d3d8: Disallow rendertarget and depth/stencil usage on 3D textures.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
oldstable
Henri Verbeet 2018-11-20 16:36:43 +03:30 committed by Alexandre Julliard
parent 2843e4d3cf
commit fc97073e2a
2 changed files with 6 additions and 4 deletions

View File

@ -9091,10 +9091,8 @@ static void test_resource_access(void)
hr = IDirect3DDevice8_CreateVolumeTexture(device, 16, 16, 1, 1,
tests[i].usage, format, tests[i].pool, &texture);
todo_wine_if(tests[i].usage & D3DUSAGE_RENDERTARGET
&& !(tests[i].usage & D3DUSAGE_DYNAMIC) && tests[i].pool == D3DPOOL_DEFAULT)
ok(hr == (!(tests[i].usage & ~D3DUSAGE_DYNAMIC) ? D3D_OK : D3DERR_INVALIDCALL),
"Test %u: Got unexpected hr %#x.\n", i, hr);
ok(hr == (!(tests[i].usage & ~D3DUSAGE_DYNAMIC) ? D3D_OK : D3DERR_INVALIDCALL),
"Test %u: Got unexpected hr %#x.\n", i, hr);
if (FAILED(hr))
continue;

View File

@ -1186,6 +1186,10 @@ HRESULT volumetexture_init(struct d3d8_texture *texture, struct d3d8_device *dev
struct wined3d_resource_desc desc;
HRESULT hr;
/* In d3d8, 3D textures can't be used as rendertarget or depth/stencil buffer. */
if (usage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL))
return D3DERR_INVALIDCALL;
texture->IDirect3DBaseTexture8_iface.lpVtbl = (const IDirect3DBaseTexture8Vtbl *)&Direct3DVolumeTexture8_Vtbl;
d3d8_resource_init(&texture->resource);
list_init(&texture->rtv_list);