[PATCH vkd3d 08/10] tests: Move invalid usage tests to separate unit.
Józef Kucia
joseph.kucia at gmail.com
Tue Dec 4 08:56:01 CST 2018
From: Józef Kucia <jkucia at codeweavers.com>
Ideally, tests should not produce Vulkan validation errors. Move tests
which explicitly test invalid usage of D3D12 and are expected to produce
validation errors to a separate file.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
Makefile.am | 3 +-
tests/d3d12.c | 133 ---------------------------
tests/d3d12_invalid_usage.c | 178 ++++++++++++++++++++++++++++++++++++
3 files changed, 180 insertions(+), 134 deletions(-)
create mode 100644 tests/d3d12_invalid_usage.c
diff --git a/Makefile.am b/Makefile.am
index c2a20c6149c3..86c0184c97a6 100644
--- a/Makefile.am
+++ b/Makefile.am
@@ -37,7 +37,8 @@ vkd3d_tests = \
tests/vkd3d_api
vkd3d_cross_tests = \
- tests/d3d12
+ tests/d3d12 \
+ tests/d3d12_invalid_usage
vkd3d_test_headers = \
tests/vkd3d_d3d12_test.h
diff --git a/tests/d3d12.c b/tests/d3d12.c
index d886f960ddf0..3123018aca6f 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -5080,138 +5080,6 @@ static void test_texture_resource_barriers(void)
ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
}
-static void test_invalid_texture_resource_barriers(void)
-{
- ID3D12Resource *texture, *readback_buffer, *upload_buffer;
- D3D12_COMMAND_QUEUE_DESC command_queue_desc;
- ID3D12CommandAllocator *command_allocator;
- ID3D12GraphicsCommandList *command_list;
- ID3D12CommandQueue *queue;
- ID3D12Device *device;
- ULONG refcount;
- HRESULT hr;
-
- if (!(device = create_device()))
- {
- skip("Failed to create device.\n");
- return;
- }
-
- command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
- command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
- command_queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
- command_queue_desc.NodeMask = 0;
- hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc,
- &IID_ID3D12CommandQueue, (void **)&queue);
- ok(SUCCEEDED(hr), "Failed to create command queue, hr %#x.\n", hr);
-
- hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT,
- &IID_ID3D12CommandAllocator, (void **)&command_allocator);
- ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr);
-
- hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
- command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
- ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
-
- texture = create_default_texture(device, 32, 32, DXGI_FORMAT_R8G8B8A8_UNORM,
- D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
- upload_buffer = create_upload_buffer(device, 32, NULL);
- readback_buffer = create_readback_buffer(device, 32);
-
- /* The following invalid barrier is not detected by the runtime. */
- transition_resource_state(command_list, texture,
- D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
- hr = ID3D12GraphicsCommandList_Close(command_list);
- ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
-
- reset_command_list(command_list, command_allocator);
-
- /* The before state does not match with the previous state. */
- transition_resource_state(command_list, texture,
- D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_SOURCE);
- transition_resource_state(command_list, texture,
- D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
- hr = ID3D12GraphicsCommandList_Close(command_list);
- /* The returned error code has changed after a Windows update. */
- ok(hr == S_OK || hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
- if (hr == S_OK)
- {
- exec_command_list(queue, command_list);
- wait_queue_idle(device, queue);
- }
-
- ID3D12GraphicsCommandList_Release(command_list);
- hr = ID3D12CommandAllocator_Reset(command_allocator);
- ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
- hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
- command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
- ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
-
- /* The before state does not match with the previous state. */
- transition_resource_state(command_list, texture,
- D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
- D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
- transition_resource_state(command_list, texture,
- D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
- hr = ID3D12GraphicsCommandList_Close(command_list);
- /* The returned error code has changed after a Windows update. */
- ok(hr == S_OK || hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
- if (hr == S_OK)
- {
- exec_command_list(queue, command_list);
- wait_queue_idle(device, queue);
- }
-
- hr = ID3D12CommandAllocator_Reset(command_allocator);
- ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
- ID3D12GraphicsCommandList_Release(command_list);
- hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
- command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
- ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
-
- /* Exactly one write state or a combination of read-only states are allowed. */
- transition_resource_state(command_list, texture,
- D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE,
- D3D12_RESOURCE_STATE_UNORDERED_ACCESS | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
- hr = ID3D12GraphicsCommandList_Close(command_list);
- ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
-
- hr = ID3D12CommandAllocator_Reset(command_allocator);
- ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
- ID3D12GraphicsCommandList_Release(command_list);
- hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
- command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
- ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
-
- /* Readback resources cannot transition from D3D12_RESOURCE_STATE_COPY_DEST. */
- transition_resource_state(command_list, readback_buffer,
- D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COMMON);
- hr = ID3D12GraphicsCommandList_Close(command_list);
- todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
-
- hr = ID3D12CommandAllocator_Reset(command_allocator);
- ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
- ID3D12GraphicsCommandList_Release(command_list);
- hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
- command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
- ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
-
- /* Upload resources cannot transition from D3D12_RESOURCE_STATE_GENERIC_READ. */
- transition_resource_state(command_list, upload_buffer,
- D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_COMMON);
- hr = ID3D12GraphicsCommandList_Close(command_list);
- todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
-
- ID3D12CommandAllocator_Release(command_allocator);
- ID3D12CommandQueue_Release(queue);
- ID3D12GraphicsCommandList_Release(command_list);
- ID3D12Resource_Release(readback_buffer);
- ID3D12Resource_Release(texture);
- ID3D12Resource_Release(upload_buffer);
- refcount = ID3D12Device_Release(device);
- ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
-}
-
static void test_device_removed_reason(void)
{
D3D12_COMMAND_QUEUE_DESC command_queue_desc;
@@ -22002,7 +21870,6 @@ START_TEST(d3d12)
run_test(test_draw_depth_only);
run_test(test_draw_uav_only);
run_test(test_texture_resource_barriers);
- run_test(test_invalid_texture_resource_barriers);
run_test(test_device_removed_reason);
run_test(test_map_resource);
run_test(test_map_placed_resources);
diff --git a/tests/d3d12_invalid_usage.c b/tests/d3d12_invalid_usage.c
new file mode 100644
index 000000000000..ce354b8a8709
--- /dev/null
+++ b/tests/d3d12_invalid_usage.c
@@ -0,0 +1,178 @@
+/*
+ * Copyright 2016-2018 Józef Kucia for CodeWeavers
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
+ */
+
+#include "d3d12_crosstest.h"
+
+static void test_invalid_texture_resource_barriers(void)
+{
+ ID3D12Resource *texture, *readback_buffer, *upload_buffer;
+ D3D12_COMMAND_QUEUE_DESC command_queue_desc;
+ ID3D12CommandAllocator *command_allocator;
+ ID3D12GraphicsCommandList *command_list;
+ ID3D12CommandQueue *queue;
+ ID3D12Device *device;
+ ULONG refcount;
+ HRESULT hr;
+
+ if (!(device = create_device()))
+ {
+ skip("Failed to create device.\n");
+ return;
+ }
+
+ command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
+ command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
+ command_queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
+ command_queue_desc.NodeMask = 0;
+ hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc,
+ &IID_ID3D12CommandQueue, (void **)&queue);
+ ok(SUCCEEDED(hr), "Failed to create command queue, hr %#x.\n", hr);
+
+ hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT,
+ &IID_ID3D12CommandAllocator, (void **)&command_allocator);
+ ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr);
+
+ hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
+ command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
+ ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
+
+ texture = create_default_texture(device, 32, 32, DXGI_FORMAT_R8G8B8A8_UNORM,
+ D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
+ upload_buffer = create_upload_buffer(device, 32, NULL);
+ readback_buffer = create_readback_buffer(device, 32);
+
+ /* The following invalid barrier is not detected by the runtime. */
+ transition_resource_state(command_list, texture,
+ D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
+ hr = ID3D12GraphicsCommandList_Close(command_list);
+ ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
+
