[PATCH vkd3d 3/5] vkd3d: Disallow creating shader visible RTV/DSV descriptor heaps.

Józef Kucia joseph.kucia at gmail.com
Tue Nov 27 10:04:32 CST 2018


From: Józef Kucia <jkucia at codeweavers.com>

Signed-off-by: Józef Kucia <jkucia at 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);
 }
-- 
2.18.1




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