[PATCH 8/9] wined3d: Store clear colors in subresources.

Stefan Dösinger stefan at codeweavers.com
Sun May 1 13:39:10 CDT 2022


Signed-off-by: Stefan Dösinger <stefan at codeweavers.com>
---
 dlls/wined3d/context_vk.c      | 57 +++++++++++++++++++++++++++++++---
 dlls/wined3d/texture.c         | 40 ++++++++++++++----------
 dlls/wined3d/wined3d_private.h |  9 ++++++
 3 files changed, 85 insertions(+), 21 deletions(-)

diff --git a/dlls/wined3d/context_vk.c b/dlls/wined3d/context_vk.c
index b19220c2e34..b9d3375a008 100644
--- a/dlls/wined3d/context_vk.c
+++ b/dlls/wined3d/context_vk.c
@@ -2494,7 +2494,7 @@ static bool wined3d_context_vk_begin_render_pass(struct wined3d_context_vk *cont
         VkCommandBuffer vk_command_buffer, const struct wined3d_state *state, const struct wined3d_vk_info *vk_info)
 {
     struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device);
-    static const VkClearValue clear_values[WINED3D_MAX_RENDER_TARGETS + 1];
+    VkClearValue clear_values[WINED3D_MAX_RENDER_TARGETS + 1];
     VkImageView vk_views[WINED3D_MAX_RENDER_TARGETS + 1];
     unsigned int fb_width, fb_height, fb_layer_count;
     struct wined3d_rendertarget_view_vk *rtv_vk;
@@ -2503,6 +2503,7 @@ static bool wined3d_context_vk_begin_render_pass(struct wined3d_context_vk *cont
     struct wined3d_query_vk *query_vk;
     VkRenderPassBeginInfo begin_info;
     unsigned int attachment_count, i;
+    struct wined3d_texture *texture;
     VkFramebufferCreateInfo fb_desc;
     VkResult vr;
 
@@ -2519,6 +2520,7 @@ static bool wined3d_context_vk_begin_render_pass(struct wined3d_context_vk *cont
     begin_info.clearValueCount = 0;
     for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i)
     {
+
         if (!(view = state->fb.render_targets[i]) || view->format->id == WINED3DFMT_NULL)
             continue;
 
@@ -2534,10 +2536,40 @@ static bool wined3d_context_vk_begin_render_pass(struct wined3d_context_vk *cont
         if (view->layer_count < fb_layer_count)
             fb_layer_count = view->layer_count;
         context_vk->rt_count = i + 1;
-        ++attachment_count;
 
         if (wined3d_rendertarget_view_get_locations(view) & WINED3D_LOCATION_CLEARED)
-            begin_info.clearValueCount = attachment_count;
+        {
+            VkClearColorValue *c = &clear_values[attachment_count].color;
+            const struct wined3d_color *colour;
+
+            if (view->resource->type == WINED3D_RTYPE_BUFFER)
+            {
+                static const struct wined3d_color zero;
+                colour = &zero;
+            }
+            else
+            {
+                texture = texture_from_resource(view->resource);
+                colour = &texture->sub_resources[view->sub_resource_idx].clear_value.colour;
+            }
+
+            if (view->format_flags & WINED3DFMT_FLAG_INTEGER)
+            {
+                c->int32[0] = colour->r;
+                c->int32[1] = colour->g;
+                c->int32[2] = colour->b;
+                c->int32[3] = colour->a;
+            }
+            else
+            {
+                c->float32[0] = colour->r;
+                c->float32[1] = colour->g;
+                c->float32[2] = colour->b;
+                c->float32[3] = colour->a;
+            }
+            begin_info.clearValueCount = attachment_count + 1;
+        }
+        ++attachment_count;
     }
 
     if ((view = state->fb.depth_stencil))
@@ -2553,10 +2585,25 @@ static bool wined3d_context_vk_begin_render_pass(struct wined3d_context_vk *cont
             fb_height = view->height;
         if (view->layer_count < fb_layer_count)
             fb_layer_count = view->layer_count;
-        ++attachment_count;
 
         if (wined3d_rendertarget_view_get_locations(view) & WINED3D_LOCATION_CLEARED)
-            begin_info.clearValueCount = attachment_count;
+        {
+            VkClearDepthStencilValue *c = &clear_values[attachment_count].depthStencil;
+
+            if (view->resource->type == WINED3D_RTYPE_BUFFER)
+            {
+                c->depth = 0.0f;
+                c->stencil = 0;
+            }
+            else
+            {
+                texture = texture_from_resource(view->resource);
+                c->depth = texture->sub_resources[view->sub_resource_idx].clear_value.depth;
+                c->stencil = texture->sub_resources[view->sub_resource_idx].clear_value.stencil;
+            }
+            begin_info.clearValueCount = attachment_count + 1;
+        }
+        ++attachment_count;
     }
 
