d3d11: Use proper bind flags for swapchain textures.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -8758,13 +8758,13 @@ static void test_swapchain_flip(void)
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ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
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ID3D10Texture2D_GetDesc(backbuffer_0, &texture_desc);
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ID3D10Texture2D_GetDesc(backbuffer_0, &texture_desc);
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todo_wine ok((texture_desc.BindFlags & (D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE))
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ok((texture_desc.BindFlags & (D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE))
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== (D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE),
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== (D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE),
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"Got unexpected bind flags %x.\n", texture_desc.BindFlags);
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"Got unexpected bind flags %x.\n", texture_desc.BindFlags);
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ok(texture_desc.Usage == D3D10_USAGE_DEFAULT, "Got unexpected usage %u.\n", texture_desc.Usage);
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ok(texture_desc.Usage == D3D10_USAGE_DEFAULT, "Got unexpected usage %u.\n", texture_desc.Usage);
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ID3D10Texture2D_GetDesc(backbuffer_1, &texture_desc);
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ID3D10Texture2D_GetDesc(backbuffer_1, &texture_desc);
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todo_wine ok((texture_desc.BindFlags & (D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE))
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ok((texture_desc.BindFlags & (D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE))
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== (D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE),
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== (D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE),
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"Got unexpected bind flags %x.\n", texture_desc.BindFlags);
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"Got unexpected bind flags %x.\n", texture_desc.BindFlags);
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ok(texture_desc.Usage == D3D10_USAGE_DEFAULT, "Got unexpected usage %u.\n", texture_desc.Usage);
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ok(texture_desc.Usage == D3D10_USAGE_DEFAULT, "Got unexpected usage %u.\n", texture_desc.Usage);
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@ -67,6 +67,7 @@ void d3d11_primitive_topology_from_wined3d_primitive_type(enum wined3d_primitive
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void wined3d_primitive_type_from_d3d11_primitive_topology(D3D11_PRIMITIVE_TOPOLOGY topology,
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void wined3d_primitive_type_from_d3d11_primitive_topology(D3D11_PRIMITIVE_TOPOLOGY topology,
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enum wined3d_primitive_type *type, unsigned int *patch_vertex_count) DECLSPEC_HIDDEN;
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enum wined3d_primitive_type *type, unsigned int *patch_vertex_count) DECLSPEC_HIDDEN;
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unsigned int wined3d_getdata_flags_from_d3d11_async_getdata_flags(unsigned int d3d11_flags) DECLSPEC_HIDDEN;
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unsigned int wined3d_getdata_flags_from_d3d11_async_getdata_flags(unsigned int d3d11_flags) DECLSPEC_HIDDEN;
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UINT d3d11_bind_flags_from_wined3d_usage(DWORD wined3d_usage) DECLSPEC_HIDDEN;
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DWORD wined3d_usage_from_d3d11(UINT bind_flags, enum D3D11_USAGE usage) DECLSPEC_HIDDEN;
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DWORD wined3d_usage_from_d3d11(UINT bind_flags, enum D3D11_USAGE usage) DECLSPEC_HIDDEN;
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struct wined3d_resource *wined3d_resource_from_d3d11_resource(ID3D11Resource *resource) DECLSPEC_HIDDEN;
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struct wined3d_resource *wined3d_resource_from_d3d11_resource(ID3D11Resource *resource) DECLSPEC_HIDDEN;
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struct wined3d_resource *wined3d_resource_from_d3d10_resource(ID3D10Resource *resource) DECLSPEC_HIDDEN;
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struct wined3d_resource *wined3d_resource_from_d3d10_resource(ID3D10Resource *resource) DECLSPEC_HIDDEN;
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@ -5771,11 +5771,8 @@ static HRESULT CDECL device_parent_create_swapchain_texture(struct wined3d_devic
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D3D11_TEXTURE2D_DESC desc;
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D3D11_TEXTURE2D_DESC desc;
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HRESULT hr;
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HRESULT hr;
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FIXME("device_parent %p, container_parent %p, wined3d_desc %p, texture flags %#x, "
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TRACE("device_parent %p, container_parent %p, wined3d_desc %p, texture_flags %#x, wined3d_texture %p.\n",
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"wined3d_texture %p partial stub!\n", device_parent, container_parent,
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device_parent, container_parent, wined3d_desc, texture_flags, wined3d_texture);
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wined3d_desc, texture_flags, wined3d_texture);
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FIXME("Implement DXGI<->wined3d usage conversion.\n");
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desc.Width = wined3d_desc->width;
