/* * Copyright 2016-2017 Józef Kucia for CodeWeavers * Copyright 2020-2021 Philip Rebohle for Valve Corporation * Copyright 2020-2021 Joshua Ashton for Valve Corporation * Copyright 2020-2021 Hans-Kristian Arntzen for Valve Corporation * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #define VKD3D_DBG_CHANNEL VKD3D_DBG_CHANNEL_API #include "d3d12_crosstest.h" void test_vrs(void) { D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; ID3D12GraphicsCommandList5 *command_list; bool additional_shading_rates_supported; ID3D12PipelineState *pipeline_state = NULL; struct test_context_desc desc; struct test_context context; ID3D12CommandQueue *queue; unsigned int i; HRESULT hr; #if 0 void main(in float4 vPos : SV_POSITION, out float4 o0 : SV_Target0) { o0 = float4(ddx(vPos.x) / 255.0, ddy(vPos.y) / 255.0, 0.0, 0.0); } #endif static const DWORD ps_code_dxbc[] = { 0x43425844, 0x1cf58366, 0x02883b19, 0xd5e18634, 0xeea3d29b, 0x00000001, 0x00000150, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000b4, 0x00000050, 0x0000002d, 0x0100086a, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0500007a, 0x00100012, 0x00000000, 0x0010100a, 0x00000000, 0x07000038, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x3b808081, 0x0500007c, 0x00100012, 0x00000000, 0x0010101a, 0x00000000, 0x07000038, 0x00102022, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x3b808081, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; const D3D12_SHADER_BYTECODE ps = { (const void*)ps_code_dxbc, sizeof(ps_code_dxbc) }; static const struct { D3D12_SHADING_RATE shading_rate; D3D12_SHADING_RATE_COMBINER combiners[2]; unsigned int expected_color; bool additional_shading_rate; } tests[] = { {D3D12_SHADING_RATE_1X1, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000101}, {D3D12_SHADING_RATE_1X2, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000201}, {D3D12_SHADING_RATE_2X1, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000102}, {D3D12_SHADING_RATE_2X2, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000202}, {D3D12_SHADING_RATE_2X4, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000402, true}, {D3D12_SHADING_RATE_4X2, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000204, true}, {D3D12_SHADING_RATE_4X4, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000404, true}, }; memset(&desc, 0, sizeof(desc)); if (!init_test_context(&context, &desc)) return; if (!is_vrs_tier1_supported(context.device, &additional_shading_rates_supported)) { skip("VariableRateShading not supported.\n"); destroy_test_context(&context); return; } hr = ID3D12GraphicsCommandList_QueryInterface(context.list, &IID_ID3D12GraphicsCommandList5, (void **)&command_list); ok(hr == S_OK, "Couldn't get GraphicsCommandList5, hr %#x.\n", hr); ID3D12GraphicsCommandList5_Release(command_list); queue = context.queue; init_pipeline_state_desc(&pso_desc, context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL); hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, &IID_ID3D12PipelineState, (void **)&pipeline_state); ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { vkd3d_test_set_context("Test %u", i); if (!additional_shading_rates_supported) { skip("Skipped test %u, AdditionalShadingRates not supported.\n"); continue; } ID3D12GraphicsCommandList5_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList5_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList5_SetPipelineState(command_list, pipeline_state); ID3D12GraphicsCommandList5_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList5_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList5_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList5_RSSetShadingRate(command_list, tests[i].shading_rate, tests[i].combiners); ID3D12GraphicsCommandList5_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(context.list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint(context.render_target, 0, queue, context.list, tests[i].expected_color, 0); reset_command_list(context.list, context.allocator); transition_resource_state(context.list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } vkd3d_test_set_context(NULL); if (pipeline_state) ID3D12PipelineState_Release(pipeline_state); destroy_test_context(&context); } void test_vrs_dxil(void) { D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; ID3D12GraphicsCommandList5 *command_list; ID3D12PipelineState *pipeline_state = NULL; struct test_context_desc desc; struct test_context context; ID3D12CommandQueue *queue; unsigned int i; HRESULT hr; #if 0 void main(uint id : SV_VertexID, out uint shading_rate : SV_ShadingRate, out float4 position : SV_Position) { shading_rate = 0x1; // 1x2 float2 coords = float2((id << 1) & 2, id & 2); position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1); } #endif static const BYTE vs_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0x85, 0xd5, 0x9c, 0x59, 0x67, 0x32, 0x49, 0x5a, 