Henri Verbeet : wined3d: Create WINED3D_NO3D swapchain surfaces without GPU access.

Alexandre Julliard julliard at winehq.org
Tue Jun 2 16:34:09 CDT 2020


Module: wine
Branch: master
Commit: 17a1391fb6da54bd9a8c480122ebb5e12585e544
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=17a1391fb6da54bd9a8c480122ebb5e12585e544

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Tue Jun  2 04:05:00 2020 +0430

wined3d: Create WINED3D_NO3D swapchain surfaces without GPU access.

The main issue this addresses is that WINED3D_RESOURCE_ACCESS_GPU implies that
WINED3D_LOCATION_TEXTURE_RGB makes sense as a location for the texture.

Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/wined3d/swapchain.c | 10 ++++++++--
 1 file changed, 8 insertions(+), 2 deletions(-)

diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c
index e23da1180c..3497a4d560 100644
--- a/dlls/wined3d/swapchain.c
+++ b/dlls/wined3d/swapchain.c
@@ -1413,7 +1413,10 @@ static HRESULT wined3d_swapchain_init(struct wined3d_swapchain *swapchain, struc
     if (device->wined3d->flags & WINED3D_NO3D)
         texture_desc.usage |= WINED3DUSAGE_OWNDC;
     texture_desc.bind_flags = 0;
-    texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
+    if (device->wined3d->flags & WINED3D_NO3D)
+        texture_desc.access = WINED3D_RESOURCE_ACCESS_CPU;
+    else
+        texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
     if (swapchain->state.desc.flags & WINED3D_SWAPCHAIN_LOCKABLE_BACKBUFFER)
         texture_desc.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
     texture_desc.width = swapchain->state.desc.backbuffer_width;
@@ -1493,7 +1496,10 @@ static HRESULT wined3d_swapchain_init(struct wined3d_swapchain *swapchain, struc
             texture_desc.format = swapchain->state.desc.auto_depth_stencil_format;
             texture_desc.usage = 0;
             texture_desc.bind_flags = WINED3D_BIND_DEPTH_STENCIL;
-            texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
+            if (device->wined3d->flags & WINED3D_NO3D)
+                texture_desc.access = WINED3D_RESOURCE_ACCESS_CPU;
+            else
+                texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
 
             if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
                     device->device_parent, &texture_desc, 0, &ds)))




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