[PATCH 3/4] wined3d: Don't explicitly clear the draw location before starting a renderpass.
Stefan Dösinger
stefan at codeweavers.com
Sun Apr 24 11:24:48 CDT 2022
Signed-off-by: Stefan Dösinger <stefan at codeweavers.com>
---
dlls/wined3d/context_vk.c | 21 +++++++++++++++++++--
1 file changed, 19 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/context_vk.c b/dlls/wined3d/context_vk.c
index 059c44fee9a..b19220c2e34 100644
--- a/dlls/wined3d/context_vk.c
+++ b/dlls/wined3d/context_vk.c
@@ -3375,7 +3375,12 @@ VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *c
if (wined3d_blend_state_get_writemask(state->blend_state, i))
{
- wined3d_rendertarget_view_load_location(rtv, &context_vk->c, rtv->resource->draw_binding);
+ /* We handle clears at the beginning of the render pass, no need for an explicit clear
+ * first. */
+ if (wined3d_rendertarget_view_get_locations(rtv) & WINED3D_LOCATION_CLEARED)
+ wined3d_rendertarget_view_prepare_location(rtv, &context_vk->c, rtv->resource->draw_binding);
+ else
+ wined3d_rendertarget_view_load_location(rtv, &context_vk->c, rtv->resource->draw_binding);
invalidate_rt |= (1 << i);
}
else
@@ -3393,9 +3398,17 @@ VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *c
if ((dsv = state->fb.depth_stencil))
{
if (wined3d_state_uses_depth_buffer(state))
- wined3d_rendertarget_view_load_location(dsv, &context_vk->c, dsv->resource->draw_binding);
+ {
+ if (wined3d_rendertarget_view_get_locations(dsv) & WINED3D_LOCATION_CLEARED)
+ wined3d_rendertarget_view_prepare_location(dsv, &context_vk->c, dsv->resource->draw_binding);
+ else
+ wined3d_rendertarget_view_load_location(dsv, &context_vk->c, dsv->resource->draw_binding);
+ }
else
+ {
wined3d_rendertarget_view_prepare_location(dsv, &context_vk->c, dsv->resource->draw_binding);
+ }
+
if (!state->depth_stencil_state || state->depth_stencil_state->desc.depth_write)
invalidate_ds = true;
@@ -3484,11 +3497,15 @@ VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *c
{
i = wined3d_bit_scan(&invalidate_rt);
rtv = state->fb.render_targets[i];
+ wined3d_rendertarget_view_validate_location(rtv, rtv->resource->draw_binding);
wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding);
}
if (invalidate_ds)
+ {
+ wined3d_rendertarget_view_validate_location(dsv, dsv->resource->draw_binding);
wined3d_rendertarget_view_invalidate_location(dsv, ~dsv->resource->draw_binding);
+ }
if (wined3d_context_vk_update_graphics_pipeline_key(context_vk, state, context_vk->graphics.vk_pipeline_layout,
&null_buffer_binding) || !context_vk->graphics.vk_pipeline)
--
2.35.1
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