wined3d: Clear GL texture using glClear() if possible in wined3d_texture_gl_load_location().

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2022-04-22 15:42:57 -05:00 committed by Alexandre Julliard
parent e7d86d9c6e
commit 43e151f8bc
1 changed files with 93 additions and 13 deletions

View File

@ -3328,6 +3328,90 @@ static BOOL wined3d_texture_gl_prepare_location(struct wined3d_texture *texture,
}
}
static bool use_ffp_clear(const struct wined3d_texture *texture, unsigned int location)
{
if (location == WINED3D_LOCATION_DRAWABLE)
return true;
/* If we are not using FBOs (and not rendering to the drawable), always
* upload. The upload should always succeed in this case; we cannot have
* ARB_texture_multisample without ARB_framebuffer_object. */
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
return false;
if (location == WINED3D_LOCATION_TEXTURE_RGB
&& !(texture->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE))
return false;
if (location == WINED3D_LOCATION_TEXTURE_SRGB
&& !(texture->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB))
return false;
return location & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED
| WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
}
static bool wined3d_texture_gl_clear(struct wined3d_texture *texture,
unsigned int sub_resource_idx, struct wined3d_context_gl *context_gl, unsigned int location)
{
struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
const struct wined3d_format *format = texture->resource.format;
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
struct wined3d_bo_address addr;
if (use_ffp_clear(texture, location))
{
GLbitfield clear_mask = 0;
context_gl_apply_texture_draw_state(context_gl, texture, sub_resource_idx, location);
gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
context_invalidate_state(&context_gl->c, STATE_RASTERIZER);
if (format->depth_size)
{
gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
context_invalidate_state(&context_gl->c, STATE_DEPTH_STENCIL);
if (gl_info->supported[ARB_ES2_COMPATIBILITY])
GL_EXTCALL(glClearDepthf(0.0f));
else
gl_info->gl_ops.gl.p_glClearDepth(0.0);
clear_mask |= GL_DEPTH_BUFFER_BIT;
}
if (format->stencil_size)
{
if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
gl_info->gl_ops.gl.p_glStencilMask(~0u);
context_invalidate_state(&context_gl->c, STATE_DEPTH_STENCIL);
gl_info->gl_ops.gl.p_glClearStencil(0);
clear_mask |= GL_STENCIL_BUFFER_BIT;
}
if (!format->depth_size && !format->stencil_size)
{
gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
context_invalidate_state(&context_gl->c, STATE_BLEND);
gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
clear_mask |= GL_COLOR_BUFFER_BIT;
}
gl_info->gl_ops.gl.p_glClear(clear_mask);
checkGLcall("clear texture");
wined3d_texture_validate_location(texture, sub_resource_idx, location);
return true;
}
if (!wined3d_texture_prepare_location(texture, sub_resource_idx, &context_gl->c, WINED3D_LOCATION_SYSMEM))
return false;
wined3d_texture_get_bo_address(texture, sub_resource_idx, &addr, WINED3D_LOCATION_SYSMEM);
memset(addr.addr, 0, sub_resource->size);
wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_SYSMEM);
return true;
}
/* Context activation is done by the caller. */
static BOOL wined3d_texture_gl_load_location(struct wined3d_texture *texture,
unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
@ -3339,22 +3423,18 @@ static BOOL wined3d_texture_gl_load_location(struct wined3d_texture *texture,
TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
texture, sub_resource_idx, context, wined3d_debug_location(location));
if (sub_resource->locations & WINED3D_LOCATION_CLEARED)
{
struct wined3d_bo_address addr;
/* FIXME: Clear textures on the GPU if possible. */
if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, WINED3D_LOCATION_SYSMEM))
return FALSE;
wined3d_texture_get_bo_address(texture, sub_resource_idx, &addr, WINED3D_LOCATION_SYSMEM);
memset(addr.addr, 0, sub_resource->size);
wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_SYSMEM);
}
if (!wined3d_texture_gl_prepare_location(texture, sub_resource_idx, context, location))
return FALSE;
if (sub_resource->locations & WINED3D_LOCATION_CLEARED)
{
if (!wined3d_texture_gl_clear(texture, sub_resource_idx, context_gl, location))
return FALSE;
if (sub_resource->locations & location)
return TRUE;
}
switch (location)
{
case WINED3D_LOCATION_SYSMEM: