d3d11/tests: Add test for resource access flags.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2018-02-01 09:50:32 +01:00 committed by Alexandre Julliard
parent a2fe3ff066
commit 34edee9039
1 changed files with 356 additions and 1 deletions

View File

@ -24,7 +24,7 @@
#include <stdlib.h>
#define COBJMACROS
#include "initguid.h"
#include "d3d11_1.h"
#include "d3d11_4.h"
#include "wine/test.h"
#ifndef ARRAY_SIZE
@ -1092,6 +1092,21 @@ static BOOL is_nvidia_device(ID3D11Device *device)
return is_vendor_device(device, 0x10de);
}
static BOOL is_d3d11_2_runtime(ID3D11Device *device)
{
ID3D11Device2 *device2;
HRESULT hr;
/* FIXME: Wine doesn't implement required interfaces yet, but we want to test new behavior. */
if (!strcmp(winetest_platform, "wine"))
return TRUE;
hr = ID3D11Device_QueryInterface(device, &IID_ID3D11Device2, (void **)&device2);
if (SUCCEEDED(hr))
ID3D11Device2_Release(device2);
return hr == S_OK;
}
static BOOL check_compute_shaders_via_sm4_support(ID3D11Device *device)
{
D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS options;
@ -1102,6 +1117,13 @@ static BOOL check_compute_shaders_via_sm4_support(ID3D11Device *device)
return options.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
}
static BOOL is_buffer(ID3D11Resource *resource)
{
D3D11_RESOURCE_DIMENSION dimension;
ID3D11Resource_GetType(resource, &dimension);
return dimension == D3D11_RESOURCE_DIMENSION_BUFFER;
}
static IDXGISwapChain *create_swapchain(ID3D11Device *device, HWND window,
const struct swapchain_desc *swapchain_desc)
{
@ -10928,6 +10950,338 @@ static void test_resource_map(void)
ok(!refcount, "Device has %u references left.\n", refcount);
}
#define check_resource_cpu_access(a, b, c, d, e) check_resource_cpu_access_(__LINE__, a, b, c, d, e)
static void check_resource_cpu_access_(unsigned int line, ID3D11DeviceContext *context,
ID3D11Resource *resource, D3D11_USAGE usage, UINT bind_flags, UINT cpu_access)
{
BOOL cpu_write = cpu_access & D3D11_CPU_ACCESS_WRITE;
BOOL cpu_read = cpu_access & D3D11_CPU_ACCESS_READ;
BOOL dynamic = usage == D3D11_USAGE_DYNAMIC;
D3D11_MAPPED_SUBRESOURCE map_desc;
HRESULT hr, expected_hr;
ID3D11Device *device;
expected_hr = cpu_read ? S_OK : E_INVALIDARG;
hr = ID3D11DeviceContext_Map(context, resource, 0, D3D11_MAP_READ, 0, &map_desc);
todo_wine_if(expected_hr != S_OK)
ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for READ.\n", hr);
if (SUCCEEDED(hr))
ID3D11DeviceContext_Unmap(context, resource, 0);
/* WRITE_DISCARD and WRITE_NO_OVERWRITE are the only allowed options for dynamic resources. */
expected_hr = !dynamic && cpu_write ? S_OK : E_INVALIDARG;
hr = ID3D11DeviceContext_Map(context, resource, 0, D3D11_MAP_WRITE, 0, &map_desc);
todo_wine_if(expected_hr != S_OK)
ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for WRITE.\n", hr);
if (SUCCEEDED(hr))
ID3D11DeviceContext_Unmap(context, resource, 0);
expected_hr = cpu_read && cpu_write ? S_OK : E_INVALIDARG;
hr = ID3D11DeviceContext_Map(context, resource, 0, D3D11_MAP_READ_WRITE, 0, &map_desc);
todo_wine_if(expected_hr != S_OK)
ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for READ_WRITE.\n", hr);
if (SUCCEEDED(hr))
ID3D11DeviceContext_Unmap(context, resource, 0);
expected_hr = dynamic ? S_OK : E_INVALIDARG;
hr = ID3D11DeviceContext_Map(context, resource, 0, D3D11_MAP_WRITE_DISCARD, 0, &map_desc);
todo_wine_if(expected_hr != S_OK)
ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for WRITE_DISCARD.\n", hr);
if (SUCCEEDED(hr))
ID3D11DeviceContext_Unmap(context, resource, 0);
if (!dynamic)
return;
ID3D11DeviceContext_GetDevice(context, &device);
