tests: Immediately transition buffers after creation in the shader runner.

The resource could be destructed before the command list left open
is executed; instead, we immediately perform the transition.
This commit is contained in:
Giovanni Mascellani 2023-10-31 14:00:35 +01:00 committed by Alexandre Julliard
parent 46b7fccfd7
commit c691ad8869
Notes: Alexandre Julliard 2023-11-01 22:40:06 +01:00
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/425
2 changed files with 21 additions and 7 deletions

View File

@ -773,9 +773,10 @@ static inline void upload_texture_data_(unsigned int line, ID3D12Resource *textu
RESOURCE_STATE_DO_NOT_CHANGE, RESOURCE_STATE_DO_NOT_CHANGE);
}
#define upload_buffer_data(a, b, c, d, e, f) upload_buffer_data_(__LINE__, a, b, c, d, e, f)
static inline void upload_buffer_data_(unsigned int line, ID3D12Resource *buffer, size_t offset,
size_t size, const void *data, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list)
#define upload_buffer_data_with_states(a, b, c, d, e, f, g, h) upload_buffer_data_with_states_(__LINE__, a, b, c, d, e, f, g, h)
static inline void upload_buffer_data_with_states_(unsigned int line, ID3D12Resource *buffer, size_t offset,
size_t size, const void *data, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list,
D3D12_RESOURCE_STATES initial_state, D3D12_RESOURCE_STATES final_state)
{
ID3D12Resource *upload_buffer;
ID3D12Device *device;
@ -786,9 +787,15 @@ static inline void upload_buffer_data_(unsigned int line, ID3D12Resource *buffer
upload_buffer = create_upload_buffer_(line, device, size, data);
if (initial_state != RESOURCE_STATE_DO_NOT_CHANGE)
transition_resource_state(command_list, buffer, initial_state, D3D12_RESOURCE_STATE_COPY_DEST);
ID3D12GraphicsCommandList_CopyBufferRegion(command_list, buffer, offset,
upload_buffer, 0, size);
if (final_state != RESOURCE_STATE_DO_NOT_CHANGE)
transition_resource_state(command_list, buffer, D3D12_RESOURCE_STATE_COPY_DEST, final_state);
hr = ID3D12GraphicsCommandList_Close(command_list);
ok_(line)(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
exec_command_list(queue, command_list);
@ -798,6 +805,14 @@ static inline void upload_buffer_data_(unsigned int line, ID3D12Resource *buffer
ID3D12Device_Release(device);
}
#define upload_buffer_data(a, b, c, d, e, f) upload_buffer_data_(__LINE__, a, b, c, d, e, f)
static inline void upload_buffer_data_(unsigned int line, ID3D12Resource *buffer, size_t offset,
size_t size, const void *data, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list)
{
return upload_buffer_data_with_states_(line, buffer, offset, size, data, queue, command_list,
RESOURCE_STATE_DO_NOT_CHANGE, RESOURCE_STATE_DO_NOT_CHANGE);
}
static HRESULT create_root_signature(ID3D12Device *device, const D3D12_ROOT_SIGNATURE_DESC *desc,
ID3D12RootSignature **root_signature)
{

View File

@ -181,11 +181,10 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
resource->resource = create_default_buffer(device, params->data_size,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST);
upload_buffer_data(resource->resource, 0, params->data_size, resource_data,
test_context->queue, test_context->list);
upload_buffer_data_with_states(resource->resource, 0, params->data_size, resource_data,
test_context->queue, test_context->list,
RESOURCE_STATE_DO_NOT_CHANGE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
reset_command_list(test_context->list, test_context->allocator);
transition_resource_state(test_context->list, resource->resource,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
uav_desc.Format = params->format;
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;