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desc.Width = wined3d_desc->width;
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desc.Height = wined3d_desc->height;
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desc.Height = wined3d_desc->height;
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@ -5785,7 +5782,7 @@ static HRESULT CDECL device_parent_create_swapchain_texture(struct wined3d_devic
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desc.SampleDesc.Count = wined3d_desc->multisample_type ? wined3d_desc->multisample_type : 1;
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desc.SampleDesc.Count = wined3d_desc->multisample_type ? wined3d_desc->multisample_type : 1;
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desc.SampleDesc.Quality = wined3d_desc->multisample_quality;
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desc.SampleDesc.Quality = wined3d_desc->multisample_quality;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_RENDER_TARGET;
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desc.BindFlags = d3d11_bind_flags_from_wined3d_usage(wined3d_desc->usage);
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desc.CPUAccessFlags = 0;
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = 0;
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desc.MiscFlags = 0;
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@ -11265,13 +11265,13 @@ static void test_swapchain_flip(void)
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ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
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ID3D11Texture2D_GetDesc(backbuffer_0, &texture_desc);
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ID3D11Texture2D_GetDesc(backbuffer_0, &texture_desc);
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todo_wine ok((texture_desc.BindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE))
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ok((texture_desc.BindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE))
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== (D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE),
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== (D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE),
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"Got unexpected bind flags %x.\n", texture_desc.BindFlags);
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"Got unexpected bind flags %x.\n", texture_desc.BindFlags);
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ok(texture_desc.Usage == D3D11_USAGE_DEFAULT, "Got unexpected usage %u.\n", texture_desc.Usage);
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ok(texture_desc.Usage == D3D11_USAGE_DEFAULT, "Got unexpected usage %u.\n", texture_desc.Usage);
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ID3D11Texture2D_GetDesc(backbuffer_1, &texture_desc);
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ID3D11Texture2D_GetDesc(backbuffer_1, &texture_desc);
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todo_wine ok((texture_desc.BindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE))
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ok((texture_desc.BindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE))
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== (D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE),
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== (D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE),
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"Got unexpected bind flags %x.\n", texture_desc.BindFlags);
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"Got unexpected bind flags %x.\n", texture_desc.BindFlags);
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ok(texture_desc.Usage == D3D11_USAGE_DEFAULT, "Got unexpected usage %u.\n", texture_desc.Usage);
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ok(texture_desc.Usage == D3D11_USAGE_DEFAULT, "Got unexpected usage %u.\n", texture_desc.Usage);
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@ -438,6 +438,21 @@ unsigned int wined3d_getdata_flags_from_d3d11_async_getdata_flags(unsigned int d
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return WINED3DGETDATA_FLUSH;
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return WINED3DGETDATA_FLUSH;
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}
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}
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UINT d3d11_bind_flags_from_wined3d_usage(DWORD wined3d_usage)
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{
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UINT bind_flags = 0;
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if (wined3d_usage & WINED3DUSAGE_TEXTURE)
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bind_flags |= D3D11_BIND_SHADER_RESOURCE;
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if (wined3d_usage & WINED3DUSAGE_RENDERTARGET)
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bind_flags |= D3D11_BIND_RENDER_TARGET;
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wined3d_usage &= ~(WINED3DUSAGE_TEXTURE | WINED3DUSAGE_RENDERTARGET);
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if (wined3d_usage)
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FIXME("Unhandled wined3d usage %#x.\n", wined3d_usage);
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return bind_flags;
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}
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DWORD wined3d_usage_from_d3d11(UINT bind_flags, enum D3D11_USAGE usage)
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DWORD wined3d_usage_from_d3d11(UINT bind_flags, enum D3D11_USAGE usage)
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{
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{
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static const DWORD handled = D3D11_BIND_SHADER_RESOURCE
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static const DWORD handled = D3D11_BIND_SHADER_RESOURCE
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