wined3d: Get rid of the "ds_current_size" field from struct wined3d_surface.
This should be unused now that surface_load_ds_location() is gone. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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adf8493566
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35e651caf1
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@ -632,7 +632,7 @@ static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs *cs, const
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if (prev_surface && (device->swapchains[0]->desc.flags & WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
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|| prev_surface->container->flags & WINED3D_TEXTURE_DISCARD))
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{
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surface_modify_ds_location(prev_surface, WINED3D_LOCATION_DISCARDED, prev->width, prev->height);
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surface_modify_ds_location(prev_surface, WINED3D_LOCATION_DISCARDED);
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if (prev_surface == device->onscreen_depth_stencil)
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{
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wined3d_texture_decref(device->onscreen_depth_stencil->container);
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@ -205,9 +205,7 @@ void device_switch_onscreen_ds(struct wined3d_device *device,
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{
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surface_load_location(device->onscreen_depth_stencil, context, WINED3D_LOCATION_TEXTURE_RGB);
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surface_modify_ds_location(device->onscreen_depth_stencil, WINED3D_LOCATION_TEXTURE_RGB,
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device->onscreen_depth_stencil->ds_current_size.cx,
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device->onscreen_depth_stencil->ds_current_size.cy);
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surface_modify_ds_location(device->onscreen_depth_stencil, WINED3D_LOCATION_TEXTURE_RGB);
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wined3d_texture_decref(device->onscreen_depth_stencil->container);
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}
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device->onscreen_depth_stencil = depth_stencil;
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@ -231,62 +229,6 @@ static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw
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return TRUE;
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}
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static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
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DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect)
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{
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struct wined3d_texture_sub_resource *sub_resource = surface_get_sub_resource(ds);
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RECT current_rect, r;
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if (sub_resource->locations & WINED3D_LOCATION_DISCARDED)
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{
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/* Depth buffer was discarded, make it entirely current in its new location since
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* there is no other place where we would get data anyway. */
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SetRect(out_rect, 0, 0,
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wined3d_texture_get_level_width(ds->container, ds->texture_level),
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wined3d_texture_get_level_height(ds->container, ds->texture_level));
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return;
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}
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if (sub_resource->locations & location)
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SetRect(¤t_rect, 0, 0,
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ds->ds_current_size.cx,
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ds->ds_current_size.cy);
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else
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SetRectEmpty(¤t_rect);
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IntersectRect(&r, draw_rect, ¤t_rect);
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if (EqualRect(&r, draw_rect))
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{
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/* current_rect ⊇ draw_rect, modify only. */
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SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
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return;
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}
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if (EqualRect(&r, ¤t_rect))
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{
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/* draw_rect ⊇ current_rect, test if we're doing a full clear. */
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if (!rect_count)
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{
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/* Full clear, modify only. */
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*out_rect = *draw_rect;
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return;
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}
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IntersectRect(&r, draw_rect, clear_rect);
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if (EqualRect(&r, draw_rect))
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{
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/* clear_rect ⊇ draw_rect, modify only. */
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*out_rect = *draw_rect;
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return;
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}
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}
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/* Full load. */
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surface_load_location(ds, context, location);
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SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
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}
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void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
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UINT rect_count, const RECT *clear_rect, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
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float depth, DWORD stencil)
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@ -303,7 +245,6 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
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GLbitfield clear_mask = 0;
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BOOL render_offscreen;
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unsigned int i;
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RECT ds_rect = {0};
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context = context_acquire(device, target);
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if (!context->valid)
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@ -361,8 +302,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
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if (!render_offscreen && depth_stencil != device->onscreen_depth_stencil)
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device_switch_onscreen_ds(device, context, depth_stencil);
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prepare_ds_clear(depth_stencil, context, location,
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draw_rect, rect_count, clear_rect, &ds_rect);
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surface_load_location(depth_stencil, context, location);
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}
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if (!context_apply_clear_state(context, state, rt_count, fb))
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@ -391,7 +331,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
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{
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DWORD location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
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surface_modify_ds_location(depth_stencil, location, ds_rect.right, ds_rect.bottom);
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surface_modify_ds_location(depth_stencil, location);
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gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
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@ -467,23 +467,10 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
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if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
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{
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RECT current_rect, draw_rect, r;
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if (!context->render_offscreen && ds != device->onscreen_depth_stencil)
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device_switch_onscreen_ds(device, context, ds);
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if (surface_get_sub_resource(ds)->locations & location)
