d3d9: Use more reasonable texture dimensions.
caps.MaxTextureWidth / caps.MaxTextureHeight can potentially be very large, which could cause a driver to run out of memory. Arguably the driver shouldn't report such large limits, but there's no reason for us to create a texture larger than 1024x1024 either.
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@ -2971,6 +2971,7 @@ static void texture_transform_flags_test(IDirect3DDevice9 *device)
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D3DLOCKED_RECT lr;
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D3DLOCKED_BOX lb;
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DWORD color;
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UINT w, h;
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IDirect3DVertexDeclaration9 *decl, *decl2, *decl3;
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float identity[16] = {1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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@ -3032,7 +3033,9 @@ static void texture_transform_flags_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
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ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps returned %08x\n", hr);
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hr = IDirect3DDevice9_CreateTexture(device, caps.MaxTextureWidth, caps.MaxTextureHeight, 1,
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w = min(1024, caps.MaxTextureWidth);
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h = min(1024, caps.MaxTextureHeight);
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hr = IDirect3DDevice9_CreateTexture(device, w, h, 1,
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0, fmt, D3DPOOL_MANAGED, &texture, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr);
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if(!texture) {
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@ -3046,10 +3049,10 @@ static void texture_transform_flags_test(IDirect3DDevice9 *device)
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*/
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hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
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ok(hr == D3D_OK, "IDirect3DTexture9_LockRect returned %08x\n", hr);
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for(y = 0; y < caps.MaxTextureHeight; y++) {
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for(x = 0; x < caps.MaxTextureWidth; x++) {
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double r_f = (double) y / (double) caps.MaxTextureHeight;
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double g_f = (double) x / (double) caps.MaxTextureWidth;
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for(y = 0; y < h; y++) {
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for(x = 0; x < w; x++) {
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double r_f = (double) y / (double) h;
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double g_f = (double) x / (double) w;
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if(fmt == D3DFMT_A16B16G16R16) {
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unsigned short r, g;
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unsigned short *dst = (unsigned short *) (((char *) lr.pBits) + y * lr.Pitch + x * 8);
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