tests: Test command allocator reset behaviour with bundles.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
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3fbce3c450
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48536b2222
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tests/d3d12.c
200
tests/d3d12.c
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@ -4322,126 +4322,144 @@ static void test_reset_command_allocator(void)
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D3D12_COMMAND_QUEUE_DESC command_queue_desc;
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ID3D12CommandQueue *queue;
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ID3D12Device *device;
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unsigned int i;
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ULONG refcount;
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HRESULT hr;
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static const D3D12_COMMAND_LIST_TYPE tests[] =
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{
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D3D12_COMMAND_LIST_TYPE_DIRECT,
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D3D12_COMMAND_LIST_TYPE_BUNDLE,
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};
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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(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr);
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for (i = 0; i < ARRAY_SIZE(tests); i++)
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{
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const D3D12_COMMAND_LIST_TYPE type = tests[i];
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12Device_CreateCommandAllocator(device, type,
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&IID_ID3D12CommandAllocator, (void **)&command_allocator);
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ok(SUCCEEDED(hr), "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(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12Device_CreateCommandList(device, 0, type,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
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ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL);
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ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL);
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ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL);
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ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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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(SUCCEEDED(hr), "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_allocator2);
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ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL);
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ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
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uav_barrier(command_list, NULL);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
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exec_command_list(queue, command_list);
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hr = ID3D12Device_CreateCommandAllocator(device, type,
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&IID_ID3D12CommandAllocator, (void **)&command_allocator2);
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ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr);
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/* A command list can be reset when it is in use. */
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hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator2, NULL);
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ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
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if (type != D3D12_COMMAND_LIST_TYPE_BUNDLE)
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{
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command_queue_desc.Type = type;
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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(SUCCEEDED(hr), "Failed to create command queue, hr %#x.\n", hr);
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wait_queue_idle(device, queue);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL);
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ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
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uav_barrier(command_list, NULL);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
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exec_command_list(queue, command_list);
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uav_barrier(command_list, NULL);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
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exec_command_list(queue, command_list);
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/* A command list can be reset when it is in use. */
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hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator2, NULL);
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ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL);
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ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
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wait_queue_idle(device, queue);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL);
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ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
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wait_queue_idle(device, queue);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL);
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ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
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uav_barrier(command_list, NULL);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
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exec_command_list(queue, command_list);
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/* A command allocator can be used with one command list at a time. */
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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_list2);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL);
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ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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command_allocator2, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list2);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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wait_queue_idle(device, queue);
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hr = ID3D12GraphicsCommandList_Close(command_list2);
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ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list2, command_allocator, NULL);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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ID3D12GraphicsCommandList_Release(command_list2);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL);
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ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
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ID3D12CommandQueue_Release(queue);
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}
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/* A command allocator can be re-used after closing the 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_list2);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(SUCCEEDED(hr), "Failed to close command list, 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_list2);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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/* A command allocator can be used with one command list at a time. */
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hr = ID3D12Device_CreateCommandList(device, 0, type,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list2);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12Device_CreateCommandList(device, 0, type,
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command_allocator2, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list2);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Close(command_list2);
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ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list2, command_allocator, NULL);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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ID3D12GraphicsCommandList_Release(command_list2);
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/* A command allocator can be re-used after closing the command list. */
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hr = ID3D12Device_CreateCommandList(device, 0, type,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list2);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
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hr = ID3D12Device_CreateCommandList(device, 0, type,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list2);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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ID3D12CommandAllocator_Release(command_allocator);
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ID3D12CommandAllocator_Release(command_allocator2);
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ID3D12GraphicsCommandList_Release(command_list);
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ID3D12GraphicsCommandList_Release(command_list2);
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}
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ID3D12CommandAllocator_Release(command_allocator);
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ID3D12CommandAllocator_Release(command_allocator2);
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ID3D12CommandQueue_Release(queue);
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ID3D12GraphicsCommandList_Release(command_list);
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ID3D12GraphicsCommandList_Release(command_list2);
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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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