[PATCH] wined3d: Add full dirty region at texture creation.
Paul Gofman
pgofman at codeweavers.com
Fri Mar 25 06:30:28 CDT 2022
On 3/25/22 14:02, Henri Verbeet wrote:
> On Thu, 24 Mar 2022 at 20:06, Paul Gofman <pgofman at codeweavers.com> wrote:
>> diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
>> index fdd2c70c667..94a1b848a2a 100644
>> --- a/dlls/wined3d/texture.c
>> +++ b/dlls/wined3d/texture.c
>> @@ -3895,11 +3895,14 @@ static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struc
>> texture->flags |= WINED3D_TEXTURE_GENERATE_MIPMAPS;
>> }
>>
>> - if (flags & WINED3D_TEXTURE_CREATE_RECORD_DIRTY_REGIONS
>> - && !(texture->dirty_regions = heap_calloc(texture->layer_count, sizeof(*texture->dirty_regions))))
>> + if (flags & WINED3D_TEXTURE_CREATE_RECORD_DIRTY_REGIONS)
>> {
>> - wined3d_texture_cleanup_sync(texture);
>> - return E_OUTOFMEMORY;
>> + if (!(texture->dirty_regions = heap_calloc(texture->layer_count, sizeof(*texture->dirty_regions))))
>> + {
>> + wined3d_texture_cleanup_sync(texture);
>> + return E_OUTOFMEMORY;
>> + }
>> + wined3d_texture_dirty_region_add(texture, 0, NULL);
>> }
>>
> Shouldn't we be doing that for all layers? (In case of d3d8 in
> particular, that would mean all faces of a cube texture.)
Yes, indeed, thanks. I will resend.
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