     if (!(context_vk->vk_render_pass = wined3d_context_vk_get_render_pass(context_vk, &state->fb,
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 6756d1c31e1..dd7f225a2ca 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -823,10 +823,22 @@ BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
         range.size = texture->sub_resources[sub_resource_idx].size;
         if (current & WINED3D_LOCATION_CLEARED)
         {
-            static const struct wined3d_color black;
             unsigned int level_idx = sub_resource_idx % texture->level_count;
             struct wined3d_map_desc map;
             struct wined3d_box box;
+            struct wined3d_color c;
+
+            if (texture->resource.format->flags[WINED3D_GL_RES_TYPE_TEX_2D]
+                    & WINED3DFMT_FLAG_DEPTH_STENCIL)
+            {
+                c.r = texture->sub_resources[sub_resource_idx].clear_value.depth;
+                c.g = texture->sub_resources[sub_resource_idx].clear_value.stencil;
+                c.b = c.a = 0.0f;
+            }
+            else
+            {
+                c = texture->sub_resources[sub_resource_idx].clear_value.colour;
+            }
 
             wined3d_texture_get_pitch(texture, level_idx, &map.row_pitch, &map.slice_pitch);
             if (destination.buffer_object)
@@ -836,7 +848,7 @@ BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
                 map.data = destination.addr;
 
             wined3d_texture_get_level_box(texture, level_idx, &box);
-            wined3d_resource_memory_colour_fill(&texture->resource, level_idx, &map, &black, &box);
+            wined3d_resource_memory_colour_fill(&texture->resource, level_idx, &map, &c, &box);
 
             if (destination.buffer_object)
                 wined3d_context_unmap_bo_address(context, &destination, 1, &range);
@@ -6607,18 +6619,12 @@ static void vk_blitter_clear_rendertargets(struct wined3d_context_vk *context_vk
 
         if (is_full_clear(view, draw_rect, clear_rects))
         {
-            if (!colour->r && !colour->g && !colour->b && !colour->a)
-            {
-                wined3d_rendertarget_view_validate_location(view, WINED3D_LOCATION_CLEARED);
-                wined3d_rendertarget_view_invalidate_location(view, ~WINED3D_LOCATION_CLEARED);
-                delay_count++;
-                continue;
-            }
-            else
-            {
-                TRACE_(d3d_perf)("non-zero clear\n");
-                wined3d_rendertarget_view_prepare_location(view, &context_vk->c, view->resource->draw_binding);
-            }
+            struct wined3d_texture *texture = texture_from_resource(view->resource);
+            wined3d_rendertarget_view_validate_location(view, WINED3D_LOCATION_CLEARED);
+            wined3d_rendertarget_view_invalidate_location(view, ~WINED3D_LOCATION_CLEARED);
+            texture->sub_resources[view->sub_resource_idx].clear_value.colour = *colour;
+            delay_count++;
+            continue;
         }
         else
         {
@@ -6669,8 +6675,7 @@ static void vk_blitter_clear_rendertargets(struct wined3d_context_vk *context_vk
         if (view->format->stencil_size)
             full_flags |= WINED3DCLEAR_STENCIL;
 
-        if (!is_full_clear(view, draw_rect, clear_rects)
-                || depth || stencil || (flags & full_flags) != full_flags)
+        if (!is_full_clear(view, draw_rect, clear_rects) || (flags & full_flags) != full_flags)
         {
             wined3d_rendertarget_view_load_location(view, &context_vk->c, view->resource->draw_binding);
             wined3d_rendertarget_view_validate_location(view, view->resource->draw_binding);
@@ -6691,6 +6696,9 @@ static void vk_blitter_clear_rendertargets(struct wined3d_context_vk *context_vk
         }
         else
         {
+            struct wined3d_texture *texture = texture_from_resource(view->resource);
+            texture->sub_resources[view->sub_resource_idx].clear_value.depth = depth;
+            texture->sub_resources[view->sub_resource_idx].clear_value.stencil = stencil;
             wined3d_rendertarget_view_validate_location(view, WINED3D_LOCATION_CLEARED);
             wined3d_rendertarget_view_invalidate_location(view, ~WINED3D_LOCATION_CLEARED);
             flags &= ~(WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL);
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 98a19e0fd65..a7a26ce1626 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -4560,6 +4560,15 @@ struct wined3d_texture
         uint32_t map_flags;
         DWORD locations;
         struct wined3d_bo *bo;
+        union
+        {
+            struct wined3d_color colour;
+            struct
+            {
+                float depth;
+                unsigned int stencil;
+            };
+        } clear_value;
 
         void *user_memory;
     } *sub_resources;
-- 
2.35.1




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