0x01, 0x03, 0xb0, 0xf0, 0x4b, 0x22, 0x08, 0xdc, 0x01, 0x00, 0x00, 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D3D12_SHADING_RATE_X_AXIS_SHIFT = 2; o0 = float4( ((shading_rate >> D3D12_SHADING_RATE_X_AXIS_SHIFT) & D3D12_SHADING_RATE_VALID_MASK) / 255.0, (shading_rate & D3D12_SHADING_RATE_VALID_MASK) / 255.0, 0.0, 0.0); } #endif static const BYTE ps_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0xa3, 0x20, 0x80, 0x72, 0xdd, 0x03, 0x63, 0xab, 0xf7, 0x83, 0xd8, 0xdf, 0xa9, 0xf5, 0xfc, 0x85, 0x01, 0x00, 0x00, 0x00, 0x59, 0x0b, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x4c, 0x00, 0x00, 0x00, 0x8b, 0x00, 0x00, 0x00, 0xc5, 0x00, 0x00, 0x00, 0x3d, 0x01, 0x00, 0x00, 0x35, 0x06, 0x00, 0x00, 0x51, 0x06, 0x00, 0x00, 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, 0x37, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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{D3D12_SHADING_RATE_1X1, {D3D12_SHADING_RATE_COMBINER_MAX, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000100}, {D3D12_SHADING_RATE_1X2, {D3D12_SHADING_RATE_COMBINER_MAX, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000100}, {D3D12_SHADING_RATE_2X1, {D3D12_SHADING_RATE_COMBINER_MAX, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000101}, {D3D12_SHADING_RATE_2X2, {D3D12_SHADING_RATE_COMBINER_MAX, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000101}, {D3D12_SHADING_RATE_1X1, {D3D12_SHADING_RATE_COMBINER_MIN, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000000}, {D3D12_SHADING_RATE_1X2, {D3D12_SHADING_RATE_COMBINER_MIN, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000100}, {D3D12_SHADING_RATE_2X1, {D3D12_SHADING_RATE_COMBINER_MIN, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000000}, {D3D12_SHADING_RATE_2X2, {D3D12_SHADING_RATE_COMBINER_MIN, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000100}, {D3D12_SHADING_RATE_1X1, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000000}, {D3D12_SHADING_RATE_1X2, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000100}, {D3D12_SHADING_RATE_2X1, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000001}, {D3D12_SHADING_RATE_2X2, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000101}, {D3D12_SHADING_RATE_1X1, {D3D12_SHADING_RATE_COMBINER_OVERRIDE, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000100}, {D3D12_SHADING_RATE_1X2, {D3D12_SHADING_RATE_COMBINER_OVERRIDE, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000100}, {D3D12_SHADING_RATE_2X1, {D3D12_SHADING_RATE_COMBINER_OVERRIDE, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000100}, {D3D12_SHADING_RATE_2X2, {D3D12_SHADING_RATE_COMBINER_OVERRIDE, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000100}, }; memset(&desc, 0, sizeof(desc)); if (!init_test_context(&context, &desc)) return; if (!context_supports_dxil(&context)) { destroy_test_context(&context); return; } if (!is_vrs_tier2_supported(context.device)) { skip("VariableRateShading TIER_2 not supported.\n"); destroy_test_context(&context); return; } hr = ID3D12GraphicsCommandList_QueryInterface(context.list, &IID_ID3D12GraphicsCommandList5, (void **)&command_list); ok(hr == S_OK, "Couldn't get GraphicsCommandList5, hr %#x.\n", hr); ID3D12GraphicsCommandList5_Release(command_list); queue = context.queue; init_pipeline_state_desc_dxil(&pso_desc, context.root_signature, context.render_target_desc.Format, &vs, &ps, NULL); hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, &IID_ID3D12PipelineState, (void **)&pipeline_state); ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { vkd3d_test_set_context("Test %u", i); ID3D12GraphicsCommandList5_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList5_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList5_SetPipelineState(command_list, pipeline_state); ID3D12GraphicsCommandList5_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList5_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList5_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList5_RSSetShadingRate(command_list, tests[i].shading_rate, tests[i].combiners); ID3D12GraphicsCommandList5_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(context.list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint(context.render_target, 0, queue, context.list, tests[i].expected_color, 0); reset_command_list(context.list, context.allocator); transition_resource_state(context.list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } vkd3d_test_set_context(NULL); if (pipeline_state) ID3D12PipelineState_Release(pipeline_state); destroy_test_context(&context); } void test_vrs_image(void) { D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; ID3D12PipelineState *pipeline_state = NULL; ID3D12GraphicsCommandList5 *command_list; struct test_context_desc desc; struct test_context context; ID3D12CommandQueue *queue; unsigned int i; HRESULT hr; #if 0 void main(in float4 vPos : SV_POSITION, out