Hack up test for repro.
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768ccee59e
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@ -87,7 +87,7 @@ void test_queue_wait(void)
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context.pipeline_state = create_pipeline_state(context.device,
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context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL);
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cb = create_upload_buffer(device, sizeof(color), NULL);
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cb = create_upload_buffer(device, 512, NULL);
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resource_desc = ID3D12Resource_GetDesc(context.render_target);
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@ -95,20 +95,6 @@ void test_queue_wait(void)
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buffer_size = row_pitch * resource_desc.Height;
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readback_buffer = create_readback_buffer(device, buffer_size);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
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ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0,
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ID3D12Resource_GetGPUVirtualAddress(cb));
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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dst_location.pResource = readback_buffer;
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dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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dst_location.PlacedFootprint.Offset = 0;
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@ -120,14 +106,47 @@ void test_queue_wait(void)
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src_location.pResource = context.render_target;
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src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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src_location.SubresourceIndex = 0;
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ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, 0, 0, 0, &src_location, NULL);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
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ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0,
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ID3D12Resource_GetGPUVirtualAddress(cb));
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, 0, 0, 0, &src_location, NULL);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
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ID3D12GraphicsCommandList *command_list2;
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ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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context.allocator, NULL, &IID_ID3D12GraphicsCommandList, (void**)&command_list2);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list2, context.rtv, white, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list2, 1, &context.rtv, false, NULL);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list2, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list2, context.pipeline_state);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list2, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D12GraphicsCommandList_RSSetViewports(command_list2, 1, &context.viewport);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list2, 1, &context.scissor_rect);
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ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list2, 0,
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ID3D12Resource_GetGPUVirtualAddress(cb) + 0);
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ID3D12GraphicsCommandList_DrawInstanced(command_list2, 3, 1, 0, 0);
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transition_resource_state(command_list2, context.render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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ID3D12GraphicsCommandList_CopyTextureRegion(command_list2, &dst_location, 0, 0, 0, &src_location, NULL);
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transition_resource_state(command_list2, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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hr = ID3D12GraphicsCommandList_Close(command_list2);
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ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
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/* Wait() with signaled fence */
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update_buffer_data(cb, 0, sizeof(green), &green);
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queue_wait(queue, fence, 1);
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@ -139,20 +158,21 @@ void test_queue_wait(void)
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/* Wait() before CPU signal */
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update_buffer_data(cb, 0, sizeof(blue), &blue);
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queue_wait(queue, fence, 2);
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queue_wait(queue, fence, 1000);
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exec_command_list(queue, command_list);
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queue_signal(queue, fence2, 1);
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hr = ID3D12Fence_SetEventOnCompletion(fence2, 1, event);
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ok(hr == S_OK, "Failed to set event on completion, hr %#x.\n", hr);
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ret = wait_event(event, 0);
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ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret);
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init_readback(&rb, readback_buffer, buffer_size, resource_desc.Width, resource_desc.Height, 1, row_pitch);
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check_readback_data_uint(&rb, NULL, 0xff00ff00, 0);
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release_resource_readback(&rb);
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value = ID3D12Fence_GetCompletedValue(fence2);
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ok(value == 0, "Got unexpected value %"PRIu64".\n", value);
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hr = ID3D12Fence_Signal(fence, 2);
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//ret = wait_event(event, 0);
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//ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret);
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//init_readback(&rb, readback_buffer, buffer_size, resource_desc.Width, resource_desc.Height, 1, row_pitch);
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//check_readback_data_uint(&rb, NULL, 0xff00ff00, 0);
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//release_resource_readback(&rb);
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//value = ID3D12Fence_GetCompletedValue(fence2);
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//ok(value == 0, "Got unexpected value %"PRIu64".\n", value);
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hr = ID3D12Fence_Signal(fence, 1000);
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ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr);
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ret = wait_event(event, INFINITE);
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ok(ret == WAIT_OBJECT_0, "Got unexpected return value %#x.\n", ret);
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@ -164,6 +184,7 @@ void test_queue_wait(void)
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value = ID3D12Fence_GetCompletedValue(fence2);
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ok(value == 1, "Got unexpected value %"PRIu64".\n", value);
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#if 0
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/* Wait() before GPU signal */
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update_buffer_data(cb, 0, sizeof(green), &green);
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queue_wait(queue, fence, 3);
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@ -224,6 +245,7 @@ void test_queue_wait(void)
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value = ID3D12Fence_GetCompletedValue(fence);
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ok(value == 7, "Got unexpected value %"PRIu64".\n", value);
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#endif
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destroy_event(event);
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ID3D12Fence_Release(fence);
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@ -231,6 +253,7 @@ void test_queue_wait(void)
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ID3D12Resource_Release(cb);
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ID3D12CommandQueue_Release(queue2);
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ID3D12Resource_Release(readback_buffer);
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ID3D12GraphicsCommandList_Release(command_list2);
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destroy_test_context(&context);
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}
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