vkd3d/tests/d3d12_invalid_usage.c
Józef Kucia 03eba4b0ad tests: Move invalid usage tests to separate unit.
Ideally, tests should not produce Vulkan validation errors. Move tests
which explicitly test invalid usage of D3D12 and are expected to produce
validation errors to a separate file.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2018-12-04 18:50:28 +01:00

179 lines
8.1 KiB
C

/*
* Copyright 2016-2018 Józef Kucia for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "d3d12_crosstest.h"
static void test_invalid_texture_resource_barriers(void)
{
ID3D12Resource *texture, *readback_buffer, *upload_buffer;
D3D12_COMMAND_QUEUE_DESC command_queue_desc;
ID3D12CommandAllocator *command_allocator;
ID3D12GraphicsCommandList *command_list;
ID3D12CommandQueue *queue;
ID3D12Device *device;
ULONG refcount;
HRESULT hr;
if (!(device = create_device()))
{
skip("Failed to create device.\n");
return;
}
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), "Failed to create command queue, hr %#x.\n", hr);
hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT,
&IID_ID3D12CommandAllocator, (void **)&command_allocator);
ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr);
hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
texture = create_default_texture(device, 32, 32, DXGI_FORMAT_R8G8B8A8_UNORM,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
upload_buffer = create_upload_buffer(device, 32, NULL);
readback_buffer = create_readback_buffer(device, 32);
/* The following invalid barrier is not detected by the runtime. */
transition_resource_state(command_list, texture,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
hr = ID3D12GraphicsCommandList_Close(command_list);
ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
reset_command_list(command_list, command_allocator);
/* The before state does not match with the previous state. */
transition_resource_state(command_list, texture,
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_SOURCE);
transition_resource_state(command_list, texture,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
hr = ID3D12GraphicsCommandList_Close(command_list);
/* The returned error code has changed after a Windows update. */
ok(hr == S_OK || hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
if (hr == S_OK)
{
exec_command_list(queue, command_list);
wait_queue_idle(device, queue);
}
ID3D12GraphicsCommandList_Release(command_list);
hr = ID3D12CommandAllocator_Reset(command_allocator);
ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
/* The before state does not match with the previous state. */
transition_resource_state(command_list, texture,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
transition_resource_state(command_list, texture,
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
hr = ID3D12GraphicsCommandList_Close(command_list);
/* The returned error code has changed after a Windows update. */
ok(hr == S_OK || hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
if (hr == S_OK)
{
exec_command_list(queue, command_list);
wait_queue_idle(device, queue);
}
hr = ID3D12CommandAllocator_Reset(command_allocator);
ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
ID3D12GraphicsCommandList_Release(command_list);
hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
/* Exactly one write state or a combination of read-only states are allowed. */
transition_resource_state(command_list, texture,
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
hr = ID3D12GraphicsCommandList_Close(command_list);
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
hr = ID3D12CommandAllocator_Reset(command_allocator);
ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
ID3D12GraphicsCommandList_Release(command_list);
hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
/* Readback resources cannot transition from D3D12_RESOURCE_STATE_COPY_DEST. */
transition_resource_state(command_list, readback_buffer,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COMMON);
hr = ID3D12GraphicsCommandList_Close(command_list);
todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
hr = ID3D12CommandAllocator_Reset(command_allocator);
ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
ID3D12GraphicsCommandList_Release(command_list);
hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
/* Upload resources cannot transition from D3D12_RESOURCE_STATE_GENERIC_READ. */
transition_resource_state(command_list, upload_buffer,
D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_COMMON);
hr = ID3D12GraphicsCommandList_Close(command_list);
todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
ID3D12CommandAllocator_Release(command_allocator);
ID3D12CommandQueue_Release(queue);
ID3D12GraphicsCommandList_Release(command_list);
ID3D12Resource_Release(readback_buffer);
ID3D12Resource_Release(texture);
ID3D12Resource_Release(upload_buffer);
refcount = ID3D12Device_Release(device);
ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
}
START_TEST(d3d12_invalid_usage)
{
bool enable_debug_layer = false;
ID3D12Debug *debug;
unsigned int i;
for (i = 1; i < argc; ++i)
{
if (!strcmp(argv[i], "--validate"))
enable_debug_layer = true;
else if (!strcmp(argv[i], "--warp"))
use_warp_device = true;
else if (!strcmp(argv[i], "--adapter") && i + 1 < argc)
use_adapter_idx = atoi(argv[++i]);
}
if (enable_debug_layer && SUCCEEDED(D3D12GetDebugInterface(&IID_ID3D12Debug, (void **)&debug)))
{
ID3D12Debug_EnableDebugLayer(debug);
ID3D12Debug_Release(debug);
}
print_adapter_info();
run_test(test_invalid_texture_resource_barriers);
}