d3d9/tests: Use GetRenderTargetData() for reading back pixels.

This is the recommended way to read back render targets. It's also much faster
on current wined3d, but that's mostly a side effect of imperfections in our
resource location management.
This commit is contained in:
Henri Verbeet 2010-11-18 20:50:38 +01:00 committed by Alexandre Julliard
parent 892502479c
commit 27b72fa847
1 changed files with 5 additions and 4 deletions

View File

@ -110,8 +110,9 @@ static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y)
D3DLOCKED_RECT lockedRect;
RECT rectToLock = {x, y, x+1, y+1};
hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, 0, 0, TRUE, &surf, NULL);
if(FAILED(hr) || !surf ) /* This is not a test */
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 640, 480,
D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf, NULL);
if (FAILED(hr) || !surf)
{
trace("Can't create an offscreen plain surface to read the render target data, hr=%08x\n", hr);
return 0xdeadbeef;
@ -125,8 +126,8 @@ static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y)
goto out;
}
hr = IDirect3DDevice9_StretchRect(device, target, NULL, surf, NULL, D3DTEXF_POINT);
if(FAILED(hr))
hr = IDirect3DDevice9_GetRenderTargetData(device, target, surf);
if (FAILED(hr))
{
trace("Can't read the render target data, hr=%08x\n", hr);
ret = 0xdeadbeec;