[PATCH 3/5] wined3d: Prepare all layers for render target views.
Józef Kucia
jkucia at codeweavers.com
Tue Apr 18 04:24:12 CDT 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/drawprim.c | 5 ++---
dlls/wined3d/view.c | 19 +++++++++++++++++++
dlls/wined3d/wined3d_private.h | 2 ++
3 files changed, 23 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 1c324a6..15b3791 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -512,7 +512,7 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
}
else
{
- wined3d_texture_prepare_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
+ wined3d_rendertarget_view_prepare_location(rtv, context, rtv->resource->draw_binding);
}
}
@@ -524,12 +524,11 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
* depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
* that we never copy the stencil data.*/
DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
- struct wined3d_surface *ds = wined3d_rendertarget_view_get_surface(dsv);
if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
wined3d_rendertarget_view_load_location(dsv, context, location);
else
- wined3d_texture_prepare_location(ds->container, dsv->sub_resource_idx, context, location);
+ wined3d_rendertarget_view_prepare_location(dsv, context, location);
}
if (!context_apply_draw_state(context, device, state))
diff --git a/dlls/wined3d/view.c b/dlls/wined3d/view.c
index 93788df..e1e1956 100644
--- a/dlls/wined3d/view.c
+++ b/dlls/wined3d/view.c
@@ -398,6 +398,25 @@ void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarg
}
}
+void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view,
+ struct wined3d_context *context, DWORD location)
+{
+ struct wined3d_resource *resource = view->resource;
+ unsigned int i, sub_resource_idx;
+ struct wined3d_texture *texture;
+
+ if (resource->type == WINED3D_RTYPE_BUFFER)
+ {
+ FIXME("Not implemented for resources %s.\n", debug_d3dresourcetype(resource->type));
+ return;
+ }
+
+ texture = texture_from_resource(resource);
+ sub_resource_idx = view->sub_resource_idx;
+ for (i = 0; i < view->layer_count; ++i, sub_resource_idx += texture->level_count)
+ wined3d_texture_prepare_location(texture, sub_resource_idx, context, location);
+}
+
void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view,
struct wined3d_context *context, DWORD location)
{
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 13e375a..ff5b242 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -3460,6 +3460,8 @@ void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarg
const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view,
struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
+void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view,
+ struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
struct wined3d_shader_resource_view
{
--
2.10.2
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