[PATCH v3 2/2] wined3d: Do not allow resource to be bound as SRV and RTV at the same time.
Paul Gofman
gofmanp at gmail.com
Tue Oct 22 12:13:56 CDT 2019
Signed-off-by: Paul Gofman <gofmanp at gmail.com>
---
v3:
- Add a fix along with the test;
- Fixed test interpretation in comment and made test more explicit;
- Add checks for returned states in test.
dlls/d3d11/tests/d3d11.c | 223 +++++++++++++++++++++++++++++++++
dlls/wined3d/device.c | 35 ++++++
dlls/wined3d/stateblock.c | 1 +
dlls/wined3d/wined3d_private.h | 1 +
4 files changed, 260 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index da4627d7a8..bdf661cecb 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -29394,6 +29394,228 @@ static void test_desktop_window(void)
ok(!refcount, "Device has %u references left.\n", refcount);
}
+static void test_sample_attached_rtv(void)
+{
+ ID3D11ShaderResourceView *srv, *srv_test;
+ struct d3d11_test_context test_context;
+ ID3D11RenderTargetView *rtv, *rtvs[2];
+ ID3D11Texture2D *texture, *texture2;
+ D3D11_TEXTURE2D_DESC texture_desc;
+ D3D11_SAMPLER_DESC sampler_desc;
+ ID3D11DeviceContext *context;
+ ID3D11SamplerState *sampler;
+ struct resource_readback rb;
+ ID3D11PixelShader *ps;
+ ID3D11Device *device;
+ unsigned int x, y;
+ DWORD color;
+ HRESULT hr;
+
+ static const DWORD ps_ld_code[] =
+ {
+#if 0
+ Texture2D t;
+
+ struct PS_OUTPUT
+ {
+ float4 color0: SV_Target0;
+ float4 color1: SV_Target1;
+ };
+
+ PS_OUTPUT main(float4 position : SV_POSITION)
+ {
+ PS_OUTPUT output;
+ float3 p;
+
+ t.GetDimensions(0, p.x, p.y, p.z);
+ p.z = 0;
+ p *= float3(position.x / 640.0f, position.y / 480.0f, 1.0f);
+ output.color0 = output.color1 = t.Load(int3(p)) + float4(0.25, 0.25, 0.25, 0.25);
+ return output;
+ }
+#endif
+ 0x43425844, 0x08dd0517, 0x07d7e538, 0x4cad261f, 0xa2ae5942, 0x00000001, 0x00000200, 0x00000003,
+ 0x0000002c, 0x00000060, 0x000000ac, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x4e47534f, 0x00000044, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x00000038, 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
+ 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000014c, 0x00000040, 0x00000053, 0x04001858,
+ 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065,
+ 0x001020f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000001, 0x02000068, 0x00000001, 0x0700003d,
+ 0x001000f2, 0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x07000038, 0x00100032,
+ 0x00000000, 0x00100046, 0x00000000, 0x00101046, 0x00000000, 0x0a000038, 0x00100032, 0x00000000,
+ 0x00100046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x08000036,
+ 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0500001b,
+ 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x0700002d, 0x001000f2, 0x00000000, 0x00100e46,
+ 0x00000000, 0x00107e46, 0x00000000, 0x0a000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000,
+ 0x00004002, 0x3e800000, 0x3e800000, 0x3e800000, 0x3e800000, 0x05000036, 0x001020f2, 0x00000000,
+ 0x00100e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000001, 0x00100e46, 0x00000000, 0x0100003e,
+ };
+
+ static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
+
+ if (!init_test_context(&test_context, NULL))
+ return;
+
+ device = test_context.device;
+ context = test_context.immediate_context;
+
+ texture_desc.SampleDesc.Count = 1;
+ texture_desc.SampleDesc.Quality = 0;
+ texture_desc.Usage = D3D11_USAGE_DEFAULT;
+ texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ texture_desc.CPUAccessFlags = 0;
+ texture_desc.MiscFlags = 0;
+
+ sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.MipLODBias = 0.0f;
+ sampler_desc.MaxAnisotropy = 0;
+ sampler_desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
+ sampler_desc.BorderColor[0] = 0.0f;
+ sampler_desc.BorderColor[1] = 0.0f;
