From 03eba4b0ad9d10ec19c3d53db67f11291859b96a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Tue, 4 Dec 2018 15:56:01 +0100 Subject: [PATCH] tests: Move invalid usage tests to separate unit. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Ideally, tests should not produce Vulkan validation errors. Move tests which explicitly test invalid usage of D3D12 and are expected to produce validation errors to a separate file. Signed-off-by: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- Makefile.am | 3 +- tests/d3d12.c | 133 --------------------------- tests/d3d12_invalid_usage.c | 178 ++++++++++++++++++++++++++++++++++++ 3 files changed, 180 insertions(+), 134 deletions(-) create mode 100644 tests/d3d12_invalid_usage.c diff --git a/Makefile.am b/Makefile.am index c2a20c61..86c0184c 100644 --- a/Makefile.am +++ b/Makefile.am @@ -37,7 +37,8 @@ vkd3d_tests = \ tests/vkd3d_api vkd3d_cross_tests = \ - tests/d3d12 + tests/d3d12 \ + tests/d3d12_invalid_usage vkd3d_test_headers = \ tests/vkd3d_d3d12_test.h diff --git a/tests/d3d12.c b/tests/d3d12.c index d886f960..3123018a 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -5080,138 +5080,6 @@ static void test_texture_resource_barriers(void) ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount); } -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; - ID3D12Device *device; - ULONG refcount; - HRESULT hr; - - if (!(device = create_device())) - { - skip("Failed to create device.\n"); - 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); - - hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, - &IID_ID3D12CommandAllocator, (void **)&command_allocator); - ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr); - - hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, - command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list); - ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); - - texture = create_default_texture(device, 32, 32, DXGI_FORMAT_R8G8B8A8_UNORM, - D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE); - upload_buffer = create_upload_buffer(device, 32, NULL); - readback_buffer = create_readback_buffer(device, 32); - - /* The following invalid barrier is not detected by the runtime. */ - transition_resource_state(command_list, texture, - D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); - hr = ID3D12GraphicsCommandList_Close(command_list); - ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr); - - reset_command_list(command_list, command_allocator); - - /* The before state does not match with the previous state. */ - transition_resource_state(command_list, texture, - D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_SOURCE); - transition_resource_state(command_list, texture, - D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); - hr = ID3D12GraphicsCommandList_Close(command_list); - /* The returned error code has changed after a Windows update. */ - ok(hr == S_OK || hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); - if (hr == S_OK) - { - exec_command_list(queue, command_list); - wait_queue_idle(device, queue); - } - - ID3D12GraphicsCommandList_Release(command_list); - hr = ID3D12CommandAllocator_Reset(command_allocator); - ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr); - hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, - command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list); - ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); - - /* The before state does not match with the previous state. */ - transition_resource_state(command_list, texture, - D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, - D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE); - transition_resource_state(command_list, texture, - D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); - hr = ID3D12GraphicsCommandList_Close(command_list); - /* The returned error code has changed after a Windows update. */ - ok(hr == S_OK || hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); - if (hr == S_OK) - { - exec_command_list(queue, command_list); - wait_queue_idle(device, queue); - } - - hr = ID3D12CommandAllocator_Reset(command_allocator); - ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr); - ID3D12GraphicsCommandList_Release(command_list); - hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, - command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list); - ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); - - /* Exactly one write state or a combination of read-only states are allowed. */ - transition_resource_state(command_list, texture, - D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, - D3D12_RESOURCE_STATE_UNORDERED_ACCESS | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); - hr = ID3D12GraphicsCommandList_Close(command_list); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); - - hr = ID3D12CommandAllocator_Reset(command_allocator); - ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr); - ID3D12GraphicsCommandList_Release(command_list); - hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, - command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list); - ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); - - /* Readback resources cannot transition from D3D12_RESOURCE_STATE_COPY_DEST. */ - transition_resource_state(command_list, readback_buffer, - D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COMMON); - hr = ID3D12GraphicsCommandList_Close(command_list); - todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); - - hr = ID3D12CommandAllocator_Reset(command_allocator); - ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr); - ID3D12GraphicsCommandList_Release(command_list); - hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, - command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list); - ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); - - /* Upload resources cannot transition from D3D12_RESOURCE_STATE_GENERIC_READ. */ - transition_resource_state(command_list, upload_buffer, - D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_COMMON); - hr = ID3D12GraphicsCommandList_Close(command_list); - todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); - - ID3D12CommandAllocator_Release(command_allocator); - ID3D12CommandQueue_Release(queue); - ID3D12GraphicsCommandList_Release(command_list); - ID3D12Resource_Release(readback_buffer); - ID3D12Resource_Release(texture); - ID3D12Resource_Release(upload_buffer); - refcount = ID3D12Device_Release(device); - ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount); -} - static void test_device_removed_reason(void) { D3D12_COMMAND_QUEUE_DESC command_queue_desc; @@ -22002,7 +21870,6 @@ START_TEST(d3d12) run_test(test_draw_depth_only); run_test(test_draw_uav_only); run_test(test_texture_resource_barriers); - run_test(test_invalid_texture_resource_barriers); run_test(test_device_removed_reason); run_test(test_map_resource); run_test(test_map_placed_resources); diff --git a/tests/d3d12_invalid_usage.c b/tests/d3d12_invalid_usage.c new file mode 100644 index 00000000..ce354b8a --- /dev/null +++ b/tests/d3d12_invalid_usage.c @@ -0,0 +1,178 @@ +/* + * Copyright 2016-2018 Józef Kucia for CodeWeavers + * + * 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 + */ + +#include "d3d12_crosstest.h" + +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; + ID3D12Device *device; + ULONG refcount; + HRESULT hr; + + if (!