d3d9: Implement user memory for offscreen plain surfaces.

oldstable
Stefan Dösinger 2013-12-10 14:36:58 +01:00 committed by Alexandre Julliard
parent 96c7a4d6ca
commit 62df35c312
2 changed files with 55 additions and 7 deletions

View File

@ -947,7 +947,7 @@ static HRESULT WINAPI d3d9_device_CreateIndexBuffer(IDirect3DDevice9Ex *iface, U
static HRESULT d3d9_device_create_surface(struct d3d9_device *device, UINT width, UINT height,
D3DFORMAT format, DWORD flags, IDirect3DSurface9 **surface, UINT usage, D3DPOOL pool,
D3DMULTISAMPLE_TYPE multisample_type, DWORD multisample_quality)
D3DMULTISAMPLE_TYPE multisample_type, DWORD multisample_quality, void *user_mem)
{
struct wined3d_resource *sub_resource;
struct wined3d_resource_desc desc;
@ -989,6 +989,9 @@ static HRESULT d3d9_device_create_surface(struct d3d9_device *device, UINT width
IDirect3DSurface9_AddRef(*surface);
wined3d_texture_decref(texture);
if (user_mem)
wined3d_surface_set_mem(surface_impl->wined3d_surface, user_mem, 0);
wined3d_mutex_unlock();
return D3D_OK;
@ -1014,7 +1017,7 @@ static HRESULT WINAPI d3d9_device_CreateRenderTarget(IDirect3DDevice9Ex *iface,
flags |= WINED3D_SURFACE_MAPPABLE;
return d3d9_device_create_surface(device, width, height, format, flags, surface,
D3DUSAGE_RENDERTARGET, D3DPOOL_DEFAULT, multisample_type, multisample_quality);
D3DUSAGE_RENDERTARGET, D3DPOOL_DEFAULT, multisample_type, multisample_quality, NULL);
}
static HRESULT WINAPI d3d9_device_CreateDepthStencilSurface(IDirect3DDevice9Ex *iface, UINT width, UINT height,
@ -1037,7 +1040,7 @@ static HRESULT WINAPI d3d9_device_CreateDepthStencilSurface(IDirect3DDevice9Ex *
flags |= WINED3D_SURFACE_DISCARD;
return d3d9_device_create_surface(device, width, height, format, flags, surface,
D3DUSAGE_DEPTHSTENCIL, D3DPOOL_DEFAULT, multisample_type, multisample_quality);
D3DUSAGE_DEPTHSTENCIL, D3DPOOL_DEFAULT, multisample_type, multisample_quality, NULL);
}
@ -1222,24 +1225,38 @@ static HRESULT WINAPI d3d9_device_CreateOffscreenPlainSurface(IDirect3DDevice9Ex
HANDLE *shared_handle)
{
struct d3d9_device *device = impl_from_IDirect3DDevice9Ex(iface);
void *user_mem = NULL;
TRACE("iface %p, width %u, height %u, format %#x, pool %#x, surface %p, shared_handle %p.\n",
iface, width, height, format, pool, surface, shared_handle);
*surface = NULL;
if (shared_handle)
FIXME("Resource sharing not implemented, *shared_handle %p.\n", *shared_handle);
if (pool == D3DPOOL_MANAGED)
{
WARN("Attempting to create a managed offscreen plain surface.\n");
return D3DERR_INVALIDCALL;
}
if (shared_handle)
{
if (pool == D3DPOOL_SYSTEMMEM)
user_mem = *shared_handle;
else
{
if (pool != D3DPOOL_DEFAULT)
{
WARN("Trying to create a shared surface in pool %#x.\n", pool);
return D3DERR_INVALIDCALL;
}
FIXME("Resource sharing not implemented, *shared_handle %p.\n", *shared_handle);
}
}
/* FIXME: Offscreen surfaces are supposed to be always lockable,
* regardless of the pool they're created in. Should we set dynamic usage
* here? */
return d3d9_device_create_surface(device, width, height, format,
WINED3D_SURFACE_MAPPABLE, surface, 0, pool, D3DMULTISAMPLE_NONE, 0);
WINED3D_SURFACE_MAPPABLE, surface, 0, pool, D3DMULTISAMPLE_NONE, 0, user_mem);
}
static HRESULT WINAPI d3d9_device_SetRenderTarget(IDirect3DDevice9Ex *iface, DWORD idx, IDirect3DSurface9 *surface)

View File

@ -543,6 +543,7 @@ static void test_user_memory(void)
IDirect3DVolumeTexture9 *volume_texture;
IDirect3DVertexBuffer9 *vertex_buffer;
IDirect3DIndexBuffer9 *index_buffer;
IDirect3DSurface9 *surface;
D3DLOCKED_RECT locked_rect;
UINT refcount;
HWND window;
@ -605,6 +606,36 @@ static void test_user_memory(void)
&vertex_buffer, &mem);
ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9Ex_CreateOffscreenPlainSurface(device, 128, 128, D3DFMT_A8R8G8B8,
D3DPOOL_SYSTEMMEM, &surface, &mem);
ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr);
ok(locked_rect.Pitch == 128 * 4, "Got unexpected pitch %d.\n", locked_rect.Pitch);
ok(locked_rect.pBits == mem, "Got unexpected pBits %p, expected %p.\n", locked_rect.pBits, mem);
hr = IDirect3DSurface9_UnlockRect(surface);
IDirect3DSurface9_Release(surface);
hr = IDirect3DDevice9Ex_CreateOffscreenPlainSurfaceEx(device, 128, 128, D3DFMT_A8R8G8B8,
D3DPOOL_SYSTEMMEM, &surface, &mem, 0);
todo_wine ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
if (SUCCEEDED(hr))
{
hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr);
ok(locked_rect.Pitch == 128 * 4, "Got unexpected pitch %d.\n", locked_rect.Pitch);
ok(locked_rect.pBits == mem, "Got unexpected pBits %p, expected %p.\n", locked_rect.pBits, mem);
hr = IDirect3DSurface9_UnlockRect(surface);
IDirect3DSurface9_Release(surface);
}
hr = IDirect3DDevice9Ex_CreateOffscreenPlainSurface(device, 128, 128, D3DFMT_A8R8G8B8,
D3DPOOL_SCRATCH, &surface, &mem);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9Ex_CreateOffscreenPlainSurfaceEx(device, 128, 128, D3DFMT_A8R8G8B8,
D3DPOOL_SCRATCH, &surface, &mem, 0);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, mem);
refcount = IDirect3DDevice9Ex_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);