wined3d: Set WINED3D_BUFFER_DOUBLEBUFFER for managed buffers as well.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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6862fc1dd7
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e6e0c22783
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@ -5577,6 +5577,82 @@ static void test_swvp_buffer(void)
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DestroyWindow(window);
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}
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static void test_managed_buffer(void)
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{
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static const unsigned int vertex_count = 1024;
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IDirect3DVertexBuffer8 *buffer;
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D3DVERTEXBUFFER_DESC desc;
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IDirect3DDevice8 *device;
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struct vec3 *ptr, *ptr2;
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IDirect3D8 *d3d8;
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unsigned int i;
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UINT refcount;
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HWND window;
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HRESULT hr;
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window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW,
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0, 0, 640, 480, 0, 0, 0, 0);
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d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
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ok(!!d3d8, "Failed to create a D3D object.\n");
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if (!(device = create_device(d3d8, window, NULL)))
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{
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skip("Failed to create a D3D device, skipping tests.\n");
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IDirect3D8_Release(d3d8);
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DestroyWindow(window);
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return;
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}
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hr = IDirect3DDevice8_CreateVertexBuffer(device, vertex_count * sizeof(*ptr), 0, 0, D3DPOOL_MANAGED, &buffer);
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ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
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hr = IDirect3DVertexBuffer8_GetDesc(buffer, &desc);
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ok(SUCCEEDED(hr), "Failed to get desc, hr %#x.\n", hr);
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ok(desc.Pool == D3DPOOL_MANAGED, "Got unexpected pool %#x.\n", desc.Pool);
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ok(!desc.Usage, "Got unexpected usage %#x.\n", desc.Usage);
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hr = IDirect3DVertexBuffer8_Lock(buffer, 0, vertex_count * sizeof(*ptr), (BYTE **)&ptr, D3DLOCK_DISCARD);
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ok(SUCCEEDED(hr), "Failed to lock buffer, hr %#x.\n", hr);
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for (i = 0; i < vertex_count; ++i)
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{
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ptr[i].x = i * 1.0f;
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ptr[i].y = i * 2.0f;
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ptr[i].z = i * 3.0f;
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}
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hr = IDirect3DVertexBuffer8_Unlock(buffer);
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ok(SUCCEEDED(hr), "Failed to unlock buffer, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ);
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ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetStreamSource(device, 0, buffer, sizeof(*ptr));
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ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
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hr = IDirect3DDevice8_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLELIST, 0, 2);
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice8_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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hr = IDirect3DVertexBuffer8_Lock(buffer, 0, vertex_count * sizeof(*ptr2), (BYTE **)&ptr2, D3DLOCK_DISCARD);
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ok(SUCCEEDED(hr), "Failed to lock buffer, hr %#x.\n", hr);
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ok(ptr2 == ptr, "Got unexpected ptr2 %p, expected %p.\n", ptr2, ptr);
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for (i = 0; i < vertex_count; ++i)
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{
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if (ptr2[i].x != i * 1.0f || ptr2[i].y != i * 2.0f || ptr2[i].z != i * 3.0f)
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{
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ok(FALSE, "Got unexpected vertex %u {%.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e}.\n",
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i, ptr2[i].x, ptr2[i].y, ptr2[i].z, i * 1.0f, i * 2.0f, i * 3.0f);
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break;
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}
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}
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hr = IDirect3DVertexBuffer8_Unlock(buffer);
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ok(SUCCEEDED(hr), "Failed to unlock buffer, hr %#x.\n", hr);
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IDirect3DVertexBuffer8_Release(buffer);
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refcount = IDirect3DDevice8_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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IDirect3D8_Release(d3d8);
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DestroyWindow(window);
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}
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static void test_npot_textures(void)
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{
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IDirect3DDevice8 *device = NULL;
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@ -7530,6 +7606,7 @@ START_TEST(device)
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test_surface_blocks();
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test_set_palette();
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test_swvp_buffer();
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test_managed_buffer();
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test_npot_textures();
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test_volume_locking();
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test_update_volumetexture();
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@ -8102,6 +8102,83 @@ static void test_swvp_buffer(void)
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DestroyWindow(window);
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}
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static void test_managed_buffer(void)