/* WRITE_NO_OVERWRITE is supported only for buffers. */
expected_hr = is_buffer(resource) ? S_OK : E_INVALIDARG;
hr = ID3D11DeviceContext_Map(context, resource, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map_desc);
/* D3D11.1 is required for constant and shader buffers. */
todo_wine_if(expected_hr != S_OK)
ok_(__FILE__, line)(hr == expected_hr
|| broken(bind_flags & (D3D11_BIND_CONSTANT_BUFFER | D3D11_BIND_SHADER_RESOURCE)),
"Got hr %#x for WRITE_NO_OVERWRITE.\n", hr);
if (SUCCEEDED(hr))
ID3D11DeviceContext_Unmap(context, resource, 0);
ID3D11Device_Release(device);
}
static void test_resource_access(const D3D_FEATURE_LEVEL feature_level)
{
D3D11_TEXTURE2D_DESC texture_desc;
struct device_desc device_desc;
D3D11_BUFFER_DESC buffer_desc;
ID3D11DeviceContext *context;
D3D11_SUBRESOURCE_DATA data;
ID3D11Resource *resource;
BOOL required_cpu_access;
BOOL cpu_write, cpu_read;
HRESULT hr, expected_hr;
UINT allowed_cpu_access;
BOOL broken_validation;
ID3D11Device *device;
unsigned int i;
ULONG refcount;
static const struct
{
D3D11_USAGE usage;
UINT bind_flags;
BOOL is_valid;
UINT allowed_cpu_access;
}
tests[] =
{
/* Default resources cannot be written by CPU. */
{D3D11_USAGE_DEFAULT, D3D11_BIND_VERTEX_BUFFER, TRUE, 0},
{D3D11_USAGE_DEFAULT, D3D11_BIND_INDEX_BUFFER, TRUE, 0},
{D3D11_USAGE_DEFAULT, D3D11_BIND_CONSTANT_BUFFER, TRUE, 0},
{D3D11_USAGE_DEFAULT, D3D11_BIND_SHADER_RESOURCE, TRUE, 0},
{D3D11_USAGE_DEFAULT, D3D11_BIND_STREAM_OUTPUT, TRUE, 0},
{D3D11_USAGE_DEFAULT, D3D11_BIND_RENDER_TARGET, TRUE, 0},
{D3D11_USAGE_DEFAULT, D3D11_BIND_DEPTH_STENCIL, TRUE, 0},
{D3D11_USAGE_DEFAULT, D3D11_BIND_UNORDERED_ACCESS, TRUE, 0},
/* Immutable resources cannot be written by CPU and GPU. */
{D3D11_USAGE_IMMUTABLE, 0, FALSE, 0},
{D3D11_USAGE_IMMUTABLE, D3D11_BIND_VERTEX_BUFFER, TRUE, 0},
{D3D11_USAGE_IMMUTABLE, D3D11_BIND_INDEX_BUFFER, TRUE, 0},
{D3D11_USAGE_IMMUTABLE, D3D11_BIND_CONSTANT_BUFFER, TRUE, 0},
{D3D11_USAGE_IMMUTABLE, D3D11_BIND_SHADER_RESOURCE, TRUE, 0},
{D3D11_USAGE_IMMUTABLE, D3D11_BIND_STREAM_OUTPUT, FALSE, 0},
{D3D11_USAGE_IMMUTABLE, D3D11_BIND_RENDER_TARGET, FALSE, 0},
{D3D11_USAGE_IMMUTABLE, D3D11_BIND_DEPTH_STENCIL, FALSE, 0},
{D3D11_USAGE_IMMUTABLE, D3D11_BIND_UNORDERED_ACCESS, FALSE, 0},
/* Dynamic resources cannot be written by GPU. */
{D3D11_USAGE_DYNAMIC, 0, FALSE, D3D11_CPU_ACCESS_WRITE},
{D3D11_USAGE_DYNAMIC, D3D11_BIND_VERTEX_BUFFER, TRUE, D3D11_CPU_ACCESS_WRITE},
{D3D11_USAGE_DYNAMIC, D3D11_BIND_INDEX_BUFFER, TRUE, D3D11_CPU_ACCESS_WRITE},
{D3D11_USAGE_DYNAMIC, D3D11_BIND_CONSTANT_BUFFER, TRUE, D3D11_CPU_ACCESS_WRITE},
{D3D11_USAGE_DYNAMIC, D3D11_BIND_SHADER_RESOURCE, TRUE, D3D11_CPU_ACCESS_WRITE},
{D3D11_USAGE_DYNAMIC, D3D11_BIND_STREAM_OUTPUT, FALSE, D3D11_CPU_ACCESS_WRITE},
{D3D11_USAGE_DYNAMIC, D3D11_BIND_RENDER_TARGET, FALSE, D3D11_CPU_ACCESS_WRITE},
{D3D11_USAGE_DYNAMIC, D3D11_BIND_DEPTH_STENCIL, FALSE, D3D11_CPU_ACCESS_WRITE},
{D3D11_USAGE_DYNAMIC, D3D11_BIND_UNORDERED_ACCESS, FALSE, D3D11_CPU_ACCESS_WRITE},
/* Staging resources support only data transfer. */
{D3D11_USAGE_STAGING, 0, TRUE, D3D11_CPU_ACCESS_WRITE | D3D11_CPU_ACCESS_READ},
{D3D11_USAGE_STAGING, D3D11_BIND_VERTEX_BUFFER, FALSE, 0},
{D3D11_USAGE_STAGING, D3D11_BIND_INDEX_BUFFER, FALSE, 0},
{D3D11_USAGE_STAGING, D3D11_BIND_CONSTANT_BUFFER, FALSE, 0},
{D3D11_USAGE_STAGING, D3D11_BIND_SHADER_RESOURCE, FALSE, 0},
{D3D11_USAGE_STAGING, D3D11_BIND_STREAM_OUTPUT, FALSE, 0},
{D3D11_USAGE_STAGING, D3D11_BIND_RENDER_TARGET, FALSE, 0},
{D3D11_USAGE_STAGING, D3D11_BIND_DEPTH_STENCIL, FALSE, 0},
{D3D11_USAGE_STAGING, D3D11_BIND_UNORDERED_ACCESS, FALSE, 0},
};
device_desc.feature_level = &feature_level;
