[PATCH 4/5] wined3d: Explicitly calculate the sub-resource level in is_full_clear().
Henri Verbeet
hverbeet at codeweavers.com
Mon Feb 26 00:51:51 CST 2018
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/device.c | 15 ++++++++++-----
1 file changed, 10 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 6e275e1..18b39b8 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -200,10 +200,14 @@ void device_context_remove(struct wined3d_device *device, struct wined3d_context
device->contexts = new_array;
}
-static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
+static BOOL is_full_clear(const struct wined3d_texture *texture, unsigned int sub_resource_idx,
+ const RECT *draw_rect, const RECT *clear_rect)
{
- unsigned int height = wined3d_texture_get_level_height(target->container, target->texture_level);
- unsigned int width = wined3d_texture_get_level_width(target->container, target->texture_level);
+ unsigned int width, height, level;
+
+ level = sub_resource_idx % texture->level_count;
+ width = wined3d_texture_get_level_width(texture, level);
+ height = wined3d_texture_get_level_height(texture, level);
/* partial draw rect */
if (draw_rect->left || draw_rect->top || draw_rect->right < width || draw_rect->bottom < height)
@@ -262,7 +266,8 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
{
struct wined3d_texture *rt = wined3d_texture_from_resource(rtv->resource);
- if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, rect_count ? clear_rect : NULL))
+ if (flags & WINED3DCLEAR_TARGET && !is_full_clear(rt, rtv->sub_resource_idx,
+ draw_rect, rect_count ? clear_rect : NULL))
wined3d_texture_load_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
else
wined3d_texture_prepare_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
@@ -289,7 +294,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
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))
+ && !is_full_clear(ds, dsv->sub_resource_idx, 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);
--
2.1.4
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