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{
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static const unsigned int vertex_count = 1024;
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IDirect3DVertexBuffer9 *buffer;
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D3DVERTEXBUFFER_DESC desc;
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IDirect3DDevice9 *device;
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struct vec3 *ptr, *ptr2;
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IDirect3D9 *d3d9;
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unsigned int i;
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UINT refcount;
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HWND window;
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HRESULT hr;
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window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW,
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0, 0, 640, 480, 0, 0, 0, 0);
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d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
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ok(!!d3d9, "Failed to create a D3D object.\n");
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if (!(device = create_device(d3d9, window, NULL)))
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{
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skip("Failed to create a D3D device, skipping tests.\n");
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IDirect3D9_Release(d3d9);
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DestroyWindow(window);
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return;
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}
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hr = IDirect3DDevice9_CreateVertexBuffer(device, vertex_count * sizeof(*ptr),
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0, 0, D3DPOOL_MANAGED, &buffer, NULL);
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ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
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hr = IDirect3DVertexBuffer9_GetDesc(buffer, &desc);
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ok(SUCCEEDED(hr), "Failed to get desc, hr %#x.\n", hr);
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ok(desc.Pool == D3DPOOL_MANAGED, "Got unexpected pool %#x.\n", desc.Pool);
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ok(!desc.Usage, "Got unexpected usage %#x.\n", desc.Usage);
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hr = IDirect3DVertexBuffer9_Lock(buffer, 0, vertex_count * sizeof(*ptr), (void **)&ptr, D3DLOCK_DISCARD);
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ok(SUCCEEDED(hr), "Failed to lock buffer, hr %#x.\n", hr);
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for (i = 0; i < vertex_count; ++i)
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{
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ptr[i].x = i * 1.0f;
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ptr[i].y = i * 2.0f;
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ptr[i].z = i * 3.0f;
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}
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hr = IDirect3DVertexBuffer9_Unlock(buffer);
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ok(SUCCEEDED(hr), "Failed to unlock buffer, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
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ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetStreamSource(device, 0, buffer, 0, sizeof(*ptr));
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ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLELIST, 0, 2);
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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hr = IDirect3DVertexBuffer9_Lock(buffer, 0, vertex_count * sizeof(*ptr2), (void **)&ptr2, D3DLOCK_DISCARD);
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ok(SUCCEEDED(hr), "Failed to lock buffer, hr %#x.\n", hr);
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ok(ptr2 == ptr, "Got unexpected ptr2 %p, expected %p.\n", ptr2, ptr);
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for (i = 0; i < vertex_count; ++i)
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{
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if (ptr2[i].x != i * 1.0f || ptr2[i].y != i * 2.0f || ptr2[i].z != i * 3.0f)
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{
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ok(FALSE, "Got unexpected vertex %u {%.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e}.\n",
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i, ptr2[i].x, ptr2[i].y, ptr2[i].z, i * 1.0f, i * 2.0f, i * 3.0f);
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break;
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}
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}
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hr = IDirect3DVertexBuffer9_Unlock(buffer);
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ok(SUCCEEDED(hr), "Failed to unlock buffer, hr %#x.\n", hr);
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IDirect3DVertexBuffer9_Release(buffer);
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refcount = IDirect3DDevice9_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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IDirect3D9_Release(d3d9);
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DestroyWindow(window);
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}
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static void test_npot_textures(void)
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{
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IDirect3DDevice9 *device = NULL;
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@ -10446,6 +10523,7 @@ START_TEST(device)
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test_surface_blocks();
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test_set_palette();
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test_swvp_buffer();
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test_managed_buffer();
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test_npot_textures();
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test_vidmem_accounting();
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test_volume_locking();
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@ -1230,7 +1230,7 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device
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TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
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debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory, buffer);
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if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING)
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if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING || pool == WINED3D_POOL_MANAGED)
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{
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/* SWvp always returns the same pointer in buffer maps and retains data in DISCARD maps.
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* Keep a system memory copy of the buffer to provide the same behavior to the application.
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