From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- tests/d3d12.c | 123 +++++++++++++----------------------- tests/d3d12_invalid_usage.c | 9 +-- tests/d3d12_test_utils.h | 27 +++++--- tests/vkd3d_api.c | 23 +------ 4 files changed, 68 insertions(+), 114 deletions(-)
diff --git a/tests/d3d12.c b/tests/d3d12.c index 0c19bf3289b8..148989b543b0 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -762,7 +762,6 @@ static ID3D12CommandSignature *create_command_signature_(unsigned int line, #define init_compute_test_context(context) init_compute_test_context_(__LINE__, context) static bool init_compute_test_context_(unsigned int line, struct test_context *context) { - D3D12_COMMAND_QUEUE_DESC command_queue_desc; ID3D12Device *device; HRESULT hr;
@@ -775,21 +774,16 @@ static bool init_compute_test_context_(unsigned int line, struct test_context *c } device = context->device;
- command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_COMPUTE; - command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL; - command_queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; - command_queue_desc.NodeMask = 0; - hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc, - &IID_ID3D12CommandQueue, (void **)&context->queue); - ok_(line)(SUCCEEDED(hr), "Failed to create command queue, hr %#x.\n", hr); + context->queue = create_command_queue_(line, device, + D3D12_COMMAND_LIST_TYPE_COMPUTE, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL);
hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_COMPUTE, &IID_ID3D12CommandAllocator, (void **)&context->allocator); - ok_(line)(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr); + ok_(line)(hr == S_OK, "Failed to create command allocator, hr %#x.\n", hr);
hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_COMPUTE, context->allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&context->list); - ok_(line)(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); + ok_(line)(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
return true; } @@ -2753,7 +2747,6 @@ static void test_object_interface(void) { D3D12_DESCRIPTOR_HEAP_DESC descriptor_heap_desc; D3D12_QUERY_HEAP_DESC query_heap_desc; - D3D12_COMMAND_QUEUE_DESC queue_desc; ID3D12RootSignature *root_signature; ULONG refcount, expected_refcount; ID3D12CommandAllocator *allocator; @@ -2819,13 +2812,8 @@ static void test_object_interface(void) else if (IsEqualGUID(tests[i], &IID_ID3D12CommandQueue)) { vkd3d_test_set_context("command queue"); - queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; - queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL; - queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; - queue_desc.NodeMask = 0; - hr = ID3D12Device_CreateCommandQueue(device, &queue_desc, - &IID_IUnknown, (void **)&unknown); - ok(hr == S_OK, "Failed to create command queue, hr %#x.\n", hr); + unknown = (IUnknown *)create_command_queue(device, + D3D12_COMMAND_LIST_TYPE_DIRECT, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL); } else if (IsEqualGUID(tests[i], &IID_ID3D12CommandSignature)) { @@ -3578,7 +3566,6 @@ static void test_cpu_signal_fence(void)
static void test_gpu_signal_fence(void) { - D3D12_COMMAND_QUEUE_DESC command_queue_desc; ID3D12CommandQueue *queue; HANDLE event1, event2; ID3D12Device *device; @@ -3594,30 +3581,24 @@ static void test_gpu_signal_fence(void) return; }
- command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; - command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL; - command_queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; - command_queue_desc.NodeMask = 0; - hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc, - &IID_ID3D12CommandQueue, (void **)&queue); - ok(SUCCEEDED(hr), "Failed to create command queue, hr %#x.\n", hr); + queue = create_command_queue(device, D3D12_COMMAND_LIST_TYPE_DIRECT, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL);
hr = ID3D12Device_CreateFence(device, 0, D3D12_FENCE_FLAG_NONE, &IID_ID3D12Fence, (void **)&fence); - ok(SUCCEEDED(hr), "Failed to create fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create fence, hr %#x.\n", hr);
/* XXX: It seems that when a queue is idle a fence is signalled immediately * in D3D12. Vulkan implementations don't signal a fence immediately so * libvkd3d doesn't as well. In order to make this test reliable * wait_queue_idle() is inserted after every ID3D12CommandQueue_Signal(). */ hr = ID3D12CommandQueue_Signal(queue, fence, 10); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); value = ID3D12Fence_GetCompletedValue(fence); ok(value == 10, "Got unexpected value %"PRIu64".\n", value);
hr = ID3D12CommandQueue_Signal(queue, fence, 0); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); value = ID3D12Fence_GetCompletedValue(fence); ok(value == 0, "Got unexpected value %"PRIu64".\n", value); @@ -3629,11 +3610,11 @@ static void test_gpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret);
