libs/vkd3d: Validate resource state for resource barriers.

This commit is contained in:
Józef Kucia 2016-10-19 16:39:48 +02:00
parent 34f6abc81d
commit f2c980af56
3 changed files with 74 additions and 6 deletions

View File

@ -512,7 +512,8 @@ static HRESULT vkd3d_begin_command_buffer(struct d3d12_command_list *list)
return hresult_from_vk_result(vr); return hresult_from_vk_result(vr);
} }
list->is_recording = TRUE; list->is_recording = true;
list->is_valid = true;
ID3D12GraphicsCommandList_SetPipelineState(&list->ID3D12GraphicsCommandList_iface, list->pipeline_state); ID3D12GraphicsCommandList_SetPipelineState(&list->ID3D12GraphicsCommandList_iface, list->pipeline_state);
@ -1061,7 +1062,14 @@ static HRESULT STDMETHODCALLTYPE d3d12_command_list_Close(ID3D12GraphicsCommandL
return hresult_from_vk_result(vr); return hresult_from_vk_result(vr);
} }
list->is_recording = FALSE; list->is_recording = false;
if (!list->is_valid)
{
WARN("Error occurred during command list recording.\n");
return E_INVALIDARG;
}
return S_OK; return S_OK;
} }
@ -1549,8 +1557,67 @@ static void STDMETHODCALLTYPE d3d12_command_list_SetPipelineState(ID3D12Graphics
static void STDMETHODCALLTYPE d3d12_command_list_ResourceBarrier(ID3D12GraphicsCommandList *iface, static void STDMETHODCALLTYPE d3d12_command_list_ResourceBarrier(ID3D12GraphicsCommandList *iface,
UINT barrier_count, const D3D12_RESOURCE_BARRIER *barriers) UINT barrier_count, const D3D12_RESOURCE_BARRIER *barriers)
{ {
FIXME("iface %p, barrier_count %u, barriers %p stub!\n", struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
iface, barrier_count, barriers); bool have_aliasing_barriers = false, have_split_barriers = false;
unsigned int i;
TRACE("iface %p, barrier_count %u, barriers %p.\n", iface, barrier_count, barriers);
for (i = 0; i < barrier_count; ++i)
{
const D3D12_RESOURCE_BARRIER *current = &barriers[i];
have_split_barriers = have_split_barriers
|| (current->Flags & D3D12_RESOURCE_BARRIER_FLAG_BEGIN_ONLY)
|| (current->Flags & D3D12_RESOURCE_BARRIER_FLAG_END_ONLY);
if (current->Flags & D3D12_RESOURCE_BARRIER_FLAG_BEGIN_ONLY)
continue;
switch (current->Type)
{
case D3D12_RESOURCE_BARRIER_TYPE_TRANSITION:
{
const D3D12_RESOURCE_TRANSITION_BARRIER *transition = &current->u.Transition;
if (!is_valid_resource_state(transition->StateBefore))
{
WARN("Invalid StateBefore %#x (barrier %u).\n", transition->StateBefore, i);
list->is_valid = false;
continue;
}
if (!is_valid_resource_state(transition->StateAfter))
{
WARN("Invalid StateAfter %#x (barrier %u).\n", transition->StateAfter, i);
list->is_valid = false;
continue;
}
FIXME("Transition barriers not implemented yet.\n");
break;
}
case D3D12_RESOURCE_BARRIER_TYPE_UAV:
{
FIXME("UAV barriers not implemented yet.\n");
break;
}
case D3D12_RESOURCE_BARRIER_TYPE_ALIASING:
have_aliasing_barriers = true;
continue;
default:
WARN("Invalid barrier type %#x.\n", current->Type);
continue;
}
}
if (have_aliasing_barriers)
FIXME("Aliasing barriers not implemented yet.\n");
/* Vulkan doesn't support split barriers. */
if (have_split_barriers)
WARN("Issuing split barrier(s) on D3D12_RESOURCE_BARRIER_FLAG_END_ONLY.\n");
} }
static void STDMETHODCALLTYPE d3d12_command_list_ExecuteBundle(ID3D12GraphicsCommandList *iface, static void STDMETHODCALLTYPE d3d12_command_list_ExecuteBundle(ID3D12GraphicsCommandList *iface,

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@ -285,7 +285,8 @@ struct d3d12_command_list
ID3D12PipelineState *pipeline_state; ID3D12PipelineState *pipeline_state;
VkCommandBuffer vk_command_buffer; VkCommandBuffer vk_command_buffer;
BOOL is_recording; bool is_recording;
bool is_valid;
uint32_t strides[D3D12_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; uint32_t strides[D3D12_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
struct VkPipelineInputAssemblyStateCreateInfo ia_desc; struct VkPipelineInputAssemblyStateCreateInfo ia_desc;

View File

@ -2473,7 +2473,7 @@ static void test_invalid_texture_resource_barriers(void)
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); D3D12_RESOURCE_STATE_UNORDERED_ACCESS | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
hr = ID3D12GraphicsCommandList_Close(command_list); hr = ID3D12GraphicsCommandList_Close(command_list);
todo(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
hr = ID3D12CommandAllocator_Reset(command_allocator); hr = ID3D12CommandAllocator_Reset(command_allocator);
ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);