d3d11/tests: Use no attachments draw calls.
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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@ -12614,14 +12614,13 @@ static void test_draw_uav_only(void)
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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/* FIXME: Set the render targets to NULL when no attachment draw calls are supported in wined3d. */
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ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, 1, &test_context.backbuffer_rtv, NULL,
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ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, 0, NULL, NULL,
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0, 1, &uav, NULL);
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ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, uav, values);
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memset(&vp, 0, sizeof(vp));
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vp.Width = 1.0f;
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vp.Height = 100.0f;
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vp.Width = 10.0f;
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vp.Height = 10.0f;
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ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
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ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, uav, values);
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draw_quad(&test_context);
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@ -17685,9 +17684,8 @@ static void test_ps_cs_uav_binding(void)
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ID3D11DeviceContext_CSSetConstantBuffers(context, 0, 1, &cs_cb);
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ID3D11DeviceContext_CSSetUnorderedAccessViews(context, 0, 1, &cs_uav, NULL);
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ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &ps_cb);
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/* FIXME: Set the render targets to NULL when no attachment draw calls are supported in wined3d. */
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ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context,
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1, &test_context.backbuffer_rtv, NULL, 1, 1, &ps_uav, NULL);
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0, NULL, NULL, 1, 1, &ps_uav, NULL);
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ID3D11DeviceContext_ClearUnorderedAccessViewFloat(context, cs_uav, zero);
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check_texture_float(cs_texture, 0.0f, 2);
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@ -17749,11 +17747,8 @@ static void test_atomic_instructions(void)
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D3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc;
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struct d3d11_test_context test_context;
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struct resource_readback rb, out_rb;
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D3D11_TEXTURE2D_DESC texture_desc;
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D3D11_BUFFER_DESC buffer_desc;
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ID3D11DeviceContext *context;
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ID3D11RenderTargetView *rtv;
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ID3D11Texture2D *texture;
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ID3D11ComputeShader *cs;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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@ -17883,22 +17878,6 @@ static void test_atomic_instructions(void)
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device = test_context.device;
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context = test_context.immediate_context;
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texture_desc.Width = 1;
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texture_desc.Height = 1;
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texture_desc.MipLevels = 1;
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texture_desc.ArraySize = 1;
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texture_desc.Format = DXGI_FORMAT_R32_FLOAT;
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texture_desc.SampleDesc.Count = 1;
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texture_desc.SampleDesc.Quality = 0;
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texture_desc.Usage = D3D11_USAGE_DEFAULT;
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texture_desc.BindFlags = D3D11_BIND_RENDER_TARGET;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)texture, NULL, &rtv);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, 2 * sizeof(struct uvec4), NULL);
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ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
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ID3D11DeviceContext_CSSetConstantBuffers(context, 0, 1, &cb);
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@ -17925,8 +17904,8 @@ static void test_atomic_instructions(void)
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vp.TopLeftX = 0.0f;
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vp.TopLeftY = 0.0f;
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vp.Width = texture_desc.Width;
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vp.Height = texture_desc.Height;
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vp.Width = 1.0f;
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vp.Height = 1.0f;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
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@ -17949,8 +17928,7 @@ static void test_atomic_instructions(void)
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)in_buffer, 0,
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NULL, test->input, 0, 0);
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/* FIXME: Set the render targets to NULL when no attachment draw calls are supported in wined3d. */
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ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, 1, &rtv, NULL,
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ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, 0, NULL, NULL,
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0, 1, &in_uav, NULL);
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draw_quad(&test_context);
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@ -18007,8 +17985,6 @@ static void test_atomic_instructions(void)
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ID3D11Buffer_Release(out_buffer);
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ID3D11ComputeShader_Release(cs);
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ID3D11PixelShader_Release(ps);
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ID3D11RenderTargetView_Release(rtv);
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ID3D11Texture2D_Release(texture);
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ID3D11UnorderedAccessView_Release(in_uav);
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ID3D11UnorderedAccessView_Release(out_uav);
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release_test_context(&test_context);
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