Zebediah Figura : d3d8: Handle multisample depth resolve in d3d8_device_SetRenderState().
Alexandre Julliard
julliard at winehq.org
Wed Jan 29 16:24:06 CST 2020
Module: wine
Branch: master
Commit: 18c863e0ae4279403f14757e257936f6114f65b1
URL: https://source.winehq.org/git/wine.git/?a=commit;h=18c863e0ae4279403f14757e257936f6114f65b1
Author: Zebediah Figura <z.figura12 at gmail.com>
Date: Tue Jan 28 22:45:11 2020 -0600
d3d8: Handle multisample depth resolve in d3d8_device_SetRenderState().
Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/d3d8/d3d8_private.h | 3 +++
dlls/d3d8/device.c | 30 ++++++++++++++++++++++++++++++
dlls/d3d8/directx.c | 13 +++++++++++--
3 files changed, 44 insertions(+), 2 deletions(-)
diff --git a/dlls/d3d8/d3d8_private.h b/dlls/d3d8/d3d8_private.h
index f262d12fc7..26451255c0 100644
--- a/dlls/d3d8/d3d8_private.h
+++ b/dlls/d3d8/d3d8_private.h
@@ -42,6 +42,9 @@
#define D3D8_MAX_VERTEX_SHADER_CONSTANTF 256
#define D3D8_MAX_STREAMS 16
+#define D3DFMT_RESZ MAKEFOURCC('R','E','S','Z')
+#define D3D8_RESZ_CODE 0x7fa05000
+
/* CreateVertexShader can return > 0xFFFF */
#define VS_HIGHESTFIXEDFXF 0xF0000000
diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c
index 0721d2a501..4c2c350ec2 100644
--- a/dlls/d3d8/device.c
+++ b/dlls/d3d8/device.c
@@ -1846,6 +1846,34 @@ static HRESULT WINAPI d3d8_device_GetClipPlane(IDirect3DDevice8 *iface, DWORD in
return hr;
}
+static void resolve_depth_buffer(struct d3d8_device *device)
+{
+ const struct wined3d_stateblock_state *state = wined3d_stateblock_get_state(device->state);
+ struct wined3d_rendertarget_view *wined3d_dsv;
+ struct wined3d_resource *dst_resource;
+ struct wined3d_texture *dst_texture;
+ struct wined3d_resource_desc desc;
+ struct d3d8_surface *d3d8_dsv;
+
+ if (!(dst_texture = state->textures[0]))
+ return;
+ dst_resource = wined3d_texture_get_resource(dst_texture);
+ wined3d_resource_get_desc(dst_resource, &desc);
+ if (desc.format != WINED3DFMT_D24_UNORM_S8_UINT
+ && desc.format != WINED3DFMT_X8D24_UNORM
+ && desc.format != WINED3DFMT_DF16
+ && desc.format != WINED3DFMT_DF24
+ && desc.format != WINED3DFMT_INTZ)
+ return;
+
+ if (!(wined3d_dsv = wined3d_device_get_depth_stencil_view(device->wined3d_device)))
+ return;
+ d3d8_dsv = wined3d_rendertarget_view_get_sub_resource_parent(wined3d_dsv);
+
+ wined3d_device_resolve_sub_resource(device->wined3d_device, dst_resource, 0,
+ wined3d_rendertarget_view_get_resource(wined3d_dsv), d3d8_dsv->sub_resource_idx, desc.format);
+}
+
static HRESULT WINAPI d3d8_device_SetRenderState(IDirect3DDevice8 *iface,
D3DRENDERSTATETYPE state, DWORD value)
{
@@ -1859,6 +1887,8 @@ static HRESULT WINAPI d3d8_device_SetRenderState(IDirect3DDevice8 *iface,
wined3d_stateblock_set_render_state(device->update_state, state, value);
if (!device->recording)
wined3d_device_set_render_state(device->wined3d_device, state, value);
+ if (state == D3DRS_POINTSIZE && value == D3D8_RESZ_CODE)
+ resolve_depth_buffer(device);
wined3d_mutex_unlock();
return D3D_OK;
diff --git a/dlls/d3d8/directx.c b/dlls/d3d8/directx.c
index 9a9abeccca..d1f8872d12 100644
--- a/dlls/d3d8/directx.c
+++ b/dlls/d3d8/directx.c
@@ -266,8 +266,17 @@ static HRESULT WINAPI d3d8_CheckDeviceFormat(IDirect3D8 *iface, UINT adapter, D3
}
wined3d_mutex_lock();
- hr = wined3d_check_device_format(d3d8->wined3d, adapter, device_type, wined3dformat_from_d3dformat(adapter_format),
- usage, bind_flags, wined3d_rtype, wined3dformat_from_d3dformat(format));
+ if (format == D3DFMT_RESZ && resource_type == D3DRTYPE_SURFACE && usage == D3DUSAGE_RENDERTARGET)
+ {
+ DWORD levels;
+ hr = wined3d_check_device_multisample_type(d3d8->wined3d, adapter, device_type,
+ WINED3DFMT_D24_UNORM_S8_UINT, FALSE, WINED3D_MULTISAMPLE_NON_MASKABLE, &levels);
+ if (SUCCEEDED(hr) && !levels)
+ hr = D3DERR_NOTAVAILABLE;
+ }
+ else
+ hr = wined3d_check_device_format(d3d8->wined3d, adapter, device_type, wined3dformat_from_d3dformat(adapter_format),
+ usage, bind_flags, wined3d_rtype, wined3dformat_from_d3dformat(format));
wined3d_mutex_unlock();
return hr;
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