device_desc.flags = 0;
if (!(device = create_device(&device_desc)))
{
skip("Failed to create device for feature level %#x.\n", feature_level);
return;
}
ID3D11Device_GetImmediateContext(device, &context);
data.SysMemPitch = 0;
data.SysMemSlicePitch = 0;
data.pSysMem = HeapAlloc(GetProcessHeap(), 0, 10240);
ok(!!data.pSysMem, "Failed to allocate memory.\n");
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
switch (tests[i].bind_flags)
{
case D3D11_BIND_DEPTH_STENCIL:
continue;
case D3D11_BIND_SHADER_RESOURCE:
case D3D11_BIND_STREAM_OUTPUT:
case D3D11_BIND_RENDER_TARGET:
if (feature_level < D3D_FEATURE_LEVEL_10_0)
continue;
break;
case D3D11_BIND_UNORDERED_ACCESS:
if (feature_level < D3D_FEATURE_LEVEL_11_0)
continue;
break;
default:
break;
}
allowed_cpu_access = tests[i].allowed_cpu_access;
if (feature_level >= D3D_FEATURE_LEVEL_11_0 && is_d3d11_2_runtime(device)
&& tests[i].usage == D3D11_USAGE_DEFAULT
&& (tests[i].bind_flags == D3D11_BIND_SHADER_RESOURCE
|| tests[i].bind_flags == D3D11_BIND_UNORDERED_ACCESS))
allowed_cpu_access |= D3D11_CPU_ACCESS_WRITE | D3D11_CPU_ACCESS_READ;
required_cpu_access = tests[i].usage == D3D11_USAGE_DYNAMIC || tests[i].usage == D3D11_USAGE_STAGING;
cpu_write = allowed_cpu_access & D3D11_CPU_ACCESS_WRITE;
cpu_read = allowed_cpu_access & D3D11_CPU_ACCESS_READ;
buffer_desc.ByteWidth = 1024;
buffer_desc.Usage = tests[i].usage;
buffer_desc.BindFlags = tests[i].bind_flags;
buffer_desc.MiscFlags = 0;
buffer_desc.StructureByteStride = 0;
buffer_desc.CPUAccessFlags = 0;
expected_hr = tests[i].is_valid && !required_cpu_access ? S_OK : E_INVALIDARG;
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &data, (ID3D11Buffer **)&resource);
ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
if (SUCCEEDED(hr))
{
check_resource_cpu_access(context, resource,
buffer_desc.Usage, buffer_desc.BindFlags, buffer_desc.CPUAccessFlags);
ID3D11Resource_Release(resource);
}
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
expected_hr = tests[i].is_valid && cpu_write ? S_OK : E_INVALIDARG;
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &data, (ID3D11Buffer **)&resource);
ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
if (SUCCEEDED(hr))
{
check_resource_cpu_access(context, resource,
buffer_desc.Usage, buffer_desc.BindFlags, buffer_desc.CPUAccessFlags);
ID3D11Resource_Release(resource);
}
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
expected_hr = tests[i].is_valid && cpu_read ? S_OK : E_INVALIDARG;
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &data, (ID3D11Buffer **)&resource);
ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
if (SUCCEEDED(hr))
{
check_resource_cpu_access(context, resource,
buffer_desc.Usage, buffer_desc.BindFlags, buffer_desc.CPUAccessFlags);
ID3D11Resource_Release(resource);
}
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE | D3D11_CPU_ACCESS_READ;
expected_hr = tests[i].is_valid && cpu_write && cpu_read ? S_OK : E_INVALIDARG;
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &data, (ID3D11Buffer **)&resource);
ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
if (SUCCEEDED(hr))
{
check_resource_cpu_access(context, resource,
buffer_desc.Usage, buffer_desc.BindFlags, buffer_desc.CPUAccessFlags);
ID3D11Resource_Release(resource);
}
}
data.SysMemPitch = 16;
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
switch (tests[i].bind_flags)
{
case D3D11_BIND_VERTEX_BUFFER:
case D3D11_BIND_INDEX_BUFFER:
case D3D11_BIND_CONSTANT_BUFFER:
case D3D11_BIND_STREAM_OUTPUT:
continue;
case D3D11_BIND_UNORDERED_ACCESS:
if (feature_level < D3D_FEATURE_LEVEL_11_0)
continue;
