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b30437d239
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
288 lines
14 KiB
C
288 lines
14 KiB
C
/*
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* Copyright 2016-2018 Józef Kucia for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "d3d12_crosstest.h"
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static void test_invalid_texture_resource_barriers(void)
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{
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ID3D12Resource *texture, *readback_buffer, *upload_buffer;
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D3D12_COMMAND_QUEUE_DESC command_queue_desc;
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ID3D12CommandAllocator *command_allocator;
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ID3D12GraphicsCommandList *command_list;
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ID3D12CommandQueue *queue;
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ID3D12Device *device;
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ULONG refcount;
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HRESULT hr;
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if (!(device = create_device()))
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{
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skip("Failed to create device.\n");
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return;
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}
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command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
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command_queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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command_queue_desc.NodeMask = 0;
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hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc,
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&IID_ID3D12CommandQueue, (void **)&queue);
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ok(hr == S_OK, "Failed to create command queue, hr %#x.\n", hr);
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hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT,
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&IID_ID3D12CommandAllocator, (void **)&command_allocator);
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ok(hr == S_OK, "Failed to create command allocator, hr %#x.\n", hr);
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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texture = create_default_texture(device, 32, 32, DXGI_FORMAT_R8G8B8A8_UNORM,
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D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
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upload_buffer = create_upload_buffer(device, 32, NULL);
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readback_buffer = create_readback_buffer(device, 32);
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/* The following invalid barrier is not detected by the runtime. */
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transition_resource_state(command_list, texture,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
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reset_command_list(command_list, command_allocator);
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/* The before state does not match with the previous state. */
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transition_resource_state(command_list, texture,
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_SOURCE);
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transition_resource_state(command_list, texture,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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/* The returned error code has changed after a Windows update. */
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ok(hr == S_OK || hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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if (hr == S_OK)
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{
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exec_command_list(queue, command_list);
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wait_queue_idle(device, queue);
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}
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ID3D12GraphicsCommandList_Release(command_list);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == S_OK, "Failed to reset command allocator, hr %#x.\n", hr);
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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/* The before state does not match with the previous state. */
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transition_resource_state(command_list, texture,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
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transition_resource_state(command_list, texture,
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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/* The returned error code has changed after a Windows update. */
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ok(hr == S_OK || hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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if (hr == S_OK)
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{
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exec_command_list(queue, command_list);
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wait_queue_idle(device, queue);
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}
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == S_OK, "Failed to reset command allocator, hr %#x.\n", hr);
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ID3D12GraphicsCommandList_Release(command_list);
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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/* Exactly one write state or a combination of read-only states are allowed. */
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transition_resource_state(command_list, texture,
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == S_OK, "Failed to reset command allocator, hr %#x.\n", hr);
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ID3D12GraphicsCommandList_Release(command_list);
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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/* Readback resources cannot transition from D3D12_RESOURCE_STATE_COPY_DEST. */
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transition_resource_state(command_list, readback_buffer,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COMMON);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == S_OK, "Failed to reset command allocator, hr %#x.\n", hr);
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ID3D12GraphicsCommandList_Release(command_list);
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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/* Upload resources cannot transition from D3D12_RESOURCE_STATE_GENERIC_READ. */
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transition_resource_state(command_list, upload_buffer,
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D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_COMMON);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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ID3D12CommandAllocator_Release(command_allocator);
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ID3D12CommandQueue_Release(queue);
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ID3D12GraphicsCommandList_Release(command_list);
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ID3D12Resource_Release(readback_buffer);
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ID3D12Resource_Release(texture);
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ID3D12Resource_Release(upload_buffer);
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refcount = ID3D12Device_Release(device);
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ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
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}
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static void test_invalid_copy_texture_region(void)
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{
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ID3D12Resource *dst_texture, *src_texture, *dst_buffer, *src_buffer;
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D3D12_TEXTURE_COPY_LOCATION src_location, dst_location;
