d3d10core/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:
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34edee9039
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6801cc140f
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@ -8186,6 +8186,335 @@ static void test_copy_subresource_region(void)
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release_test_context(&test_context);
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}
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#define check_buffer_cpu_access(a, b, c, d) check_buffer_cpu_access_(__LINE__, a, b, c, d)
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static void check_buffer_cpu_access_(unsigned int line, ID3D10Buffer *buffer,
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D3D10_USAGE usage, UINT bind_flags, UINT cpu_access)
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{
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BOOL cpu_write = cpu_access & D3D10_CPU_ACCESS_WRITE;
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BOOL cpu_read = cpu_access & D3D10_CPU_ACCESS_READ;
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BOOL dynamic = usage == D3D10_USAGE_DYNAMIC;
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HRESULT hr, expected_hr;
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ID3D10Device *device;
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void *data;
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expected_hr = cpu_read ? S_OK : E_INVALIDARG;
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hr = ID3D10Buffer_Map(buffer, D3D10_MAP_READ, 0, &data);
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todo_wine_if(expected_hr != S_OK)
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ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for READ.\n", hr);
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if (SUCCEEDED(hr))
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ID3D10Buffer_Unmap(buffer);
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expected_hr = !dynamic && cpu_write ? S_OK : E_INVALIDARG;
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hr = ID3D10Buffer_Map(buffer, D3D10_MAP_WRITE, 0, &data);
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todo_wine_if(expected_hr != S_OK)
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ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for WRITE.\n", hr);
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if (SUCCEEDED(hr))
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ID3D10Buffer_Unmap(buffer);
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expected_hr = cpu_read && cpu_write ? S_OK : E_INVALIDARG;
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hr = ID3D10Buffer_Map(buffer, D3D10_MAP_READ_WRITE, 0, &data);
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todo_wine_if(expected_hr != S_OK)
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ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for READ_WRITE.\n", hr);
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if (SUCCEEDED(hr))
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ID3D10Buffer_Unmap(buffer);
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expected_hr = dynamic ? S_OK : E_INVALIDARG;
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hr = ID3D10Buffer_Map(buffer, D3D10_MAP_WRITE_DISCARD, 0, &data);
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todo_wine_if(expected_hr != S_OK)
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ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for WRITE_DISCARD.\n", hr);
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if (SUCCEEDED(hr))
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ID3D10Buffer_Unmap(buffer);
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if (!dynamic)
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return;
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ID3D10Buffer_GetDevice(buffer, &device);
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expected_hr = S_OK;
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hr = ID3D10Buffer_Map(buffer, D3D10_MAP_WRITE_NO_OVERWRITE, 0, &data);
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todo_wine_if(expected_hr != S_OK)
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ok_(__FILE__, line)(hr == expected_hr
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|| broken(bind_flags & (D3D10_BIND_CONSTANT_BUFFER | D3D10_BIND_SHADER_RESOURCE)),
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"Got hr %#x for WRITE_NO_OVERWRITE.\n", hr);
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if (SUCCEEDED(hr))
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ID3D10Buffer_Unmap(buffer);
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ID3D10Device_Release(device);
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}
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#define check_texture_cpu_access(a, b, c, d) check_texture_cpu_access_(__LINE__, a, b, c, d)
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static void check_texture_cpu_access_(unsigned int line, ID3D10Texture2D *texture,
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D3D10_USAGE usage, UINT bind_flags, UINT cpu_access)
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{
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BOOL cpu_write = cpu_access & D3D10_CPU_ACCESS_WRITE;
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BOOL cpu_read = cpu_access & D3D10_CPU_ACCESS_READ;
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BOOL dynamic = usage == D3D10_USAGE_DYNAMIC;
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D3D10_MAPPED_TEXTURE2D map_desc;
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HRESULT hr, expected_hr;
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expected_hr = cpu_read ? S_OK : E_INVALIDARG;
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hr = ID3D10Texture2D_Map(texture, 0, D3D10_MAP_READ, 0, &map_desc);
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todo_wine_if(expected_hr != S_OK)
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ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for READ.\n", hr);
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if (SUCCEEDED(hr))
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ID3D10Texture2D_Unmap(texture, 0);
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expected_hr = !dynamic && cpu_write ? S_OK : E_INVALIDARG;
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hr = ID3D10Texture2D_Map(texture, 0, D3D10_MAP_WRITE, 0, &map_desc);
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todo_wine_if(expected_hr != S_OK)
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ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for WRITE.\n", hr);
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if (SUCCEEDED(hr))
