[PATCH] wined3d: Add full dirty region at texture creation.

Henri Verbeet hverbeet at gmail.com
Fri Mar 25 06:02:31 CDT 2022


On Thu, 24 Mar 2022 at 20:06, Paul Gofman <pgofman at codeweavers.com> wrote:
> diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
> index fdd2c70c667..94a1b848a2a 100644
> --- a/dlls/wined3d/texture.c
> +++ b/dlls/wined3d/texture.c
> @@ -3895,11 +3895,14 @@ static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struc
>              texture->flags |= WINED3D_TEXTURE_GENERATE_MIPMAPS;
>      }
>
> -    if (flags & WINED3D_TEXTURE_CREATE_RECORD_DIRTY_REGIONS
> -            && !(texture->dirty_regions = heap_calloc(texture->layer_count, sizeof(*texture->dirty_regions))))
> +    if (flags & WINED3D_TEXTURE_CREATE_RECORD_DIRTY_REGIONS)
>      {
> -        wined3d_texture_cleanup_sync(texture);
> -        return E_OUTOFMEMORY;
> +        if (!(texture->dirty_regions = heap_calloc(texture->layer_count, sizeof(*texture->dirty_regions))))
> +        {
> +            wined3d_texture_cleanup_sync(texture);
> +            return E_OUTOFMEMORY;
> +        }
> +        wined3d_texture_dirty_region_add(texture, 0, NULL);
>      }
>
Shouldn't we be doing that for all layers? (In case of d3d8 in
particular, that would mean all faces of a cube texture.)



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