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ID3D12CommandAllocator *command_allocator;
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ID3D12GraphicsCommandList *command_list;
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ID3D12Device *device;
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ULONG refcount;
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D3D12_BOX box;
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HRESULT hr;
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if (!(device = create_device()))
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{
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skip("Failed to create device.\n");
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return;
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}
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hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT,
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&IID_ID3D12CommandAllocator, (void **)&command_allocator);
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ok(hr == S_OK, "Failed to create command allocator, hr %#x.\n", hr);
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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src_buffer = create_upload_buffer(device, 0x40000, NULL);
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dst_buffer = create_default_buffer(device, 0x40000, 0, D3D12_RESOURCE_STATE_COPY_DEST);
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src_texture = create_default_texture(device, 64, 64,
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DXGI_FORMAT_BC3_UNORM, 0, D3D12_RESOURCE_STATE_COPY_SOURCE);
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dst_texture = create_default_texture(device, 64, 64,
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DXGI_FORMAT_BC3_UNORM, 0, D3D12_RESOURCE_STATE_COPY_DEST);
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dst_location.pResource = dst_texture;
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dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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dst_location.SubresourceIndex = 0;
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src_location.pResource = src_buffer;
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src_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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src_location.PlacedFootprint.Offset = D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT;
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src_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_BC3_UNORM;
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src_location.PlacedFootprint.Footprint.Width = 64;
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src_location.PlacedFootprint.Footprint.Height = 63; /* height must be multiple of block size */
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src_location.PlacedFootprint.Footprint.Depth = 1;
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src_location.PlacedFootprint.Footprint.RowPitch
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= 64 / format_block_width(DXGI_FORMAT_BC3_UNORM) * format_size(DXGI_FORMAT_BC3_UNORM);
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ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
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&dst_location, 0, 0, 0, &src_location, NULL);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == S_OK, "Failed to reset command allocator, hr %#x.\n", hr);
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ID3D12GraphicsCommandList_Release(command_list);
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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src_location.PlacedFootprint.Footprint.Width = 4;
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src_location.PlacedFootprint.Footprint.Height = 4;
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/* dst y must be multiple of block size */
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ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
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&dst_location, 0, 3, 0, &src_location, NULL);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == S_OK, "Failed to reset command allocator, hr %#x.\n", hr);
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ID3D12GraphicsCommandList_Release(command_list);
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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/* row pitch must be multiple of D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT */
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src_location.PlacedFootprint.Footprint.RowPitch
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= 64 / format_block_width(DXGI_FORMAT_BC3_UNORM) * format_size(DXGI_FORMAT_BC3_UNORM) + 1;
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ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
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&dst_location, 0, 0, 0, &src_location, NULL);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == S_OK, "Failed to reset command allocator, hr %#x.\n", hr);
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ID3D12GraphicsCommandList_Release(command_list);
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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dst_location.pResource = dst_buffer;
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dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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dst_location.PlacedFootprint.Offset = D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT;
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dst_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_BC3_UNORM;
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dst_location.PlacedFootprint.Footprint.Width = 64;
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dst_location.PlacedFootprint.Footprint.Height = 64;
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dst_location.PlacedFootprint.Footprint.Depth = 1;
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dst_location.PlacedFootprint.Footprint.RowPitch
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= 64 / format_block_width(DXGI_FORMAT_BC3_UNORM) * format_size(DXGI_FORMAT_BC3_UNORM);
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src_location.pResource = src_texture;
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src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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src_location.SubresourceIndex = 0;
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/* coordinates must be multiple of block size */
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set_box(&box, 0, 0, 0, 31, 31, 1);
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ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
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&dst_location, 0, 0, 0, &src_location, &box);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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ID3D12CommandAllocator_Release(command_allocator);
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ID3D12GraphicsCommandList_Release(command_list);
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ID3D12Resource_Release(dst_buffer);
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ID3D12Resource_Release(src_buffer);
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ID3D12Resource_Release(dst_texture);
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ID3D12Resource_Release(src_texture);
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refcount = ID3D12Device_Release(device);
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ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
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}
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START_TEST(d3d12_invalid_usage)
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{
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parse_args(argc, argv);
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enable_d3d12_debug_layer(argc, argv);
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init_adapter_info();
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run_test(test_invalid_texture_resource_barriers);
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run_test(test_invalid_copy_texture_region);
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}
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