Akihiro Sagawa : d3d8/tests: Add LockRect tests with dynamic textures.

Alexandre Julliard julliard at winehq.org
Thu Apr 20 12:35:11 CDT 2017


Module: wine
Branch: stable
Commit: 58055a3c0856186f5e662fe6b89ebbe9c4d58d99
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=58055a3c0856186f5e662fe6b89ebbe9c4d58d99

Author: Akihiro Sagawa <sagawa.aki at gmail.com>
Date:   Sat Feb  4 19:56:55 2017 +0900

d3d8/tests: Add LockRect tests with dynamic textures.

Signed-off-by: Akihiro Sagawa <sagawa.aki at gmail.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
(cherry picked from commit 49f9e545fbb523d0f61ce9676a23513318d3e6e7)
Signed-off-by: Michael Stefaniuc <mstefani at winehq.org>

---

 dlls/d3d8/tests/visual.c | 35 ++++++++++++++++++++++++++++++++---
 1 file changed, 32 insertions(+), 3 deletions(-)

diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index c0ecc6a..e2b7742 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -5216,8 +5216,10 @@ static void add_dirty_rect_test_draw(IDirect3DDevice8 *device)
 
 static void add_dirty_rect_test(void)
 {
-    IDirect3DSurface8 *surface_dst2, *surface_src_green, *surface_src_red, *surface_managed;
-    IDirect3DTexture8 *tex_dst1, *tex_dst2, *tex_src_red, *tex_src_green, *tex_managed;
+    IDirect3DTexture8 *tex_dst1, *tex_dst2, *tex_src_red, *tex_src_green,
+        *tex_managed, *tex_dynamic;
+    IDirect3DSurface8 *surface_dst2, *surface_src_green, *surface_src_red,
+        *surface_managed, *surface_dynamic;
     D3DLOCKED_RECT locked_rect;
     IDirect3DDevice8 *device;
     IDirect3D8 *d3d;
@@ -5254,6 +5256,9 @@ static void add_dirty_rect_test(void)
     hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8,
             D3DPOOL_MANAGED, &tex_managed);
     ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, D3DUSAGE_DYNAMIC,
+            D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex_dynamic);
+    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
 
     hr = IDirect3DTexture8_GetSurfaceLevel(tex_dst2, 0, &surface_dst2);
     ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
@@ -5263,6 +5268,8 @@ static void add_dirty_rect_test(void)
     ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
     hr = IDirect3DTexture8_GetSurfaceLevel(tex_managed, 0, &surface_managed);
     ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
+    hr = IDirect3DTexture8_GetSurfaceLevel(tex_dynamic, 0, &surface_dynamic);
+    ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
 
     fill_surface(surface_src_red, 0x00ff0000, 0);
     fill_surface(surface_src_green, 0x0000ff00, 0);
@@ -5455,6 +5462,7 @@ static void add_dirty_rect_test(void)
     hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
     ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
 
+    /* Tests with managed textures. */
     fill_surface(surface_managed, 0x00ff0000, 0);
     hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_managed);
     ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
@@ -5489,7 +5497,6 @@ static void add_dirty_rect_test(void)
 
     /* So does ResourceManagerDiscardBytes. */
     fill_surface(surface_managed, 0x000000ff, D3DLOCK_NO_DIRTY_UPDATE);
-    ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
     hr = IDirect3DDevice8_ResourceManagerDiscardBytes(device, 0);
     ok(SUCCEEDED(hr), "Failed to evict managed resources, hr %#x.\n", hr);
     add_dirty_rect_test_draw(device);
@@ -5499,6 +5506,26 @@ static void add_dirty_rect_test(void)
     hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
     ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
 
+    /* Tests with dynamic textures */
+    fill_surface(surface_dynamic, 0x0000ffff, 0);
+    hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dynamic);
+    ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
+    add_dirty_rect_test_draw(device);
+    color = getPixelColor(device, 320, 240);
+    ok(color_match(color, 0x0000ffff, 1),
+            "Expected color 0x0000ffff, got 0x%08x.\n", color);
+    hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
+    ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
+
+    /* Dynamic textures don't honor D3DLOCK_NO_DIRTY_UPDATE. */
+    fill_surface(surface_dynamic, 0x00ffff00, D3DLOCK_NO_DIRTY_UPDATE);
+    add_dirty_rect_test_draw(device);
+    color = getPixelColor(device, 320, 240);
+    todo_wine ok(color_match(color, 0x00ffff00, 1),
+            "Expected color 0x00ffff00, got 0x%08x.\n", color);
+    hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
+    ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
+
     /* AddDirtyRect on a locked texture is allowed. */
     hr = IDirect3DTexture8_LockRect(tex_src_red, 0, &locked_rect, NULL, 0);
     ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
@@ -5517,11 +5544,13 @@ static void add_dirty_rect_test(void)
     IDirect3DSurface8_Release(surface_managed);
     IDirect3DSurface8_Release(surface_src_red);
     IDirect3DSurface8_Release(surface_src_green);
+    IDirect3DSurface8_Release(surface_dynamic);
     IDirect3DTexture8_Release(tex_src_red);
     IDirect3DTexture8_Release(tex_src_green);
     IDirect3DTexture8_Release(tex_dst1);
     IDirect3DTexture8_Release(tex_dst2);
     IDirect3DTexture8_Release(tex_managed);
+    IDirect3DTexture8_Release(tex_dynamic);
     refcount = IDirect3DDevice8_Release(device);
     ok(!refcount, "Device has %u references left.\n", refcount);
 done:




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