Henri Verbeet : wined3d: Update the depth/ stencil resource location for stencil clears as well.
Alexandre Julliard
julliard at winehq.org
Fri Feb 9 14:51:44 CST 2018
Module: wine
Branch: master
Commit: 1b7f06acb121fe90dd694ea5508d6050cc3df23c
URL: https://source.winehq.org/git/wine.git/?a=commit;h=1b7f06acb121fe90dd694ea5508d6050cc3df23c
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Fri Feb 9 01:46:45 2018 +0330
wined3d: Update the depth/stencil resource location for stencil clears as well.
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/device.c | 27 ++++++++++++++-------------
1 file changed, 14 insertions(+), 13 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 78610fc..7881bca 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -288,16 +288,22 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
depth_stencil->texture_level);
}
- if (depth_stencil && render_offscreen)
- wined3d_texture_prepare_location(depth_stencil->container,
- dsv->sub_resource_idx, context, dsv->resource->draw_binding);
-
- if (flags & WINED3DCLEAR_ZBUFFER)
+ if (depth_stencil)
{
- DWORD location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
+ DWORD ds_location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
+ struct wined3d_texture *ds = wined3d_texture_from_resource(dsv->resource);
+
+ if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)
+ && !is_full_clear(depth_stencil, draw_rect, rect_count ? clear_rect : NULL))
+ wined3d_texture_load_location(ds, dsv->sub_resource_idx, context, ds_location);
+ else
+ wined3d_texture_prepare_location(ds, dsv->sub_resource_idx, context, ds_location);
- wined3d_texture_load_location(depth_stencil->container,
- dsv->sub_resource_idx, context, location);
+ if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
+ {
+ wined3d_texture_validate_location(ds, dsv->sub_resource_idx, ds_location);
+ wined3d_texture_invalidate_location(ds, dsv->sub_resource_idx, ~ds_location);
+ }
}
if (!context_apply_clear_state(context, state, rt_count, fb))
@@ -324,11 +330,6 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
if (flags & WINED3DCLEAR_ZBUFFER)
{
- DWORD location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
-
- wined3d_texture_validate_location(depth_stencil->container, dsv->sub_resource_idx, location);
- wined3d_texture_invalidate_location(depth_stencil->container, dsv->sub_resource_idx, ~location);
-
gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
gl_info->gl_ops.gl.p_glClearDepth(depth);
More information about the wine-cvs
mailing list