wined3d: Discard depth stencils on unload.
Doing so is equivalent of setting WINED3D_LOCATION_DISCARDED when creating new depth stencil surfaces. It will only happen on the implicit depth stencil. Signed-off-by: Stefan Dösinger <stefan@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1149,10 +1149,18 @@ static void surface_unload(struct wined3d_resource *resource)
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* but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
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* or the depth stencil into an FBO the texture or render buffer will be removed
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* and all flags get lost */
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surface_prepare_system_memory(surface);
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memset(surface->resource.heap_memory, 0, surface->resource.size);
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surface_validate_location(surface, WINED3D_LOCATION_SYSMEM);
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surface_invalidate_location(surface, ~WINED3D_LOCATION_SYSMEM);
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if (resource->usage & WINED3DUSAGE_DEPTHSTENCIL)
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{
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surface_validate_location(surface, WINED3D_LOCATION_DISCARDED);
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surface_invalidate_location(surface, ~WINED3D_LOCATION_DISCARDED);
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}
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else
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{
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surface_prepare_system_memory(surface);
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memset(surface->resource.heap_memory, 0, surface->resource.size);
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surface_validate_location(surface, WINED3D_LOCATION_SYSMEM);
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surface_invalidate_location(surface, ~WINED3D_LOCATION_SYSMEM);
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}
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/* We also get here when the ddraw swapchain is destroyed, for example
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* for a mode switch. In this case this surface won't necessarily be
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