[PATCH 3/5] wined3d: Use the view instead of the texture in is_full_clear().
Henri Verbeet
hverbeet at codeweavers.com
Mon Apr 27 10:48:45 CDT 2020
Using the texture is a left-over from when rendertargets were surfaces.
Using the view is in fact more straightforward.
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/texture.c | 15 +++++----------
1 file changed, 5 insertions(+), 10 deletions(-)
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 5b0b070998b..70acc5b1822 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -5176,14 +5176,10 @@ static bool ffp_blit_supported(enum wined3d_blit_op blit_op, const struct wined3
}
}
-static bool is_full_clear(const struct wined3d_texture *texture, unsigned int sub_resource_idx,
- const RECT *draw_rect, const RECT *clear_rect)
+static bool is_full_clear(const struct wined3d_rendertarget_view *rtv, const RECT *draw_rect, const RECT *clear_rect)
{
- 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);
+ unsigned int height = rtv->height;
+ unsigned int width = rtv->width;
/* partial draw rect */
if (draw_rect->left || draw_rect->top || draw_rect->right < width || draw_rect->bottom < height)
@@ -5256,8 +5252,7 @@ static void ffp_blitter_clear_rendertargets(struct wined3d_device *device, unsig
{
struct wined3d_texture *rt = wined3d_texture_from_resource(rtv->resource);
- if (flags & WINED3DCLEAR_TARGET && !is_full_clear(rt, rtv->sub_resource_idx,
- draw_rect, rect_count ? clear_rect : NULL))
+ if (flags & WINED3DCLEAR_TARGET && !is_full_clear(rtv, 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);
@@ -5284,7 +5279,7 @@ static void ffp_blitter_clear_rendertargets(struct wined3d_device *device, unsig
struct wined3d_texture *ds = wined3d_texture_from_resource(dsv->resource);
if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)
- && !is_full_clear(ds, dsv->sub_resource_idx, draw_rect, rect_count ? clear_rect : NULL))
+ && !is_full_clear(dsv, 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);
--
2.20.1
More information about the wine-devel
mailing list