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https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
tests: Add test for invalid usage of resource barriers.
This commit is contained in:
parent
2acd31484c
commit
b9b459d297
172
tests/d3d12.c
172
tests/d3d12.c
@ -2304,6 +2304,177 @@ static void test_draw_instanced(void)
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ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
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ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
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}
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}
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static void test_invalid_texture_resource_barriers(void)
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{
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ID3D12Resource *texture, *readback_buffer, *upload_buffer;
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D3D12_COMMAND_QUEUE_DESC command_queue_desc;
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ID3D12CommandAllocator *command_allocator;
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ID3D12GraphicsCommandList *command_list;
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D3D12_HEAP_PROPERTIES heap_properties;
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D3D12_RESOURCE_DESC resource_desc;
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ID3D12CommandQueue *queue;
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ID3D12Device *device;
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ULONG refcount;
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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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command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
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command_queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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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), "CreateCommandQueue failed, 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), "CreateCommandAllocator failed, 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), "CreateCommandList failed, hr %#x.\n", hr);
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memset(&heap_properties, 0, sizeof(heap_properties));
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heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
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resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
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resource_desc.Alignment = 0;
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resource_desc.Width = 32;
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resource_desc.Height = 32;
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resource_desc.DepthOrArraySize = 1;
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resource_desc.MipLevels = 1;
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resource_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM,
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resource_desc.SampleDesc.Count = 1;
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resource_desc.SampleDesc.Quality = 0;
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resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
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resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
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hr = ID3D12Device_CreateCommittedResource(device,
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&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, NULL,
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&IID_ID3D12Resource, (void **)&texture);
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ok(SUCCEEDED(hr), "CreateCommittedResource failed, hr %#x.\n", hr);
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resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resource_desc.Height = 1;
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resource_desc.Format = DXGI_FORMAT_UNKNOWN;
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resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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resource_desc.Flags = 0;
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heap_properties.Type = D3D12_HEAP_TYPE_UPLOAD;
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hr = ID3D12Device_CreateCommittedResource(device,
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&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
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&IID_ID3D12Resource, (void **)&upload_buffer);
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ok(SUCCEEDED(hr), "CreateCommittedResource failed, hr %#x.\n", hr);
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heap_properties.Type = D3D12_HEAP_TYPE_READBACK;
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hr = ID3D12Device_CreateCommittedResource(device,
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&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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D3D12_RESOURCE_STATE_COPY_DEST, NULL,
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&IID_ID3D12Resource, (void **)&readback_buffer);
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ok(SUCCEEDED(hr), "CreateCommittedResource failed, hr %#x.\n", hr);
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/* The following invalid barrier is not detected by the runtime. */
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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), "Close failed, hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL);
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ok(SUCCEEDED(hr), "Command list reset failed, 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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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_SOURCE);
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transition_resource_state(command_list, texture,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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/* The returned error code has changed after a Windows update. */
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ok(hr == S_OK || hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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if (hr == S_OK)
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{
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exec_command_list(queue, command_list);
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wait_queue_idle(device, queue);
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}
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ID3D12GraphicsCommandList_Release(command_list);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(SUCCEEDED(hr), "Command allocator reset failed, 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), "CreateCommandList failed, 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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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
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transition_resource_state(command_list, texture,
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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/* The returned error code has changed after a Windows update. */
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ok(hr == S_OK || hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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if (hr == S_OK)
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{
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exec_command_list(queue, command_list);
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wait_queue_idle(device, queue);
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}
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(SUCCEEDED(hr), "Command allocator reset failed, 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), "CreateCommandList failed, 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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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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todo(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), "Command allocator reset failed, 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), "CreateCommandList failed, 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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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COMMON);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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todo(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), "Command allocator reset failed, 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), "CreateCommandList failed, 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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D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_COMMON);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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todo(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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ID3D12CommandAllocator_Release(command_allocator);
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ID3D12CommandQueue_Release(queue);
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ID3D12GraphicsCommandList_Release(command_list);
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ID3D12Resource_Release(readback_buffer);
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ID3D12Resource_Release(texture);
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ID3D12Resource_Release(upload_buffer);
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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)
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START_TEST(d3d12)
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{
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{
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ID3D12Debug *debug;
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ID3D12Debug *debug;
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@ -2331,4 +2502,5 @@ START_TEST(d3d12)
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test_multithread_fence_wait();
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test_multithread_fence_wait();
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test_clear_render_target_view();
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test_clear_render_target_view();
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test_draw_instanced();
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test_draw_instanced();
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test_invalid_texture_resource_barriers();
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}
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}
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