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@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);