wined3d: BeginScene and EndScene tests and fixes.

This commit is contained in:
Stefan Dösinger 2007-02-09 16:35:45 +01:00 committed by Alexandre Julliard
parent 1df72cc794
commit 67b1f4a7e9
7 changed files with 300 additions and 10 deletions

View File

@ -759,6 +759,69 @@ static void test_display_modes(void)
IDirect3D8_Release(pD3d);
}
static void test_scene(void)
{
HRESULT hr;
HWND hwnd = NULL;
IDirect3D8 *pD3d = NULL;
IDirect3DDevice8 *pDevice = NULL;
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm;
pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!pD3d || !hwnd) goto cleanup;
IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferWidth = 800;
d3dpp.BackBufferHeight = 600;
d3dpp.BackBufferFormat = d3ddm.Format;
hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
ok(hr == D3D_OK, "IDirect3D8_CreateDevice failed with %s\n", DXGetErrorString8(hr));
if(!pDevice) goto cleanup;
/* Test an EndScene without beginscene. Should return an error */
hr = IDirect3DDevice8_EndScene(pDevice);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_EndScene returned %s\n", DXGetErrorString8(hr));
/* Test a normal BeginScene / EndScene pair, this should work */
hr = IDirect3DDevice8_BeginScene(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %s\n", DXGetErrorString8(hr));
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice8_EndScene(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %s\n", DXGetErrorString8(hr));
}
/* Test another EndScene without having begun a new scene. Should return an error */
hr = IDirect3DDevice8_EndScene(pDevice);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_EndScene returned %s\n", DXGetErrorString8(hr));
/* Two nested BeginScene and EndScene calls */
hr = IDirect3DDevice8_BeginScene(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_BeginScene(pDevice);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_BeginScene returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_EndScene(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_EndScene(pDevice);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_EndScene returned %s\n", DXGetErrorString8(hr));
/* StretchRect does not exit in Direct3D8, so no equivalent to the d3d9 stretchrect tests */
cleanup:
if(pD3d) IDirect3D8_Release(pD3d);
if(pDevice) IDirect3D8_Release(pDevice);
if(hwnd) DestroyWindow(hwnd);
}
START_TEST(device)
{
@ -780,5 +843,6 @@ START_TEST(device)
test_mipmap_levels();
test_cursor();
test_states();
test_scene();
}
}

