Henri Verbeet pushed to branch master at wine / vkd3d
Commits: d5410e31 by Giovanni Mascellani at 2025-05-15T14:09:23+02:00 tests: Expect success when creating resources in certain cases.
Currently the tests expect that creating buffers in COMMON or COPY_SOURCE state on UPLOAD heaps or in COMMON state on READBACK heaps leads to a failure. I tested WARP, AMD and NVIDIA, and in all cases the operations is successful.
I think the D3D12 runtime used reject resources created in the configurations detailed above, but it doesn't any more (both using the latest Agility SDK and the runtime distributed with an updated Windows 11 system). However the CI still uses an earlier runtime, so the old behavior is still allowed as broken.
- - - - - 1aa33ebc by Giovanni Mascellani at 2025-05-15T14:10:53+02:00 tests: Allow creating GPU upload heaps.
They are write-combine heaps on L1 memory, and were introduced recently in Direct3D 12.
- - - - - 129b3a8c by Giovanni Mascellani at 2025-05-15T14:11:10+02:00 tests: Check that shader-visible descriptor heaps have a valid GPU descriptor handle start.
We currently check that non-shader-visible heaps have a NULL handle, but that doesn't seem to be guaranteed: beside WARP, also NVIDIA drivers still return a valid pointer. And that's a pretty useless check anyway; rather, check that shader-visible heaps have a valid pointer, which is more interesting.
- - - - -
1 changed file:
- tests/d3d12.c
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/f5a26fd2b881d0fe602022c446ecf...