break;
default:
break;
}
broken_validation = tests[i].usage == D3D11_USAGE_DEFAULT
&& (tests[i].bind_flags == D3D11_BIND_SHADER_RESOURCE
|| tests[i].bind_flags == D3D11_BIND_RENDER_TARGET
|| tests[i].bind_flags == D3D11_BIND_UNORDERED_ACCESS);
required_cpu_access = tests[i].usage == D3D11_USAGE_DYNAMIC || tests[i].usage == D3D11_USAGE_STAGING;
cpu_write = tests[i].allowed_cpu_access & D3D11_CPU_ACCESS_WRITE;
cpu_read = tests[i].allowed_cpu_access & D3D11_CPU_ACCESS_READ;
texture_desc.Width = 4;
texture_desc.Height = 4;
texture_desc.MipLevels = 1;
texture_desc.ArraySize = 1;
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texture_desc.SampleDesc.Count = 1;
texture_desc.SampleDesc.Quality = 0;
texture_desc.Usage = tests[i].usage;
texture_desc.BindFlags = tests[i].bind_flags;
texture_desc.MiscFlags = 0;
if (tests[i].bind_flags == D3D11_BIND_DEPTH_STENCIL)
texture_desc.Format = DXGI_FORMAT_D16_UNORM;
texture_desc.CPUAccessFlags = 0;
expected_hr = tests[i].is_valid && !required_cpu_access ? S_OK : E_INVALIDARG;
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, &data, (ID3D11Texture2D **)&resource);
ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
if (SUCCEEDED(hr))
{
check_resource_cpu_access(context, resource,
texture_desc.Usage, texture_desc.BindFlags, texture_desc.CPUAccessFlags);
ID3D11Resource_Release(resource);
}
texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
expected_hr = tests[i].is_valid && cpu_write ? S_OK : E_INVALIDARG;
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, &data, (ID3D11Texture2D **)&resource);
ok(hr == expected_hr || (hr == S_OK && broken_validation),
"Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
if (SUCCEEDED(hr))
{
if (broken_validation)
texture_desc.CPUAccessFlags = 0;
check_resource_cpu_access(context, resource,
texture_desc.Usage, texture_desc.BindFlags, texture_desc.CPUAccessFlags);
ID3D11Resource_Release(resource);
}
texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
expected_hr = tests[i].is_valid && cpu_read ? S_OK : E_INVALIDARG;
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, &data, (ID3D11Texture2D **)&resource);
ok(hr == expected_hr || (hr == S_OK && broken_validation),
"Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
if (SUCCEEDED(hr))
{
if (broken_validation)
texture_desc.CPUAccessFlags = 0;
check_resource_cpu_access(context, resource,
texture_desc.Usage, texture_desc.BindFlags, texture_desc.CPUAccessFlags);
ID3D11Resource_Release(resource);
}
texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE | D3D11_CPU_ACCESS_READ;
expected_hr = tests[i].is_valid && cpu_write && cpu_read ? S_OK : E_INVALIDARG;
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, &data, (ID3D11Texture2D **)&resource);
ok(hr == expected_hr || (hr == S_OK && broken_validation),
"Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
if (SUCCEEDED(hr))
{
if (broken_validation)
texture_desc.CPUAccessFlags = 0;
check_resource_cpu_access(context, resource,
texture_desc.Usage, texture_desc.BindFlags, texture_desc.CPUAccessFlags);
ID3D11Resource_Release(resource);
}
}
HeapFree(GetProcessHeap(), 0, (void *)data.pSysMem);
ID3D11DeviceContext_Release(context);
refcount = ID3D11Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
}
static void test_check_multisample_quality_levels(void)
{
ID3D11Device *device;
@ -24425,6 +24779,7 @@ START_TEST(d3d11)
test_update_subresource();
test_copy_subresource_region();
test_resource_map();
run_for_each_feature_level(test_resource_access);
test_check_multisample_quality_levels();
run_for_each_feature_level(test_swapchain_formats);
test_swapchain_views();