d3d9: update locked_rect only if wined3d_surface_map succeeded (try 3)
Nikolay Sivov
bunglehead at gmail.com
Tue Oct 15 11:10:29 CDT 2013
On 10/15/2013 18:57, Lasse Rasinen 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
>
> The return values are cleared explicitly --- game is playable.
>
> Now with appropriate assignments and test output.
> ---
> dlls/d3d9/surface.c | 9 +++++++--
> dlls/d3d9/tests/device.c | 4 ++++
> 2 files changed, 11 insertions(+), 2 deletions(-)
>
> diff --git a/dlls/d3d9/surface.c b/dlls/d3d9/surface.c
> index 99f0b0f..20ccc68 100644
> --- a/dlls/d3d9/surface.c
> +++ b/dlls/d3d9/surface.c
> @@ -293,8 +293,13 @@ static HRESULT WINAPI d3d9_surface_LockRect(IDirect3DSurface9 *iface,
> hr = wined3d_surface_map(surface->wined3d_surface, &map_desc, rect, flags);
> wined3d_mutex_unlock();
>
> - locked_rect->Pitch = map_desc.row_pitch;
> - locked_rect->pBits = map_desc.data;
> + if (SUCCEEDED(hr)) {
> + locked_rect->Pitch = map_desc.row_pitch;
> + locked_rect->pBits = map_desc.data;
> + } else {
> + locked_rect->Pitch = 0;
> + locked_rect->pBits = NULL;
> + }
>
> return hr;
> }
> diff --git a/dlls/d3d9/tests/device.c b/dlls/d3d9/tests/device.c
> index 02b4174..90d5c38 100644
> --- a/dlls/d3d9/tests/device.c
> +++ b/dlls/d3d9/tests/device.c
> @@ -5404,6 +5404,10 @@ static void test_lockrect_invalid(void)
> ok(SUCCEEDED(hr), "Failed to lock surface with rect NULL, hr %#x.\n", hr);
> hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, 0);
> ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
> + locked_rect.pBits = (BYTE *)0xdeadbeef;
> + hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, 0);
> + ok(!SUCCEEDED(hr) && locked_rect.pBits == NULL, "Failed to clear pBits (%p)\n",
> + locked_rect.pBits);
> hr = IDirect3DSurface9_UnlockRect(surface);
> ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr);
>
It looks like you could use existing LockRect() call that's already
tested as failing. Also I think FAILED() is a preferred way to
test HRESULT value for failure, but as existing code does - you could
also test for exact failure code.
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