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ID3D10Texture2D_Unmap(texture, 0);
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expected_hr = cpu_read && cpu_write ? S_OK : E_INVALIDARG;
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hr = ID3D10Texture2D_Map(texture, 0, D3D10_MAP_READ_WRITE, 0, &map_desc);
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todo_wine_if(expected_hr != S_OK)
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ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for READ_WRITE.\n", hr);
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if (SUCCEEDED(hr))
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ID3D10Texture2D_Unmap(texture, 0);
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expected_hr = dynamic ? S_OK : E_INVALIDARG;
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hr = ID3D10Texture2D_Map(texture, 0, D3D10_MAP_WRITE_DISCARD, 0, &map_desc);
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todo_wine_if(expected_hr != S_OK)
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ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for WRITE_DISCARD.\n", hr);
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if (SUCCEEDED(hr))
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ID3D10Texture2D_Unmap(texture, 0);
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if (!dynamic)
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return;
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hr = ID3D10Texture2D_Map(texture, 0, D3D10_MAP_WRITE_NO_OVERWRITE, 0, &map_desc);
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todo_wine
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ok_(__FILE__, line)(hr == E_INVALIDARG, "Got hr %#x for WRITE_NO_OVERWRITE.\n", hr);
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if (SUCCEEDED(hr))
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ID3D10Texture2D_Unmap(texture, 0);
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}
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static void test_resource_access(void)
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{
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D3D10_TEXTURE2D_DESC texture_desc;
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D3D10_BUFFER_DESC buffer_desc;
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D3D10_SUBRESOURCE_DATA data;
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BOOL cpu_write, cpu_read;
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BOOL required_cpu_access;
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ID3D10Texture2D *texture;
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HRESULT hr, expected_hr;
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BOOL broken_validation;
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ID3D10Device *device;
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ID3D10Buffer *buffer;
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unsigned int i;
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ULONG refcount;
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static const struct
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{
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D3D10_USAGE usage;
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UINT bind_flags;
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BOOL is_valid;
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UINT allowed_cpu_access;
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}
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tests[] =
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{
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/* Default resources cannot be written by CPU. */
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{D3D10_USAGE_DEFAULT, D3D10_BIND_VERTEX_BUFFER, TRUE, 0},
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{D3D10_USAGE_DEFAULT, D3D10_BIND_INDEX_BUFFER, TRUE, 0},
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{D3D10_USAGE_DEFAULT, D3D10_BIND_CONSTANT_BUFFER, TRUE, 0},
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{D3D10_USAGE_DEFAULT, D3D10_BIND_SHADER_RESOURCE, TRUE, 0},
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{D3D10_USAGE_DEFAULT, D3D10_BIND_STREAM_OUTPUT, TRUE, 0},
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{D3D10_USAGE_DEFAULT, D3D10_BIND_RENDER_TARGET, TRUE, 0},
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{D3D10_USAGE_DEFAULT, D3D10_BIND_DEPTH_STENCIL, TRUE, 0},
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/* Immutable resources cannot be written by CPU and GPU. */
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{D3D10_USAGE_IMMUTABLE, 0, FALSE, 0},
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{D3D10_USAGE_IMMUTABLE, D3D10_BIND_VERTEX_BUFFER, TRUE, 0},
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{D3D10_USAGE_IMMUTABLE, D3D10_BIND_INDEX_BUFFER, TRUE, 0},
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{D3D10_USAGE_IMMUTABLE, D3D10_BIND_CONSTANT_BUFFER, TRUE, 0},
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{D3D10_USAGE_IMMUTABLE, D3D10_BIND_SHADER_RESOURCE, TRUE, 0},
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{D3D10_USAGE_IMMUTABLE, D3D10_BIND_STREAM_OUTPUT, FALSE, 0},
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{D3D10_USAGE_IMMUTABLE, D3D10_BIND_RENDER_TARGET, FALSE, 0},
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{D3D10_USAGE_IMMUTABLE, D3D10_BIND_DEPTH_STENCIL, FALSE, 0},
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/* Dynamic resources cannot be written by GPU. */
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{D3D10_USAGE_DYNAMIC, 0, FALSE, D3D10_CPU_ACCESS_WRITE},
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{D3D10_USAGE_DYNAMIC, D3D10_BIND_VERTEX_BUFFER, TRUE, D3D10_CPU_ACCESS_WRITE},
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{D3D10_USAGE_DYNAMIC, D3D10_BIND_INDEX_BUFFER, TRUE, D3D10_CPU_ACCESS_WRITE},
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{D3D10_USAGE_DYNAMIC, D3D10_BIND_CONSTANT_BUFFER, TRUE, D3D10_CPU_ACCESS_WRITE},
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{D3D10_USAGE_DYNAMIC, D3D10_BIND_SHADER_RESOURCE, TRUE, D3D10_CPU_ACCESS_WRITE},
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{D3D10_USAGE_DYNAMIC, D3D10_BIND_STREAM_OUTPUT, FALSE, D3D10_CPU_ACCESS_WRITE},
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{D3D10_USAGE_DYNAMIC, D3D10_BIND_RENDER_TARGET, FALSE, D3D10_CPU_ACCESS_WRITE},
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{D3D10_USAGE_DYNAMIC, D3D10_BIND_DEPTH_STENCIL, FALSE, D3D10_CPU_ACCESS_WRITE},
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/* Staging resources support only data transfer. */
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{D3D10_USAGE_STAGING, 0, TRUE, D3D10_CPU_ACCESS_WRITE | D3D10_CPU_ACCESS_READ},