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@ -1,7 +1,7 @@
/*
* Copyright (C) 2006 Vitaliy Margolen
* Copyright (C) 2006 Stefan Dösinger(For CodeWeavers)
* Copyright (C) 2006 Chris Robinson
* Copyright (C) 2006-2007 Stefan Dösinger(For CodeWeavers)
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@ -943,6 +943,156 @@ static void test_display_modes(void)
IDirect3D9_Release(pD3d);
}
static void test_scene(void)
{
HRESULT hr;
HWND hwnd = NULL;
IDirect3D9 *pD3d = NULL;
IDirect3DDevice9 *pDevice = NULL;
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm;
IDirect3DSurface9 *pSurface1 = NULL, *pSurface2 = NULL, *pSurface3 = NULL, *pRenderTarget = NULL;
IDirect3DSurface9 *pBackBuffer = NULL, *pDepthStencil = NULL;
RECT rect = {0, 0, 128, 128};
D3DCAPS9 caps;
pD3d = pDirect3DCreate9( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D9 object\n");
hwnd = CreateWindow( "static", "d3d9_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!pD3d || !hwnd) goto cleanup;
IDirect3D9_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferWidth = 800;
d3dpp.BackBufferHeight = 600;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
hr = IDirect3D9_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
ok(hr == D3D_OK, "IDirect3D9_CreateDevice failed with %s\n", DXGetErrorString9(hr));
if(!pDevice) goto cleanup;
/* Get the caps, they will be needed to tell if an operation is supposed to be valid */
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice9_GetDeviceCaps(pDevice, &caps);
ok(hr == D3D_OK, "IDirect3DDevice9_GetCaps failed with %s\n", DXGetErrorString9(hr));
if(FAILED(hr)) goto cleanup;
/* Test an EndScene without beginscene. Should return an error */
hr = IDirect3DDevice9_EndScene(pDevice);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
/* Test a normal BeginScene / EndScene pair, this should work */
hr = IDirect3DDevice9_BeginScene(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_EndScene(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr));
}
/* Test another EndScene without having begun a new scene. Should return an error */
hr = IDirect3DDevice9_EndScene(pDevice);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
/* Two nested BeginScene and EndScene calls */
hr = IDirect3DDevice9_BeginScene(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(pDevice);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_EndScene(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_EndScene(pDevice);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
/* Create some surfaces to test stretchrect between the scenes */
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(pDevice, 128, 128, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &pSurface1, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(pDevice, 128, 128, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &pSurface2, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreateDepthStencilSurface(pDevice, 800, 600, D3DFMT_D16, D3DMULTISAMPLE_NONE, 0, FALSE, &pSurface3, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateDepthStencilSurface failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreateRenderTarget(pDevice, 128, 128, d3ddm.Format, D3DMULTISAMPLE_NONE, 0, FALSE, &pRenderTarget, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateRenderTarget failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_GetBackBuffer(pDevice, 0, 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer);
ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_GetDepthStencilSurface(pDevice, &pDepthStencil);
ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed with %s\n", DXGetErrorString9(hr));
/* First make sure a simple StretchRect call works */
if(pSurface1 && pSurface2) {
hr = IDirect3DDevice9_StretchRect(pDevice, pSurface1, NULL, pSurface2, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %s\n", DXGetErrorString9(hr));
}
if(pBackBuffer && pRenderTarget) {
hr = IDirect3DDevice9_StretchRect(pDevice, pBackBuffer, &rect, pRenderTarget, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %s\n", DXGetErrorString9(hr));
}
if(pDepthStencil && pSurface3) {
HRESULT expected;
if(0) /* Disabled for now because it crashes in wine */ {
expected = caps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES ? D3D_OK : D3DERR_INVALIDCALL;
hr = IDirect3DDevice9_StretchRect(pDevice, pDepthStencil, NULL, pSurface3, NULL, 0);
ok( hr == expected, "IDirect3DDevice9_StretchRect returned %s, expected %s\n", DXGetErrorString9(hr), DXGetErrorString9(expected));
}
}
/* Now try it in a BeginScene - EndScene pair. Seems to be allowed in a beginScene - Endscene pair
* width normal surfaces, render targets and depth stencil surfaces.
*/
hr = IDirect3DDevice9_BeginScene(pDevice);
ok( hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr));
if(pSurface1 && pSurface2)
{
hr = IDirect3DDevice9_StretchRect(pDevice, pSurface1, NULL, pSurface2, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %s\n", DXGetErrorString9(hr));
}
if(pBackBuffer && pRenderTarget)
{
hr = IDirect3DDevice9_StretchRect(pDevice, pBackBuffer, &rect, pRenderTarget, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %s\n", DXGetErrorString9(hr));
}
if(pDepthStencil && pSurface3)
{
/* This is supposed to fail inside a BeginScene - EndScene pair. */
hr = IDirect3DDevice9_StretchRect(pDevice, pDepthStencil, NULL, pSurface3, NULL, 0);
ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect returned %s, expected D3DERR_INVALIDCALL\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_EndScene(pDevice);
ok( hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr));
/* Does a SetRenderTarget influence BeginScene / EndScene ?
* Set a new render target, then see if it started a new scene. Flip the rt back and see if that maybe
* ended the scene. Expected result is that the scene is not affected by SetRenderTarget
*/
hr = IDirect3DDevice9_SetRenderTarget(pDevice, 0, pRenderTarget);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(pDevice);
ok( hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderTarget(pDevice, 0, pBackBuffer);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_EndScene(pDevice);
ok( hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr));
cleanup:
if(pRenderTarget) IDirect3DSurface9_Release(pRenderTarget);
if(pDepthStencil) IDirect3DSurface9_Release(pDepthStencil);
if(pBackBuffer) IDirect3DSurface9_Release(pBackBuffer);
if(pSurface1) IDirect3DSurface9_Release(pSurface1);
if(pSurface2) IDirect3DSurface9_Release(pSurface2);
if(pSurface3) IDirect3DSurface9_Release(pSurface3);
if(pD3d) IDirect3D9_Release(pD3d);
if(pDevice) IDirect3D9_Release(pDevice);
if(hwnd) DestroyWindow(hwnd);
}
START_TEST(device)
{
@ -963,5 +1113,6 @@ START_TEST(device)
test_mipmap_levels();
test_cursor();
test_reset();
test_scene();
}
}

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@ -1428,15 +1428,20 @@ IDirect3DDeviceImpl_1_DeleteMatrix(IDirect3DDevice *iface,
*
* Returns:
* D3D_OK on success, for details see IWineD3DDevice::BeginScene
* D3DERR_SCENE_IN_SCENE if WineD3D returns an error(Only in case of an already
* started scene).
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DDeviceImpl_7_BeginScene(IDirect3DDevice7 *iface)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
HRESULT hr;
TRACE("(%p): Relay\n", This);
return IWineD3DDevice_BeginScene(This->wineD3DDevice);
hr = IWineD3DDevice_BeginScene(This->wineD3DDevice);
if(hr == WINED3D_OK) return D3D_OK;
else return D3DERR_SCENE_IN_SCENE; /* TODO: Other possible causes of failure */
}
static HRESULT WINAPI
@ -1473,16 +1478,20 @@ Thunk_IDirect3DDeviceImpl_1_BeginScene(IDirect3DDevice *iface)
*
* Returns:
* D3D_OK on success, for details see IWineD3DDevice::EndScene
* D3DERR_SCENE_NOT_IN_SCENE is returned if WineD3D returns an error. It does
* that only if the scene was already ended.
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DDeviceImpl_7_EndScene(IDirect3DDevice7 *iface)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
HRESULT hr;
TRACE("(%p): Relay\n", This);
IWineD3DDevice_EndScene(This->wineD3DDevice);
return D3D_OK;
hr = IWineD3DDevice_EndScene(This->wineD3DDevice);
if(hr == WINED3D_OK) return D3D_OK;
else return D3DERR_SCENE_NOT_IN_SCENE;
}
static HRESULT WINAPI

