254,14 @@ static void test_create_unordered_access_view(void)
hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc, &IID_ID3D12DescriptorHeap, (void **)&heap);
ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
memset(&heap_properties, 0, sizeof(heap_properties));
heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resource_desc.Alignment = 0;
resource_desc.Width = 64 * sizeof(float);
resource_desc.Height = 1;
resource_desc.DepthOrArraySize = 1;
resource_desc.MipLevels = 1;
resource_desc.Format = DXGI_FORMAT_UNKNOWN;
resource_desc.SampleDesc.Count = 1;
resource_desc.SampleDesc.Quality = 0;
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
&IID_ID3D12Resource, (void **)&resource);
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
resource = create_default_buffer(device, 64 * sizeof(float),
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
uav_desc.Format = DXGI_FORMAT_R32_FLOAT;
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uav_desc.Buffer.FirstElement = 0;
uav_desc.Buffer.NumElements =
resource_desc.Width / sizeof(float)
;
uav_desc.Buffer.NumElements =
64
;
uav_desc.Buffer.StructureByteStride = 0;
uav_desc.Buffer.CounterOffsetInBytes = 0;
uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
...
...
@@ -7370,12 +7347,10 @@ static void test_cs_constant_buffer(void)
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
ID3D12GraphicsCommandList *command_list;
D3D12_ROOT_PARAMETER root_parameters[2];
D3D12_HEAP_PROPERTIES heap_properties;
ID3D12DescriptorHeap *descriptor_heap;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
ID3D12RootSignature *root_signature;
ID3D12PipelineState *pipeline_state;
D3D12_RESOURCE_DESC resource_desc;
ID3D12Resource *resource, *cb;
unsigned int descriptor_size;
struct resource_readback rb;
...
...
@@ -7422,25 +7397,6 @@ static void test_cs_constant_buffer(void)
value = 2.0f;
cb = create_upload_buffer(context.device, sizeof(value), &value);
memset(&heap_properties, 0, sizeof(heap_properties));
heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resource_desc.Alignment = 0;
resource_desc.Width = 64 * sizeof(float);
resource_desc.Height = 1;
resource_desc.DepthOrArraySize = 1;
resource_desc.MipLevels = 1;
resource_desc.Format = DXGI_FORMAT_UNKNOWN;
resource_desc.SampleDesc.Count = 1;
resource_desc.SampleDesc.Quality = 0;
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
&IID_ID3D12Resource, (void **)&resource);
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
descriptor_ranges[0].NumDescriptors = 4;
descriptor_ranges[0].BaseShaderRegister = 0;
...
...
@@ -7479,10 +7435,13 @@ static void test_cs_constant_buffer(void)
cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap);
gpu_descriptor_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap);
resource = create_default_buffer(device, 64 * sizeof(float),
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
uav_desc.Format = DXGI_FORMAT_R32_FLOAT;
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uav_desc.Buffer.FirstElement = 0;
uav_desc.Buffer.NumElements =
resource_desc.Width / sizeof(float)
;
uav_desc.Buffer.NumElements =
64
;
uav_desc.Buffer.StructureByteStride = 0;
uav_desc.Buffer.CounterOffsetInBytes = 0;
uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
...
...
@@ -8364,10 +8323,8 @@ static void test_update_root_descriptors(void)
D3D12_GPU_VIRTUAL_ADDRESS cb_va, uav_va;
D3D12_ROOT_PARAMETER root_parameters[2];
ID3D12GraphicsCommandList *command_list;
D3D12_HEAP_PROPERTIES heap_properties;
ID3D12RootSignature *root_signature;
ID3D12PipelineState *pipeline_state;
D3D12_RESOURCE_DESC resource_desc;
ID3D12Resource *resource, *cb;
struct resource_readback rb;
struct test_context context;
...
...
@@ -8425,24 +8382,8 @@ static void test_update_root_descriptors(void)
cb = create_upload_buffer(context.device, sizeof(input), input);
cb_va = ID3D12Resource_GetGPUVirtualAddress(cb);
memset(&heap_properties, 0, sizeof(heap_properties));
heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resource_desc.Alignment = 0;
resource_desc.Width = 512;
resource_desc.Height = 1;
resource_desc.DepthOrArraySize = 1;
resource_desc.MipLevels = 1;
resource_desc.Format = DXGI_FORMAT_UNKNOWN;
resource_desc.SampleDesc.Count = 1;
resource_desc.SampleDesc.Quality = 0;
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
&IID_ID3D12Resource, (void **)&resource);
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
resource = create_default_buffer(device, 512,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
uav_va = ID3D12Resource_GetGPUVirtualAddress(resource);
root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
...