float4 o0 : SV_Target0) { o0 = float4(ddx(vPos.x) / 255.0, ddy(vPos.y) / 255.0, 0.0, 0.0); } #endif static const DWORD ps_code_dxbc[] = { 0x43425844, 0x1cf58366, 0x02883b19, 0xd5e18634, 0xeea3d29b, 0x00000001, 0x00000150, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000b4, 0x00000050, 0x0000002d, 0x0100086a, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0500007a, 0x00100012, 0x00000000, 0x0010100a, 0x00000000, 0x07000038, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x3b808081, 0x0500007c, 0x00100012, 0x00000000, 0x0010101a, 0x00000000, 0x07000038, 0x00102022, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x3b808081, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; const D3D12_SHADER_BYTECODE ps = { (const void*)ps_code_dxbc, sizeof(ps_code_dxbc) }; static const struct { D3D12_SHADING_RATE base_shading_rate; D3D12_SHADING_RATE tex_shading_rate; D3D12_SHADING_RATE_COMBINER combiners[2]; unsigned int expected_color; } tests[] = { {D3D12_SHADING_RATE_1X1, D3D12_SHADING_RATE_1X2, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_OVERRIDE}, 0x00000201}, {D3D12_SHADING_RATE_1X2, D3D12_SHADING_RATE_2X1, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_OVERRIDE}, 0x00000102}, {D3D12_SHADING_RATE_2X1, D3D12_SHADING_RATE_2X2, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_OVERRIDE}, 0x00000202}, {D3D12_SHADING_RATE_2X2, D3D12_SHADING_RATE_1X1, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_OVERRIDE}, 0x00000101}, {D3D12_SHADING_RATE_1X1, D3D12_SHADING_RATE_1X2, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000101}, {D3D12_SHADING_RATE_1X2, D3D12_SHADING_RATE_2X1, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000201}, {D3D12_SHADING_RATE_2X1, D3D12_SHADING_RATE_2X2, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000102}, {D3D12_SHADING_RATE_2X2, D3D12_SHADING_RATE_1X1, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000202}, }; memset(&desc, 0, sizeof(desc)); if (!init_test_context(&context, &desc)) return; if (!is_vrs_tier2_supported(context.device)) { skip("VariableRateShading TIER_2 not supported.\n"); destroy_test_context(&context); return; } hr = ID3D12GraphicsCommandList_QueryInterface(context.list, &IID_ID3D12GraphicsCommandList5, (void **)&command_list); ok(hr == S_OK, "Couldn't get GraphicsCommandList5, hr %#x.\n", hr); ID3D12GraphicsCommandList5_Release(command_list); queue = context.queue; init_pipeline_state_desc(&pso_desc, context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL); hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, &IID_ID3D12PipelineState, (void **)&pipeline_state); ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { #define TEX_WIDTH (4u) #define TEX_HEIGHT (4u) ID3D12Resource *texture; uint8_t shading_rate_data[TEX_WIDTH * TEX_HEIGHT] = { tests[i].tex_shading_rate, tests[i].tex_shading_rate, tests[i].tex_shading_rate, tests[i].tex_shading_rate, tests[i].tex_shading_rate, tests[i].tex_shading_rate, tests[i].tex_shading_rate, tests[i].tex_shading_rate, tests[i].tex_shading_rate, tests[i].tex_shading_rate, tests[i].tex_shading_rate, tests[i].tex_shading_rate, tests[i].tex_shading_rate, tests[i].tex_shading_rate, tests[i].tex_shading_rate, tests[i].tex_shading_rate, }; D3D12_SUBRESOURCE_DATA tex_data = { shading_rate_data, TEX_WIDTH, TEX_WIDTH * TEX_HEIGHT }; vkd3d_test_set_context("Test %u", i); texture = create_default_texture2d(context.device, 4, 4, 1, 1, DXGI_FORMAT_R8_UINT, 0, D3D12_RESOURCE_STATE_COPY_DEST); upload_texture_data(texture, &tex_data, 1, queue, context.list); reset_command_list(context.list, context.allocator); transition_resource_state(context.list, texture, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE); ID3D12GraphicsCommandList5_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList5_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList5_SetPipelineState(command_list, pipeline_state); ID3D12GraphicsCommandList5_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList5_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList5_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList5_RSSetShadingRate(command_list, tests[i].base_shading_rate, tests[i].combiners); ID3D12GraphicsCommandList5_RSSetShadingRateImage(command_list, NULL); ID3D12GraphicsCommandList5_RSSetShadingRateImage(command_list, texture); ID3D12GraphicsCommandList5_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(context.list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint(context.render_target, 0, queue, context.list, tests[i].expected_color, 0); reset_command_list(context.list, context.allocator); transition_resource_state(context.list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); ID3D12Resource_Release(texture); #undef TEX_WIDTH #undef TEX_HEIGHT } vkd3d_test_set_context(NULL); if (pipeline_state) ID3D12PipelineState_Release(pipeline_state); destroy_test_context(&context); }