tests: Add test for resetting command list when it is in use.

This commit is contained in:
Józef Kucia 2016-10-20 16:38:04 +02:00
parent 52211e6c40
commit d3ad189be4

View File

@ -135,6 +135,17 @@ static void transition_resource_state(ID3D12GraphicsCommandList *list, ID3D12Res
ID3D12GraphicsCommandList_ResourceBarrier(list, 1, &barrier); ID3D12GraphicsCommandList_ResourceBarrier(list, 1, &barrier);
} }
static void uav_barrier(ID3D12GraphicsCommandList *list, ID3D12Resource *resource)
{
D3D12_RESOURCE_BARRIER barrier;
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.UAV.pResource = resource;
ID3D12GraphicsCommandList_ResourceBarrier(list, 1, &barrier);
}
static void exec_command_list(ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *list) static void exec_command_list(ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *list)
{ {
ID3D12CommandList *lists[] = {(ID3D12CommandList *)list}; ID3D12CommandList *lists[] = {(ID3D12CommandList *)list};
@ -1262,8 +1273,10 @@ static void test_create_fence(void)
static void test_reset_command_allocator(void) static void test_reset_command_allocator(void)
{ {
ID3D12CommandAllocator *command_allocator; ID3D12CommandAllocator *command_allocator, *command_allocator2;
D3D12_COMMAND_QUEUE_DESC command_queue_desc;
ID3D12GraphicsCommandList *command_list; ID3D12GraphicsCommandList *command_list;
ID3D12CommandQueue *queue;
ID3D12Device *device; ID3D12Device *device;
ULONG refcount; ULONG refcount;
HRESULT hr; HRESULT hr;
@ -1311,8 +1324,40 @@ static void test_reset_command_allocator(void)
hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL); hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL);
ok(SUCCEEDED(hr), "Resetting command list failed, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Resetting command list failed, hr %#x.\n", hr);
ID3D12GraphicsCommandList_Release(command_list); command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
command_queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
command_queue_desc.NodeMask = 0;
hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc,
&IID_ID3D12CommandQueue, (void **)&queue);
ok(SUCCEEDED(hr), "CreateCommandQueue failed, hr %#x.\n", hr);
hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT,
&IID_ID3D12CommandAllocator, (void **)&command_allocator2);
ok(SUCCEEDED(hr), "CreateCommandAllocator failed, hr %#x.\n", hr);
uav_barrier(command_list, NULL);
hr = ID3D12GraphicsCommandList_Close(command_list);
ok(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr);
exec_command_list(queue, command_list);
/* A command list can be reset when it is in use. */
hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator2, NULL);
ok(SUCCEEDED(hr), "Resetting command list failed, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Close(command_list);
ok(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr);
wait_queue_idle(device, queue);
hr = ID3D12CommandAllocator_Reset(command_allocator);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL);
ok(SUCCEEDED(hr), "Resetting command list failed, hr %#x.\n", hr);
ID3D12CommandAllocator_Release(command_allocator); ID3D12CommandAllocator_Release(command_allocator);
ID3D12CommandAllocator_Release(command_allocator2);
ID3D12CommandQueue_Release(queue);
ID3D12GraphicsCommandList_Release(command_list);
refcount = ID3D12Device_Release(device); refcount = ID3D12Device_Release(device);
ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount); ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
} }