[PATCH vkd3d 2/2] tests: Test signalling a fence to a lower value after a GPU wait.
Conor McCarthy
cmccarthy at codeweavers.com
Wed Mar 9 00:14:03 CST 2022
Ensures the new fence implementation using timeline semaphores handles
this correctly.
Signed-off-by: Conor McCarthy <cmccarthy at codeweavers.com>
---
tests/d3d12.c | 6 ++++++
1 file changed, 6 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c
index ea64918f..bd15b36b 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -33366,6 +33366,12 @@ static void test_queue_wait(void)
check_readback_data_uint(&rb, NULL, 0xffff0000, 0);
release_resource_readback(&rb);
+ /* signal to a lower value after a GPU wait was used (test timeline semaphore replacement) */
+ hr = ID3D12Fence_Signal(fence, 0);
+ ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr);
+ value = ID3D12Fence_GetCompletedValue(fence);
+ ok(value == 0, "Got unexpected value %"PRIu64".\n", value);
+
hr = ID3D12Fence_Signal(fence, 6);
ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr);
update_buffer_data(cb, 0, sizeof(green), &green);
--
2.34.1
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