[PATCH 4/5] wined3d: Move swapchain buffer discarding to wined3d_cs_exec_present().
Henri Verbeet
hverbeet at codeweavers.com
Fri May 29 11:03:34 CDT 2020
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/cs.c | 20 ++++++++++++++++++--
dlls/wined3d/swapchain.c | 22 ----------------------
2 files changed, 18 insertions(+), 24 deletions(-)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index ffd00c9b950..b87003c53b8 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -522,11 +522,14 @@ static void wined3d_cs_exec_nop(struct wined3d_cs *cs, const void *data)
static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
{
struct wined3d_texture *logo_texture, *cursor_texture, *back_buffer;
+ struct wined3d_rendertarget_view *dsv = cs->state.fb.depth_stencil;
const struct wined3d_cs_present *op = data;
+ const struct wined3d_swapchain_desc *desc;
struct wined3d_swapchain *swapchain;
unsigned int i;
swapchain = op->swapchain;
+ desc = &swapchain->state.desc;
back_buffer = swapchain->back_buffers[0];
wined3d_swapchain_set_window(swapchain, op->dst_window_override);
@@ -557,7 +560,7 @@ static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
TRACE("Rendering the software cursor.\n");
- if (swapchain->state.desc.windowed)
+ if (desc->windowed)
MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&dst_rect, 2);
if (wined3d_clip_blit(&clip_rect, &dst_rect, &src_rect))
wined3d_texture_blt(back_buffer, 0, &dst_rect, cursor_texture, 0,
@@ -566,6 +569,19 @@ static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
swapchain->swapchain_ops->swapchain_present(swapchain, &op->src_rect, &op->dst_rect, op->swap_interval, op->flags);
+ /* Discard buffers if the swap effect allows it. */
+ back_buffer = swapchain->back_buffers[desc->backbuffer_count - 1];
+ if (desc->swap_effect == WINED3D_SWAP_EFFECT_DISCARD || desc->swap_effect == WINED3D_SWAP_EFFECT_FLIP_DISCARD)
+ wined3d_texture_validate_location(back_buffer, 0, WINED3D_LOCATION_DISCARDED);
+
+ if (dsv && dsv->resource->type != WINED3D_RTYPE_BUFFER)
+ {
+ struct wined3d_texture *ds = texture_from_resource(dsv->resource);
+
+ if ((desc->flags & WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL || ds->flags & WINED3D_TEXTURE_DISCARD))
+ wined3d_rendertarget_view_validate_location(dsv, WINED3D_LOCATION_DISCARDED);
+ }
+
if (TRACE_ON(fps))
{
DWORD time = GetTickCount();
@@ -582,7 +598,7 @@ static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
}
wined3d_resource_release(&swapchain->front_buffer->resource);
- for (i = 0; i < swapchain->state.desc.backbuffer_count; ++i)
+ for (i = 0; i < desc->backbuffer_count; ++i)
{
wined3d_resource_release(&swapchain->back_buffers[i]->resource);
}
diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c
index 289013f4e99..465ab08eb82 100644
--- a/dlls/wined3d/swapchain.c
+++ b/dlls/wined3d/swapchain.c
@@ -467,8 +467,6 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain,
struct wined3d_swapchain_gl *swapchain_gl = wined3d_swapchain_gl(swapchain);
const struct wined3d_swapchain_desc *desc = &swapchain->state.desc;
struct wined3d_texture *back_buffer = swapchain->back_buffers[0];
- const struct wined3d_fb_state *fb = &swapchain->device->cs->state.fb;
- struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
const struct wined3d_gl_info *gl_info;
struct wined3d_context_gl *context_gl;
struct wined3d_context *context;
@@ -532,26 +530,6 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain,
wined3d_texture_validate_location(swapchain->front_buffer, 0, WINED3D_LOCATION_DRAWABLE);
wined3d_texture_invalidate_location(swapchain->front_buffer, 0, ~WINED3D_LOCATION_DRAWABLE);
- /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
- * and INTEXTURE copies can keep their old content if they have any defined content.
- * If the swapeffect is COPY, the content remains the same.
- *
- * The FLIP swap effect is not implemented yet. We could mark WINED3D_LOCATION_DRAWABLE
- * up to date and hope WGL flipped front and back buffers and read this data into
- * the FBO. Don't bother about this for now. */
- if (desc->swap_effect == WINED3D_SWAP_EFFECT_DISCARD
- || desc->swap_effect == WINED3D_SWAP_EFFECT_FLIP_DISCARD)
- wined3d_texture_validate_location(swapchain->back_buffers[desc->backbuffer_count - 1],
- 0, WINED3D_LOCATION_DISCARDED);
-
- if (dsv && dsv->resource->type != WINED3D_RTYPE_BUFFER)
- {
- struct wined3d_texture *ds = texture_from_resource(dsv->resource);
-
- if ((desc->flags & WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
- || ds->flags & WINED3D_TEXTURE_DISCARD))
- wined3d_texture_validate_location(ds, dsv->sub_resource_idx, WINED3D_LOCATION_DISCARDED);
- }
context_release(context);
}
--
2.20.1
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