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tests: Add test for copying misaligned texture regions.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
25b5bf86a1
commit
b30437d239
@ -173,14 +173,6 @@ static void uav_barrier(ID3D12GraphicsCommandList *list, ID3D12Resource *resourc
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ID3D12GraphicsCommandList_ResourceBarrier(list, 1, &barrier);
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}
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#define create_default_buffer(a, b, c, d) create_default_buffer_(__LINE__, a, b, c, d)
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static ID3D12Resource *create_default_buffer_(unsigned int line, ID3D12Device *device,
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size_t size, D3D12_RESOURCE_FLAGS resource_flags, D3D12_RESOURCE_STATES initial_resource_state)
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{
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return create_buffer_(line, device, D3D12_HEAP_TYPE_DEFAULT, size,
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resource_flags, initial_resource_state);
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}
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static void copy_sub_resource_data(const D3D12_MEMCPY_DEST *dst, const D3D12_SUBRESOURCE_DATA *src,
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unsigned int row_count, unsigned int slice_count, size_t row_size)
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{
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@ -295,54 +287,6 @@ static void upload_texture_data_(unsigned int line, ID3D12Resource *texture,
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free(row_sizes);
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}
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static unsigned int format_block_width(DXGI_FORMAT format)
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{
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switch (format)
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{
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case DXGI_FORMAT_BC1_UNORM:
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case DXGI_FORMAT_BC1_UNORM_SRGB:
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case DXGI_FORMAT_BC4_UNORM:
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case DXGI_FORMAT_BC4_SNORM:
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case DXGI_FORMAT_BC2_UNORM:
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case DXGI_FORMAT_BC2_UNORM_SRGB:
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case DXGI_FORMAT_BC3_UNORM:
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case DXGI_FORMAT_BC3_UNORM_SRGB:
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case DXGI_FORMAT_BC5_UNORM:
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case DXGI_FORMAT_BC5_SNORM:
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case DXGI_FORMAT_BC6H_UF16:
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case DXGI_FORMAT_BC6H_SF16:
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case DXGI_FORMAT_BC7_UNORM:
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case DXGI_FORMAT_BC7_UNORM_SRGB:
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return 4;
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default:
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return 1;
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}
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}
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static unsigned int format_block_height(DXGI_FORMAT format)
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{
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switch (format)
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{
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case DXGI_FORMAT_BC1_UNORM:
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case DXGI_FORMAT_BC1_UNORM_SRGB:
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case DXGI_FORMAT_BC4_UNORM:
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case DXGI_FORMAT_BC4_SNORM:
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case DXGI_FORMAT_BC2_UNORM:
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case DXGI_FORMAT_BC2_UNORM_SRGB:
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case DXGI_FORMAT_BC3_UNORM:
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case DXGI_FORMAT_BC3_UNORM_SRGB:
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case DXGI_FORMAT_BC5_UNORM:
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case DXGI_FORMAT_BC5_SNORM:
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case DXGI_FORMAT_BC6H_UF16:
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case DXGI_FORMAT_BC6H_SF16:
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case DXGI_FORMAT_BC7_UNORM:
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case DXGI_FORMAT_BC7_UNORM_SRGB:
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return 4;
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default:
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return 1;
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}
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}
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static const DXGI_FORMAT depth_stencil_formats[] =
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{
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DXGI_FORMAT_R32G8X24_TYPELESS,
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@ -41,15 +41,15 @@ static void test_invalid_texture_resource_barriers(void)
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command_queue_desc.NodeMask = 0;
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hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc,
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&IID_ID3D12CommandQueue, (void **)&queue);
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ok(SUCCEEDED(hr), "Failed to create command queue, hr %#x.\n", hr);
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ok(hr == S_OK, "Failed to create command queue, hr %#x.\n", hr);
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hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT,
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&IID_ID3D12CommandAllocator, (void **)&command_allocator);
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ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr);
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ok(hr == S_OK, "Failed to create command allocator, hr %#x.\n", hr);
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
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ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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texture = create_default_texture(device, 32, 32, DXGI_FORMAT_R8G8B8A8_UNORM,
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D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
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@ -60,7 +60,7 @@ static void test_invalid_texture_resource_barriers(void)
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transition_resource_state(command_list, texture,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
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ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
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reset_command_list(command_list, command_allocator);
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@ -80,10 +80,10 @@ static void test_invalid_texture_resource_barriers(void)
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ID3D12GraphicsCommandList_Release(command_list);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
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ok(hr == S_OK, "Failed to reset command allocator, hr %#x.\n", hr);
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
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ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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/* The before state does not match with the previous state. */
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transition_resource_state(command_list, texture,
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@ -101,11 +101,11 @@ static void test_invalid_texture_resource_barriers(void)
