Commit 393ed4a0 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Make resource memory 32 byte aligned.

parent 4d4fce7e
......@@ -1449,6 +1449,76 @@ static void test_null_stream(void)
if(d3d9) IDirect3D9_Release(d3d9);
}
static inline const char *debug_d3dpool(D3DPOOL pool) {
switch(pool) {
case D3DPOOL_DEFAULT: return "D3DPOOL_DEFAULT";
case D3DPOOL_SYSTEMMEM: return "D3DPOOL_SYSTEMMEM";
case D3DPOOL_SCRATCH: return "D3DPOOL_SCRATCH";
case D3DPOOL_MANAGED: return "D3DPOOL_MANAGED";
default:
return "unknown pool";
}
}
static void test_vertex_buffer_alignment(void)
{
IDirect3DVertexBuffer9 *buffer = NULL;
D3DPRESENT_PARAMETERS present_parameters;
IDirect3DDevice9 *device = NULL;
IDirect3D9 *d3d9;
HWND hwnd;
HRESULT hr;
D3DPOOL pools[] = {D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEM, D3DPOOL_SCRATCH, D3DPOOL_MANAGED};
DWORD sizes[] = {1, 4, 16, 17, 32, 33, 64, 65, 1024, 1025, 1048576, 1048577};
unsigned int i, j;
void *data;
d3d9 = pDirect3DCreate9( D3D_SDK_VERSION );
ok(d3d9 != NULL, "Failed to create IDirect3D9 object\n");
hwnd = CreateWindow( "static", "d3d9_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!d3d9 || !hwnd) goto cleanup;
ZeroMemory(&present_parameters, sizeof(present_parameters));
present_parameters.Windowed = TRUE;
present_parameters.hDeviceWindow = hwnd;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
hr = IDirect3D9_CreateDevice( d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device );
ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE, "IDirect3D9_CreateDevice failed with %s\n", DXGetErrorString9(hr));
if(!device)
{
skip("Failed to create a d3d device\n");
goto cleanup;
}
for(i = 0; i < (sizeof(sizes) / sizeof(sizes[0])); i++) {
for(j = 0; j < (sizeof(pools) / sizeof(pools[0])); j++) {
hr = IDirect3DDevice9_CreateVertexBuffer(device, sizes[i], 0, 0, pools[j], &buffer, NULL);
if(pools[j] == D3DPOOL_SCRATCH) {
ok(hr == D3DERR_INVALIDCALL, "Creating a D3DPOOL_SCRATCH buffer returned (0x%08x)\n", hr);
} else {
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexBuffer failed (0x%08x). Pool = %s, size %d\n", hr,
debug_d3dpool(pools[j]), sizes[i]);
}
if(FAILED(hr)) continue;
hr = IDirect3DVertexBuffer9_Lock(buffer, 0, 0, (void **) &data, 0);
ok(SUCCEEDED(hr), "IDirect3DVertexBuffer9_Lock failed (0x%08x)\n", hr);
ok(((DWORD_PTR) data & 31) == 0, "Vertex buffer start address is not 32 byte aligned(size: %d, pool: %s, data: %p)\n",
sizes[i], debug_d3dpool(pools[j]), data);
hr = IDirect3DVertexBuffer9_Unlock(buffer);
ok(SUCCEEDED(hr), "IDirect3DVertexBuffer9_Unlock failed (0x%08x)\n", hr);
if(buffer) IDirect3DVertexBuffer9_Release(buffer);
}
}
cleanup:
if(d3d9) IDirect3D9_Release(d3d9);
}
START_TEST(device)
{
HMODULE d3d9_handle = LoadLibraryA( "d3d9.dll" );
......@@ -1473,5 +1543,6 @@ START_TEST(device)
test_depthstenciltest();
test_draw_indexed();
test_null_stream();
test_vertex_buffer_alignment();
}
}
......@@ -101,14 +101,14 @@ static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3
} \
WineD3DAdapterChangeGLRam(This, _size); \
} \
object->resource.heapMemory = (0 == _size ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size + 4)); \
object->resource.heapMemory = (0 == _size ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size + RESOURCE_ALIGNMENT)); \
if (object->resource.heapMemory == NULL && _size != 0) { \
FIXME("Out of memory!\n"); \
HeapFree(GetProcessHeap(), 0, object); \
*pp##type = NULL; \
return WINED3DERR_OUTOFVIDEOMEMORY; \
} \
object->resource.allocatedMemory = object->resource.heapMemory; \
object->resource.allocatedMemory = (BYTE *)(((ULONG_PTR) object->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1)); \
*pp##type = (IWineD3D##type *) object; \
IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
TRACE("(%p) : Created resource %p\n", This, object); \
......@@ -304,6 +304,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *ifac
WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
*ppVertexBuffer = NULL;
return WINED3DERR_INVALIDCALL;
} else if(Pool == WINED3DPOOL_SCRATCH) {
/* The d3d9 testsuit shows that this is not allowed. It doesn't make much sense
* anyway, SCRATCH vertex buffers aren't useable anywhere
*/
WARN("Vertex buffer in D3DPOOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL\n");
*ppVertexBuffer = NULL;
return WINED3DERR_INVALIDCALL;
}
D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, WINED3DRTYPE_VERTEXBUFFER, Size)
......
......@@ -677,8 +677,9 @@ static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
/* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
* or a pbo to map
*/
This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + 4);
This->resource.allocatedMemory = This->resource.heapMemory;
This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
This->resource.allocatedMemory =
(BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
if(This->Flags & SFLAG_INSYSMEM) {
ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
}
......
......@@ -830,6 +830,8 @@ typedef struct IWineD3DResourceImpl
IWineD3DResourceClass resource;
} IWineD3DResourceImpl;
/* Tests show that the start address of resources is 32 byte aligned */
#define RESOURCE_ALIGNMENT 32
/*****************************************************************************
* IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
......
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