wined3d: Set the surface location to SFLAG_INSYSMEM for depth stencils on Reset.
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@ -7048,8 +7048,12 @@ static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, WINED3DPRESENT_PARAM
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surface->resource.allocatedMemory = NULL;
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surface->resource.heapMemory = NULL;
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surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width;
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/* INDRAWABLE is a sane place for implicit targets / depth stencil after the reset */
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/* INDRAWABLE is a sane place for implicit targets after the reset, INSYSMEM is more appropriate for depth stencils. */
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if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
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IWineD3DSurface_ModifyLocation((IWineD3DSurface *) surface, SFLAG_INSYSMEM, TRUE);
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} else {
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IWineD3DSurface_ModifyLocation((IWineD3DSurface *) surface, SFLAG_INDRAWABLE, TRUE);
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}
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}
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static HRESULT WINAPI reset_unload_resources(IWineD3DResource *resource, void *data) {
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@ -572,7 +572,11 @@ static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
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* uninitialized drawable. That's pointless and we'd have to allocate the texture /
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* sysmem copy here.
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*/
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if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
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IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
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} else {
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IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
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}
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} else {
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/* Load the surface into system memory */
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IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
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