wined3d: Do not allow resource to be bound as SRV and RTV at the same time.
Signed-off-by: Paul Gofman <gofmanp@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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a5551040f2
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3f698b950f
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@ -29394,6 +29394,228 @@ static void test_desktop_window(void)
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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static void test_sample_attached_rtv(void)
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{
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ID3D11ShaderResourceView *srv, *srv_test;
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struct d3d11_test_context test_context;
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ID3D11RenderTargetView *rtv, *rtvs[2];
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ID3D11Texture2D *texture, *texture2;
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D3D11_TEXTURE2D_DESC texture_desc;
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D3D11_SAMPLER_DESC sampler_desc;
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ID3D11DeviceContext *context;
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ID3D11SamplerState *sampler;
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struct resource_readback rb;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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unsigned int x, y;
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DWORD color;
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HRESULT hr;
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static const DWORD ps_ld_code[] =
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{
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#if 0
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Texture2D t;
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struct PS_OUTPUT
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{
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float4 color0: SV_Target0;
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float4 color1: SV_Target1;
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};
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PS_OUTPUT main(float4 position : SV_POSITION)
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{
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PS_OUTPUT output;
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float3 p;
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t.GetDimensions(0, p.x, p.y, p.z);
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p.z = 0;
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p *= float3(position.x / 640.0f, position.y / 480.0f, 1.0f);
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output.color0 = output.color1 = t.Load(int3(p)) + float4(0.25, 0.25, 0.25, 0.25);
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return output;
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}
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#endif
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0x43425844, 0x08dd0517, 0x07d7e538, 0x4cad261f, 0xa2ae5942, 0x00000001, 0x00000200, 0x00000003,
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0x0000002c, 0x00000060, 0x000000ac, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x4e47534f, 0x00000044, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x00000038, 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
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0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000014c, 0x00000040, 0x00000053, 0x04001858,
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0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065,
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0x001020f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000001, 0x02000068, 0x00000001, 0x0700003d,
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0x001000f2, 0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x07000038, 0x00100032,
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0x00000000, 0x00100046, 0x00000000, 0x00101046, 0x00000000, 0x0a000038, 0x00100032, 0x00000000,
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0x00100046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x08000036,
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0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0500001b,
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0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x0700002d, 0x001000f2, 0x00000000, 0x00100e46,
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0x00000000, 0x00107e46, 0x00000000, 0x0a000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000,
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0x00004002, 0x3e800000, 0x3e800000, 0x3e800000, 0x3e800000, 0x05000036, 0x001020f2, 0x00000000,
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0x00100e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000001, 0x00100e46, 0x00000000, 0x0100003e,
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};
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static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
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if (!init_test_context(&test_context, NULL))
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return;
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device = test_context.device;
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context = test_context.immediate_context;
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texture_desc.SampleDesc.Count = 1;
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texture_desc.SampleDesc.Quality = 0;
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texture_desc.Usage = D3D11_USAGE_DEFAULT;
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texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.MipLODBias = 0.0f;
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sampler_desc.MaxAnisotropy = 0;
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sampler_desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
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sampler_desc.BorderColor[0] = 0.0f;
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sampler_desc.BorderColor[1] = 0.0f;
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sampler_desc.BorderColor[2] = 0.0f;
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sampler_desc.BorderColor[3] = 0.0f;
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sampler_desc.MinLOD = 0.0f;
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sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
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hr = ID3D11Device_CreatePixelShader(device, ps_ld_code, sizeof(ps_ld_code), NULL, &ps);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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texture_desc.Width = 64;
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texture_desc.Height = 64;
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texture_desc.MipLevels = 1;
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texture_desc.ArraySize = 1;
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texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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texture_desc.Width = 640;
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texture_desc.Height = 480;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture2);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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sampler_desc.MipLODBias = 0.0f;
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sampler_desc.MinLOD = 0.0f;
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sampler_desc.MaxLOD = 0.0f;
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hr = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler);
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)texture2, NULL, &rtv);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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rtvs[0] = test_context.backbuffer_rtv;
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rtvs[1] = rtv;
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ID3D11DeviceContext_OMSetRenderTargets(context, 2, rtvs, NULL);
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hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
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draw_quad(&test_context);
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get_texture_readback(texture2, 0, &rb);
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for (y = 0; y < 4; ++y)
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{
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for (x = 0; x < 4; ++x)
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{
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color = get_readback_color(&rb, 80 + x * 160, 60 + y * 120, 0);
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ok(compare_color(color, 0x40404040, 2),
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"Got unexpected color 0x%08x at (%u, %u).\n", color, x, y);
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}
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}
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release_resource_readback(&rb);
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ID3D11ShaderResourceView_Release(srv);
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ID3D11DeviceContext_ClearRenderTargetView(context, rtv, red);
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hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture2, NULL, &srv);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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/* SRV does not get bound if resource is attached as render target. */
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ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
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ID3D11DeviceContext_PSGetShaderResources(context, 0, 1, &srv_test);
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ok(!srv_test, "Unexpected SRV %p.\n", srv_test);
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
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draw_quad(&test_context);
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draw_quad(&test_context);
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get_texture_readback(test_context.backbuffer, 0, &rb);
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for (y = 0; y < 4; ++y)
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{
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for (x = 0; x < 4; ++x)
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{
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color = get_readback_color(&rb, 80 + x * 160, 60 + y * 120, 0);
