diff --git a/tests/d3d12.c b/tests/d3d12.c index be406570..8b78d6df 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -2463,6 +2463,137 @@ static void test_draw_instanced(void) destroy_draw_test_context(&context); } +static void test_texture_resource_barriers(void) +{ + D3D12_COMMAND_QUEUE_DESC command_queue_desc; + ID3D12CommandAllocator *command_allocator; + ID3D12GraphicsCommandList *command_list; + D3D12_HEAP_PROPERTIES heap_properties; + D3D12_RESOURCE_BARRIER barriers[8]; + D3D12_RESOURCE_DESC resource_desc; + ID3D12CommandQueue *queue; + ID3D12Resource *resource; + 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), "CreateCommandQueue failed, hr %#x.\n", hr); + + hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, + &IID_ID3D12CommandAllocator, (void **)&command_allocator); + ok(SUCCEEDED(hr), "CreateCommandAllocator failed, 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), "CreateCommandList failed, hr %#x.\n", hr); + + memset(&heap_properties, 0, sizeof(heap_properties)); + heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT; + resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; + resource_desc.Alignment = 0; + resource_desc.Width = 32; + resource_desc.Height = 32; + resource_desc.DepthOrArraySize = 1; + resource_desc.MipLevels = 1; + resource_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM, + resource_desc.SampleDesc.Count = 1; + resource_desc.SampleDesc.Quality = 0; + resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; + resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; + hr = ID3D12Device_CreateCommittedResource(device, + &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, + D3D12_RESOURCE_STATE_COMMON, NULL, + &IID_ID3D12Resource, (void **)&resource); + ok(SUCCEEDED(hr), "CreateCommittedResource failed, hr %#x.\n", hr); + + barriers[0].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barriers[0].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barriers[0].Transition.pResource = resource; + barriers[0].Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barriers[0].Transition.StateBefore = D3D12_RESOURCE_STATE_COMMON; + barriers[0].Transition.StateAfter = D3D12_RESOURCE_STATE_UNORDERED_ACCESS; + ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &barriers[0]); + + barriers[1].Type = D3D12_RESOURCE_BARRIER_TYPE_UAV; + barriers[1].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barriers[1].UAV.pResource = resource; + ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &barriers[1]); + + barriers[2].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barriers[2].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barriers[2].Transition.pResource = resource; + barriers[2].Transition.Subresource = 0; + barriers[2].Transition.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS; + barriers[2].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE; + ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &barriers[2]); + + barriers[3].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barriers[3].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barriers[3].Transition.pResource = resource; + barriers[3].Transition.Subresource = 0; + barriers[3].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_SOURCE; + barriers[3].Transition.StateAfter = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE + | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; + ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &barriers[3]); + + barriers[4].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barriers[4].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barriers[4].Transition.pResource = resource; + barriers[4].Transition.Subresource = 0; + barriers[4].Transition.StateBefore = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE + | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; + barriers[4].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE; + ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &barriers[4]); + + barriers[5].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barriers[5].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barriers[5].Transition.pResource = resource; + barriers[5].Transition.Subresource = 0; + barriers[5].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_SOURCE; + barriers[5].Transition.StateAfter = D3D12_RESOURCE_STATE_UNORDERED_ACCESS; + ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &barriers[5]); + + barriers[6].Type = D3D12_RESOURCE_BARRIER_TYPE_UAV; + barriers[6].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barriers[6].UAV.pResource = resource; + ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &barriers[6]); + ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &barriers[6]); + + barriers[7].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barriers[7].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barriers[7].Transition.pResource = resource; + barriers[7].Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barriers[7].Transition.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS; + barriers[7].Transition.StateAfter = D3D12_RESOURCE_STATE_COMMON; + ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &barriers[7]); + + ID3D12GraphicsCommandList_ResourceBarrier(command_list, 8, barriers); + + hr = ID3D12GraphicsCommandList_Close(command_list); + ok(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr); + exec_command_list(queue, command_list); + wait_queue_idle(device, queue); + + ID3D12GraphicsCommandList_Release(command_list); + ID3D12CommandAllocator_Release(command_allocator); + ID3D12Resource_Release(resource); + ID3D12CommandQueue_Release(queue); + refcount = ID3D12Device_Release(device); + 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; @@ -3005,6 +3136,7 @@ START_TEST(d3d12) test_multithread_fence_wait(); test_clear_render_target_view(); test_draw_instanced(); + test_texture_resource_barriers(); test_invalid_texture_resource_barriers(); test_device_removed_reason(); test_map_resource();