[PATCH 3/7] wined3d: Reuse view validation function for render target views.
Józef Kucia
jkucia at codeweavers.com
Mon Apr 10 05:27:39 CDT 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
The validate_resource_view() function allows also raw and structured
buffer views, but these should be rejected in
wined3d_render_target_view_init() before calling
validate_resource_view().
---
dlls/wined3d/view.c | 30 +++++-------------------------
1 file changed, 5 insertions(+), 25 deletions(-)
diff --git a/dlls/wined3d/view.c b/dlls/wined3d/view.c
index 22fd7de..beb5853 100644
--- a/dlls/wined3d/view.c
+++ b/dlls/wined3d/view.c
@@ -70,7 +70,7 @@ static GLenum get_texture_view_target(const struct wined3d_gl_info *gl_info,
return texture->target;
}
-static const struct wined3d_format *validate_shader_resource_view(const struct wined3d_view_desc *desc,
+static const struct wined3d_format *validate_resource_view(const struct wined3d_view_desc *desc,
struct wined3d_resource *resource, BOOL mip_slice)
{
const struct wined3d_gl_info *gl_info = &resource->device->adapter->gl_info;
@@ -386,20 +386,13 @@ static HRESULT wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *
const struct wined3d_view_desc *desc, struct wined3d_resource *resource,
void *parent, const struct wined3d_parent_ops *parent_ops)
{
- const struct wined3d_gl_info *gl_info = &resource->device->adapter->gl_info;
-
view->refcount = 1;
view->parent = parent;
view->parent_ops = parent_ops;
- view->format = wined3d_get_format(gl_info, desc->format_id, resource->usage);
- view->format_flags = view->format->flags[resource->gl_type];
-
- if (wined3d_format_is_typeless(view->format))
- {
- WARN("Trying to create view for typeless format %s.\n", debug_d3dformat(view->format->id));
+ if (!(view->format = validate_resource_view(desc, resource, TRUE)))
return E_INVALIDARG;
- }
+ view->format_flags = view->format->flags[resource->gl_type];
if (resource->type == WINED3D_RTYPE_BUFFER)
{
@@ -412,19 +405,6 @@ static HRESULT wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *
else
{
struct wined3d_texture *texture = texture_from_resource(resource);
- unsigned int depth_or_layer_count;
-
- if (resource->type == WINED3D_RTYPE_TEXTURE_3D)
- depth_or_layer_count = wined3d_texture_get_level_depth(texture, desc->u.texture.level_idx);
- else
- depth_or_layer_count = texture->layer_count;
-
- if (desc->u.texture.level_idx >= texture->level_count
- || desc->u.texture.level_count != 1
- || desc->u.texture.layer_idx >= depth_or_layer_count
- || !desc->u.texture.layer_count
- || desc->u.texture.layer_count > depth_or_layer_count - desc->u.texture.layer_idx)
- return E_INVALIDARG;
view->sub_resource_idx = desc->u.texture.level_idx;
if (resource->type != WINED3D_RTYPE_TEXTURE_3D)
@@ -600,7 +580,7 @@ static HRESULT wined3d_shader_resource_view_init(struct wined3d_shader_resource_
view->parent = parent;
view->parent_ops = parent_ops;
- if (!(view->format = validate_shader_resource_view(desc, resource, FALSE)))
+ if (!(view->format = validate_resource_view(desc, resource, FALSE)))
return E_INVALIDARG;
view->desc = *desc;
@@ -797,7 +777,7 @@ static HRESULT wined3d_unordered_access_view_init(struct wined3d_unordered_acces
view->parent = parent;
view->parent_ops = parent_ops;
- if (!(view->format = validate_shader_resource_view(desc, resource, TRUE)))
+ if (!(view->format = validate_resource_view(desc, resource, TRUE)))
return E_INVALIDARG;
view->desc = *desc;
--
2.10.2
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