From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- libs/vkd3d/resource.c | 7 +++++++ tests/d3d12.c | 20 ++++++++++++++------ 2 files changed, 21 insertions(+), 6 deletions(-)
diff --git a/libs/vkd3d/resource.c b/libs/vkd3d/resource.c index 36c5cb232f67..0c3d7e809806 100644 --- a/libs/vkd3d/resource.c +++ b/libs/vkd3d/resource.c @@ -2522,6 +2522,13 @@ HRESULT d3d12_descriptor_heap_create(struct d3d12_device *device, return E_INVALIDARG; }
+ if ((desc->Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE) + && (desc->Type == D3D12_DESCRIPTOR_HEAP_TYPE_RTV || desc->Type == D3D12_DESCRIPTOR_HEAP_TYPE_DSV)) + { + WARN("RTV/DSV descriptors heap cannot be shader visible.\n"); + return E_INVALIDARG; + } + max_descriptor_count = (~(size_t)0 - sizeof(*object)) / descriptor_size; if (desc->NumDescriptors > max_descriptor_count) { diff --git a/tests/d3d12.c b/tests/d3d12.c index 1b3f04d47410..d0372454a8c3 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -2207,12 +2207,12 @@ static void test_create_descriptor_heap(void) heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; heap_desc.NodeMask = 0; hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc, &IID_ID3D12DescriptorHeap, (void **)&heap); - ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create descriptor heap, hr %#x.\n", hr);
refcount = get_refcount(device); ok(refcount == 2, "Got unexpected refcount %u.\n", (unsigned int)refcount); hr = ID3D12DescriptorHeap_GetDevice(heap, &IID_ID3D12Device, (void **)&tmp_device); - ok(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to get device, hr %#x.\n", hr); refcount = get_refcount(device); ok(refcount == 3, "Got unexpected refcount %u.\n", (unsigned int)refcount); refcount = ID3D12Device_Release(tmp_device); @@ -2229,31 +2229,39 @@ static void test_create_descriptor_heap(void) heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc, &IID_ID3D12DescriptorHeap, (void **)&heap); - ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create descriptor heap, hr %#x.\n", hr); refcount = ID3D12DescriptorHeap_Release(heap); ok(!refcount, "ID3D12DescriptorHeap has %u references left.\n", (unsigned int)refcount);
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER; heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc, &IID_ID3D12DescriptorHeap, (void **)&heap); - ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create descriptor heap, hr %#x.\n", hr); refcount = ID3D12DescriptorHeap_Release(heap); ok(!refcount, "ID3D12DescriptorHeap has %u references left.\n", (unsigned int)refcount);
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc, &IID_ID3D12DescriptorHeap, (void **)&heap); - ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create descriptor heap, hr %#x.\n", hr); refcount = ID3D12DescriptorHeap_Release(heap); ok(!refcount, "ID3D12DescriptorHeap has %u references left.\n", (unsigned int)refcount);
+ heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc, &IID_ID3D12DescriptorHeap, (void **)&heap); + ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV; heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc, &IID_ID3D12DescriptorHeap, (void **)&heap); - ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create descriptor heap, hr %#x.\n", hr); refcount = ID3D12DescriptorHeap_Release(heap); ok(!refcount, "ID3D12DescriptorHeap has %u references left.\n", (unsigned int)refcount);
+ heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc, &IID_ID3D12DescriptorHeap, (void **)&heap); + ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + refcount = ID3D12Device_Release(device); ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount); }
On Tue, 27 Nov 2018 at 19:36, Józef Kucia joseph.kucia@gmail.com wrote:
WARN("RTV/DSV descriptors heap cannot be shader visible.\n");
"descriptor heaps"