[PATCH 1/6] wined3d: Add wined3d creation flag for selecting unbound resource color.

Józef Kucia jkucia at codeweavers.com
Fri May 20 04:47:25 CDT 2016


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/dxgi/factory.c    |  2 +-
 dlls/wined3d/device.c  | 18 +++++++++++-------
 include/wine/wined3d.h |  1 +
 3 files changed, 13 insertions(+), 8 deletions(-)

diff --git a/dlls/dxgi/factory.c b/dlls/dxgi/factory.c
index 1af7f72..1ea5791 100644
--- a/dlls/dxgi/factory.c
+++ b/dlls/dxgi/factory.c
@@ -314,7 +314,7 @@ static HRESULT dxgi_factory_init(struct dxgi_factory *factory, BOOL extended)
     wined3d_private_store_init(&factory->private_store);
 
     wined3d_mutex_lock();
-    factory->wined3d = wined3d_create(0);
+    factory->wined3d = wined3d_create(WINED3D_UNBOUND_RESOURCE_COLOR_ZERO);
     wined3d_mutex_unlock();
     if (!factory->wined3d)
     {
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index da83b56..b0c2d51 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -682,19 +682,23 @@ out:
 /* Context activation is done by the caller. */
 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
 {
+    const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
     unsigned int i, j, count;
+    DWORD color;
+
+    if (d3d_info->wined3d_creation_flags & WINED3D_UNBOUND_RESOURCE_COLOR_ZERO)
+        color = 0x00000000;
+    else
+        color = 0x000000ff;
+
     /* Under DirectX you can sample even if no texture is bound, whereas
      * OpenGL will only allow that when a valid texture is bound.
      * We emulate this by creating dummy textures and binding them
      * to each texture stage when the currently set D3D texture is NULL. */
-
     count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
     for (i = 0; i < count; ++i)
     {
-        static const DWORD d3d10_color = 0x00000000;
-        static const DWORD color = 0x000000ff;
-
         /* Make appropriate texture active */
         context_active_texture(context, gl_info, i);
 
@@ -732,7 +736,8 @@ static void create_dummy_textures(struct wined3d_device *device, struct wined3d_
             gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
             checkGLcall("glBindTexture");
 
-            GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
+            GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0,
+                    GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
             checkGLcall("glTexImage3D");
         }
 
@@ -763,7 +768,7 @@ static void create_dummy_textures(struct wined3d_device *device, struct wined3d_
             checkGLcall("glBindTexture");
 
             GL_EXTCALL(glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 1, 1, 1, 0,
-                    GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &d3d10_color));
+                    GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
             checkGLcall("glTexImage3D");
         }
     }
@@ -820,7 +825,6 @@ static void create_default_sampler(struct wined3d_device *device)
      * sampler object is used to emulate the direct resource access when there is no sampler state
      * to use.
      */
-
     if (gl_info->supported[ARB_SAMPLER_OBJECTS])
     {
         GL_EXTCALL(glGenSamplers(1, &device->default_sampler));
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index 8429bea..79ac440 100644
--- a/include/wine/wined3d.h
+++ b/include/wine/wined3d.h
@@ -1237,6 +1237,7 @@ enum wined3d_display_rotation
 #define WINED3D_PIXEL_CENTER_INTEGER                            0x00000080
 #define WINED3D_LEGACY_FFP_LIGHTING                             0x00000100
 #define WINED3D_SRGB_READ_WRITE_CONTROL                         0x00000200
+#define WINED3D_UNBOUND_RESOURCE_COLOR_ZERO                     0x00000400
 
 #define WINED3D_RESZ_CODE                                       0x7fa05000
 
-- 
2.7.3




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