...
@@ -9189,12 +9130,10 @@ static void test_typed_buffer_uav(void)
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
ID3D12GraphicsCommandList *command_list;
D3D12_ROOT_PARAMETER root_parameters[1];
D3D12_HEAP_PROPERTIES heap_properties;
ID3D12DescriptorHeap *descriptor_heap;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
ID3D12RootSignature *root_signature;
ID3D12PipelineState *pipeline_state;
D3D12_RESOURCE_DESC resource_desc;
struct resource_readback rb;
struct test_context context;
ID3D12CommandQueue *queue;
...
...
@@ -9229,25 +9168,6 @@ static void test_typed_buffer_uav(void)
command_list = context.list;
queue = context.queue;
memset(&heap_properties, 0, sizeof(heap_properties));
heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resource_desc.Alignment = 0;
resource_desc.Width = 64 * sizeof(float);
resource_desc.Height = 1;
resource_desc.DepthOrArraySize = 1;
resource_desc.MipLevels = 1;
resource_desc.Format = DXGI_FORMAT_UNKNOWN;
resource_desc.SampleDesc.Count = 1;
resource_desc.SampleDesc.Quality = 0;
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
&IID_ID3D12Resource, (void **)&resource);
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
descriptor_ranges[0].NumDescriptors = 1;
descriptor_ranges[0].BaseShaderRegister = 0;
...
...
@@ -9279,10 +9199,13 @@ static void test_typed_buffer_uav(void)
cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap);
gpu_descriptor_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap);
resource = create_default_buffer(device, 64 * sizeof(float),
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
uav_desc.Format = DXGI_FORMAT_R32_FLOAT;
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uav_desc.Buffer.FirstElement = 0;
uav_desc.Buffer.NumElements =
resource_desc.Width / sizeof(float)
;
uav_desc.Buffer.NumElements =
64
;
uav_desc.Buffer.StructureByteStride = 0;
uav_desc.Buffer.CounterOffsetInBytes = 0;
uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
...
...
@@ -9326,10 +9249,8 @@ static void test_compute_shader_registers(void)
ID3D12GraphicsCommandList *command_list;
D3D12_ROOT_PARAMETER root_parameters[2];
unsigned int i, x, y, group_x, group_y;
D3D12_HEAP_PROPERTIES heap_properties;
ID3D12DescriptorHeap *descriptor_heap;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
D3D12_RESOURCE_DESC resource_desc;
struct resource_readback rb;
struct test_context context;
ID3D12CommandQueue *queue;
...
...
@@ -9414,24 +9335,8 @@ static void test_compute_shader_registers(void)
context.pipeline_state = create_compute_pipeline_state(device, context.root_signature,
shader_bytecode(cs_code, sizeof(cs_code)));
memset(&heap_properties, 0, sizeof(heap_properties));
heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resource_desc.Alignment = 0;
resource_desc.Width = 10240;
resource_desc.Height = 1;
resource_desc.DepthOrArraySize = 1;
resource_desc.MipLevels = 1;
resource_desc.Format = DXGI_FORMAT_UNKNOWN;
resource_desc.SampleDesc.Count = 1;
resource_desc.SampleDesc.Quality = 0;
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
&IID_ID3D12Resource, (void **)&resource);
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
resource = create_default_buffer(device, 10240,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 1;
...
...
@@ -9522,10 +9427,8 @@ static void test_tgsm(void)
ID3D12DescriptorHeap *cpu_descriptor_heap;
ID3D12GraphicsCommandList *command_list;
D3D12_ROOT_PARAMETER root_parameters[1];
D3D12_HEAP_PROPERTIES heap_properties;
ID3D12DescriptorHeap *descriptor_heap;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
D3D12_RESOURCE_DESC resource_desc;
ID3D12Resource *buffer, *buffer2;
unsigned int descriptor_size;
unsigned int data, expected;
...
...
