diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index 86a8f43d4e9..a77f04f3680 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -8186,6 +8186,335 @@ static void test_copy_subresource_region(void) release_test_context(&test_context); } +#define check_buffer_cpu_access(a, b, c, d) check_buffer_cpu_access_(__LINE__, a, b, c, d) +static void check_buffer_cpu_access_(unsigned int line, ID3D10Buffer *buffer, + D3D10_USAGE usage, UINT bind_flags, UINT cpu_access) +{ + BOOL cpu_write = cpu_access & D3D10_CPU_ACCESS_WRITE; + BOOL cpu_read = cpu_access & D3D10_CPU_ACCESS_READ; + BOOL dynamic = usage == D3D10_USAGE_DYNAMIC; + HRESULT hr, expected_hr; + ID3D10Device *device; + void *data; + + expected_hr = cpu_read ? S_OK : E_INVALIDARG; + hr = ID3D10Buffer_Map(buffer, D3D10_MAP_READ, 0, &data); + todo_wine_if(expected_hr != S_OK) + ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for READ.\n", hr); + if (SUCCEEDED(hr)) + ID3D10Buffer_Unmap(buffer); + + expected_hr = !dynamic && cpu_write ? S_OK : E_INVALIDARG; + hr = ID3D10Buffer_Map(buffer, D3D10_MAP_WRITE, 0, &data); + todo_wine_if(expected_hr != S_OK) + ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for WRITE.\n", hr); + if (SUCCEEDED(hr)) + ID3D10Buffer_Unmap(buffer); + + expected_hr = cpu_read && cpu_write ? S_OK : E_INVALIDARG; + hr = ID3D10Buffer_Map(buffer, D3D10_MAP_READ_WRITE, 0, &data); + todo_wine_if(expected_hr != S_OK) + ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for READ_WRITE.\n", hr); + if (SUCCEEDED(hr)) + ID3D10Buffer_Unmap(buffer); + + expected_hr = dynamic ? S_OK : E_INVALIDARG; + hr = ID3D10Buffer_Map(buffer, D3D10_MAP_WRITE_DISCARD, 0, &data); + todo_wine_if(expected_hr != S_OK) + ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for WRITE_DISCARD.\n", hr); + if (SUCCEEDED(hr)) + ID3D10Buffer_Unmap(buffer); + + if (!dynamic) + return; + + ID3D10Buffer_GetDevice(buffer, &device); + + expected_hr = S_OK; + hr = ID3D10Buffer_Map(buffer, D3D10_MAP_WRITE_NO_OVERWRITE, 0, &data); + todo_wine_if(expected_hr != S_OK) + ok_(__FILE__, line)(hr == expected_hr + || broken(bind_flags & (D3D10_BIND_CONSTANT_BUFFER | D3D10_BIND_SHADER_RESOURCE)), + "Got hr %#x for WRITE_NO_OVERWRITE.\n", hr); + if (SUCCEEDED(hr)) + ID3D10Buffer_Unmap(buffer); + + ID3D10Device_Release(device); +} + +#define check_texture_cpu_access(a, b, c, d) check_texture_cpu_access_(__LINE__, a, b, c, d) +static void check_texture_cpu_access_(unsigned int line, ID3D10Texture2D *texture, + D3D10_USAGE usage, UINT bind_flags, UINT cpu_access) +{ + BOOL cpu_write = cpu_access & D3D10_CPU_ACCESS_WRITE; + BOOL cpu_read = cpu_access & D3D10_CPU_ACCESS_READ; + BOOL dynamic = usage == D3D10_USAGE_DYNAMIC; + D3D10_MAPPED_TEXTURE2D map_desc; + HRESULT hr, expected_hr; + + expected_hr = cpu_read ? S_OK : E_INVALIDARG; + hr = ID3D10Texture2D_Map(texture, 0, D3D10_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)) + ID3D10Texture2D_Unmap(texture, 0); + + expected_hr = !dynamic && cpu_write ? S_OK : E_INVALIDARG; + hr = ID3D10Texture2D_Map(texture, 0, D3D10_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)) + ID3D10Texture2D_Unmap(texture, 0); + + expected_hr = cpu_read && cpu_write ? S_OK : E_INVALIDARG; + hr = ID3D10Texture2D_Map(texture, 0, D3D10_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)) + ID3D10Texture2D_Unmap(texture, 0); + + expected_hr = dynamic ? S_OK : E_INVALIDARG; + hr = ID3D10Texture2D_Map(texture, 0, D3D10_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)) + ID3D10Texture2D_Unmap(texture, 0); + + if (!dynamic) + return; + + hr = ID3D10Texture2D_Map(texture, 0, D3D10_MAP_WRITE_NO_OVERWRITE, 0, &map_desc); + todo_wine + ok_(__FILE__, line)(hr == E_INVALIDARG, "Got hr %#x for WRITE_NO_OVERWRITE.