[PATCH 3/5] wined3d: Get rid of the "AlwaysOffscreen" setting.
Henri Verbeet
hverbeet at codeweavers.com
Tue Jan 24 15:15:26 CST 2017
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/context.c | 5 ++---
dlls/wined3d/swapchain.c | 21 ---------------------
dlls/wined3d/texture.c | 2 +-
dlls/wined3d/wined3d_main.c | 7 -------
dlls/wined3d/wined3d_private.h | 1 -
5 files changed, 3 insertions(+), 33 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 6112b40..b4e40fd 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1752,7 +1752,7 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
if (color_format->id == WINED3DFMT_P8_UINT)
color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
- /* When "always_offscreen" is enabled, we only use the drawable for
+ /* When using FBOs for off-screen rendering, we only use the drawable for
* presentation blits, and don't do any rendering to it. That means we
* don't need depth or stencil buffers, and can mostly ignore the render
* target format. This wouldn't necessarily be quite correct for 10bpc
@@ -1760,8 +1760,7 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
* Using the same format regardless of the color/depth/stencil targets
* makes it much less likely that different wined3d instances will set
* conflicting pixel formats. */
- if (wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER
- && wined3d_settings.always_offscreen)
+ if (wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER)
{
color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
ds_format = wined3d_get_format(gl_info, WINED3DFMT_UNKNOWN, WINED3DUSAGE_DEPTHSTENCIL);
diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c
index 06215fc..e52ab41 100644
--- a/dlls/wined3d/swapchain.c
+++ b/dlls/wined3d/swapchain.c
@@ -749,8 +749,6 @@ static const struct wined3d_swapchain_ops swapchain_gdi_ops =
static void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain)
{
- RECT client_rect;
-
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
return;
@@ -761,25 +759,6 @@ static void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain)
return;
}
- GetClientRect(swapchain->win_handle, &client_rect);
-
- TRACE("Backbuffer %ux%u, window %ux%u.\n",
- swapchain->desc.backbuffer_width,
- swapchain->desc.backbuffer_height,
- client_rect.right, client_rect.bottom);
- TRACE("Multisample type %#x, quality %#x.\n",
- swapchain->desc.multisample_type,
- swapchain->desc.multisample_quality);
-
- if (!wined3d_settings.always_offscreen && !swapchain->desc.multisample_type
- && swapchain->desc.backbuffer_width == client_rect.right
- && swapchain->desc.backbuffer_height == client_rect.bottom)
- {
- TRACE("Backbuffer dimensions match window dimensions, rendering onscreen.\n");
- swapchain->render_to_fbo = FALSE;
- return;
- }
-
TRACE("Rendering to FBO.\n");
swapchain->render_to_fbo = TRUE;
}
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index da003e1..b4267ed 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -1366,7 +1366,7 @@ BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned
return TRUE;
case WINED3D_LOCATION_DRAWABLE:
- if (!texture->swapchain && wined3d_settings.always_offscreen)
+ if (!texture->swapchain && wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER)
ERR("Texture %p does not have a drawable.\n", texture);
return TRUE;
diff --git a/dlls/wined3d/wined3d_main.c b/dlls/wined3d/wined3d_main.c
index eb566bc..442a970 100644
--- a/dlls/wined3d/wined3d_main.c
+++ b/dlls/wined3d/wined3d_main.c
@@ -82,7 +82,6 @@ struct wined3d_settings wined3d_settings =
TRUE, /* Multisampling enabled by default. */
~0u, /* Don't force a specific sample count by default. */
FALSE, /* No strict draw ordering. */
- TRUE, /* Don't try to render onscreen by default. */
FALSE, /* Don't range check relative addressing indices in float constants. */
~0U, /* No VS shader model limit by default. */
~0U, /* No HS shader model limit by default. */
@@ -304,12 +303,6 @@ static BOOL wined3d_dll_init(HINSTANCE hInstDLL)
TRACE("Enforcing strict draw ordering.\n");
wined3d_settings.strict_draw_ordering = TRUE;
}
- if (!get_config_key(hkey, appkey, "AlwaysOffscreen", buffer, size)
- && !strcmp(buffer,"disabled"))
- {
- TRACE("Not always rendering backbuffers offscreen.\n");
- wined3d_settings.always_offscreen = FALSE;
- }
if (!get_config_key(hkey, appkey, "CheckFloatConstants", buffer, size)
&& !strcmp(buffer, "enabled"))
{
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 6b28a3e..98b6522 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -298,7 +298,6 @@ struct wined3d_settings
int allow_multisampling;
unsigned int sample_count;
BOOL strict_draw_ordering;
- BOOL always_offscreen;
BOOL check_float_constants;
unsigned int max_sm_vs;
unsigned int max_sm_hs;
--
2.1.4
More information about the wine-patches
mailing list