Zebediah Figura : tests: Transition back to D3D12_RESOURCE_STATE_RENDER_TARGET in d3d12_runner_probe_vec4().
Alexandre Julliard
julliard at winehq.org
Tue Apr 12 15:33:41 CDT 2022
Module: vkd3d
Branch: master
Commit: 02182ce4f7efb6f552fb68b7abe82e561afce9e4
URL: https://source.winehq.org/git/vkd3d.git/?a=commit;h=02182ce4f7efb6f552fb68b7abe82e561afce9e4
Author: Zebediah Figura <zfigura at codeweavers.com>
Date: Mon Apr 11 12:18:28 2022 -0500
tests: Transition back to D3D12_RESOURCE_STATE_RENDER_TARGET in d3d12_runner_probe_vec4().
Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
tests/shader_runner_d3d12.c | 6 ++++--
1 file changed, 4 insertions(+), 2 deletions(-)
diff --git a/tests/shader_runner_d3d12.c b/tests/shader_runner_d3d12.c
index 06221691..c3eb5686 100644
--- a/tests/shader_runner_d3d12.c
+++ b/tests/shader_runner_d3d12.c
@@ -296,8 +296,6 @@ static void d3d12_runner_draw(struct shader_runner *r,
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, test_context->rtv, clear_color, 0, NULL);
ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
ID3D12GraphicsCommandList_DrawInstanced(command_list, vertex_count, 1, 0, 0);
- transition_resource_state(command_list, test_context->render_target,
- D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
/* Finish the command list so that we can destroy objects. */
hr = ID3D12GraphicsCommandList_Close(command_list);
@@ -314,11 +312,15 @@ static void d3d12_runner_probe_vec4(struct shader_runner *r,
struct test_context *test_context = &runner->test_context;
struct resource_readback rb;
+ transition_resource_state(test_context->list, test_context->render_target,
+ D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_texture_readback_with_command_list(test_context->render_target, 0, &rb,
test_context->queue, test_context->list);
check_readback_data_vec4(&rb, rect, v, ulps);
release_resource_readback(&rb);
reset_command_list(test_context->list, test_context->allocator);
+ transition_resource_state(test_context->list, test_context->render_target,
+ D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
}
static const struct shader_runner_ops d3d12_runner_ops =
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