Fixes rendering dirt on the wind shield and GL_INVALID_OPERATION
errors in "Need For Speed Shift 2".
The test succeeds on Windows with retail Direct3D 9, but fails
with debug Direct3D 9 if selected in DirectX SDK control panel:
error code is returned from _DrawIndexedPrimitive() and the
triangle is not rendered.
Signed-off-by: Paul Gofman <gofmanp(a)gmail.com>
---
v2:
- Ignore test 0 (second part) instead of marking todo, as it succeeds on some GL adapters.
dlls/d3d9/tests/visual.c | 140 +++++++++++++++++++++++++++++++++++++++
dlls/wined3d/buffer.c | 8 ++-
2 files changed, 146 insertions(+), 2 deletions(-)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index f23fb566e6..5823fe3cbc 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -26545,6 +26545,145 @@ done:
DestroyWindow(window);
}
+static void test_draw_mapped_buffer(void)
+{
+ IDirect3DVertexBuffer9 *vb;
+ IDirect3DIndexBuffer9 *ib;
+ IDirect3DDevice9 *device;
+ IDirect3D9 *d3d;
+ unsigned int i;
+ D3DCOLOR color;
+ ULONG refcount;
+ BOOL test_pass;
+ HWND window;
+ HRESULT hr;
+ void *data;
+
+ static const short indices[] = {0, 1, 2};
+ static const struct
+ {
+ struct vec3 position;
+ DWORD diffuse;
+ }
+ quad[] =
+ {
+ {{-1.0f, -1.0f, 0.1f}, 0xffff0000},
+ {{-1.0f, 1.0f, 0.1f}, 0xffff0000},
+ {{ 1.0f, 1.0f, 0.1f}, 0xffff0000},
+ };
+ static const struct
+ {
+ D3DPOOL pool;
+ DWORD usage;
+ BOOL ignore_wine_result;
+ }
+ tests[] =
+ {
+ {D3DPOOL_DEFAULT, D3DUSAGE_DYNAMIC, TRUE},
+ {D3DPOOL_MANAGED, 0},
+ {D3DPOOL_SYSTEMMEM, 0},
+ };
+
+ window = create_window();
+ ok(!!window, "Failed to create a window.\n");
+
+ d3d = Direct3DCreate9(D3D_SDK_VERSION);
+ ok(!!d3d, "Failed to create a D3D object.\n");
+ if (!(device = create_device(d3d, window, window, TRUE)))
+ {
+ skip("Failed to create a D3D device, skipping tests.\n");
+ IDirect3D9_Release(d3d);
+ DestroyWindow(window);
+ return;
+ }
+
+ hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0,
+ D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), &data, 0);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ memcpy(data, indices, sizeof(indices));
+
+ hr = IDirect3DDevice9_SetIndices(device, ib);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ for (i = 0; i < ARRAY_SIZE(tests); ++i)
+ {
+ hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), tests[i].usage,
+ D3DFVF_XYZ | D3DFVF_DIFFUSE, tests[i].pool, &vb, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad), &data, 0);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ memcpy(data, quad, sizeof(quad));
+
+ hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad[0]));
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_BeginScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 0, ARRAY_SIZE(quad), 0, 1);
+ ok(hr == D3D_OK, "Got unexpected hr %#x, test %u.\n", hr, i);
+ hr = IDirect3DDevice9_EndScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ color = getPixelColor(device, 160, 120);
+ ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x, test %u.\n", color, i);
+ color = getPixelColor(device, 480, 360);
+ ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x, test %u.\n", color, i);
+
+ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ hr = IDirect3DVertexBuffer9_Unlock(vb);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ /* One more time now when buffer object in wined3d is already created. */
+ hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad), &data, D3DLOCK_DISCARD);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ memcpy(data, quad, sizeof(quad));
+
+ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_BeginScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 0, ARRAY_SIZE(quad), 0, 1);
+ ok(hr == D3D_OK, "Got unexpected hr %#x, test %u.\n", hr, i);
+ hr = IDirect3DDevice9_EndScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ color = getPixelColor(device, 160, 120);
+
+ test_pass = color_match(color, 0x00ff0000, 1);
+ todo_wine_if(tests[i].ignore_wine_result && !test_pass)
+ ok(test_pass, "Got unexpected color 0x%08x, test %u.\n", color, i);
+
+ color = getPixelColor(device, 480, 360);
+ ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x, test %u.\n", color, i);
+
+ hr = IDirect3DVertexBuffer9_Unlock(vb);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ IDirect3DVertexBuffer9_Release(vb);
+ }
+
+ hr = IDirect3DIndexBuffer9_Unlock(ib);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ IDirect3DIndexBuffer9_Release(ib);
+ refcount = IDirect3DDevice9_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+
+ IDirect3D9_Release(d3d);
+ DestroyWindow(window);
+}
+
+
START_TEST(visual)
{
D3DADAPTER_IDENTIFIER9 identifier;
@@ -26690,4 +26829,5 @@ START_TEST(visual)
test_nrm_instruction();
test_desktop_window();
test_mismatched_sample_types();
+ test_draw_mapped_buffer();
}
diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c
index d3fcdd41fe..de06dab4e6 100644
--- a/dlls/wined3d/buffer.c
+++ b/dlls/wined3d/buffer.c
@@ -849,11 +849,15 @@ void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *
TRACE("buffer %p.\n", buffer);
- if (buffer->resource.map_count)
+ if (buffer->resource.map_count && buffer->map_ptr)
{
- WARN("Buffer is mapped, skipping preload.\n");
+ FIXME("Buffer is mapped through buffer object, not loading.\n");
return;
}
+ else if (buffer->resource.map_count)
+ {
+ WARN("Loading mapped buffer.\n");
+ }
buffer_mark_used(buffer);
--
2.21.0