+ sampler_desc.BorderColor[2] = 0.0f;
+ sampler_desc.BorderColor[3] = 0.0f;
+ sampler_desc.MinLOD = 0.0f;
+ sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
+
+ hr = ID3D11Device_CreatePixelShader(device, ps_ld_code, sizeof(ps_ld_code), NULL, &ps);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+
+ ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+
+ texture_desc.Width = 64;
+ texture_desc.Height = 64;
+ texture_desc.MipLevels = 1;
+ texture_desc.ArraySize = 1;
+ texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+
+ hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+
+ texture_desc.Width = 640;
+ texture_desc.Height = 480;
+
+ hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture2);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+
+ sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ sampler_desc.MipLODBias = 0.0f;
+ sampler_desc.MinLOD = 0.0f;
+ sampler_desc.MaxLOD = 0.0f;
+
+ hr = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+
+ ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler);
+
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
+
+ hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)texture2, NULL, &rtv);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+
+ rtvs[0] = test_context.backbuffer_rtv;
+ rtvs[1] = rtv;
+
+ ID3D11DeviceContext_OMSetRenderTargets(context, 2, rtvs, NULL);
+
+ hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+ ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
+
+ draw_quad(&test_context);
+
+ get_texture_readback(texture2, 0, &rb);
+ for (y = 0; y < 4; ++y)
+ {
+ for (x = 0; x < 4; ++x)
+ {
+ color = get_readback_color(&rb, 80 + x * 160, 60 + y * 120, 0);
+ ok(compare_color(color, 0x40404040, 2),
+ "Got unexpected color 0x%08x at (%u, %u).\n", color, x, y);
+ }
+ }
+ release_resource_readback(&rb);
+
+ ID3D11ShaderResourceView_Release(srv);
+
+ ID3D11DeviceContext_ClearRenderTargetView(context, rtv, red);
+
+ hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture2, NULL, &srv);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+
+ /* SRV does not get bound if resource is attached as render target. */
+ ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
+ ID3D11DeviceContext_PSGetShaderResources(context, 0, 1, &srv_test);
+ ok(!srv_test, "Unexpected SRV %p.\n", srv_test);
+
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
+
+ draw_quad(&test_context);
+ draw_quad(&test_context);
+
+ get_texture_readback(test_context.backbuffer, 0, &rb);
+ for (y = 0; y < 4; ++y)
+ {
+ for (x = 0; x < 4; ++x)
+ {
+ color = get_readback_color(&rb, 80 + x * 160, 60 + y * 120, 0);
+ ok(compare_color(color, 0x40404040, 2),
+ "Got unexpected color 0x%08x at (%u, %u).\n", color, x, y);
+ }
+ }
+ release_resource_readback(&rb);
+
+ get_texture_readback(texture2, 0, &rb);
+ for (y = 0; y < 4; ++y)
+ {
+ for (x = 0; x < 4; ++x)
+ {
+ color = get_readback_color(&rb, 80 + x * 160, 60 + y * 120, 0);
+ ok(compare_color(color, 0x40404040, 2),
+ "Got unexpected color 0x%08x at (%u, %u).\n", color, x, y);
+ }
+ }
+ release_resource_readback(&rb);
+
+ ID3D11DeviceContext_OMSetRenderTargets(context, 1, &test_context.backbuffer_rtv, NULL);
+ ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
+ ID3D11DeviceContext_PSGetShaderResources(context, 0, 1, &srv_test);
+ ok(!!srv_test, "Unexpected SRV %p.\n", srv_test);
+ ID3D11ShaderResourceView_Release(srv_test);
+
+ draw_quad(&test_context);
+ get_texture_readback(test_context.backbuffer, 0, &rb);
+ for (y = 0; y < 4; ++y)
+ {
+ for (x = 0; x < 4; ++x)
+ {
+ color = get_readback_color(&rb, 80 + x * 160, 60 + y * 120, 0);
+ ok(compare_color(color, 0x80808080, 2),
+ "Got unexpected color 0x%08x at (%u, %u).\n", color, x, y);
+ }
+ }
+ release_resource_readback(&rb);
+
