Commit 27f18f82 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

d3d11/tests: Use no attachments draw calls.

parent 5aa039b1
...@@ -12614,14 +12614,13 @@ static void test_draw_uav_only(void) ...@@ -12614,14 +12614,13 @@ static void test_draw_uav_only(void)
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
/* FIXME: Set the render targets to NULL when no attachment draw calls are supported in wined3d. */ ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, 0, NULL, NULL,
ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, 1, &test_context.backbuffer_rtv, NULL,
0, 1, &uav, NULL); 0, 1, &uav, NULL);
ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, uav, values); ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, uav, values);
memset(&vp, 0, sizeof(vp)); memset(&vp, 0, sizeof(vp));
vp.Width = 1.0f; vp.Width = 10.0f;
vp.Height = 100.0f; vp.Height = 10.0f;
ID3D11DeviceContext_RSSetViewports(context, 1, &vp); ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, uav, values); ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, uav, values);
draw_quad(&test_context); draw_quad(&test_context);
...@@ -17685,9 +17684,8 @@ static void test_ps_cs_uav_binding(void) ...@@ -17685,9 +17684,8 @@ static void test_ps_cs_uav_binding(void)
ID3D11DeviceContext_CSSetConstantBuffers(context, 0, 1, &cs_cb); ID3D11DeviceContext_CSSetConstantBuffers(context, 0, 1, &cs_cb);
ID3D11DeviceContext_CSSetUnorderedAccessViews(context, 0, 1, &cs_uav, NULL); ID3D11DeviceContext_CSSetUnorderedAccessViews(context, 0, 1, &cs_uav, NULL);
ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &ps_cb); ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &ps_cb);
/* FIXME: Set the render targets to NULL when no attachment draw calls are supported in wined3d. */
ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context,
1, &test_context.backbuffer_rtv, NULL, 1, 1, &ps_uav, NULL); 0, NULL, NULL, 1, 1, &ps_uav, NULL);
ID3D11DeviceContext_ClearUnorderedAccessViewFloat(context, cs_uav, zero); ID3D11DeviceContext_ClearUnorderedAccessViewFloat(context, cs_uav, zero);
check_texture_float(cs_texture, 0.0f, 2); check_texture_float(cs_texture, 0.0f, 2);
...@@ -17749,11 +17747,8 @@ static void test_atomic_instructions(void) ...@@ -17749,11 +17747,8 @@ static void test_atomic_instructions(void)
D3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc; D3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc;
struct d3d11_test_context test_context; struct d3d11_test_context test_context;
struct resource_readback rb, out_rb; struct resource_readback rb, out_rb;
D3D11_TEXTURE2D_DESC texture_desc;
D3D11_BUFFER_DESC buffer_desc; D3D11_BUFFER_DESC buffer_desc;
ID3D11DeviceContext *context; ID3D11DeviceContext *context;
ID3D11RenderTargetView *rtv;
ID3D11Texture2D *texture;
ID3D11ComputeShader *cs; ID3D11ComputeShader *cs;
ID3D11PixelShader *ps; ID3D11PixelShader *ps;
ID3D11Device *device; ID3D11Device *device;
...@@ -17883,22 +17878,6 @@ static void test_atomic_instructions(void) ...@@ -17883,22 +17878,6 @@ static void test_atomic_instructions(void)
device = test_context.device; device = test_context.device;
context = test_context.immediate_context; context = test_context.immediate_context;
texture_desc.Width = 1;
texture_desc.Height = 1;
texture_desc.MipLevels = 1;
texture_desc.ArraySize = 1;
texture_desc.Format = DXGI_FORMAT_R32_FLOAT;
texture_desc.SampleDesc.Count = 1;
texture_desc.SampleDesc.Quality = 0;
texture_desc.Usage = D3D11_USAGE_DEFAULT;
texture_desc.BindFlags = D3D11_BIND_RENDER_TARGET;
texture_desc.CPUAccessFlags = 0;
texture_desc.MiscFlags = 0;
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)texture, NULL, &rtv);
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, 2 * sizeof(struct uvec4), NULL); cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, 2 * sizeof(struct uvec4), NULL);
ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb); ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
ID3D11DeviceContext_CSSetConstantBuffers(context, 0, 1, &cb); ID3D11DeviceContext_CSSetConstantBuffers(context, 0, 1, &cb);
...@@ -17925,8 +17904,8 @@ static void test_atomic_instructions(void) ...@@ -17925,8 +17904,8 @@ static void test_atomic_instructions(void)
vp.TopLeftX = 0.0f; vp.TopLeftX = 0.0f;
vp.TopLeftY = 0.0f; vp.TopLeftY = 0.0f;
vp.Width = texture_desc.Width; vp.Width = 1.0f;
vp.Height = texture_desc.Height; vp.Height = 1.0f;
vp.MinDepth = 0.0f; vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f; vp.MaxDepth = 1.0f;
ID3D11DeviceContext_RSSetViewports(context, 1, &vp); ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
...@@ -17949,8 +17928,7 @@ static void test_atomic_instructions(void) ...@@ -17949,8 +17928,7 @@ static void test_atomic_instructions(void)
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)in_buffer, 0, ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)in_buffer, 0,
NULL, test->input, 0, 0); NULL, test->input, 0, 0);
/* FIXME: Set the render targets to NULL when no attachment draw calls are supported in wined3d. */ ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, 0, NULL, NULL,
ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, 1, &rtv, NULL,
0, 1, &in_uav, NULL); 0, 1, &in_uav, NULL);
draw_quad(&test_context); draw_quad(&test_context);
...@@ -18007,8 +17985,6 @@ static void test_atomic_instructions(void) ...@@ -18007,8 +17985,6 @@ static void test_atomic_instructions(void)
ID3D11Buffer_Release(out_buffer); ID3D11Buffer_Release(out_buffer);
ID3D11ComputeShader_Release(cs); ID3D11ComputeShader_Release(cs);
ID3D11PixelShader_Release(ps); ID3D11PixelShader_Release(ps);
ID3D11RenderTargetView_Release(rtv);
ID3D11Texture2D_Release(texture);
ID3D11UnorderedAccessView_Release(in_uav); ID3D11UnorderedAccessView_Release(in_uav);
ID3D11UnorderedAccessView_Release(out_uav); ID3D11UnorderedAccessView_Release(out_uav);
release_test_context(&test_context); release_test_context(&test_context);
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