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>
This commit is contained in:
Henri Verbeet 2016-01-05 15:04:55 +01:00 committed by Alexandre Julliard
parent 6862fc1dd7
commit e6e0c22783
3 changed files with 156 additions and 1 deletions

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@ -5577,6 +5577,82 @@ static void test_swvp_buffer(void)
DestroyWindow(window);
}
static void test_managed_buffer(void)
{
static const unsigned int vertex_count = 1024;
IDirect3DVertexBuffer8 *buffer;
D3DVERTEXBUFFER_DESC desc;
IDirect3DDevice8 *device;
struct vec3 *ptr, *ptr2;
IDirect3D8 *d3d8;
unsigned int i;
UINT refcount;
HWND window;
HRESULT hr;
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d8);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_CreateVertexBuffer(device, vertex_count * sizeof(*ptr), 0, 0, D3DPOOL_MANAGED, &buffer);
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
hr = IDirect3DVertexBuffer8_GetDesc(buffer, &desc);
ok(SUCCEEDED(hr), "Failed to get desc, hr %#x.\n", hr);
ok(desc.Pool == D3DPOOL_MANAGED, "Got unexpected pool %#x.\n", desc.Pool);
ok(!desc.Usage, "Got unexpected usage %#x.\n", desc.Usage);
hr = IDirect3DVertexBuffer8_Lock(buffer, 0, vertex_count * sizeof(*ptr), (BYTE **)&ptr, D3DLOCK_DISCARD);
ok(SUCCEEDED(hr), "Failed to lock buffer, hr %#x.\n", hr);
for (i = 0; i < vertex_count; ++i)
{
ptr[i].x = i * 1.0f;
ptr[i].y = i * 2.0f;
ptr[i].z = i * 3.0f;
}
hr = IDirect3DVertexBuffer8_Unlock(buffer);
ok(SUCCEEDED(hr), "Failed to unlock buffer, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ);
ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetStreamSource(device, 0, buffer, sizeof(*ptr));
ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLELIST, 0, 2);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DVertexBuffer8_Lock(buffer, 0, vertex_count * sizeof(*ptr2), (BYTE **)&ptr2, D3DLOCK_DISCARD);
ok(SUCCEEDED(hr), "Failed to lock buffer, hr %#x.\n", hr);
ok(ptr2 == ptr, "Got unexpected ptr2 %p, expected %p.\n", ptr2, ptr);
for (i = 0; i < vertex_count; ++i)
{
if (ptr2[i].x != i * 1.0f || ptr2[i].y != i * 2.0f || ptr2[i].z != i * 3.0f)
{
ok(FALSE, "Got unexpected vertex %u {%.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e}.\n",
i, ptr2[i].x, ptr2[i].y, ptr2[i].z, i * 1.0f, i * 2.0f, i * 3.0f);
break;
}
}
hr = IDirect3DVertexBuffer8_Unlock(buffer);
ok(SUCCEEDED(hr), "Failed to unlock buffer, hr %#x.\n", hr);
IDirect3DVertexBuffer8_Release(buffer);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_npot_textures(void)
{
IDirect3DDevice8 *device = NULL;
@ -7530,6 +7606,7 @@ START_TEST(device)
test_surface_blocks();
test_set_palette();
test_swvp_buffer();
test_managed_buffer();
test_npot_textures();
test_volume_locking();
test_update_volumetexture();

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@ -8102,6 +8102,83 @@ static void test_swvp_buffer(void)
DestroyWindow(window);
}
static void test_managed_buffer(void)
{
static const unsigned int vertex_count = 1024;
IDirect3DVertexBuffer9 *buffer;
D3DVERTEXBUFFER_DESC desc;
IDirect3DDevice9 *device;
struct vec3 *ptr, *ptr2;
IDirect3D9 *d3d9;
unsigned int i;
UINT refcount;
HWND window;
HRESULT hr;
window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d9, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d9, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D9_Release(d3d9);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice9_CreateVertexBuffer(device, vertex_count * sizeof(*ptr),
0, 0, D3DPOOL_MANAGED, &buffer, NULL);
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
hr = IDirect3DVertexBuffer9_GetDesc(buffer, &desc);
ok(SUCCEEDED(hr), "Failed to get desc, hr %#x.\n", hr);
ok(desc.Pool == D3DPOOL_MANAGED, "Got unexpected pool %#x.\n", desc.Pool);
ok(!desc.Usage, "Got unexpected usage %#x.\n", desc.Usage);
hr = IDirect3DVertexBuffer9_Lock(buffer, 0, vertex_count * sizeof(*ptr), (void **)&ptr, D3DLOCK_DISCARD);
ok(SUCCEEDED(hr), "Failed to lock buffer, hr %#x.\n", hr);
for (i = 0; i < vertex_count; ++i)
{
ptr[i].x = i * 1.0f;
ptr[i].y = i * 2.0f;
ptr[i].z = i * 3.0f;
}
hr = IDirect3DVertexBuffer9_Unlock(buffer);
ok(SUCCEEDED(hr), "Failed to unlock buffer, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, buffer, 0, sizeof(*ptr));
ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLELIST, 0, 2);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DVertexBuffer9_Lock(buffer, 0, vertex_count * sizeof(*ptr2), (void **)&ptr2, D3DLOCK_DISCARD);
ok(SUCCEEDED(hr), "Failed to lock buffer, hr %#x.\n", hr);
ok(ptr2 == ptr, "Got unexpected ptr2 %p, expected %p.\n", ptr2, ptr);
for (i = 0; i < vertex_count; ++i)
{
if (ptr2[i].x != i * 1.0f || ptr2[i].y != i * 2.0f || ptr2[i].z != i * 3.0f)
{
ok(FALSE, "Got unexpected vertex %u {%.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e}.\n",
i, ptr2[i].x, ptr2[i].y, ptr2[i].z, i * 1.0f, i * 2.0f, i * 3.0f);
break;
}
}
hr = IDirect3DVertexBuffer9_Unlock(buffer);
ok(SUCCEEDED(hr), "Failed to unlock buffer, hr %#x.\n", hr);
IDirect3DVertexBuffer9_Release(buffer);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D9_Release(d3d9);
DestroyWindow(window);
}
static void test_npot_textures(void)
{
IDirect3DDevice9 *device = NULL;
@ -10446,6 +10523,7 @@ START_TEST(device)
test_surface_blocks();
test_set_palette();
test_swvp_buffer();
test_managed_buffer();
test_npot_textures();
test_vidmem_accounting();
test_volume_locking();

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@ -1230,7 +1230,7 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device
TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory, buffer);
if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING)
if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING || pool == WINED3D_POOL_MANAGED)
{
/* SWvp always returns the same pointer in buffer maps and retains data in DISCARD maps.
* Keep a system memory copy of the buffer to provide the same behavior to the application.