hr = ID3D12Fence_SetEventOnCompletion(fence, 5, event1); - ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to set event on completion, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12CommandQueue_Signal(queue, fence, 5); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_OBJECT_0, "Got unexpected return value %#x.\n", ret); @@ -3641,11 +3622,11 @@ static void test_gpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret);
hr = ID3D12Fence_SetEventOnCompletion(fence, 6, event1); - ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to set event on completion, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12CommandQueue_Signal(queue, fence, 7); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_OBJECT_0, "Got unexpected return value %#x.\n", ret); @@ -3653,34 +3634,34 @@ static void test_gpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret);
hr = ID3D12CommandQueue_Signal(queue, fence, 10); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret);
/* Attach one event to multiple values. */ hr = ID3D12CommandQueue_Signal(queue, fence, 0); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret);
hr = ID3D12Fence_SetEventOnCompletion(fence, 3, event1); - ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to set event on completion, hr %#x.\n", hr); hr = ID3D12Fence_SetEventOnCompletion(fence, 5, event1); - ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to set event on completion, hr %#x.\n", hr); hr = ID3D12Fence_SetEventOnCompletion(fence, 9, event1); - ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to set event on completion, hr %#x.\n", hr); hr = ID3D12Fence_SetEventOnCompletion(fence, 12, event1); - ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to set event on completion, hr %#x.\n", hr); hr = ID3D12Fence_SetEventOnCompletion(fence, 12, event1); - ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to set event on completion, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); for (i = 1; i < 13; ++i) { hr = ID3D12CommandQueue_Signal(queue, fence, i); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); if (i == 3 || i == 5 || i == 9 || i == 12) { @@ -3693,7 +3674,7 @@ static void test_gpu_signal_fence(void)
/* Tests with 2 events. */ hr = ID3D12CommandQueue_Signal(queue, fence, 0); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); value = ID3D12Fence_GetCompletedValue(fence); ok(value == 0, "Got unexpected value %"PRIu64".\n", value); @@ -3706,12 +3687,12 @@ static void test_gpu_signal_fence(void) ret = wait_event(event2, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_SetEventOnCompletion(fence, 100, event1); - ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to set event on completion, hr %#x.\n", hr); hr = ID3D12Fence_SetEventOnCompletion(fence, ~(UINT64)0, event2); - ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to set event on completion, hr %#x.\n", hr);
hr = ID3D12CommandQueue_Signal(queue, fence, 50); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); @@ -3719,7 +3700,7 @@ static void test_gpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret);
hr = ID3D12CommandQueue_Signal(queue, fence, 99); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); @@ -3727,7 +3708,7 @@ static void test_gpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret);
hr = ID3D12CommandQueue_Signal(queue, fence, 100); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_OBJECT_0, "Got unexpected return value %#x.\n", ret); @@ -3737,7 +3718,7 @@ static void test_gpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret);
hr = ID3D12CommandQueue_Signal(queue, fence, 101); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); @@ -3745,7 +3726,7 @@ static void test_gpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret);
hr = ID3D12CommandQueue_Signal(queue, fence, 0); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); @@ -3753,7 +3734,7 @@ static void test_gpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret);
hr = ID3D12CommandQueue_Signal(queue, fence, 100); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); @@ -3761,7 +3742,7 @@ static void test_gpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret);
hr = ID3D12CommandQueue_Signal(queue, fence, ~(UINT64)0); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); @@ -3771,14 +3752,14 @@ static void test_gpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret);
hr = ID3D12CommandQueue_Signal(queue, fence, ~(UINT64)0); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); ret = wait_event(event2, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12CommandQueue_Signal(queue, fence, 0); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); @@ -3787,7 +3768,7 @@ static void test_gpu_signal_fence(void)
/* Attach two events to the same value. */ hr = ID3D12CommandQueue_Signal(queue, fence, 0); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); @@ -3795,15 +3776,15 @@ static void test_gpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret);
