[PATCH v2 4/4] d3d10core/tests: Add test for resource access flags.
Józef Kucia
jkucia at codeweavers.com
Tue Jan 30 09:22:02 CST 2018
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
Version 2: Remove allowed_texture_cpu_access.
---
dlls/d3d10core/tests/device.c | 331 ++++++++++++++++++++++++++++++++++++++++++
1 file changed, 331 insertions(+)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 86a8f43d4e93..351f1261000a 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -8186,6 +8186,336 @@ 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 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;
+ if (bind_flags & (D3D10_BIND_CONSTANT_BUFFER | D3D10_BIND_SHADER_RESOURCE)
+ && !is_d3d11_interface_available(device))
+ expected_hr = E_INVALIDARG;
+ hr = ID3D10Buffer_Map(buffer, D3D10_MAP_WRITE_NO_OVERWRITE, 0, &data);
+ todo_wine_if(expected_hr != S_OK)
+ ok_(__FILE__, line)(hr == expected_hr, "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 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 +14212,7 @@ 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();
--
2.13.6
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