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{D3D10_USAGE_STAGING, D3D10_BIND_VERTEX_BUFFER, FALSE, 0},
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{D3D10_USAGE_STAGING, D3D10_BIND_INDEX_BUFFER, FALSE, 0},
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{D3D10_USAGE_STAGING, D3D10_BIND_CONSTANT_BUFFER, FALSE, 0},
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{D3D10_USAGE_STAGING, D3D10_BIND_SHADER_RESOURCE, FALSE, 0},
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{D3D10_USAGE_STAGING, D3D10_BIND_STREAM_OUTPUT, FALSE, 0},
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{D3D10_USAGE_STAGING, D3D10_BIND_RENDER_TARGET, FALSE, 0},
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{D3D10_USAGE_STAGING, D3D10_BIND_DEPTH_STENCIL, FALSE, 0},
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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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data.SysMemPitch = 0;
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data.SysMemSlicePitch = 0;
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data.pSysMem = HeapAlloc(GetProcessHeap(), 0, 10240);
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ok(!!data.pSysMem, "Failed to allocate memory.\n");
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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if (tests[i].bind_flags == D3D10_BIND_DEPTH_STENCIL)
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continue;
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required_cpu_access = tests[i].usage == D3D10_USAGE_DYNAMIC || tests[i].usage == D3D10_USAGE_STAGING;
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cpu_write = tests[i].allowed_cpu_access & D3D10_CPU_ACCESS_WRITE;
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cpu_read = tests[i].allowed_cpu_access & D3D10_CPU_ACCESS_READ;
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buffer_desc.ByteWidth = 1024;
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buffer_desc.Usage = tests[i].usage;
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buffer_desc.BindFlags = tests[i].bind_flags;
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buffer_desc.MiscFlags = 0;
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buffer_desc.CPUAccessFlags = 0;
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expected_hr = tests[i].is_valid && !required_cpu_access ? S_OK : E_INVALIDARG;
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &data, &buffer);
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ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
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if (SUCCEEDED(hr))
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{
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check_buffer_cpu_access(buffer, buffer_desc.Usage,
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buffer_desc.BindFlags, buffer_desc.CPUAccessFlags);
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ID3D10Buffer_Release(buffer);
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}
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buffer_desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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expected_hr = tests[i].is_valid && cpu_write ? S_OK : E_INVALIDARG;
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &data, &buffer);
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ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
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if (SUCCEEDED(hr))
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{
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check_buffer_cpu_access(buffer, buffer_desc.Usage,
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buffer_desc.BindFlags, buffer_desc.CPUAccessFlags);
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ID3D10Buffer_Release(buffer);
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}
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buffer_desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
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expected_hr = tests[i].is_valid && cpu_read ? S_OK : E_INVALIDARG;
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &data, &buffer);
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ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
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if (SUCCEEDED(hr))
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{
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check_buffer_cpu_access(buffer, buffer_desc.Usage,
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buffer_desc.BindFlags, buffer_desc.CPUAccessFlags);
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ID3D10Buffer_Release(buffer);
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}
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buffer_desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE | D3D10_CPU_ACCESS_READ;
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expected_hr = tests[i].is_valid && cpu_write && cpu_read ? S_OK : E_INVALIDARG;
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &data, &buffer);
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ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
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if (SUCCEEDED(hr))
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{
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check_buffer_cpu_access(buffer, buffer_desc.Usage,
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buffer_desc.BindFlags, buffer_desc.CPUAccessFlags);
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ID3D10Buffer_Release(buffer);
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}
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}
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data.SysMemPitch = 16;
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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if (tests[i].bind_flags == D3D10_BIND_VERTEX_BUFFER
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|| tests[i].bind_flags == D3D10_BIND_INDEX_BUFFER
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|| tests[i].bind_flags == D3D10_BIND_CONSTANT_BUFFER
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|| tests[i].bind_flags == D3D10_BIND_STREAM_OUTPUT)
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continue;
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broken_validation = tests[i].usage == D3D10_USAGE_DEFAULT
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&& (tests[i].bind_flags == D3D10_BIND_SHADER_RESOURCE
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|| tests[i].bind_flags == D3D10_BIND_RENDER_TARGET);
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required_cpu_access = tests[i].usage == D3D10_USAGE_DYNAMIC || tests[i].usage == D3D10_USAGE_STAGING;
