[PATCH] wined3d: Consider CPU blitter when clearing discarded textures.

Józef Kucia jkucia at codeweavers.com
Thu Dec 21 05:08:25 CST 2017


In order to avoid invalidating system memory for "converted" surfaces.

Fixes a regression introduced by commit 56128d18d4df ("wined3d: Drop the
special case for "converted" surfaces in wined3d_surface_blt().").

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/ddraw/tests/ddraw4.c | 9 ++++-----
 dlls/ddraw/tests/ddraw7.c | 9 ++++-----
 dlls/wined3d/surface.c    | 4 +++-
 3 files changed, 11 insertions(+), 11 deletions(-)

diff --git a/dlls/ddraw/tests/ddraw4.c b/dlls/ddraw/tests/ddraw4.c
index 048331dfc39d..fb42f85b0048 100644
--- a/dlls/ddraw/tests/ddraw4.c
+++ b/dlls/ddraw/tests/ddraw4.c
@@ -9960,11 +9960,10 @@ static void test_color_fill(void)
             hr = IDirectDrawSurface4_Lock(surface, NULL, &surface_desc, DDLOCK_READONLY, 0);
             ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x, surface %s.\n", hr, tests[i].name);
             color = surface_desc.lpSurface;
-            todo_wine_if(tests[i].caps & DDSCAPS_VIDEOMEMORY && U3(z_fmt).dwZBitMask != 0xffff)
-                ok((*color & U3(z_fmt).dwZBitMask) == (tests[i].result & U3(z_fmt).dwZBitMask)
-                        || broken((*color & U3(z_fmt).dwZBitMask) == (expected_broken & U3(z_fmt).dwZBitMask)),
-                        "Got clear result 0x%08x, expected 0x%08x, surface %s.\n",
-                        *color & U3(z_fmt).dwZBitMask, tests[i].result & U3(z_fmt).dwZBitMask, tests[i].name);
+            ok((*color & U3(z_fmt).dwZBitMask) == (tests[i].result & U3(z_fmt).dwZBitMask)
+                    || broken((*color & U3(z_fmt).dwZBitMask) == (expected_broken & U3(z_fmt).dwZBitMask)),
+                    "Got clear result 0x%08x, expected 0x%08x, surface %s.\n",
+                    *color & U3(z_fmt).dwZBitMask, tests[i].result & U3(z_fmt).dwZBitMask, tests[i].name);
             hr = IDirectDrawSurface4_Unlock(surface, NULL);
             ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, surface %s.\n", hr, tests[i].name);
         }
diff --git a/dlls/ddraw/tests/ddraw7.c b/dlls/ddraw/tests/ddraw7.c
index d1ff85d5d54f..2fb845378c42 100644
--- a/dlls/ddraw/tests/ddraw7.c
+++ b/dlls/ddraw/tests/ddraw7.c
@@ -9911,11 +9911,10 @@ static void test_color_fill(void)
             hr = IDirectDrawSurface7_Lock(surface, NULL, &surface_desc, DDLOCK_READONLY, 0);
             ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x, surface %s.\n", hr, tests[i].name);
             color = surface_desc.lpSurface;
-            todo_wine_if(tests[i].caps & DDSCAPS_VIDEOMEMORY && U3(z_fmt).dwZBitMask != 0xffff)
-                ok((*color & U3(z_fmt).dwZBitMask) == (tests[i].result & U3(z_fmt).dwZBitMask)
-                        || broken((*color & U3(z_fmt).dwZBitMask) == (expected_broken & U3(z_fmt).dwZBitMask)),
-                        "Got clear result 0x%08x, expected 0x%08x, surface %s.\n",
-                        *color & U3(z_fmt).dwZBitMask, tests[i].result & U3(z_fmt).dwZBitMask, tests[i].name);
+            ok((*color & U3(z_fmt).dwZBitMask) == (tests[i].result & U3(z_fmt).dwZBitMask)
+                    || broken((*color & U3(z_fmt).dwZBitMask) == (expected_broken & U3(z_fmt).dwZBitMask)),
+                    "Got clear result 0x%08x, expected 0x%08x, surface %s.\n",
+                    *color & U3(z_fmt).dwZBitMask, tests[i].result & U3(z_fmt).dwZBitMask, tests[i].name);
             hr = IDirectDrawSurface7_Unlock(surface, NULL);
             ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, surface %s.\n", hr, tests[i].name);
         }
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 02e0c70382d8..da22c7ad9aaf 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -2698,13 +2698,15 @@ static BOOL ffp_blitter_use_cpu_clear(struct wined3d_rendertarget_view *view)
 {
     struct wined3d_resource *resource;
     struct wined3d_texture *texture;
+    DWORD locations;
 
     resource = view->resource;
     if (resource->type == WINED3D_RTYPE_BUFFER)
         return resource->pool == WINED3D_POOL_SYSTEM_MEM;
 
     texture = texture_from_resource(resource);
-    if (texture->sub_resources[view->sub_resource_idx].locations & resource->map_binding)
+    locations = texture->sub_resources[view->sub_resource_idx].locations;
+    if (locations & (resource->map_binding | WINED3D_LOCATION_DISCARDED))
         return resource->pool == WINED3D_POOL_SYSTEM_MEM || (texture->flags & WINED3D_TEXTURE_PIN_SYSMEM);
 
     return resource->pool == WINED3D_POOL_SYSTEM_MEM && !(texture->flags & WINED3D_TEXTURE_CONVERTED);
-- 
2.13.6




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