dxgi/tests: Make sure that command queue is idle before destroying it.

Fix invalid Direct3D 12 API usage.

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 2018-08-08 16:11:40 +02:00 committed by Alexandre Julliard
parent 2765cb27be
commit a40e04d6d0
1 changed files with 43 additions and 0 deletions

View File

@ -502,6 +502,47 @@ static ID3D12CommandQueue *create_d3d12_direct_queue(ID3D12Device *device)
return queue; return queue;
} }
static HRESULT wait_for_fence(ID3D12Fence *fence, UINT64 value)
{
HANDLE event;
HRESULT hr;
DWORD ret;
if (ID3D12Fence_GetCompletedValue(fence) >= value)
return S_OK;
if (!(event = CreateEventA(NULL, FALSE, FALSE, NULL)))
return E_FAIL;
if (FAILED(hr = ID3D12Fence_SetEventOnCompletion(fence, value, event)))
{
CloseHandle(event);
return hr;
}
ret = WaitForSingleObject(event, INFINITE);
CloseHandle(event);
return ret == WAIT_OBJECT_0 ? S_OK : E_FAIL;
}
#define wait_queue_idle(a, b) wait_queue_idle_(__LINE__, a, b)
static void wait_queue_idle_(unsigned int line, ID3D12Device *device, ID3D12CommandQueue *queue)
{
ID3D12Fence *fence;
HRESULT hr;
hr = ID3D12Device_CreateFence(device, 0, D3D12_FENCE_FLAG_NONE,
&IID_ID3D12Fence, (void **)&fence);
ok_(__FILE__, line)(hr == S_OK, "Failed to create fence, hr %#x.\n", hr);
hr = ID3D12CommandQueue_Signal(queue, fence, 1);
ok_(__FILE__, line)(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr);
hr = wait_for_fence(fence, 1);
ok_(__FILE__, line)(hr == S_OK, "Failed to wait for fence, hr %#x.\n", hr);
ID3D12Fence_Release(fence);
}
#define get_factory(a, b, c) get_factory_(__LINE__, a, b, c) #define get_factory(a, b, c) get_factory_(__LINE__, a, b, c)
static void get_factory_(unsigned int line, IUnknown *device, BOOL is_d3d12, IDXGIFactory **factory) static void get_factory_(unsigned int line, IUnknown *device, BOOL is_d3d12, IDXGIFactory **factory)
{ {
@ -3990,6 +4031,8 @@ static void run_on_d3d12(void (*test_func)(IUnknown *device, BOOL is_d3d12))
test_func((IUnknown *)queue, TRUE); test_func((IUnknown *)queue, TRUE);
wait_queue_idle(device, queue);
refcount = ID3D12CommandQueue_Release(queue); refcount = ID3D12CommandQueue_Release(queue);
ok(!refcount, "Command queue has %u references left.\n", refcount); ok(!refcount, "Command queue has %u references left.\n", refcount);
refcount = ID3D12Device_Release(device); refcount = ID3D12Device_Release(device);