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ok(compare_color(color, 0x40404040, 2),
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"Got unexpected color 0x%08x at (%u, %u).\n", color, x, y);
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}
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}
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release_resource_readback(&rb);
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get_texture_readback(texture2, 0, &rb);
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for (y = 0; y < 4; ++y)
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{
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for (x = 0; x < 4; ++x)
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{
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color = get_readback_color(&rb, 80 + x * 160, 60 + y * 120, 0);
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ok(compare_color(color, 0x40404040, 2),
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"Got unexpected color 0x%08x at (%u, %u).\n", color, x, y);
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}
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}
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release_resource_readback(&rb);
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ID3D11DeviceContext_OMSetRenderTargets(context, 1, &test_context.backbuffer_rtv, NULL);
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ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
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ID3D11DeviceContext_PSGetShaderResources(context, 0, 1, &srv_test);
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ok(!!srv_test, "Unexpected SRV %p.\n", srv_test);
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ID3D11ShaderResourceView_Release(srv_test);
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draw_quad(&test_context);
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get_texture_readback(test_context.backbuffer, 0, &rb);
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for (y = 0; y < 4; ++y)
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{
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for (x = 0; x < 4; ++x)
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{
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color = get_readback_color(&rb, 80 + x * 160, 60 + y * 120, 0);
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ok(compare_color(color, 0x80808080, 2),
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"Got unexpected color 0x%08x at (%u, %u).\n", color, x, y);
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}
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}
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release_resource_readback(&rb);
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ID3D11DeviceContext_OMSetRenderTargets(context, 2, rtvs, NULL);
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/* SRV is reset when the same resource is set as render target. */
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ID3D11DeviceContext_PSGetShaderResources(context, 0, 1, &srv_test);
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ok(!srv_test, "Unexpected SRV %p.\n", srv_test);
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ID3D11RenderTargetView_Release(rtv);
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ID3D11ShaderResourceView_Release(srv);
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ID3D11SamplerState_Release(sampler);
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ID3D11PixelShader_Release(ps);
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ID3D11Texture2D_Release(texture2);
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ID3D11Texture2D_Release(texture);
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ID3D11SamplerState_Release(sampler);
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release_test_context(&test_context);
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}
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START_TEST(d3d11)
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{
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unsigned int argc, i;
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@ -29553,6 +29775,7 @@ START_TEST(d3d11)
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queue_test(test_render_a8);
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queue_test(test_standard_pattern);
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queue_test(test_desktop_window);
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queue_test(test_sample_attached_rtv);
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run_queued_tests();
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}
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@ -2239,12 +2239,25 @@ static void wined3d_device_set_shader_resource_view(struct wined3d_device *devic
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if (view == prev)
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return;
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if (view && wined3d_resource_check_fbo_attached(&device->state, view->resource))
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{
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WARN("Application is trying to bind resource which is attached as render target.\n");
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view = NULL;
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}
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if (view)
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{
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wined3d_shader_resource_view_incref(view);
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++view->resource->srv_bind_count_device;
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}
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device->state.shader_resource_view[type][idx] = view;
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wined3d_cs_emit_set_shader_resource_view(device->cs, type, idx, view);
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if (prev)
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{
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--prev->resource->srv_bind_count_device;
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wined3d_shader_resource_view_decref(prev);
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}
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}
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void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device,
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@ -4977,6 +4990,24 @@ struct wined3d_rendertarget_view * CDECL wined3d_device_get_depth_stencil_view(c
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return device->fb.depth_stencil;
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}
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static void wined3d_unbind_srv_for_rtv(struct wined3d_device *device,
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const struct wined3d_rendertarget_view *view)
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{
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if (view && view->resource->srv_bind_count_device)
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{
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const struct wined3d_resource *resource = view->resource;
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const struct wined3d_shader_resource_view *srv;
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unsigned int i, j;
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WARN("Application sets bound resource as render target.\n");
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for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
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for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
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if ((srv = device->state.shader_resource_view[i][j]) && srv->resource == resource)
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wined3d_device_set_shader_resource_view(device, i, j, NULL);
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}
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}
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HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device,
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unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport)
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{
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@ -5035,6 +5066,8 @@ HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device
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if (prev)
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wined3d_rendertarget_view_decref(prev);
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wined3d_unbind_srv_for_rtv(device, view);
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return WINED3D_OK;
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}
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@ -5065,6 +5098,8 @@ HRESULT CDECL wined3d_device_set_depth_stencil_view(struct wined3d_device *devic
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if (prev)
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wined3d_rendertarget_view_decref(prev);
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wined3d_unbind_srv_for_rtv(device, view);
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return WINED3D_OK;
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}
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@ -503,6 +503,7 @@ void state_unbind_resources(struct wined3d_state *state)
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if ((srv = state->shader_resource_view[i][j]))
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{
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state->shader_resource_view[i][j] = NULL;
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--srv->resource->srv_bind_count_device;
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wined3d_shader_resource_view_decref(srv);
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}
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}
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@ -3423,6 +3423,7 @@ struct wined3d_resource
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{
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LONG ref;
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LONG bind_count;
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LONG srv_bind_count_device;
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LONG map_count;
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LONG access_count;
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struct wined3d_device *device;
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