wined3d: Use the resource access flags in ffp_blitter_use_cpu_clear().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2744,14 +2744,16 @@ static BOOL ffp_blitter_use_cpu_clear(struct wined3d_rendertarget_view *view)
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resource = view->resource;
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resource = view->resource;
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if (resource->type == WINED3D_RTYPE_BUFFER)
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if (resource->type == WINED3D_RTYPE_BUFFER)
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return resource->pool == WINED3D_POOL_SYSTEM_MEM;
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return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU);
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texture = texture_from_resource(resource);
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texture = texture_from_resource(resource);
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locations = texture->sub_resources[view->sub_resource_idx].locations;
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locations = texture->sub_resources[view->sub_resource_idx].locations;
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if (locations & (resource->map_binding | WINED3D_LOCATION_DISCARDED))
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if (locations & (resource->map_binding | WINED3D_LOCATION_DISCARDED))
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return resource->pool == WINED3D_POOL_SYSTEM_MEM || (texture->flags & WINED3D_TEXTURE_PIN_SYSMEM);
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return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU)
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|| (texture->flags & WINED3D_TEXTURE_PIN_SYSMEM);
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return resource->pool == WINED3D_POOL_SYSTEM_MEM && !(texture->flags & WINED3D_TEXTURE_CONVERTED);
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return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU)
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&& !(texture->flags & WINED3D_TEXTURE_CONVERTED);
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}
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}
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static void ffp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
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static void ffp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
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