@@ -9707,24 +9610,8 @@ static void test_tgsm(void)
hr = create_root_signature(device, &root_signature_desc, &context.root_signature);
ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
memset(&heap_properties, 0, sizeof(heap_properties));
heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resource_desc.Alignment = 0;
resource_desc.Width = 1024;
resource_desc.Height = 1;
resource_desc.DepthOrArraySize = 1;
resource_desc.MipLevels = 1;
resource_desc.Format = DXGI_FORMAT_UNKNOWN;
resource_desc.SampleDesc.Count = 1;
resource_desc.SampleDesc.Quality = 0;
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
&IID_ID3D12Resource, (void **)&buffer);
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
buffer = create_default_buffer(device, 1024,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 2;
...
...
@@ -9787,16 +9674,10 @@ static void test_tgsm(void)
* ClearUnorderedAccessViewUint() is implemented.
*/
ID3D12Resource_Release(buffer);
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
&IID_ID3D12Resource, (void **)&buffer);
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
&IID_ID3D12Resource, (void **)&buffer2);
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
buffer = create_default_buffer(device, 1024,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
buffer2 = create_default_buffer(device, 1024,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
cpu_descriptor_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap);
ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc, cpu_descriptor_handle);
...
...
@@ -10329,9 +10210,7 @@ static void test_atomic_instructions(void)
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
ID3D12GraphicsCommandList *command_list;
D3D12_ROOT_PARAMETER root_parameters[3];
D3D12_HEAP_PROPERTIES heap_properties;
ID3D12PipelineState *pipeline_state;
D3D12_RESOURCE_DESC resource_desc;
struct test_context_desc desc;
struct resource_readback rb;
struct test_context context;
...
...
@@ -10487,34 +10366,12 @@ static void test_atomic_instructions(void)
hr = create_root_signature(device, &root_signature_desc, &context.root_signature);
ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
memset(&heap_properties, 0, sizeof(heap_properties));
heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resource_desc.Alignment = 0;
resource_desc.Width = sizeof(tests->input);
resource_desc.Height = 1;
resource_desc.DepthOrArraySize = 1;
resource_desc.MipLevels = 1;
resource_desc.Format = DXGI_FORMAT_UNKNOWN;
resource_desc.SampleDesc.Count = 1;
resource_desc.SampleDesc.Quality = 0;
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_COPY_DEST, NULL,
&IID_ID3D12Resource, (void **)&ps_buffer);
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_COPY_DEST, NULL,
&IID_ID3D12Resource, (void **)&cs_buffer);
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_COPY_DEST, NULL,
&IID_ID3D12Resource, (void **)&cs_buffer2);
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
ps_buffer = create_default_buffer(device, sizeof(tests->input),
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST);
cs_buffer = create_default_buffer(device, sizeof(tests->input),
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST);
cs_buffer2 = create_default_buffer(device, sizeof(tests->input),
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST);
init_pipeline_state_desc(&pso_desc, context.root_signature, 0, NULL, &ps_atomics, NULL);
pso_desc.NumRenderTargets = 0;
...
...
@@ -10658,12 +10515,10 @@ static void test_buffer_srv(void)
D3D12_ROOT_PARAMETER root_parameters[2];
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
D3D12_HEAP_PROPERTIES heap_properties;
ID3D12DescriptorHeap *descriptor_heap;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
const struct buffer *current_buffer;
unsigned int color, expected_color;
D3D12_RESOURCE_DESC resource_desc;
struct test_context_desc desc;
struct test_context context;
struct resource_readback rb;
...
...
@@ -10887,24 +10742,8 @@ static void test_buffer_srv(void)
current_buffer = test->buffer;
memset(&heap_properties, 0, sizeof(heap_properties));
heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resource_desc.Alignment = 0;
resource_desc.Width = current_buffer->byte_count;
resource_desc.Height = 1;
resource_desc.DepthOrArraySize = 1;
resource_desc.MipLevels = 1;
resource_desc.Format = DXGI_FORMAT_UNKNOWN;
resource_desc.SampleDesc.Count = 1;
resource_desc.SampleDesc.Quality = 0;
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_COPY_DEST, NULL,
&IID_ID3D12Resource, (void **)&buffer);
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
buffer = create_default_buffer(device, current_buffer->byte_count,
D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
upload_buffer_data(buffer, current_buffer->data_offset,
current_buffer->byte_count - current_buffer->data_offset,
...
...
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