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cpu_write = tests[i].allowed_cpu_access & D3D10_CPU_ACCESS_WRITE;
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cpu_read = tests[i].allowed_cpu_access & D3D10_CPU_ACCESS_READ;
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texture_desc.Width = 4;
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texture_desc.Height = 4;
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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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texture_desc.SampleDesc.Count = 1;
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texture_desc.SampleDesc.Quality = 0;
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texture_desc.Usage = tests[i].usage;
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texture_desc.BindFlags = tests[i].bind_flags;
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texture_desc.MiscFlags = 0;
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if (tests[i].bind_flags == D3D10_BIND_DEPTH_STENCIL)
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texture_desc.Format = DXGI_FORMAT_D16_UNORM;
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texture_desc.CPUAccessFlags = 0;
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expected_hr = tests[i].is_valid && !required_cpu_access ? S_OK : E_INVALIDARG;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &data, &texture);
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ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
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if (SUCCEEDED(hr))
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{
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check_texture_cpu_access(texture, texture_desc.Usage,
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texture_desc.BindFlags, texture_desc.CPUAccessFlags);
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ID3D10Texture2D_Release(texture);
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}
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texture_desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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expected_hr = tests[i].is_valid && cpu_write ? S_OK : E_INVALIDARG;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &data, &texture);
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ok(hr == expected_hr || (hr == S_OK && broken_validation),
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"Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
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if (SUCCEEDED(hr))
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{
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if (broken_validation)
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texture_desc.CPUAccessFlags = 0;
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check_texture_cpu_access(texture, texture_desc.Usage,
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texture_desc.BindFlags, texture_desc.CPUAccessFlags);
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ID3D10Texture2D_Release(texture);
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}
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texture_desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
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expected_hr = tests[i].is_valid && cpu_read ? S_OK : E_INVALIDARG;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &data, &texture);
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ok(hr == expected_hr || (hr == S_OK && broken_validation),
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"Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
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if (SUCCEEDED(hr))
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{
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if (broken_validation)
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texture_desc.CPUAccessFlags = 0;
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check_texture_cpu_access(texture, texture_desc.Usage,
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texture_desc.BindFlags, texture_desc.CPUAccessFlags);
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ID3D10Texture2D_Release(texture);
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}
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texture_desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE | D3D10_CPU_ACCESS_READ;
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expected_hr = tests[i].is_valid && cpu_write && cpu_read ? S_OK : E_INVALIDARG;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &data, &texture);
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ok(hr == expected_hr || (hr == S_OK && broken_validation),
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"Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
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if (SUCCEEDED(hr))
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{
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if (broken_validation)
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texture_desc.CPUAccessFlags = 0;
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check_texture_cpu_access(texture, texture_desc.Usage,
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texture_desc.BindFlags, texture_desc.CPUAccessFlags);
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ID3D10Texture2D_Release(texture);
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}
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}
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HeapFree(GetProcessHeap(), 0, (void *)data.pSysMem);
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refcount = ID3D10Device_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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static void test_check_multisample_quality_levels(void)
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{
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ID3D10Device *device;
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@ -13882,6 +14211,7 @@ START_TEST(device)
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test_fragment_coords();
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test_update_subresource();
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test_copy_subresource_region();
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test_resource_access();
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test_check_multisample_quality_levels();
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test_cb_relative_addressing();
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test_vs_input_relative_addressing();
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