Jens Albretsen wrote:
Changelog:
Fixed Failure when texture was loading onto itself. Fixes in part d3d7 regression bug #13277. Still need to find a way to make d3d7 stay alive after the game releases the interface.
Did you check what native does when asked to Load texture from itself? Is it D3D_OK or maybe something like INVALIDCALL? There already should be a few tests for IDirect3DTexture_Load in ddraw/tests/d3d.c so you can add a few lines there that test this.
On Thursday 22 May 2008 21:46:03 Alexander Dorofeyev wrote:
Jens Albretsen wrote:
Changelog:
Fixed Failure when texture was loading onto itself. Fixes in part d3d7 regression bug #13277. Still need to find a way to make d3d7 stay alive after the game releases the interface.
Did you check what native does when asked to Load texture from itself? Is it D3D_OK or maybe something like INVALIDCALL?
I have no way of testing what is does native? Only got windows at work. However I can see that the game expects to be allowed to copy the surface, so I must presume that windows is doing the same else the game would not run under windows. Anyway it makes sense that it is ok to load textureA into textureA, it would make no difference to textureA.
There already should be a few tests for IDirect3DTexture_Load in ddraw/tests/d3d.c so you can add a few lines there that test this.
I've added a simple test
/Jens
On 5/22/08, Jens Albretsen jens@albretsen.dk wrote:
I have no way of testing what is does native? Only got windows at work.
If you need something tested on windows, or on a specific version/locale you don't have access to, send a test app to wine-users or wine-devel asking for testers. Odds are *someone* has the configuration needed and time to do it.
Jens Albretsen wrote:
I have no way of testing what is does native? Only got windows at work. However I can see that the game expects to be allowed to copy the surface, so I must presume that windows is doing the same else the game would not run under windows. Anyway it makes sense that it is ok to load textureA into textureA, it would make no difference to textureA.
There already should be a few tests for IDirect3DTexture_Load in ddraw/tests/d3d.c so you can add a few lines there that test this.
I've added a simple test
FWIW, the test seems to pass on native Windows XP for me.
Some games are sensetive to returned error values for all kinds of silly reasons, so it's best to double check these things.