(device = create_device())) + { + skip("Failed to create device.\n"); + 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); + + hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, + &IID_ID3D12CommandAllocator, (void **)&command_allocator); + ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr); + + hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, + command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list); + ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); + + texture = create_default_texture(device, 32, 32, DXGI_FORMAT_R8G8B8A8_UNORM, + D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE); + upload_buffer = create_upload_buffer(device, 32, NULL); + readback_buffer = create_readback_buffer(device, 32); + + /* The following invalid barrier is not detected by the runtime. */ + transition_resource_state(command_list, texture, + D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); + hr = ID3D12GraphicsCommandList_Close(command_list); + ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr); + + reset_command_list(command_list, command_allocator); + + /* The before state does not match with the previous state. */ + transition_resource_state(command_list, texture, + D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_SOURCE); + transition_resource_state(command_list, texture, + D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + hr = ID3D12GraphicsCommandList_Close(command_list); + /* The returned error code has changed after a Windows update. */ + ok(hr == S_OK || hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + if (hr == S_OK) + { + exec_command_list(queue, command_list); + wait_queue_idle(device, queue); + } + + ID3D12GraphicsCommandList_Release(command_list); + hr = ID3D12CommandAllocator_Reset(command_allocator); + ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr); + hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, + command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list); + ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); + + /* The before state does not match with the previous state. */ + transition_resource_state(command_list, texture, + D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, + D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE); + transition_resource_state(command_list, texture, + D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + hr = ID3D12GraphicsCommandList_Close(command_list); + /* The returned error code has changed after a Windows update. */ + ok(hr == S_OK || hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + if (hr == S_OK) + { + exec_command_list(queue, command_list); + wait_queue_idle(device, queue); + } + + hr = ID3D12CommandAllocator_Reset(command_allocator); + ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr); + ID3D12GraphicsCommandList_Release(command_list); + hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, + command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list); + ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); + + /* Exactly one write state or a combination of read-only states are allowed. */ + transition_resource_state(command_list, texture, + D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, + D3D12_RESOURCE_STATE_UNORDERED_ACCESS | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + hr = ID3D12GraphicsCommandList_Close(command_list); + ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + + hr = ID3D12CommandAllocator_Reset(command_allocator); + ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr); + ID3D12GraphicsCommandList_Release(command_list); + hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, + command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list); + ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); + + /* Readback resources cannot transition from D3D12_RESOURCE_STATE_COPY_DEST. */ + transition_resource_state(command_list, readback_buffer, + D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COMMON); + hr = ID3D12GraphicsCommandList_Close(command_list); + todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + + hr = ID3D12CommandAllocator_Reset(command_allocator); + ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr); + ID3D12GraphicsCommandList_Release(command_list); + hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, + command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list); + ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); + + /* Upload resources cannot transition from D3D12_RESOURCE_STATE_GENERIC_READ. */ + transition_resource_state(command_list, upload_buffer, + D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_COMMON); + hr = ID3D12GraphicsCommandList_Close(command_list); + todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + + ID3D12CommandAllocator_Release(command_allocator); + ID3D12CommandQueue_Release(queue); + ID3D12GraphicsCommandList_Release(command_list); + ID3D12Resource_Release(readback_buffer); + ID3D12Resource_Release(texture); + ID3D12Resource_Release(upload_buffer); + refcount = ID3D12Device_Release(device); + ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount); +} + +START_TEST(d3d12_invalid_usage) +{ + bool enable_debug_layer = false; + ID3D12Debug *debug; + unsigned int i; + + for (i = 1; i < argc; ++i) + { + if (!strcmp(argv[i], "--validate")) + enable_debug_layer = true; + else if (!strcmp(argv[i], "--warp")) + use_warp_device = true; + else if (!strcmp(argv[i], "--adapter") && i + 1 < argc) + use_adapter_idx = atoi(argv[++i]); + } + + if (enable_debug_layer && SUCCEEDED(D3D12GetDebugInterface(&IID_ID3D12Debug, (void **)&debug))) + { + ID3D12Debug_EnableDebugLayer(debug); + ID3D12Debug_Release(debug); + } + + print_adapter_info(); + + run_test(test_invalid_texture_resource_barriers); +}