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@ -486,6 +486,41 @@ static void StateTest( void )
ok(rc == D3D_OK, "IDirect3DDevice7_SetRenderState(D3DRENDERSTATE_ZVISIBLE, FALSE) returned %08x\n", rc);
}
static void SceneTest(void)
{
HRESULT hr;
/* Test an EndScene without beginscene. Should return an error */
hr = IDirect3DDevice7_EndScene(lpD3DDevice);
ok(hr == D3DERR_SCENE_NOT_IN_SCENE, "IDirect3DDevice7_EndScene returned %08x\n", hr);
/* Test a normal BeginScene / EndScene pair, this should work */
hr = IDirect3DDevice7_BeginScene(lpD3DDevice);
ok(hr == D3D_OK, "IDirect3DDevice7_BeginScene failed with %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice7_EndScene(lpD3DDevice);
ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed with %08x\n", hr);
}
/* Test another EndScene without having begun a new scene. Should return an error */
hr = IDirect3DDevice7_EndScene(lpD3DDevice);
ok(hr == D3DERR_SCENE_NOT_IN_SCENE, "IDirect3DDevice7_EndScene returned %08x\n", hr);
/* Two nested BeginScene and EndScene calls */
hr = IDirect3DDevice7_BeginScene(lpD3DDevice);
ok(hr == D3D_OK, "IDirect3DDevice7_BeginScene failed with %08x\n", hr);
hr = IDirect3DDevice7_BeginScene(lpD3DDevice);
ok(hr == D3DERR_SCENE_IN_SCENE, "IDirect3DDevice7_BeginScene returned %08x\n", hr);
hr = IDirect3DDevice7_EndScene(lpD3DDevice);
ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed with %08x\n", hr);
hr = IDirect3DDevice7_EndScene(lpD3DDevice);
ok(hr == D3DERR_SCENE_NOT_IN_SCENE, "IDirect3DDevice7_EndScene returned %08x\n", hr);
/* TODO: Verify that blitting works in the same way as in d3d9 */
}
START_TEST(d3d)
{
init_function_pointers();
@ -501,5 +536,6 @@ START_TEST(d3d)
LightTest();
ProcessVerticesTest();
StateTest();
SceneTest();
ReleaseDirect3D();
}

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@ -4547,13 +4547,25 @@ static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
/* At the moment we have no need for any functionality at the beginning
of a scene */
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
TRACE("(%p)\n", This);
if(This->inScene) {
TRACE("Already in Scene, returning WINED3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
This->inScene = TRUE;
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p)\n", This);
if(!This->inScene) {
TRACE("Not in scene, returning WINED3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
ENTER_GL();
/* We only have to do this if we need to read the, swapbuffers performs a flush for us */
glFlush();
@ -4579,8 +4591,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
IUnknown_Release(targetContainer);
}
}
This->sceneEnded = TRUE;
LEAVE_GL();
This->inScene = FALSE;
return WINED3D_OK;
}
@ -5713,8 +5725,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface,
} else {
/* Otherwise, set the render target up */
if (!This->sceneEnded) {
if (This->inScene) {
/* EndScene takes care for loading the pbuffer into the texture. Call EndScene and BeginScene until we have better offscreen handling */
IWineD3DDevice_EndScene(iface);
IWineD3DDevice_BeginScene(iface);
}
TRACE("clearing renderer\n");
/* IWineD3DDeviceImpl_CleanRender(iface); */
@ -5752,7 +5766,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface,
} else {
FIXME("Unknown error setting the render target\n");
}
This->sceneEnded = FALSE;
return hr;
}

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@ -2759,9 +2759,18 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
/* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair */
if(myDevice->inScene &&
(iface == myDevice->stencilBufferTarget ||
(SrcSurface && SrcSurface == myDevice->stencilBufferTarget))) {
TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
/* Special cases for RenderTargets */
if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
@ -2823,8 +2832,16 @@ HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface) {
HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
if(myDevice->inScene &&
(iface == myDevice->stencilBufferTarget ||
(Source && Source == myDevice->stencilBufferTarget))) {
TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
/* Special cases for RenderTargets */
if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {

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@ -642,8 +642,8 @@ typedef struct IWineD3DDeviceImpl
/* Screen buffer resources */
glContext contextCache[CONTEXT_CACHE];
/* A flag to check if endscene has been called before changing the render tartet */
BOOL sceneEnded;
/* A flag to check for proper BeginScene / EndScene call pairs */
BOOL inScene;
/* process vertex shaders using software or hardware */
BOOL softwareVertexProcessing;