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tests: Release and then use a heap which contains resources.
The expected use case where a heap is freed before its contained resources is not reasonably testable, so the ability to place a new resource is tested instead.
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Notes:
Alexandre Julliard
2023-04-03 22:09:05 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/127
@ -2081,12 +2081,12 @@ done:
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static void test_create_placed_resource(void)
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{
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D3D12_GPU_VIRTUAL_ADDRESS gpu_address;
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ID3D12Resource *resource, *resource2;
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D3D12_RESOURCE_DESC resource_desc;
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ID3D12Device *device, *tmp_device;
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D3D12_CLEAR_VALUE clear_value;
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D3D12_RESOURCE_STATES state;
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D3D12_HEAP_DESC heap_desc;
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ID3D12Resource *resource;
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ID3D12Heap *heap;
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unsigned int i;
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ULONG refcount;
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@ -2112,7 +2112,7 @@ static void test_create_placed_resource(void)
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return;
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}
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heap_desc.SizeInBytes = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
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heap_desc.SizeInBytes = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT * 2;
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memset(&heap_desc.Properties, 0, sizeof(heap_desc.Properties));
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heap_desc.Properties.Type = D3D12_HEAP_TYPE_DEFAULT;
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heap_desc.Alignment = 0;
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@ -2181,7 +2181,21 @@ static void test_create_placed_resource(void)
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&IID_ID3D12Resource, (void **)&resource);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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/* Test heap peristence when its resource count is non-zero. */
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hr = ID3D12Device_CreatePlacedResource(device, heap, 0,
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&resource_desc, D3D12_RESOURCE_STATE_COMMON, NULL, &IID_ID3D12Resource, (void **)&resource);
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ok(hr == S_OK, "Failed to create placed resource, hr %#x.\n", hr);
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ID3D12Heap_Release(heap);
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refcount = get_refcount(heap);
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ok(!refcount, "Got unexpected refcount %u.\n", (unsigned int)refcount);
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hr = ID3D12Device_CreatePlacedResource(device, heap, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT,
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&resource_desc, D3D12_RESOURCE_STATE_COMMON, NULL, &IID_ID3D12Resource, (void **)&resource2);
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ok(hr == S_OK, "Failed to create placed resource, hr %#x.\n", hr);
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ID3D12Resource_Release(resource);
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ID3D12Resource_Release(resource2);
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for (i = 0; i < ARRAY_SIZE(invalid_buffer_desc_tests); ++i)
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{
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