wined3d: Reinstall the internal reference on the current index buffer.
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7ebf3d92b5
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b220905e4a
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@ -1479,6 +1479,91 @@ static void maxmip_test(IDirect3DDevice9 *device)
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IDirect3DTexture9_Release(texture);
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}
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static void release_buffer_test(IDirect3DDevice9 *device)
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{
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IDirect3DVertexBuffer9 *vb = NULL;
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IDirect3DIndexBuffer9 *ib = NULL;
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HRESULT hr;
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BYTE *data;
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long ref;
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static const struct vertex quad[] = {
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{-1.0, -1.0, 0.1, 0xffff0000},
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{-1.0, 1.0, 0.1, 0xffff0000},
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{ 1.0, 1.0, 0.1, 0xffff0000},
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{-1.0, -1.0, 0.1, 0xff00ff00},
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{-1.0, 1.0, 0.1, 0xff00ff00},
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{ 1.0, 1.0, 0.1, 0xff00ff00}
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};
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short indices[] = {3, 4, 5};
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/* Index and vertex buffers should always be createable */
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hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, D3DFVF_XYZ | D3DFVF_DIFFUSE,
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D3DPOOL_MANAGED, &vb, NULL);
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ok(hr == D3D_OK, "CreateVertexBuffer failed with %s\n", DXGetErrorString9(hr));
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if(!vb) {
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skip("Failed to create a vertex buffer\n");
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return;
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}
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hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateIndexBuffer failed with %s\n", DXGetErrorString9(hr));
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if(!ib) {
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skip("Failed to create an index buffer\n");
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return;
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}
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hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad), (void **) &data, 0);
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ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %s\n", DXGetErrorString9(hr));
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memcpy(data, quad, sizeof(quad));
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hr = IDirect3DVertexBuffer9_Unlock(vb);
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ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %s\n", DXGetErrorString9(hr));
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hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), (void **) &data, 0);
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ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Lock failed with %s\n", DXGetErrorString9(hr));
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memcpy(data, indices, sizeof(indices));
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hr = IDirect3DIndexBuffer9_Unlock(ib);
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ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetIndices(device, ib);
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ok(hr == D3D_OK, "IDirect3DIndexBuffer8_Unlock failed with %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad[0]));
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ok(hr == D3D_OK, "IDirect3DIndexBuffer8_Unlock failed with %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr));
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/* Now destroy the bound index buffer and draw again */
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ref = IDirect3DIndexBuffer9_Release(ib);
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ok(ref == 0, "Index Buffer reference count is %08ld\n", ref);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
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if(SUCCEEDED(hr))
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{
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/* Deliberately using minvertexindex = 0 and numVertices = 6 to prevent d3d from
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* making assumptions about the indices or vertices
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*/
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hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 3, 3, 0, 1);
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ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitive failed with %08x\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
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}
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
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hr = IDirect3DDevice9_SetIndices(device, NULL);
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ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr);
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hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0);
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ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr);
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/* Index buffer was already destroyed as part of the test */
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IDirect3DVertexBuffer9_Release(vb);
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}
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START_TEST(visual)
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{
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IDirect3DDevice9 *device_ptr;
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@ -1553,6 +1638,7 @@ START_TEST(visual)
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skip("No mipmap support\n");
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}
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offscreen_test(device_ptr);
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release_buffer_test(device_ptr);
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if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0))
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{
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@ -2796,6 +2796,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWine
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if(oldIdxs != pIndexData) {
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
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if(pIndexData) IWineD3DIndexBuffer_AddRef(pIndexData);
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if(oldIdxs) IWineD3DIndexBuffer_Release(oldIdxs);
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}
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return WINED3D_OK;
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}
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@ -4785,6 +4787,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *
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UINT VertexStreamZeroStride) {
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int idxStride;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DIndexBuffer *ib;
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TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
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This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
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@ -4815,7 +4818,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *
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/* MSDN specifies stream zero settings and index buffer must be set to NULL */
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This->stateBlock->streamSource[0] = NULL;
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This->stateBlock->streamStride[0] = 0;
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This->stateBlock->pIndexData = NULL;
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ib = This->stateBlock->pIndexData;
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if(ib) {
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IWineD3DIndexBuffer_Release(ib);
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This->stateBlock->pIndexData = NULL;
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}
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/* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
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* SetStreamSource to specify a vertex buffer
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*/
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@ -262,6 +262,7 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
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}
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}
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}
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if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
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}
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