wined3d: Move loading from CLEARED into the texture_load_location op.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -840,19 +840,6 @@ BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
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}
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else
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{
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if (current & WINED3D_LOCATION_CLEARED)
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{
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struct wined3d_bo_address addr;
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/* FIXME: Clear textures on the GPU if possible. */
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if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, WINED3D_LOCATION_SYSMEM))
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return FALSE;
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wined3d_texture_get_bo_address(texture, sub_resource_idx, &addr, WINED3D_LOCATION_SYSMEM);
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memset(addr.addr, 0, texture->sub_resources[sub_resource_idx].size);
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wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_SYSMEM);
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}
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ret = texture->texture_ops->texture_load_location(texture, sub_resource_idx, context, location);
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}
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@ -3345,12 +3332,26 @@ static BOOL wined3d_texture_gl_prepare_location(struct wined3d_texture *texture,
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static BOOL wined3d_texture_gl_load_location(struct wined3d_texture *texture,
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unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
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{
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struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
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struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture);
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struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
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TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
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texture, sub_resource_idx, context, wined3d_debug_location(location));
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if (sub_resource->locations & WINED3D_LOCATION_CLEARED)
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{
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struct wined3d_bo_address addr;
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/* FIXME: Clear textures on the GPU if possible. */
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if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, WINED3D_LOCATION_SYSMEM))
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return FALSE;
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wined3d_texture_get_bo_address(texture, sub_resource_idx, &addr, WINED3D_LOCATION_SYSMEM);
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memset(addr.addr, 0, sub_resource->size);
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wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_SYSMEM);
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}
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if (!wined3d_texture_gl_prepare_location(texture, sub_resource_idx, context, location))
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return FALSE;
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@ -5181,6 +5182,20 @@ static BOOL wined3d_texture_vk_load_texture(struct wined3d_texture_vk *texture_v
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struct wined3d_box src_box;
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sub_resource = &texture_vk->t.sub_resources[sub_resource_idx];
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if (sub_resource->locations & WINED3D_LOCATION_CLEARED)
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{
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struct wined3d_bo_address addr;
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/* FIXME: Clear textures on the GPU if possible. */
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if (!wined3d_texture_prepare_location(&texture_vk->t, sub_resource_idx, context, WINED3D_LOCATION_SYSMEM))
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return FALSE;
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wined3d_texture_get_bo_address(&texture_vk->t, sub_resource_idx, &addr, WINED3D_LOCATION_SYSMEM);
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memset(addr.addr, 0, sub_resource->size);
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wined3d_texture_validate_location(&texture_vk->t, sub_resource_idx, WINED3D_LOCATION_SYSMEM);
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}
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if (!(sub_resource->locations & wined3d_texture_sysmem_locations))
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{
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ERR("Unimplemented load from %s.\n", wined3d_debug_location(sub_resource->locations));
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