wined3d: Invalidate sub-levels in wined3d_texture_add_dirty_region().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -5518,7 +5518,7 @@ static void add_dirty_rect_test(void)
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ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
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add_dirty_rect_test_draw(device);
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color = getPixelColor(device, 320, 240);
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todo_wine ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
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ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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@ -17618,7 +17618,7 @@ static void add_dirty_rect_test(void)
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ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
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add_dirty_rect_test_draw(device);
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color = getPixelColor(device, 320, 240);
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todo_wine ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
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ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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@ -1639,8 +1639,8 @@ static struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(str
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HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
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UINT layer, const struct wined3d_box *dirty_region)
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{
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unsigned int sub_resource_idx, i;
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struct wined3d_context *context;
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unsigned int sub_resource_idx;
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TRACE("texture %p, layer %u, dirty_region %s.\n", texture, layer, debug_box(dirty_region));
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@ -1649,19 +1649,22 @@ HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
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WARN("Invalid layer %u specified.\n", layer);
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return WINED3DERR_INVALIDCALL;
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}
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sub_resource_idx = layer * texture->level_count;
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if (dirty_region)
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FIXME("Ignoring dirty_region %s.\n", debug_box(dirty_region));
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context = context_acquire(texture->resource.device, NULL, 0);
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if (!wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding))
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sub_resource_idx = layer * texture->level_count;
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for (i = 0; i < texture->level_count; ++i, ++sub_resource_idx)
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{
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ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding));
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context_release(context);
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return E_OUTOFMEMORY;
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if (!wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding))
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{
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ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding));
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context_release(context);
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return E_OUTOFMEMORY;
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}
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wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
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}
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wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
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context_release(context);
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return WINED3D_OK;
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