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:
Józef Kucia 2019-03-18 10:03:05 +01:00 committed by Alexandre Julliard
parent 25b5bf86a1
commit b30437d239
3 changed files with 195 additions and 68 deletions

View File

@ -173,14 +173,6 @@ static void uav_barrier(ID3D12GraphicsCommandList *list, ID3D12Resource *resourc
ID3D12GraphicsCommandList_ResourceBarrier(list, 1, &barrier);
}
#define create_default_buffer(a, b, c, d) create_default_buffer_(__LINE__, a, b, c, d)
static ID3D12Resource *create_default_buffer_(unsigned int line, ID3D12Device *device,
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 void copy_sub_resource_data(const D3D12_MEMCPY_DEST *dst, const D3D12_SUBRESOURCE_DATA *src,
unsigned int row_count, unsigned int slice_count, size_t row_size)
{
@ -295,54 +287,6 @@ static void upload_texture_data_(unsigned int line, ID3D12Resource *texture,
free(row_sizes);
}
static unsigned int format_block_width(DXGI_FORMAT format)
{
switch (format)
{
case DXGI_FORMAT_BC1_UNORM:
case DXGI_FORMAT_BC1_UNORM_SRGB:
case DXGI_FORMAT_BC4_UNORM:
case DXGI_FORMAT_BC4_SNORM:
case DXGI_FORMAT_BC2_UNORM:
case DXGI_FORMAT_BC2_UNORM_SRGB:
case DXGI_FORMAT_BC3_UNORM:
case DXGI_FORMAT_BC3_UNORM_SRGB:
case DXGI_FORMAT_BC5_UNORM:
case DXGI_FORMAT_BC5_SNORM:
case DXGI_FORMAT_BC6H_UF16:
case DXGI_FORMAT_BC6H_SF16:
case DXGI_FORMAT_BC7_UNORM:
case DXGI_FORMAT_BC7_UNORM_SRGB:
return 4;
default:
return 1;
}
}
static unsigned int format_block_height(DXGI_FORMAT format)
{
switch (format)
{
case DXGI_FORMAT_BC1_UNORM:
case DXGI_FORMAT_BC1_UNORM_SRGB:
case DXGI_FORMAT_BC4_UNORM:
case DXGI_FORMAT_BC4_SNORM:
case DXGI_FORMAT_BC2_UNORM:
case DXGI_FORMAT_BC2_UNORM_SRGB:
case DXGI_FORMAT_BC3_UNORM:
case DXGI_FORMAT_BC3_UNORM_SRGB:
case DXGI_FORMAT_BC5_UNORM:
case DXGI_FORMAT_BC5_SNORM:
case DXGI_FORMAT_BC6H_UF16:
case DXGI_FORMAT_BC6H_SF16:
case DXGI_FORMAT_BC7_UNORM:
case DXGI_FORMAT_BC7_UNORM_SRGB:
return 4;
default:
return 1;
}
}
static const DXGI_FORMAT depth_stencil_formats[] =
{
DXGI_FORMAT_R32G8X24_TYPELESS,

