[PATCH v4 3/3] wined3d: Do not allow resource to be bound as SRV and RTV at the same time.

Paul Gofman gofmanp at gmail.com
Wed Oct 23 11:44:59 CDT 2019


Signed-off-by: Paul Gofman <gofmanp at gmail.com>
---
    v4:
        - rename bind_count_device_state variable to srv_bind_count_device;
        - don't use interlocked functions to updated srv_bind_count_device.

 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..b2aa33af41 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);
+        ++view->resource->srv_bind_count_device;
+    }
+
     device->state.shader_resource_view[type][idx] = view;
     wined3d_cs_emit_set_shader_resource_view(device->cs, type, idx, view);
     if (prev)
+    {
+        --prev->resource->srv_bind_count_device;
         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->srv_bind_count_device)
+    {
+        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..d4e08a7dee 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;
+                --srv->resource->srv_bind_count_device;
                 wined3d_shader_resource_view_decref(srv);
             }
         }
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 88833aef70..eaa6493ac4 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 srv_bind_count_device;
     LONG map_count;
     LONG access_count;
     struct wined3d_device *device;
-- 
2.21.0




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