\n", hr); + if (SUCCEEDED(hr)) + ID3D10Texture2D_Unmap(texture, 0); +} + +static void test_resource_access(void) +{ + D3D10_TEXTURE2D_DESC texture_desc; + D3D10_BUFFER_DESC buffer_desc; + D3D10_SUBRESOURCE_DATA data; + BOOL cpu_write, cpu_read; + BOOL required_cpu_access; + ID3D10Texture2D *texture; + HRESULT hr, expected_hr; + BOOL broken_validation; + ID3D10Device *device; + ID3D10Buffer *buffer; + unsigned int i; + ULONG refcount; + + static const struct + { + D3D10_USAGE usage; + UINT bind_flags; + BOOL is_valid; + UINT allowed_cpu_access; + } + tests[] = + { + /* Default resources cannot be written by CPU. */ + {D3D10_USAGE_DEFAULT, D3D10_BIND_VERTEX_BUFFER, TRUE, 0}, + {D3D10_USAGE_DEFAULT, D3D10_BIND_INDEX_BUFFER, TRUE, 0}, + {D3D10_USAGE_DEFAULT, D3D10_BIND_CONSTANT_BUFFER, TRUE, 0}, + {D3D10_USAGE_DEFAULT, D3D10_BIND_SHADER_RESOURCE, TRUE, 0}, + {D3D10_USAGE_DEFAULT, D3D10_BIND_STREAM_OUTPUT, TRUE, 0}, + {D3D10_USAGE_DEFAULT, D3D10_BIND_RENDER_TARGET, TRUE, 0}, + {D3D10_USAGE_DEFAULT, D3D10_BIND_DEPTH_STENCIL, TRUE, 0}, + + /* Immutable resources cannot be written by CPU and GPU. */ + {D3D10_USAGE_IMMUTABLE, 0, FALSE, 0}, + {D3D10_USAGE_IMMUTABLE, D3D10_BIND_VERTEX_BUFFER, TRUE, 0}, + {D3D10_USAGE_IMMUTABLE, D3D10_BIND_INDEX_BUFFER, TRUE, 0}, + {D3D10_USAGE_IMMUTABLE, D3D10_BIND_CONSTANT_BUFFER, TRUE, 0}, + {D3D10_USAGE_IMMUTABLE, D3D10_BIND_SHADER_RESOURCE, TRUE, 0}, + {D3D10_USAGE_IMMUTABLE, D3D10_BIND_STREAM_OUTPUT, FALSE, 0}, + {D3D10_USAGE_IMMUTABLE, D3D10_BIND_RENDER_TARGET, FALSE, 0}, + {D3D10_USAGE_IMMUTABLE, D3D10_BIND_DEPTH_STENCIL, FALSE, 0}, + + /* Dynamic resources cannot be written by GPU. */ + {D3D10_USAGE_DYNAMIC, 0, FALSE, D3D10_CPU_ACCESS_WRITE}, + {D3D10_USAGE_DYNAMIC, D3D10_BIND_VERTEX_BUFFER, TRUE, D3D10_CPU_ACCESS_WRITE}, + {D3D10_USAGE_DYNAMIC, D3D10_BIND_INDEX_BUFFER, TRUE, D3D10_CPU_ACCESS_WRITE}, + {D3D10_USAGE_DYNAMIC, D3D10_BIND_CONSTANT_BUFFER, TRUE, D3D10_CPU_ACCESS_WRITE}, + {D3D10_USAGE_DYNAMIC, D3D10_BIND_SHADER_RESOURCE, TRUE, D3D10_CPU_ACCESS_WRITE}, + {D3D10_USAGE_DYNAMIC, D3D10_BIND_STREAM_OUTPUT, FALSE, D3D10_CPU_ACCESS_WRITE}, + {D3D10_USAGE_DYNAMIC, D3D10_BIND_RENDER_TARGET, FALSE, D3D10_CPU_ACCESS_WRITE}, + {D3D10_USAGE_DYNAMIC, D3D10_BIND_DEPTH_STENCIL, FALSE, D3D10_CPU_ACCESS_WRITE}, + + /* Staging resources support only data transfer. */ + {D3D10_USAGE_STAGING, 0, TRUE, D3D10_CPU_ACCESS_WRITE | D3D10_CPU_ACCESS_READ}, + {D3D10_USAGE_STAGING, D3D10_BIND_VERTEX_BUFFER, FALSE, 0}, + {D3D10_USAGE_STAGING, D3D10_BIND_INDEX_BUFFER, FALSE, 0}, + {D3D10_USAGE_STAGING, D3D10_BIND_CONSTANT_BUFFER, FALSE, 0}, + {D3D10_USAGE_STAGING, D3D10_BIND_SHADER_RESOURCE, FALSE, 0}, + {D3D10_USAGE_STAGING, D3D10_BIND_STREAM_OUTPUT, FALSE, 0}, + {D3D10_USAGE_STAGING, D3D10_BIND_RENDER_TARGET, FALSE, 0}, + {D3D10_USAGE_STAGING, D3D10_BIND_DEPTH_STENCIL, FALSE, 0}, + }; + + if (!(device = create_device())) + { + skip("Failed to create device.\n"); + return; + } + + 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) + { + if (tests[i].bind_flags == D3D10_BIND_DEPTH_STENCIL) + continue; + + required_cpu_access = tests[i].usage == D3D10_USAGE_DYNAMIC || tests[i].usage == D3D10_USAGE_STAGING; + cpu_write = tests[i].allowed_cpu_access & D3D10_CPU_ACCESS_WRITE; + cpu_read = tests[i].allowed_cpu_access & D3D10_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.CPUAccessFlags = 0; + expected_hr = tests[i].is_valid && !required_cpu_access ? S_OK : E_INVALIDARG; + hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &data, &buffer); + ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i); + if (SUCCEEDED(hr)) + { + check_buffer_cpu_access(buffer, buffer_desc.Usage, + buffer_desc.BindFlags, buffer_desc.CPUAccessFlags); + ID3D10Buffer_Release(buffer); + } + + buffer_desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; + expected_hr = tests[i].is_valid && cpu_write ? S_OK : E_INVALIDARG; + hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &data, &buffer); + ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i); + if (SUCCEEDED(hr)) + { + check_buffer_cpu_access(buffer, buffer_desc.Usage, + buffer_desc.BindFlags, buffer_desc.CPUAccessFlags); + ID3D10Buffer_Release(buffer); + } + + buffer_desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ; + expected_hr = tests[i].is_valid && cpu_read ? S_OK : E_INVALIDARG; + hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &data, &buffer); + ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i); + if (SUCCEEDED(hr)) + { + check_buffer_cpu_access(buffer, buffer_desc.Usage, + buffer_desc.BindFlags, buffer_desc.CPUAccessFlags); + ID3D10Buffer_Release(buffer); + } + + buffer_desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE | D3D10_CPU_ACCESS_READ; + expected_hr = tests[i].is_valid && cpu_write && cpu_read ? S_OK : E_INVALIDARG; + hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &data, &buffer); + ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i); + if (SUCCEEDED(hr)) + { + check_buffer_cpu_access(buffer, buffer_desc.Usage, + buffer_desc.BindFlags, buffer_desc.CPUAccessFlags); + ID3D10Buffer_Release(buffer); + } + } + + data.SysMemPitch = 16; + + for (i = 0; i < ARRAY_SIZE(tests); ++i) + { + if (tests[i].bind_flags == D3D10_BIND_VERTEX_BUFFER + || tests[i].bind_flags == D3D10_BIND_INDEX_BUFFER + || tests[i].bind_flags == D3D10_BIND_CONSTANT_BUFFER + || tests[i].bind_flags == D3D10_BIND_STREAM_OUTPUT) + continue; + + broken_validation = tests[i].usage == D3D10_USAGE_DEFAULT + && (tests[i].bind_flags == D3D10_BIND_SHADER_RESOURCE + || tests[i].bind_flags == D3D10_BIND_RENDER_TARGET); + + required_cpu_access = tests[i].usage == D3D10_USAGE_DYNAMIC || tests[i].usage == D3D10_USAGE_STAGING; + cpu_write = tests[i].allowed_cpu_access & D3D10_CPU_ACCESS_WRITE; + cpu_read = tests[i].allowed_cpu_access & D3D10_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 == D3D10_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 = ID3D10Device_CreateTexture2D(device, &texture_desc, &data, &texture); + ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i); + if (SUCCEEDED(hr)) + { + check_texture_cpu_access(texture, texture_desc.Usage, + texture_desc.BindFlags, texture_desc.CPUAccessFlags); + ID3D10Texture2D_Release(texture); + } + + texture_desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; + expected_hr = tests[i].is_valid && cpu_write ? S_OK : E_INVALIDARG; + hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &data, &texture); + 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_texture_cpu_access(texture, texture_desc.Usage, + texture_desc.BindFlags, texture_desc.CPUAccessFlags); + ID3D10Texture2D_Release(texture); + } + + texture_desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ; + expected_hr = tests[i].is_valid && cpu_read ? S_OK : E_INVALIDARG; + hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &data, &texture); + 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_texture_cpu_access(texture, texture_desc.Usage, + texture_desc.BindFlags, texture_desc.CPUAccessFlags); + ID3D10Texture2D_Release(texture); + } + + texture_desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE | D3D10_CPU_ACCESS_READ; + expected_hr = tests[i].is_valid && cpu_write && cpu_read ? S_OK : E_INVALIDARG; + hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &data, &texture); + 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_texture_cpu_access(texture, texture_desc.Usage, + texture_desc.BindFlags, texture_desc.CPUAccessFlags); + ID3D10Texture2D_Release(texture); + } + } + + HeapFree(GetProcessHeap(), 0, (void *)data.pSysMem); + + refcount = ID3D10Device_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); +} + static void test_check_multisample_quality_levels(void) { ID3D10Device *device; @@ -13882,6 +14211,7 @@ START_TEST(device) test_fragment_coords(); test_update_subresource(); test_copy_subresource_region(); + test_resource_access(); test_check_multisample_quality_levels(); test_cb_relative_addressing(); test_vs_input_relative_addressing();