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}
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
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ok(hr == S_OK, "Failed to reset command allocator, hr %#x.\n", hr);
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ID3D12GraphicsCommandList_Release(command_list);
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
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ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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/* Exactly one write state or a combination of read-only states are allowed. */
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transition_resource_state(command_list, texture,
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@ -115,11 +115,11 @@ static void test_invalid_texture_resource_barriers(void)
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
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ok(hr == S_OK, "Failed to reset command allocator, hr %#x.\n", hr);
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ID3D12GraphicsCommandList_Release(command_list);
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
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ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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/* Readback resources cannot transition from D3D12_RESOURCE_STATE_COPY_DEST. */
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transition_resource_state(command_list, readback_buffer,
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@ -128,11 +128,11 @@ static void test_invalid_texture_resource_barriers(void)
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todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
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ok(hr == S_OK, "Failed to reset command allocator, hr %#x.\n", hr);
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ID3D12GraphicsCommandList_Release(command_list);
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
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ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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/* Upload resources cannot transition from D3D12_RESOURCE_STATE_GENERIC_READ. */
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transition_resource_state(command_list, upload_buffer,
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@ -150,6 +150,132 @@ static void test_invalid_texture_resource_barriers(void)
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ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
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}
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static void test_invalid_copy_texture_region(void)
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{
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ID3D12Resource *dst_texture, *src_texture, *dst_buffer, *src_buffer;
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D3D12_TEXTURE_COPY_LOCATION src_location, dst_location;
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ID3D12CommandAllocator *command_allocator;
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ID3D12GraphicsCommandList *command_list;
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ID3D12Device *device;
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ULONG refcount;
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D3D12_BOX box;
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HRESULT hr;
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if (!(device = create_device()))
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{
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skip("Failed to create device.\n");
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return;
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}
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hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT,
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&IID_ID3D12CommandAllocator, (void **)&command_allocator);
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ok(hr == S_OK, "Failed to create command allocator, hr %#x.\n", hr);
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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src_buffer = create_upload_buffer(device, 0x40000, NULL);
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dst_buffer = create_default_buffer(device, 0x40000, 0, D3D12_RESOURCE_STATE_COPY_DEST);
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src_texture = create_default_texture(device, 64, 64,
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DXGI_FORMAT_BC3_UNORM, 0, D3D12_RESOURCE_STATE_COPY_SOURCE);
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dst_texture = create_default_texture(device, 64, 64,
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DXGI_FORMAT_BC3_UNORM, 0, D3D12_RESOURCE_STATE_COPY_DEST);
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dst_location.pResource = dst_texture;
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dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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dst_location.SubresourceIndex = 0;
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src_location.pResource = src_buffer;
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src_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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src_location.PlacedFootprint.Offset = D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT;
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src_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_BC3_UNORM;
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src_location.PlacedFootprint.Footprint.Width = 64;
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src_location.PlacedFootprint.Footprint.Height = 63; /* height must be multiple of block size */
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src_location.PlacedFootprint.Footprint.Depth = 1;
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src_location.PlacedFootprint.Footprint.RowPitch
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= 64 / format_block_width(DXGI_FORMAT_BC3_UNORM) * format_size(DXGI_FORMAT_BC3_UNORM);
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ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
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&dst_location, 0, 0, 0, &src_location, NULL);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == S_OK, "Failed to reset command allocator, hr %#x.\n", hr);
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ID3D12GraphicsCommandList_Release(command_list);
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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src_location.PlacedFootprint.Footprint.Width = 4;
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src_location.PlacedFootprint.Footprint.Height = 4;
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/* dst y must be multiple of block size */
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ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
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&dst_location, 0, 3, 0, &src_location, NULL);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == S_OK, "Failed to reset command allocator, hr %#x.\n", hr);
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ID3D12GraphicsCommandList_Release(command_list);
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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/* row pitch must be multiple of D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT */
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src_location.PlacedFootprint.Footprint.RowPitch
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= 64 / format_block_width(DXGI_FORMAT_BC3_UNORM) * format_size(DXGI_FORMAT_BC3_UNORM) + 1;
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ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
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&dst_location, 0, 0, 0, &src_location, NULL);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == S_OK, "Failed to reset command allocator, hr %#x.\n", hr);
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ID3D12GraphicsCommandList_Release(command_list);