hr = ID3D12Fence_SetEventOnCompletion(fence, 1, event1); - ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to set event on completion, hr %#x.\n", hr); hr = ID3D12Fence_SetEventOnCompletion(fence, 1, event2); - ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to set event on completion, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); ret = wait_event(event2, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12CommandQueue_Signal(queue, fence, 3); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_OBJECT_0, "Got unexpected return value %#x.\n", ret); @@ -3866,7 +3847,6 @@ static void fence_busy_wait_main(void *untyped_data) static void test_multithread_fence_wait(void) { struct multithread_fence_wait_data thread_data; - D3D12_COMMAND_QUEUE_DESC command_queue_desc; ID3D12CommandQueue *queue; ID3D12Device *device; unsigned int ret; @@ -3880,20 +3860,14 @@ static void test_multithread_fence_wait(void) return; }
- command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; - command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL; - command_queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; - command_queue_desc.NodeMask = 0; - hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc, - &IID_ID3D12CommandQueue, (void **)&queue); - ok(SUCCEEDED(hr), "Failed to create command queue, hr %#x.\n", hr); + queue = create_command_queue(device, D3D12_COMMAND_LIST_TYPE_DIRECT, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL);
thread_data.event = create_event(); thread_data.value = 0; ok(thread_data.event, "Failed to create event.\n"); hr = ID3D12Device_CreateFence(device, thread_data.value, D3D12_FENCE_FLAG_NONE, &IID_ID3D12Fence, (void **)&thread_data.fence); - ok(SUCCEEDED(hr), "Failed to create fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create fence, hr %#x.\n", hr);
/* Signal fence on host. */ ++thread_data.value; @@ -3903,7 +3877,7 @@ static void test_multithread_fence_wait(void) ok(ret == WAIT_OBJECT_0, "Failed to wait for thread start, return value %#x.\n", ret);
hr = ID3D12Fence_Signal(thread_data.fence, thread_data.value); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr);
ok(join_thread(thread), "Failed to join thread.\n");
@@ -3914,7 +3888,7 @@ static void test_multithread_fence_wait(void) ok(ret == WAIT_OBJECT_0, "Failed to wait for thread start, return value %#x.\n", ret);
hr = ID3D12Fence_Signal(thread_data.fence, thread_data.value); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr);
ok(join_thread(thread), "Failed to join thread.\n");
@@ -3926,7 +3900,7 @@ static void test_multithread_fence_wait(void) ok(ret == WAIT_OBJECT_0, "Failed to wait for thread start, return value %#x.\n", ret);
hr = ID3D12CommandQueue_Signal(queue, thread_data.fence, thread_data.value); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr);
ok(join_thread(thread), "Failed to join thread.\n");
@@ -3937,7 +3911,7 @@ static void test_multithread_fence_wait(void) ok(ret == WAIT_OBJECT_0, "Failed to wait for thread start, return value %#x.\n", ret);
hr = ID3D12CommandQueue_Signal(queue, thread_data.fence, thread_data.value); - ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr);
ok(join_thread(thread), "Failed to join thread.\n");
@@ -5740,7 +5714,6 @@ static void test_draw_uav_only(void)
static void test_texture_resource_barriers(void) { - D3D12_COMMAND_QUEUE_DESC command_queue_desc; ID3D12CommandAllocator *command_allocator; ID3D12GraphicsCommandList *command_list; D3D12_RESOURCE_BARRIER barriers[8]; @@ -5756,13 +5729,7 @@ static void test_texture_resource_barriers(void) return; }
- command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; - command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL; - command_queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; - command_queue_desc.NodeMask = 0; - hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc, - &IID_ID3D12CommandQueue, (void **)&queue); - ok(SUCCEEDED(hr), "Failed to create command queue, hr %#x.\n", hr); + queue = create_command_queue(device, D3D12_COMMAND_LIST_TYPE_DIRECT, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL);
hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, &IID_ID3D12CommandAllocator, (void **)&command_allocator); diff --git a/tests/d3d12_invalid_usage.c b/tests/d3d12_invalid_usage.c index 69ffda64fdba..ab5deb5b1e11 100644 --- a/tests/d3d12_invalid_usage.c +++ b/tests/d3d12_invalid_usage.c @@ -35,7 +35,6 @@ static void recreate_command_list_(unsigned int line, ID3D12Device *device, static void test_invalid_texture_resource_barriers(void) { ID3D12Resource *texture, *readback_buffer, *upload_buffer; - D3D12_COMMAND_QUEUE_DESC command_queue_desc; ID3D12CommandAllocator *command_allocator; ID3D12GraphicsCommandList *command_list; ID3D12CommandQueue *queue; @@ -49,13 +48,7 @@ static void test_invalid_texture_resource_barriers(void) return; }
