Commit b322f81b authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Reject unsupported modes when restting the device.

parent 3e7f1388
...@@ -716,7 +716,7 @@ static void test_reset(void) ...@@ -716,7 +716,7 @@ static void test_reset(void)
IDirect3D9 *pD3d = NULL; IDirect3D9 *pD3d = NULL;
IDirect3DDevice9 *pDevice = NULL; IDirect3DDevice9 *pDevice = NULL;
D3DPRESENT_PARAMETERS d3dpp; D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm; D3DDISPLAYMODE d3ddm, d3ddm2;
D3DVIEWPORT9 vp; D3DVIEWPORT9 vp;
DWORD width, orig_width = GetSystemMetrics(SM_CXSCREEN); DWORD width, orig_width = GetSystemMetrics(SM_CXSCREEN);
DWORD height, orig_height = GetSystemMetrics(SM_CYSCREEN); DWORD height, orig_height = GetSystemMetrics(SM_CYSCREEN);
...@@ -724,6 +724,8 @@ static void test_reset(void) ...@@ -724,6 +724,8 @@ static void test_reset(void)
IDirect3DSurface9 *surface; IDirect3DSurface9 *surface;
IDirect3DTexture9 *texture; IDirect3DTexture9 *texture;
IDirect3DVertexShader9 *shader; IDirect3DVertexShader9 *shader;
BOOL support_800x600 = FALSE;
UINT i;
pD3d = pDirect3DCreate9( D3D_SDK_VERSION ); pD3d = pDirect3DCreate9( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D9 object\n"); ok(pD3d != NULL, "Failed to create IDirect3D9 object\n");
...@@ -739,6 +741,27 @@ static void test_reset(void) ...@@ -739,6 +741,27 @@ static void test_reset(void)
d3dpp.BackBufferHeight = 600; d3dpp.BackBufferHeight = 600;
d3dpp.BackBufferFormat = d3ddm.Format; d3dpp.BackBufferFormat = d3ddm.Format;
for(i = 0; i < IDirect3D9_GetAdapterModeCount(pD3d, D3DADAPTER_DEFAULT, d3ddm.Format); i++) {
ZeroMemory( &d3ddm2, sizeof(d3ddm2) );
hr = IDirect3D9_EnumAdapterModes(pD3d, D3DADAPTER_DEFAULT, d3ddm.Format, i, &d3ddm2);
ok(hr == D3D_OK, "IDirect3D9Impl_EnumAdapterModes returned %#x\n", hr);
if(d3ddm2.Width == 800 && d3ddm2.Height == 600) {
support_800x600 = TRUE;
}
/* We use them as invalid modes */
if((d3ddm2.Width == 801 && d3ddm2.Height == 600) ||
(d3ddm2.Width == 32 && d3ddm2.Height == 32)) {
skip("This system supports a screen resolution of %dx%d, not running mode tests\n",
d3ddm2.Width, d3ddm2.Height);
goto cleanup;
}
}
if(!support_800x600) {
skip("Mode 800x600 not supported, skipping mode tests\n");
goto cleanup;
}
hr = IDirect3D9_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd, hr = IDirect3D9_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice ); D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
...@@ -903,6 +926,22 @@ static void test_reset(void) ...@@ -903,6 +926,22 @@ static void test_reset(void)
ok(hr == D3D_OK, "IDirect3DDevice9_Reset failed with %s\n", DXGetErrorString9(hr)); ok(hr == D3D_OK, "IDirect3DDevice9_Reset failed with %s\n", DXGetErrorString9(hr));
IDirect3DVertexShader9_Release(shader); IDirect3DVertexShader9_Release(shader);
/* Try setting invalid modes */
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.Windowed = FALSE;
d3dpp.BackBufferWidth = 32;
d3dpp.BackBufferHeight = 32;
hr = IDirect3DDevice9_Reset(pDevice, &d3dpp);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_Reset to w=32, h=32, windowed=FALSE failed with %s\n", DXGetErrorString9(hr));
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.Windowed = FALSE;
d3dpp.BackBufferWidth = 801;
d3dpp.BackBufferHeight = 600;
hr = IDirect3DDevice9_Reset(pDevice, &d3dpp);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_Reset to w=801, h=600, windowed=FALSE failed with %s\n", DXGetErrorString9(hr));
cleanup: cleanup:
if(pD3d) IDirect3D9_Release(pD3d); if(pD3d) IDirect3D9_Release(pD3d);
if(pDevice) IDirect3D9_Release(pDevice); if(pDevice) IDirect3D9_Release(pDevice);
...@@ -1820,6 +1859,7 @@ START_TEST(device) ...@@ -1820,6 +1859,7 @@ START_TEST(device)
test_mipmap_levels(); test_mipmap_levels();
test_cursor(); test_cursor();
test_reset(); test_reset();
test_reset();
test_scene(); test_scene();
test_limits(); test_limits();
test_depthstenciltest(); test_depthstenciltest();
......
...@@ -6769,6 +6769,32 @@ static void reset_fbo_state(IWineD3DDevice *iface) { ...@@ -6769,6 +6769,32 @@ static void reset_fbo_state(IWineD3DDevice *iface) {
This->fbo_depth_attachment = NULL; This->fbo_depth_attachment = NULL;
} }
static BOOL is_display_mode_supported(IWineD3DDeviceImpl *This, WINED3DPRESENT_PARAMETERS *pp) {
UINT i, count;
WINED3DDISPLAYMODE m;
HRESULT hr;
/* All Windowed modes are supported, as is leaving the current mode */
if(pp->Windowed) return TRUE;
if(!pp->BackBufferWidth) return TRUE;
if(!pp->BackBufferHeight) return TRUE;
count = IWineD3D_GetAdapterModeCount(This->wineD3D, This->adapter->num, WINED3DFMT_UNKNOWN);
for(i = 0; i < count; i++) {
memset(&m, 0, sizeof(m));
hr = IWineD3D_EnumAdapterModes(This->wineD3D, This->adapter->num, WINED3DFMT_UNKNOWN, i, &m);
if(FAILED(hr)) {
ERR("EnumAdapterModes failed\n");
}
if(m.Width == pp->BackBufferWidth && m.Height == pp->BackBufferHeight) {
/* Mode found, it is supported */
return TRUE;
}
}
/* Mode not found -> not supported */
return FALSE;
}
static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) { static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
IWineD3DSwapChainImpl *swapchain; IWineD3DSwapChainImpl *swapchain;
...@@ -6786,6 +6812,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRE ...@@ -6786,6 +6812,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRE
return hr; return hr;
} }
if(!is_display_mode_supported(This, pPresentationParameters)) {
WARN("Rejecting Reset() call because the requested display mode is not supported\n");
WARN("Requested mode: %d, %d\n", pPresentationParameters->BackBufferWidth,
pPresentationParameters->BackBufferHeight);
return WINED3DERR_INVALIDCALL;
}
/* Is it necessary to recreate the gl context? Actually every setting can be changed /* Is it necessary to recreate the gl context? Actually every setting can be changed
* on an existing gl context, so there's no real need for recreation. * on an existing gl context, so there's no real need for recreation.
* *
......
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