diff --git a/dlls/d3d9/tests/surface.c b/dlls/d3d9/tests/surface.c index b7a16a2f8bd..badfb3a5f8a 100644 --- a/dlls/d3d9/tests/surface.c +++ b/dlls/d3d9/tests/surface.c @@ -17,6 +17,7 @@ */ #define COBJMACROS #include <d3d9.h> +#include <dxerr9.h> #include "wine/test.h" static HWND create_window(void) @@ -117,6 +118,7 @@ static void test_surface_alignment(IDirect3DDevice9 *device_ptr) { IDirect3DSurface9 *surface_ptr = 0; HRESULT hr; + int i; /* Test a sysmem surface as those aren't affected by the hardware's np2 restrictions */ hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device_ptr, 5, 5, D3DFMT_R5G6B5, D3DPOOL_SYSTEMMEM, &surface_ptr, 0); @@ -137,6 +139,34 @@ static void test_surface_alignment(IDirect3DDevice9 *device_ptr) hr = IDirect3DSurface9_UnlockRect(surface_ptr); IDirect3DSurface9_Release(surface_ptr); } + + for (i = 0; i < 5; i++) + { + IDirect3DTexture9 *pTexture; + int j, pitch; + + hr = IDirect3DDevice9_CreateTexture(device_ptr, 64, 64, 0, 0, MAKEFOURCC('D', 'X', 'T', '1'+i), + D3DPOOL_MANAGED, &pTexture, NULL); + ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture: %s\n", DXGetErrorString9(hr)); + if (FAILED(hr)) continue; + + for (j = IDirect3DBaseTexture9_GetLevelCount(pTexture) - 1; j >= 0; j--) + { + D3DLOCKED_RECT rc; + D3DSURFACE_DESC descr; + + IDirect3DTexture9_GetLevelDesc(pTexture, j, &descr); + hr = IDirect3DTexture9_LockRect(pTexture, j, &rc, NULL, 0); + ok(SUCCEEDED(hr), "IDirect3DTexture9_LockRect: %s\n", DXGetErrorString9(hr)); + IDirect3DTexture9_UnlockRect(pTexture, j); + + pitch = ((descr.Width + 3) >> 2) << 3; + if (i > 0) pitch <<= 1; + ok(rc.Pitch == pitch, "Wrong pitch for DXT%d lvl[%d (%dx%d)]: expected %d got %d\n", + i + 1, j, descr.Width, descr.Height, pitch, rc.Pitch); + } + IUnknown_Release( pTexture ); + } } START_TEST(surface) diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 84a838fa20e..abc35ee1511 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -3023,10 +3023,10 @@ DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface) { where each block is 4x4 pixels, 8 bytes (dxt1) and 16 bytes (dxt2/3/4/5) ie pitch = (width/4) * bytes per block */ if (This->resource.format == WINED3DFMT_DXT1) /* DXT1 is 8 bytes per block */ - ret = (This->currentDesc.Width >> 2) << 3; + ret = ((This->currentDesc.Width + 3) >> 2) << 3; else if (This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 || This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) /* DXT2/3/4/5 is 16 bytes per block */ - ret = (This->currentDesc.Width >> 2) << 4; + ret = ((This->currentDesc.Width + 3) >> 2) << 4; else { if (NP2_REPACK == wined3d_settings.nonpower2_mode || This->resource.usage & WINED3DUSAGE_RENDERTARGET) { /* Front and back buffers are always lockes/unlocked on currentDesc.Width */