/* * 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); }