d3d9: update locked_rect only if wined3d_surface_map succeeded
Henri Verbeet
hverbeet at gmail.com
Thu Oct 3 14:45:39 CDT 2013
On 3 October 2013 21:16, Lasse Rasinen <lrasinen at iki.fi> wrote:
> According to debugging output, Artemis Spaceship Bridge Simulator 2.0
> calls LockRect twice on the same texture (for whatever reason) and crashes.
>
> http://bugs.winehq.org/show_bug.cgi?id=34271
>
> This change prevents the locked_rect being overwritten with garbage in
> that case, and the game no longer crashes.
>
I think this patch makes sense, but could you please add a test case
as well? Ideally we'd also have similar tests for other resources
(i.e., textures, volumes, vertex buffers, index buffers) and D3D
versions (ddraw, d3d8), but that's not a strict requirement.
> + if (hr == WINED3D_OK) {
> + locked_rect->Pitch = map_desc.row_pitch;
> + locked_rect->pBits = map_desc.data;
> + }
>
Minor style issue, this should be:
if (SUCCEEDED(hr))
{
...
}
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