From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@codeweavers.com ---
Version 3: Mark NO_OVERWRITE for constant buffers and shader access buffers as broken().
--- dlls/d3d11/tests/d3d11.c | 357 ++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 356 insertions(+), 1 deletion(-)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 2625e08f834b..18b7f4855608 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -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();