- command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; - command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL; - command_queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; - command_queue_desc.NodeMask = 0; - hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc, - &IID_ID3D12CommandQueue, (void **)&queue); - ok(hr == S_OK, "Failed to create command queue, hr %#x.\n", hr); + queue = create_command_queue(device, D3D12_COMMAND_LIST_TYPE_DIRECT, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL);
hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, &IID_ID3D12CommandAllocator, (void **)&command_allocator); diff --git a/tests/d3d12_test_utils.h b/tests/d3d12_test_utils.h index 6eb9ceae5576..22ab9e7fcfb4 100644 --- a/tests/d3d12_test_utils.h +++ b/tests/d3d12_test_utils.h @@ -214,6 +214,24 @@ static void transition_sub_resource_state(ID3D12GraphicsCommandList *list, ID3D1 ID3D12GraphicsCommandList_ResourceBarrier(list, 1, &barrier); }
+#define create_command_queue(a, b, c) create_command_queue_(__LINE__, a, b, c) +static inline ID3D12CommandQueue *create_command_queue_(unsigned int line, ID3D12Device *device, + D3D12_COMMAND_LIST_TYPE type, int priority) +{ + D3D12_COMMAND_QUEUE_DESC queue_desc; + ID3D12CommandQueue *queue; + HRESULT hr; + + queue_desc.Type = type; + queue_desc.Priority = priority; + queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + queue_desc.NodeMask = 0; + hr = ID3D12Device_CreateCommandQueue(device, &queue_desc, &IID_ID3D12CommandQueue, (void **)&queue); + ok_(line)(hr == S_OK, "Failed to create command queue, hr %#x.\n", hr); + + return queue; +} + static void transition_resource_state(ID3D12GraphicsCommandList *list, ID3D12Resource *resource, D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after) { @@ -743,7 +761,6 @@ static void create_render_target_(unsigned int line, struct test_context *contex static inline bool init_test_context_(unsigned int line, struct test_context *context, const struct test_context_desc *desc) { - D3D12_COMMAND_QUEUE_DESC command_queue_desc; D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc; ID3D12Device *device; HRESULT hr; @@ -757,13 +774,7 @@ static inline bool init_test_context_(unsigned int line, struct test_context *co } device = context->device;
- command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; - command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL; - command_queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; - command_queue_desc.NodeMask = 0; - hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc, - &IID_ID3D12CommandQueue, (void **)&context->queue); - ok_(line)(SUCCEEDED(hr), "Failed to create command queue, hr %#x.\n", hr); + context->queue = create_command_queue_(line, device, D3D12_COMMAND_LIST_TYPE_DIRECT, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL);
hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, &IID_ID3D12CommandAllocator, (void **)&context->allocator); diff --git a/tests/vkd3d_api.c b/tests/vkd3d_api.c index 0bc481775f77..14d0914512bc 100644 --- a/tests/vkd3d_api.c +++ b/tests/vkd3d_api.c @@ -82,23 +82,6 @@ static ID3D12Device *create_device(void) return SUCCEEDED(hr) ? device : NULL; }
-static ID3D12CommandQueue *create_command_queue(ID3D12Device *device, - D3D12_COMMAND_LIST_TYPE type) -{ - D3D12_COMMAND_QUEUE_DESC desc; - ID3D12CommandQueue *queue; - HRESULT hr; - - desc.Type = type; - desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL; - desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; - desc.NodeMask = 0; - hr = ID3D12Device_CreateCommandQueue(device, &desc, - &IID_ID3D12CommandQueue, (void **)&queue); - ok(hr == S_OK, "Failed to create command queue, hr %#x.\n", hr); - return queue; -} - static void test_create_instance(void) { struct vkd3d_instance_create_info create_info; @@ -699,11 +682,11 @@ static void test_vkd3d_queue(void) device = create_device(); ok(device, "Failed to create device.\n");
- direct_queue = create_command_queue(device, D3D12_COMMAND_LIST_TYPE_DIRECT); + direct_queue = create_command_queue(device, D3D12_COMMAND_LIST_TYPE_DIRECT, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL); ok(direct_queue, "Failed to create direct command queue.\n"); - compute_queue = create_command_queue(device, D3D12_COMMAND_LIST_TYPE_COMPUTE); + compute_queue = create_command_queue(device, D3D12_COMMAND_LIST_TYPE_COMPUTE, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL); ok(compute_queue, "Failed to create compute command queue.\n"); - copy_queue = create_command_queue(device, D3D12_COMMAND_LIST_TYPE_COPY); + copy_queue = create_command_queue(device, D3D12_COMMAND_LIST_TYPE_COPY, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL); ok(copy_queue, "Failed to create copy command queue.\n");
vk_queue_family = vkd3d_get_vk_queue_family_index(direct_queue);