[PATCH 1/5] wined3d: Use the resource access flags in ffp_blitter_use_cpu_clear().
Henri Verbeet
hverbeet at codeweavers.com
Wed Jan 31 17:37:32 CST 2018
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/surface.c | 8 +++++---
1 file changed, 5 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 5f91c21..5f34ad0 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -2744,14 +2744,16 @@ static BOOL ffp_blitter_use_cpu_clear(struct wined3d_rendertarget_view *view)
resource = view->resource;
if (resource->type == WINED3D_RTYPE_BUFFER)
- return resource->pool == WINED3D_POOL_SYSTEM_MEM;
+ return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU);
texture = texture_from_resource(resource);
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->access & WINED3D_RESOURCE_ACCESS_GPU)
+ || (texture->flags & WINED3D_TEXTURE_PIN_SYSMEM);
- return resource->pool == WINED3D_POOL_SYSTEM_MEM && !(texture->flags & WINED3D_TEXTURE_CONVERTED);
+ return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU)
+ && !(texture->flags & WINED3D_TEXTURE_CONVERTED);
}
static void ffp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
--
2.1.4
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