/* * 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" #define recreate_command_list(a, b, c) recreate_command_list_(__LINE__, a, b, c) static void recreate_command_list_(unsigned int line, ID3D12Device *device, ID3D12CommandAllocator *allocator, ID3D12GraphicsCommandList **command_list) { HRESULT hr; hr = ID3D12CommandAllocator_Reset(allocator); ok_(line)(hr == S_OK, "Failed to reset command allocator, hr %#x.\n", hr); ID3D12GraphicsCommandList_Release(*command_list); hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)command_list); ok_(line)(hr == S_OK, "Failed to create command list, hr %#x.\n", hr); } static void test_invalid_resource_barriers(void) { ID3D12Resource *texture, *readback_buffer, *upload_buffer; 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; } queue = create_command_queue(device, D3D12_COMMAND_LIST_TYPE_DIRECT, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL); hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, &IID_ID3D12CommandAllocator, (void **)&command_allocator); ok(hr == S_OK, "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(hr == S_OK, "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(hr == S_OK, "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); } recreate_command_list(device, command_allocator, &command_list); /* 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); } recreate_command_list(device, command_allocator, &command_list); /* 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); recreate_command_list(device, command_allocator, &command_list); /* 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); recreate_command_list(device, command_allocator, &command_list); /* 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); recreate_command_list(device, command_allocator, &command_list); /* NULL resource. */ transition_resource_state(command_list, NULL, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); hr = ID3D12GraphicsCommandList_Close(command_list); 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); } static void test_invalid_copy_texture_region(void) { ID3D12Resource *dst_texture, *src_texture, *dst_buffer, *src_buffer; D3D12_TEXTURE_COPY_LOCATION src_location, dst_location; ID3D12CommandAllocator *command_allocator; ID3D12GraphicsCommandList *command_list; ID3D12Device *device; ULONG refcount; D3D12_BOX box; HRESULT hr; if (!(device = create_device())) { skip("Failed to create device.\n"); return; } hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, &IID_ID3D12CommandAllocator, (void **)&command_allocator); ok(hr == S_OK, "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(hr == S_OK, "Failed to create command list, hr %#x.\n", hr); src_buffer = create_upload_buffer(device, 0x40000, NULL); dst_buffer = create_default_buffer(device, 0x40000, 0, D3D12_RESOURCE_STATE_COPY_DEST); src_texture = create_default_texture(device, 64, 64, DXGI_FORMAT_BC3_UNORM, 0, D3D12_RESOURCE_STATE_COPY_SOURCE); dst_texture = create_default_texture(device, 64, 64, DXGI_FORMAT_BC3_UNORM, 0, D3D12_RESOURCE_STATE_COPY_DEST); dst_location.pResource = dst_texture; dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; dst_location.SubresourceIndex = 0; src_location.pResource = src_buffer; src_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; src_location.PlacedFootprint.Offset = D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT; src_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_BC3_UNORM; src_location.PlacedFootprint.Footprint.Width = 64; src_location.PlacedFootprint.Footprint.Height = 63; /* height must be multiple of block size */ src_location.PlacedFootprint.Footprint.Depth = 1; src_location.PlacedFootprint.Footprint.RowPitch = 64 / format_block_width(DXGI_FORMAT_BC3_UNORM) * format_size(DXGI_FORMAT_BC3_UNORM); ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, 0, 0, 0, &src_location, NULL); hr = ID3D12GraphicsCommandList_Close(command_list); todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); recreate_command_list(device, command_allocator, &command_list); src_location.PlacedFootprint.Footprint.Width = 4; src_location.PlacedFootprint.Footprint.Height = 4; /* dst y must be multiple of block size */ ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, 0, 3, 0, &src_location, NULL); hr = ID3D12GraphicsCommandList_Close(command_list); todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); recreate_command_list(device, command_allocator, &command_list); /* row pitch must be multiple of D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT */ src_location.PlacedFootprint.Footprint.RowPitch = 64 / format_block_width(DXGI_FORMAT_BC3_UNORM) * format_size(DXGI_FORMAT_BC3_UNORM) + 1; ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, 0, 0, 0, &src_location, NULL); hr = ID3D12GraphicsCommandList_Close(command_list); todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); recreate_command_list(device, command_allocator, &command_list); dst_location.pResource = dst_buffer; dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; dst_location.PlacedFootprint.Offset = D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT; dst_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_BC3_UNORM; dst_location.PlacedFootprint.Footprint.Width = 64; dst_location.PlacedFootprint.Footprint.Height = 64; dst_location.PlacedFootprint.Footprint.Depth = 1; dst_location.PlacedFootprint.Footprint.RowPitch = 64 / format_block_width(DXGI_FORMAT_BC3_UNORM) * format_size(DXGI_FORMAT_BC3_UNORM); src_location.pResource = src_texture; src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; src_location.SubresourceIndex = 0; /* coordinates must be multiple of block size */ set_box(&box, 0, 0, 0, 31, 31, 1); ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, 0, 0, 0, &src_location, &box); hr = ID3D12GraphicsCommandList_Close(command_list); todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); recreate_command_list(device, command_allocator, &command_list); ID3D12Resource_Release(src_texture); src_texture = create_default_texture2d(device, 4, 4, 1, 3, DXGI_FORMAT_BC3_UNORM, D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_SOURCE); src_location.pResource = src_texture; src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; src_location.SubresourceIndex = 1; /* coordinates must be multiple of block size even for smallest miplevels */ set_box(&box, 0, 0, 0, 2, 2, 1); ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, 0, 0, 0, &src_location, &box); hr = ID3D12GraphicsCommandList_Close(command_list); todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); recreate_command_list(device, command_allocator, &command_list); src_location.SubresourceIndex = 2; /* coordinates must be multiple of block size even for smallest miplevels */ set_box(&box, 0, 0, 0, 1, 1, 1); ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, 0, 0, 0, &src_location, &box); hr = ID3D12GraphicsCommandList_Close(command_list); todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); ID3D12CommandAllocator_Release(command_allocator); ID3D12GraphicsCommandList_Release(command_list); ID3D12Resource_Release(dst_buffer); ID3D12Resource_Release(src_buffer); ID3D12Resource_Release(src_texture); ID3D12Resource_Release(dst_texture); refcount = ID3D12Device_Release(device); ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount); } static void test_invalid_unordered_access_views(void) { D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc; D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; ID3D12DescriptorHeap *heap; ID3D12Resource *buffer; ID3D12Device *device; ULONG refcount; if (!(device = create_device())) { skip("Failed to create device.\n"); return; } heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 16); buffer = create_default_buffer(device, 64 * sizeof(float), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap); /* Buffer views cannot be created for compressed formats. */ uav_desc.Format = DXGI_FORMAT_BC1_UNORM; uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER; uav_desc.Buffer.FirstElement = 0; uav_desc.Buffer.NumElements = 64; uav_desc.Buffer.StructureByteStride = 0; uav_desc.Buffer.CounterOffsetInBytes = 0; uav_desc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE; ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc, cpu_handle); ID3D12DescriptorHeap_Release(heap); ID3D12Resource_Release(buffer); refcount = ID3D12Device_Release(device); ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount); } START_TEST(d3d12_invalid_usage) { parse_args(argc, argv); enable_d3d12_debug_layer(argc, argv); init_adapter_info(); run_test(test_invalid_resource_barriers); run_test(test_invalid_copy_texture_region); run_test(test_invalid_unordered_access_views); }