Henri Verbeet : wined3d: Invalidate sub-levels in wined3d_texture_add_dirty_region().

Alexandre Julliard julliard at winehq.org
Tue Apr 11 15:31:03 CDT 2017


Module: wine
Branch: master
Commit: 6a307598b19813bd5a65982eb2e8d4df43e08207
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=6a307598b19813bd5a65982eb2e8d4df43e08207

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Mon Apr 10 23:47:36 2017 +0200

wined3d: Invalidate sub-levels in wined3d_texture_add_dirty_region().

Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/d3d8/tests/visual.c |  2 +-
 dlls/d3d9/tests/visual.c |  2 +-
 dlls/wined3d/texture.c   | 17 ++++++++++-------
 3 files changed, 12 insertions(+), 9 deletions(-)

diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index d97f467..88667b4 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -5518,7 +5518,7 @@ static void add_dirty_rect_test(void)
     ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
     add_dirty_rect_test_draw(device);
     color = getPixelColor(device, 320, 240);
-    todo_wine ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
+    ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
     hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
     ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
 
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index 6fe7c8b..65bc8fc 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -17618,7 +17618,7 @@ static void add_dirty_rect_test(void)
     ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
     add_dirty_rect_test_draw(device);
     color = getPixelColor(device, 320, 240);
-    todo_wine ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
+    ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
     ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
 
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 6997378..3219305 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -1639,8 +1639,8 @@ static struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(str
 HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
         UINT layer, const struct wined3d_box *dirty_region)
 {
+    unsigned int sub_resource_idx, i;
     struct wined3d_context *context;
-    unsigned int sub_resource_idx;
 
     TRACE("texture %p, layer %u, dirty_region %s.\n", texture, layer, debug_box(dirty_region));
 
@@ -1649,19 +1649,22 @@ HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
         WARN("Invalid layer %u specified.\n", layer);
         return WINED3DERR_INVALIDCALL;
     }
-    sub_resource_idx = layer * texture->level_count;
 
     if (dirty_region)
         FIXME("Ignoring dirty_region %s.\n", debug_box(dirty_region));
 
     context = context_acquire(texture->resource.device, NULL, 0);
-    if (!wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding))
+    sub_resource_idx = layer * texture->level_count;
+    for (i = 0; i < texture->level_count; ++i, ++sub_resource_idx)
     {
-        ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding));
-        context_release(context);
-        return E_OUTOFMEMORY;
+        if (!wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding))
+        {
+            ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding));
+            context_release(context);
+            return E_OUTOFMEMORY;
+        }
+        wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
     }
-    wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
     context_release(context);
 
     return WINED3D_OK;




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