d3d9: Update locked_rect only if wined3d_surface_map succeeds.
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@ -293,8 +293,11 @@ static HRESULT WINAPI d3d9_surface_LockRect(IDirect3DSurface9 *iface,
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hr = wined3d_surface_map(surface->wined3d_surface, &map_desc, rect, flags);
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wined3d_mutex_unlock();
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locked_rect->Pitch = map_desc.row_pitch;
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locked_rect->pBits = map_desc.data;
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if (SUCCEEDED(hr))
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{
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locked_rect->Pitch = map_desc.row_pitch;
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locked_rect->pBits = map_desc.data;
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}
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return hr;
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}
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@ -5402,8 +5402,13 @@ static void test_lockrect_invalid(void)
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hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, 0);
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ok(SUCCEEDED(hr), "Failed to lock surface with rect NULL, hr %#x.\n", hr);
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locked_rect.pBits = (BYTE *)0xdeadbeef;
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locked_rect.Pitch = 1;
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hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, 0);
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ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
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ok(locked_rect.pBits == (BYTE *)0xdeadbeef, "Got unexpected pBits: %p\n",
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locked_rect.pBits);
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ok(locked_rect.Pitch == 1, "Got unexpected pitch %d\n", locked_rect.Pitch);
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hr = IDirect3DSurface9_UnlockRect(surface);
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ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr);
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