+ ID3D11DeviceContext_OMSetRenderTargets(context, 2, rtvs, NULL);
+
+ /* SRV is reset when the same resource is set as render target. */
+ ID3D11DeviceContext_PSGetShaderResources(context, 0, 1, &srv_test);
+ ok(!srv_test, "Unexpected SRV %p.\n", srv_test);
+
+ ID3D11RenderTargetView_Release(rtv);
+ ID3D11ShaderResourceView_Release(srv);
+ ID3D11SamplerState_Release(sampler);
+ ID3D11PixelShader_Release(ps);
+ ID3D11Texture2D_Release(texture2);
+ ID3D11Texture2D_Release(texture);
+ ID3D11SamplerState_Release(sampler);
+
+ release_test_context(&test_context);
+}
+
START_TEST(d3d11)
{
unsigned int argc, i;
@@ -29553,6 +29775,7 @@ START_TEST(d3d11)
queue_test(test_render_a8);
queue_test(test_standard_pattern);
queue_test(test_desktop_window);
+ queue_test(test_sample_attached_rtv);
run_queued_tests();
}
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 0a668c46b5..6ac9ab19a8 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -2239,12 +2239,25 @@ static void wined3d_device_set_shader_resource_view(struct wined3d_device *devic
if (view == prev)
return;
+ if (view && wined3d_resource_check_fbo_attached(&device->state, view->resource))
+ {
+ WARN("Application is trying to bind resource which is attached as render target.\n");
+ view = NULL;
+ }
+
if (view)
+ {
wined3d_shader_resource_view_incref(view);
+ InterlockedIncrement(&view->resource->bind_count_device_state);
+ }
+
device->state.shader_resource_view[type][idx] = view;
wined3d_cs_emit_set_shader_resource_view(device->cs, type, idx, view);
if (prev)
+ {
+ InterlockedDecrement(&prev->resource->bind_count_device_state);
wined3d_shader_resource_view_decref(prev);
+ }
}
void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device,
@@ -4977,6 +4990,24 @@ struct wined3d_rendertarget_view * CDECL wined3d_device_get_depth_stencil_view(c
return device->fb.depth_stencil;
}
+static void wined3d_unbind_srv_for_rtv(struct wined3d_device *device,
+ const struct wined3d_rendertarget_view *view)
+{
+ if (view && view->resource->bind_count_device_state)
+ {
+ const struct wined3d_resource *resource = view->resource;
+ const struct wined3d_shader_resource_view *srv;
+ unsigned int i, j;
+
+ WARN("Application sets bound resource as render target.\n");
+
+ for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
+ for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
+ if ((srv = device->state.shader_resource_view[i][j]) && srv->resource == resource)
+ wined3d_device_set_shader_resource_view(device, i, j, NULL);
+ }
+}
+
HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device,
unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport)
{
@@ -5035,6 +5066,8 @@ HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device
if (prev)
wined3d_rendertarget_view_decref(prev);
+ wined3d_unbind_srv_for_rtv(device, view);
+
return WINED3D_OK;
}
@@ -5065,6 +5098,8 @@ HRESULT CDECL wined3d_device_set_depth_stencil_view(struct wined3d_device *devic
if (prev)
wined3d_rendertarget_view_decref(prev);
+ wined3d_unbind_srv_for_rtv(device, view);
+
return WINED3D_OK;
}
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 1965a4303f..91e716c8d4 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -503,6 +503,7 @@ void state_unbind_resources(struct wined3d_state *state)
if ((srv = state->shader_resource_view[i][j]))
{
state->shader_resource_view[i][j] = NULL;
+ InterlockedDecrement(&srv->resource->bind_count_device_state);
wined3d_shader_resource_view_decref(srv);
}
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 88833aef70..22e1870d09 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -3423,6 +3423,7 @@ struct wined3d_resource
{
LONG ref;
LONG bind_count;
+ LONG bind_count_device_state;
LONG map_count;
LONG access_count;
struct wined3d_device *device;
--
2.21.0
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