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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dst_location.pResource = dst_buffer;
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dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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dst_location.PlacedFootprint.Offset = D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT;
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dst_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_BC3_UNORM;
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dst_location.PlacedFootprint.Footprint.Width = 64;
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dst_location.PlacedFootprint.Footprint.Height = 64;
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dst_location.PlacedFootprint.Footprint.Depth = 1;
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dst_location.PlacedFootprint.Footprint.RowPitch
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= 64 / format_block_width(DXGI_FORMAT_BC3_UNORM) * format_size(DXGI_FORMAT_BC3_UNORM);
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src_location.pResource = src_texture;
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src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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src_location.SubresourceIndex = 0;
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/* coordinates must be multiple of block size */
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set_box(&box, 0, 0, 0, 31, 31, 1);
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ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
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&dst_location, 0, 0, 0, &src_location, &box);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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ID3D12CommandAllocator_Release(command_allocator);
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ID3D12GraphicsCommandList_Release(command_list);
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ID3D12Resource_Release(dst_buffer);
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ID3D12Resource_Release(src_buffer);
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ID3D12Resource_Release(dst_texture);
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ID3D12Resource_Release(src_texture);
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refcount = ID3D12Device_Release(device);
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ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
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}
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START_TEST(d3d12_invalid_usage)
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{
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parse_args(argc, argv);
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@ -157,4 +283,5 @@ START_TEST(d3d12_invalid_usage)
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init_adapter_info();
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run_test(test_invalid_texture_resource_barriers);
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run_test(test_invalid_copy_texture_region);
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}
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@ -268,6 +268,54 @@ static unsigned int format_size(DXGI_FORMAT format)
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}
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}
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static inline unsigned int format_block_width(DXGI_FORMAT format)
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{
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switch (format)
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{
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case DXGI_FORMAT_BC1_UNORM:
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case DXGI_FORMAT_BC1_UNORM_SRGB:
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case DXGI_FORMAT_BC4_UNORM:
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case DXGI_FORMAT_BC4_SNORM:
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case DXGI_FORMAT_BC2_UNORM:
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case DXGI_FORMAT_BC2_UNORM_SRGB:
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case DXGI_FORMAT_BC3_UNORM:
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case DXGI_FORMAT_BC3_UNORM_SRGB:
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case DXGI_FORMAT_BC5_UNORM:
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case DXGI_FORMAT_BC5_SNORM:
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case DXGI_FORMAT_BC6H_UF16:
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case DXGI_FORMAT_BC6H_SF16:
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case DXGI_FORMAT_BC7_UNORM:
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case DXGI_FORMAT_BC7_UNORM_SRGB:
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return 4;
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default:
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return 1;
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}
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}
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static inline unsigned int format_block_height(DXGI_FORMAT format)
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{
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switch (format)
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{
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case DXGI_FORMAT_BC1_UNORM:
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case DXGI_FORMAT_BC1_UNORM_SRGB:
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case DXGI_FORMAT_BC4_UNORM:
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case DXGI_FORMAT_BC4_SNORM:
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case DXGI_FORMAT_BC2_UNORM:
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case DXGI_FORMAT_BC2_UNORM_SRGB:
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case DXGI_FORMAT_BC3_UNORM:
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case DXGI_FORMAT_BC3_UNORM_SRGB:
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case DXGI_FORMAT_BC5_UNORM:
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case DXGI_FORMAT_BC5_SNORM:
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case DXGI_FORMAT_BC6H_UF16:
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case DXGI_FORMAT_BC6H_SF16:
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case DXGI_FORMAT_BC7_UNORM:
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case DXGI_FORMAT_BC7_UNORM_SRGB:
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return 4;
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default:
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return 1;
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}
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}
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struct resource_readback
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{
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unsigned int width;
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@ -431,6 +479,14 @@ static inline void check_sub_resource_uint_(unsigned int line, ID3D12Resource *t
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release_resource_readback(&rb);
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}
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#define create_default_buffer(a, b, c, d) create_default_buffer_(__LINE__, a, b, c, d)
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static inline ID3D12Resource *create_default_buffer_(unsigned int line, ID3D12Device *device,
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||||
size_t size, D3D12_RESOURCE_FLAGS resource_flags, D3D12_RESOURCE_STATES initial_resource_state)
|
||||
{
|
||||
return create_buffer_(line, device, D3D12_HEAP_TYPE_DEFAULT, size,
|
||||
resource_flags, initial_resource_state);
|
||||
}
|
||||
|
||||
static ID3D12Resource *create_default_texture_(unsigned int line, ID3D12Device *device,
|
||||
D3D12_RESOURCE_DIMENSION dimension, unsigned int width, unsigned int height,
|
||||
unsigned int depth_or_array_size, unsigned int miplevel_count, DXGI_FORMAT format,
|
||||
|
Loading…
Reference in New Issue
Block a user