wined3d: Locking partial blocks is not allowed in DEFAULT pool resources.

This commit is contained in:
Stefan Dösinger 2011-10-13 23:35:38 +02:00 committed by Alexandre Julliard
parent f1d98aed70
commit 9b0adb406d
1 changed files with 26 additions and 3 deletions

View File

@ -6,7 +6,7 @@
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006-2008 Stefan Dösinger for CodeWeavers
* Copyright 2006-2011 Stefan Dösinger for CodeWeavers
* Copyright 2007-2008 Henri Verbeet
* Copyright 2006-2008 Roderick Colenbrander
* Copyright 2009-2011 Henri Verbeet for CodeWeavers
@ -3782,6 +3782,8 @@ HRESULT CDECL wined3d_surface_unmap(struct wined3d_surface *surface)
HRESULT CDECL wined3d_surface_map(struct wined3d_surface *surface,
WINED3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags)
{
const struct wined3d_format *format = surface->resource.format;
TRACE("surface %p, locked_rect %p, rect %s, flags %#x.\n",
surface, locked_rect, wine_dbgstr_rect(rect), flags);
@ -3790,6 +3792,29 @@ HRESULT CDECL wined3d_surface_map(struct wined3d_surface *surface,
WARN("Surface is already mapped.\n");
return WINED3DERR_INVALIDCALL;
}
if ((format->flags & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_COMPRESSED
&& rect && (rect->left || rect->top
|| rect->right != surface->resource.width
|| rect->bottom != surface->resource.height))
{
UINT width_mask = format->block_width - 1;
UINT height_mask = format->block_height - 1;
if ((rect->left & width_mask) || (rect->right & width_mask)
|| (rect->top & height_mask) || (rect->bottom & height_mask))
{
switch (surface->resource.pool)
{
case WINED3DPOOL_DEFAULT:
WARN("Partial block lock with WINED3DPOOL_DEFAULT\n");
return WINED3DERR_INVALIDCALL;
default:
FIXME("Partial block lock with %s\n", debug_d3dpool(surface->resource.pool));
}
}
}
surface->flags |= SFLAG_LOCKED;
if (!(surface->flags & SFLAG_LOCKABLE))
@ -3809,8 +3834,6 @@ HRESULT CDECL wined3d_surface_map(struct wined3d_surface *surface,
}
else
{
const struct wined3d_format *format = surface->resource.format;
if ((format->flags & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_COMPRESSED)
{
/* Compressed textures are block based, so calculate the offset of