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SetRect(¤t_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
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else
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SetRectEmpty(¤t_rect);
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wined3d_get_draw_rect(state, &draw_rect);
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IntersectRect(&r, &draw_rect, ¤t_rect);
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if (!EqualRect(&r, &draw_rect))
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wined3d_texture_load_location(ds->container, dsv->sub_resource_idx, context, location);
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else
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wined3d_texture_prepare_location(ds->container, dsv->sub_resource_idx, context, location);
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wined3d_texture_load_location(ds->container, dsv->sub_resource_idx, context, location);
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}
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else
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wined3d_texture_prepare_location(ds->container, dsv->sub_resource_idx, context, location);
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@ -501,7 +488,7 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
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struct wined3d_surface *ds = wined3d_rendertarget_view_get_surface(fb->depth_stencil);
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DWORD location = context->render_offscreen ? ds->container->resource.draw_binding : WINED3D_LOCATION_DRAWABLE;
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surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
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surface_modify_ds_location(ds, location);
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}
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if ((!gl_info->supported[WINED3D_GL_VERSION_2_0]
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@ -720,8 +720,7 @@ static HRESULT wined3d_surface_depth_blt(struct wined3d_surface *src_surface, DW
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surface_depth_blt_fbo(device, src_surface, src_location, src_rect, dst_surface, dst_location, dst_rect);
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surface_modify_ds_location(dst_surface, dst_location,
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dst_surface->ds_current_size.cx, dst_surface->ds_current_size.cy);
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surface_modify_ds_location(dst_surface, dst_location);
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return WINED3D_OK;
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}
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@ -2489,17 +2488,14 @@ static HRESULT surface_blt_special(struct wined3d_surface *dst_surface, const RE
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return WINED3DERR_INVALIDCALL;
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}
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void surface_modify_ds_location(struct wined3d_surface *surface,
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DWORD location, UINT w, UINT h)
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void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location)
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{
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struct wined3d_texture *texture = surface->container;
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unsigned int sub_resource_idx;
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TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
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TRACE("surface %p, new location %#x.\n", surface, location);
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sub_resource_idx = surface_get_sub_resource_idx(surface);
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surface->ds_current_size.cx = w;
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surface->ds_current_size.cy = h;
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wined3d_texture_validate_location(texture, sub_resource_idx, location);
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wined3d_texture_invalidate_location(texture, sub_resource_idx, ~location);
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}
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@ -2827,17 +2823,12 @@ HRESULT surface_load_location(struct wined3d_surface *surface, struct wined3d_co
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unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
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struct wined3d_texture *texture = surface->container;
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struct wined3d_texture_sub_resource *sub_resource;
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unsigned int surface_w, surface_h;
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HRESULT hr;
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TRACE("surface %p, location %s.\n", surface, wined3d_debug_location(location));
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surface_w = wined3d_texture_get_level_width(texture, surface->texture_level);
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surface_h = wined3d_texture_get_level_height(texture, surface->texture_level);
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sub_resource = &texture->sub_resources[sub_resource_idx];
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if (sub_resource->locations & location && (!(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
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|| (surface->ds_current_size.cx == surface_w && surface->ds_current_size.cy == surface_h)))
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if (sub_resource->locations & location)
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{
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TRACE("Location (%#x) is already up to date.\n", location);
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return WINED3D_OK;
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@ -2907,12 +2898,6 @@ HRESULT surface_load_location(struct wined3d_surface *surface, struct wined3d_co
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done:
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wined3d_texture_validate_location(texture, sub_resource_idx, location);
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if (texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
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{
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surface->ds_current_size.cx = surface_w;
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surface->ds_current_size.cy = surface_h;
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}
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return WINED3D_OK;
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}
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@ -622,8 +622,7 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain,
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if (ds && (swapchain->desc.flags & WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
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|| ds->container->flags & WINED3D_TEXTURE_DISCARD))
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{
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surface_modify_ds_location(ds, WINED3D_LOCATION_DISCARDED,
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fb->depth_stencil->width, fb->depth_stencil->height);
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surface_modify_ds_location(ds, WINED3D_LOCATION_DISCARDED);
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if (ds == swapchain->device->onscreen_depth_stencil)
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{
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wined3d_texture_decref(swapchain->device->onscreen_depth_stencil->container);
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@ -2940,7 +2940,6 @@ struct wined3d_surface
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struct list renderbuffers;
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const struct wined3d_renderbuffer_entry *current_renderbuffer;
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SIZE ds_current_size;
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/* DirectDraw Overlay handling */
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RECT overlay_srcrect;
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@ -2984,7 +2983,7 @@ void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb,
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struct wined3d_context *context) DECLSPEC_HIDDEN;
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HRESULT surface_load_location(struct wined3d_surface *surface,
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struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
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void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
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void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
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void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
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const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
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void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
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