wined3d: Do not iterate over multiple layers when clearing 3D UAVs.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=52390 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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@ -1504,11 +1504,20 @@ void wined3d_unordered_access_view_gl_clear(struct wined3d_unordered_access_view
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format_gl = wined3d_format_gl(resource->format);
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format_gl = wined3d_format_gl(resource->format);
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texture_gl = wined3d_texture_gl(texture_from_resource(resource));
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texture_gl = wined3d_texture_gl(texture_from_resource(resource));
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layer_count = view_gl->v.desc.u.texture.layer_count;
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level_count = view_gl->v.desc.u.texture.level_count;
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level_count = view_gl->v.desc.u.texture.level_count;
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base_layer = view_gl->v.desc.u.texture.layer_idx;
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base_level = view_gl->v.desc.u.texture.level_idx;
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base_level = view_gl->v.desc.u.texture.level_idx;
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if (resource->type == WINED3D_RTYPE_TEXTURE_3D)
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{
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layer_count = 1;
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base_layer = 0;
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}
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else
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{
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layer_count = view_gl->v.desc.u.texture.layer_count;
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base_layer = view_gl->v.desc.u.texture.layer_idx;
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}
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if (format_gl->f.byte_count <= 4 && !fp)
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if (format_gl->f.byte_count <= 4 && !fp)
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{
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{
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gl_format = format_gl->format;
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gl_format = format_gl->format;
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