d3d8: Disallow rendertarget and depth/stencil usage on 3D textures.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -9091,8 +9091,6 @@ static void test_resource_access(void)
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hr = IDirect3DDevice8_CreateVolumeTexture(device, 16, 16, 1, 1,
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tests[i].usage, format, tests[i].pool, &texture);
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todo_wine_if(tests[i].usage & D3DUSAGE_RENDERTARGET
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&& !(tests[i].usage & D3DUSAGE_DYNAMIC) && tests[i].pool == D3DPOOL_DEFAULT)
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ok(hr == (!(tests[i].usage & ~D3DUSAGE_DYNAMIC) ? D3D_OK : D3DERR_INVALIDCALL),
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"Test %u: Got unexpected hr %#x.\n", i, hr);
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if (FAILED(hr))
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@ -1186,6 +1186,10 @@ HRESULT volumetexture_init(struct d3d8_texture *texture, struct d3d8_device *dev
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struct wined3d_resource_desc desc;
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HRESULT hr;
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/* In d3d8, 3D textures can't be used as rendertarget or depth/stencil buffer. */
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if (usage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL))
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return D3DERR_INVALIDCALL;
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texture->IDirect3DBaseTexture8_iface.lpVtbl = (const IDirect3DBaseTexture8Vtbl *)&Direct3DVolumeTexture8_Vtbl;
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d3d8_resource_init(&texture->resource);
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list_init(&texture->rtv_list);
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