d3d11/tests: Use single typeless RT with multiple RTVs in test_uav_load().
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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@ -11754,18 +11754,17 @@ static void test_uav_load(void)
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D3D11_SUBRESOURCE_DATA data[3];
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};
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/* FIXME: Use a single R32_TYPELESS RT with multiple RTVs. */
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ID3D11RenderTargetView *rtv_float, *rtv_uint, *rtv_sint;
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ID3D11Texture2D *rt_float, *rt_uint, *rt_sint;
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D3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc;
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D3D11_RENDER_TARGET_VIEW_DESC rtv_desc;
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struct d3d11_test_context test_context;
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const struct texture *current_texture;
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ID3D11Texture2D *texture, *rt_texture;
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D3D11_TEXTURE2D_DESC texture_desc;
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const struct shader *current_ps;
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ID3D11UnorderedAccessView *uav;
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ID3D11DeviceContext *context;
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struct resource_readback rb;
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ID3D11Texture2D *texture;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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unsigned int i, x, y;
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@ -11973,29 +11972,29 @@ static void test_uav_load(void)
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texture_desc.Height = 480;
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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_TYPELESS;
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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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texture_desc.Format = DXGI_FORMAT_R32_FLOAT;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rt_float);
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rt_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 *)rt_float, NULL, &rtv_float);
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rtv_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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U(rtv_desc).Texture2D.MipSlice = 0;
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rtv_desc.Format = DXGI_FORMAT_R32_FLOAT;
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rt_texture, &rtv_desc, &rtv_float);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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texture_desc.Format = DXGI_FORMAT_R32_UINT;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rt_uint);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rt_uint, NULL, &rtv_uint);
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rtv_desc.Format = DXGI_FORMAT_R32_UINT;
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rt_texture, &rtv_desc, &rtv_uint);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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texture_desc.Format = DXGI_FORMAT_R32_SINT;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rt_sint);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rt_sint, NULL, &rtv_sint);
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rtv_desc.Format = DXGI_FORMAT_R32_SINT;
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rt_texture, &rtv_desc, &rtv_sint);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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texture_desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
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@ -12012,7 +12011,6 @@ static void test_uav_load(void)
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{
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const struct test *test = &tests[i];
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ID3D11RenderTargetView *current_rtv;
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ID3D11Texture2D *current_rt;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0,
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NULL, &test->constant, 0, 0);
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@ -12058,20 +12056,16 @@ static void test_uav_load(void)
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{
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case DXGI_FORMAT_R32_FLOAT:
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current_rtv = rtv_float;
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current_rt = rt_float;
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break;
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case DXGI_FORMAT_R32_UINT:
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current_rtv = rtv_uint;
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current_rt = rt_uint;
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break;
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case DXGI_FORMAT_R32_SINT:
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current_rtv = rtv_sint;
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current_rt = rt_sint;
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break;
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default:
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trace("Unhandled format %#x.\n", uav_desc.Format);
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current_rtv = NULL;
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current_rt = NULL;
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break;
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}
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@ -12082,7 +12076,7 @@ static void test_uav_load(void)
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draw_quad(&test_context);
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get_texture_readback(current_rt, 0, &rb);
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get_texture_readback(rt_texture, 0, &rb);
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for (y = 0; y < 4; ++y)
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{
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for (x = 0; x < 4; ++x)
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@ -12104,9 +12098,7 @@ static void test_uav_load(void)
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ID3D11RenderTargetView_Release(rtv_float);
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ID3D11RenderTargetView_Release(rtv_sint);
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ID3D11RenderTargetView_Release(rtv_uint);
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ID3D11Texture2D_Release(rt_float);
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ID3D11Texture2D_Release(rt_sint);
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ID3D11Texture2D_Release(rt_uint);
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ID3D11Texture2D_Release(rt_texture);
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release_test_context(&test_context);
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}
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