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Hi,
Overall, did you check if there is a capability reporting problem? The game may have the bad size from our DDSCAPS structure.
Even if this is a capability problem I think this test is relevant.
Am 2013-11-17 20:19, schrieb Patrick Rudolph:
dlls/ddraw/tests/dsurface.c | 88
+++++++++++++++++++++++++++++++++++++++++++++
Please add new tests to ddraw{1, 2, 4, 7}.c, and if possible implement them for all ddraw versions.
- ZeroMemory(&desc, sizeof(desc));
memset(desc, 0, sizeof(desc)); is preferred.
- if(!(ddcaps.ddsCaps.dwCaps & DDSCAPS_VIDEOMEMORY)) + { +
todo_wine ok(ret == DDERR_INVALIDPARAMS, "Creating an
offscreen plain surface with width 0xffff and height 1 returned %08x\n", ret);
- }
Is there any situation in which wine enters this codepath? I think the todo_wine is not needed here.
- /* Test out of memory surface size */ + ZeroMemory(&desc,
sizeof(desc)); + desc.dwSize = sizeof(desc); + desc.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH; + desc.ddsCaps.dwCaps |= DDSCAPS_OFFSCREENPLAIN |
DDSCAPS_VIDEOMEMORY;
- desc.dwHeight = 0xffff; + desc.dwWidth = 0xffff; + /*
this should allocate 4.29 Gbyte of video memory */
Testing DDSCAPS_SYSTEMMEMORY might show some interesting results as well, especially in a Win64 executable.
On 18 November 2013 16:44, Stefan Dösinger stefandoesinger@gmail.com wrote:
Overall, did you check if there is a capability reporting problem? The game may have the bad size from our DDSCAPS structure.
Related to that, I don't think the maximum texture size can be larger than the maximum surface size, and there's a small chance that the surface's memory pool has some influence on this.