View File

@ -41,15 +41,15 @@ static void test_invalid_texture_resource_barriers(void)
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);
ok(hr == S_OK, "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);
ok(hr == S_OK, "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);
ok(hr == S_OK, "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);
@ -60,7 +60,7 @@ static void test_invalid_texture_resource_barriers(void)
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);
ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
reset_command_list(command_list, command_allocator);
@ -80,10 +80,10 @@ static void test_invalid_texture_resource_barriers(void)
ID3D12GraphicsCommandList_Release(command_list);
hr = ID3D12CommandAllocator_Reset(command_allocator);
ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
ok(hr == S_OK, "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);
ok(hr == S_OK, "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,
@ -101,11 +101,11 @@ static void test_invalid_texture_resource_barriers(void)
}
hr = ID3D12CommandAllocator_Reset(command_allocator);
ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
ok(hr == S_OK, "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);
ok(hr == S_OK, "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,
@ -115,11 +115,11 @@ static void test_invalid_texture_resource_barriers(void)
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);
ok(hr == S_OK, "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);
ok(hr == S_OK, "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,
@ -128,11 +128,11 @@ static void test_invalid_texture_resource_barriers(void)
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);
ok(hr == S_OK, "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);
ok(hr == S_OK, "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,
@ -150,6 +150,132 @@ static void test_invalid_texture_resource_barriers(void)
ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
}
static void test_invalid_copy_texture_region(void)
{
ID3D12Resource *dst_texture, *src_texture, *dst_buffer, *src_buffer;
D3D12_TEXTURE_COPY_LOCATION src_location, dst_location;
ID3D12CommandAllocator *command_allocator;
ID3D12GraphicsCommandList *command_list;
ID3D12Device *device;
ULONG refcount;
D3D12_BOX box;
HRESULT hr;
if (!(device = create_device()))
{
skip("Failed to create device.\n");
return;
}
hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT,
&IID_ID3D12CommandAllocator, (void **)&command_allocator);
ok(hr == S_OK, "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(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
src_buffer = create_upload_buffer(device, 0x40000, NULL);
dst_buffer = create_default_buffer(device, 0x40000, 0, D3D12_RESOURCE_STATE_COPY_DEST);
src_texture = create_default_texture(device, 64, 64,
DXGI_FORMAT_BC3_UNORM, 0, D3D12_RESOURCE_STATE_COPY_SOURCE);
dst_texture = create_default_texture(device, 64, 64,
DXGI_FORMAT_BC3_UNORM, 0, D3D12_RESOURCE_STATE_COPY_DEST);
dst_location.pResource = dst_texture;
dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst_location.SubresourceIndex = 0;
src_location.pResource = src_buffer;
src_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src_location.PlacedFootprint.Offset = D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT;
src_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_BC3_UNORM;
src_location.PlacedFootprint.Footprint.Width = 64;
src_location.PlacedFootprint.Footprint.Height = 63; /* height must be multiple of block size */
src_location.PlacedFootprint.Footprint.Depth = 1;
src_location.PlacedFootprint.Footprint.RowPitch
= 64 / format_block_width(DXGI_FORMAT_BC3_UNORM) * format_size(DXGI_FORMAT_BC3_UNORM);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 0, 0, 0, &src_location, NULL);
hr = ID3D12GraphicsCommandList_Close(command_list);
todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
hr = ID3D12CommandAllocator_Reset(command_allocator);
ok(hr == S_OK, "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(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
src_location.PlacedFootprint.Footprint.Width = 4;
src_location.PlacedFootprint.Footprint.Height = 4;
/* dst y must be multiple of block size */
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 0, 3, 0, &src_location, NULL);
hr = ID3D12GraphicsCommandList_Close(command_list);
todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
hr = ID3D12CommandAllocator_Reset(command_allocator);
ok(hr == S_OK, "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(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
/* row pitch must be multiple of D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT */
src_location.PlacedFootprint.Footprint.RowPitch
= 64 / format_block_width(DXGI_FORMAT_BC3_UNORM) * format_size(DXGI_FORMAT_BC3_UNORM) + 1;
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 0, 0, 0, &src_location, NULL);
hr = ID3D12GraphicsCommandList_Close(command_list);
todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
hr = ID3D12CommandAllocator_Reset(command_allocator);
ok(hr == S_OK, "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(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
dst_location.pResource = dst_buffer;
dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
dst_location.PlacedFootprint.Offset = D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT;
dst_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_BC3_UNORM;
dst_location.PlacedFootprint.Footprint.Width = 64;
dst_location.PlacedFootprint.Footprint.Height = 64;
dst_location.PlacedFootprint.Footprint.Depth = 1;
dst_location.PlacedFootprint.Footprint.RowPitch
= 64 / format_block_width(DXGI_FORMAT_BC3_UNORM) * format_size(DXGI_FORMAT_BC3_UNORM);
src_location.pResource = src_texture;
src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src_location.SubresourceIndex = 0;
/* coordinates must be multiple of block size */
set_box(&box, 0, 0, 0, 31, 31, 1);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 0, 0, 0, &src_location, &box);
hr = ID3D12GraphicsCommandList_Close(command_list);
todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
ID3D12CommandAllocator_Release(command_allocator);
ID3D12GraphicsCommandList_Release(command_list);
ID3D12Resource_Release(dst_buffer);
ID3D12Resource_Release(src_buffer);
ID3D12Resource_Release(dst_texture);
ID3D12Resource_Release(src_texture);
refcount = ID3D12Device_Release(device);
ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
}
START_TEST(d3d12_invalid_usage)
{
parse_args(argc, argv);
@ -157,4 +283,5 @@ START_TEST(d3d12_invalid_usage)
init_adapter_info();
run_test(test_invalid_texture_resource_barriers);
run_test(test_invalid_copy_texture_region);
}

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@ -268,6 +268,54 @@ static unsigned int format_size(DXGI_FORMAT format)
}
}
static inline unsigned int format_block_width(DXGI_FORMAT format)
{
switch (format)
{
case DXGI_FORMAT_BC1_UNORM:
case DXGI_FORMAT_BC1_UNORM_SRGB:
case DXGI_FORMAT_BC4_UNORM:
case DXGI_FORMAT_BC4_SNORM:
case DXGI_FORMAT_BC2_UNORM:
case DXGI_FORMAT_BC2_UNORM_SRGB:
case DXGI_FORMAT_BC3_UNORM:
case DXGI_FORMAT_BC3_UNORM_SRGB:
case DXGI_FORMAT_BC5_UNORM:
case DXGI_FORMAT_BC5_SNORM:
case DXGI_FORMAT_BC6H_UF16:
case DXGI_FORMAT_BC6H_SF16:
case DXGI_FORMAT_BC7_UNORM:
case DXGI_FORMAT_BC7_UNORM_SRGB:
return 4;
default:
return 1;
}
}
static inline unsigned int format_block_height(DXGI_FORMAT format)
{
switch (format)
{
case DXGI_FORMAT_BC1_UNORM:
case DXGI_FORMAT_BC1_UNORM_SRGB:
case DXGI_FORMAT_BC4_UNORM:
case DXGI_FORMAT_BC4_SNORM:
case DXGI_FORMAT_BC2_UNORM:
case DXGI_FORMAT_BC2_UNORM_SRGB:
case DXGI_FORMAT_BC3_UNORM:
case DXGI_FORMAT_BC3_UNORM_SRGB:
case DXGI_FORMAT_BC5_UNORM:
case DXGI_FORMAT_BC5_SNORM:
case DXGI_FORMAT_BC6H_UF16:
case DXGI_FORMAT_BC6H_SF16:
case DXGI_FORMAT_BC7_UNORM:
case DXGI_FORMAT_BC7_UNORM_SRGB:
return 4;
default:
return 1;
}
}
struct resource_readback
{
unsigned int width;
@ -431,6 +479,14 @@ static inline void check_sub_resource_uint_(unsigned int line, ID3D12Resource *t
release_resource_readback(&rb);
}
#define create_default_buffer(a, b, c, d) create_default_buffer_(__LINE__, a, b, c, d)
static inline ID3D12Resource *create_default_buffer_(unsigned int line, ID3D12Device *device,
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,