Stefan Dösinger : wined3d: Reinstall the internal reference on the current index buffer.
Alexandre Julliard
julliard at wine.codeweavers.com
Thu Aug 16 05:38:33 CDT 2007
Module: wine
Branch: master
Commit: b220905e4a0d884ae0802541d00d5480e0023b0e
URL: http://source.winehq.org/git/wine.git/?a=commit;h=b220905e4a0d884ae0802541d00d5480e0023b0e
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Tue Aug 14 14:46:38 2007 +0200
wined3d: Reinstall the internal reference on the current index buffer.
---
dlls/d3d9/tests/visual.c | 86 +++++++++++++++++++++++++++++++++++++++++++++
dlls/wined3d/device.c | 9 ++++-
dlls/wined3d/stateblock.c | 1 +
3 files changed, 95 insertions(+), 1 deletions(-)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index dfaee3b..cc13413 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -1479,6 +1479,91 @@ static void maxmip_test(IDirect3DDevice9 *device)
IDirect3DTexture9_Release(texture);
}
+static void release_buffer_test(IDirect3DDevice9 *device)
+{
+ IDirect3DVertexBuffer9 *vb = NULL;
+ IDirect3DIndexBuffer9 *ib = NULL;
+ HRESULT hr;
+ BYTE *data;
+ long ref;
+
+ static const struct vertex quad[] = {
+ {-1.0, -1.0, 0.1, 0xffff0000},
+ {-1.0, 1.0, 0.1, 0xffff0000},
+ { 1.0, 1.0, 0.1, 0xffff0000},
+
+ {-1.0, -1.0, 0.1, 0xff00ff00},
+ {-1.0, 1.0, 0.1, 0xff00ff00},
+ { 1.0, 1.0, 0.1, 0xff00ff00}
+ };
+ short indices[] = {3, 4, 5};
+
+ /* Index and vertex buffers should always be createable */
+ hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, D3DFVF_XYZ | D3DFVF_DIFFUSE,
+ D3DPOOL_MANAGED, &vb, NULL);
+ ok(hr == D3D_OK, "CreateVertexBuffer failed with %s\n", DXGetErrorString9(hr));
+ if(!vb) {
+ skip("Failed to create a vertex buffer\n");
+ return;
+ }
+ hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib, NULL);
+ ok(hr == D3D_OK, "IDirect3DDevice9_CreateIndexBuffer failed with %s\n", DXGetErrorString9(hr));
+ if(!ib) {
+ skip("Failed to create an index buffer\n");
+ return;
+ }
+
+ hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad), (void **) &data, 0);
+ ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %s\n", DXGetErrorString9(hr));
+ memcpy(data, quad, sizeof(quad));
+ hr = IDirect3DVertexBuffer9_Unlock(vb);
+ ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %s\n", DXGetErrorString9(hr));
+
+ hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), (void **) &data, 0);
+ ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Lock failed with %s\n", DXGetErrorString9(hr));
+ memcpy(data, indices, sizeof(indices));
+ hr = IDirect3DIndexBuffer9_Unlock(ib);
+ ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %s\n", DXGetErrorString9(hr));
+
+ hr = IDirect3DDevice9_SetIndices(device, ib);
+ ok(hr == D3D_OK, "IDirect3DIndexBuffer8_Unlock failed with %s\n", DXGetErrorString9(hr));
+ hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad[0]));
+ ok(hr == D3D_OK, "IDirect3DIndexBuffer8_Unlock failed with %s\n", DXGetErrorString9(hr));
+ hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
+ ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr));
+
+ /* Now destroy the bound index buffer and draw again */
+ ref = IDirect3DIndexBuffer9_Release(ib);
+ ok(ref == 0, "Index Buffer reference count is %08ld\n", ref);
+
+ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
+ ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
+
+ hr = IDirect3DDevice9_BeginScene(device);
+ ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
+ if(SUCCEEDED(hr))
+ {
+ /* Deliberately using minvertexindex = 0 and numVertices = 6 to prevent d3d from
+ * making assumptions about the indices or vertices
+ */
+ hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 3, 3, 0, 1);
+ ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitive failed with %08x\n", hr);
+ hr = IDirect3DDevice9_EndScene(device);
+ ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
+ }
+
+ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
+
+ hr = IDirect3DDevice9_SetIndices(device, NULL);
+ ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr);
+ hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0);
+ ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr);
+
+ /* Index buffer was already destroyed as part of the test */
+ IDirect3DVertexBuffer9_Release(vb);
+}
+
START_TEST(visual)
{
IDirect3DDevice9 *device_ptr;
@@ -1553,6 +1638,7 @@ START_TEST(visual)
skip("No mipmap support\n");
}
offscreen_test(device_ptr);
+ release_buffer_test(device_ptr);
if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0))
{
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 43d801f..9e988e5 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -2796,6 +2796,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWine
if(oldIdxs != pIndexData) {
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
+ if(pIndexData) IWineD3DIndexBuffer_AddRef(pIndexData);
+ if(oldIdxs) IWineD3DIndexBuffer_Release(oldIdxs);
}
return WINED3D_OK;
}
@@ -4785,6 +4787,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *
UINT VertexStreamZeroStride) {
int idxStride;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ IWineD3DIndexBuffer *ib;
TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
@@ -4815,7 +4818,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *
/* MSDN specifies stream zero settings and index buffer must be set to NULL */
This->stateBlock->streamSource[0] = NULL;
This->stateBlock->streamStride[0] = 0;
- This->stateBlock->pIndexData = NULL;
+ ib = This->stateBlock->pIndexData;
+ if(ib) {
+ IWineD3DIndexBuffer_Release(ib);
+ This->stateBlock->pIndexData = NULL;
+ }
/* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
* SetStreamSource to specify a vertex buffer
*/
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index b7b64a5..772bd78 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -262,6 +262,7 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
}
}
}
+ if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
}
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