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