+ reset_command_list(command_list, command_allocator);
+
+ /* The before state does not match with the previous state. */
+ transition_resource_state(command_list, texture,
+ D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_SOURCE);
+ transition_resource_state(command_list, texture,
+ D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+ hr = ID3D12GraphicsCommandList_Close(command_list);
+ /* The returned error code has changed after a Windows update. */
+ ok(hr == S_OK || hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
+ if (hr == S_OK)
+ {
+ exec_command_list(queue, command_list);
+ wait_queue_idle(device, queue);
+ }
+
+ ID3D12GraphicsCommandList_Release(command_list);
+ hr = ID3D12CommandAllocator_Reset(command_allocator);
+ ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
+ hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
+ command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
+ ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
+
+ /* The before state does not match with the previous state. */
+ transition_resource_state(command_list, texture,
+ D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
+ D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
+ transition_resource_state(command_list, texture,
+ D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
+ hr = ID3D12GraphicsCommandList_Close(command_list);
+ /* The returned error code has changed after a Windows update. */
+ ok(hr == S_OK || hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
+ if (hr == S_OK)
+ {
+ exec_command_list(queue, command_list);
+ wait_queue_idle(device, queue);
+ }
+
+ hr = ID3D12CommandAllocator_Reset(command_allocator);
+ ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
+ ID3D12GraphicsCommandList_Release(command_list);
+ hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
+ command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
+ ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
+
+ /* Exactly one write state or a combination of read-only states are allowed. */
+ transition_resource_state(command_list, texture,
+ D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE,
+ D3D12_RESOURCE_STATE_UNORDERED_ACCESS | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+ hr = ID3D12GraphicsCommandList_Close(command_list);
+ ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
+
+ hr = ID3D12CommandAllocator_Reset(command_allocator);
+ ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
+ ID3D12GraphicsCommandList_Release(command_list);
+ hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
+ command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
+ ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
+
+ /* Readback resources cannot transition from D3D12_RESOURCE_STATE_COPY_DEST. */
+ transition_resource_state(command_list, readback_buffer,
+ D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COMMON);
+ hr = ID3D12GraphicsCommandList_Close(command_list);
+ todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
+
+ hr = ID3D12CommandAllocator_Reset(command_allocator);
+ ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
+ ID3D12GraphicsCommandList_Release(command_list);
+ hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
+ command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
+ ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
+
+ /* Upload resources cannot transition from D3D12_RESOURCE_STATE_GENERIC_READ. */
+ transition_resource_state(command_list, upload_buffer,
+ D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_COMMON);
+ hr = ID3D12GraphicsCommandList_Close(command_list);
+ todo ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
+
+ ID3D12CommandAllocator_Release(command_allocator);
+ ID3D12CommandQueue_Release(queue);
+ ID3D12GraphicsCommandList_Release(command_list);
+ ID3D12Resource_Release(readback_buffer);
+ ID3D12Resource_Release(texture);
+ ID3D12Resource_Release(upload_buffer);
+ refcount = ID3D12Device_Release(device);
+ ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
+}
+
+START_TEST(d3d12_invalid_usage)
+{
+ bool enable_debug_layer = false;
+ ID3D12Debug *debug;
+ unsigned int i;
+
+ for (i = 1; i < argc; ++i)
+ {
+ if (!strcmp(argv[i], "--validate"))
+ enable_debug_layer = true;
+ else if (!strcmp(argv[i], "--warp"))
+ use_warp_device = true;
+ else if (!strcmp(argv[i], "--adapter") && i + 1 < argc)
+ use_adapter_idx = atoi(argv[++i]);
+ }
+
+ if (enable_debug_layer && SUCCEEDED(D3D12GetDebugInterface(&IID_ID3D12Debug, (void **)&debug)))
+ {
+ ID3D12Debug_EnableDebugLayer(debug);
+ ID3D12Debug_Release(debug);
+ }
+
+ print_adapter_info();
+
+ run_test(test_invalid_texture_resource_barriers);
+}
--
2.19.2
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