wined3d: Shadow format flags in wined3d_rendertarget_view.
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a457b5e069
commit
4fbaab2020
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@ -2344,8 +2344,8 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
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memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
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if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && state->render_states[WINED3D_RS_SRGBWRITEENABLE])
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{
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const struct wined3d_format *rt_format = state->fb->render_targets[0]->format;
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if (rt_format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
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unsigned int rt_fmt_flags = state->fb->render_targets[0]->format_flags;
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if (rt_fmt_flags & WINED3DFMT_FLAG_SRGB_WRITE)
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{
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static unsigned int warned = 0;
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@ -368,6 +368,7 @@ static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_fo
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static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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{
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const struct wined3d_format *rt_format = state->fb->render_targets[0]->format;
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unsigned int rt_fmt_flags = state->fb->render_targets[0]->format_flags;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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GLenum srcBlend, dstBlend;
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enum wined3d_blend d3d_blend;
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@ -381,7 +382,7 @@ static void state_blend(struct wined3d_context *context, const struct wined3d_st
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/* Disable blending in all cases even without pixelshaders.
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* With blending on we could face a big performance penalty.
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* The d3d9 visual test confirms the behavior. */
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if (context->render_offscreen && !(rt_format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
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if (context->render_offscreen && !(rt_fmt_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
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{
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gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
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checkGLcall("glDisable GL_BLEND");
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@ -4899,13 +4900,12 @@ static void psorigin(struct wined3d_context *context, const struct wined3d_state
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void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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{
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const struct wined3d_format *rt_format = state->fb->render_targets[0]->format;
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unsigned int rt_fmt_flags = state->fb->render_targets[0]->format_flags;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
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if (state->render_states[WINED3D_RS_SRGBWRITEENABLE]
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&& rt_format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
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if (state->render_states[WINED3D_RS_SRGBWRITEENABLE] && rt_fmt_flags & WINED3DFMT_FLAG_SRGB_WRITE)
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gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
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else
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gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
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@ -3686,7 +3686,7 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
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unsigned int i;
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DWORD ttff;
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DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
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const struct wined3d_format *rt_format = state->fb->render_targets[0]->format;
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unsigned int rt_fmt_flags = state->fb->render_targets[0]->format_flags;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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@ -3902,7 +3902,7 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
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}
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if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB]
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&& state->render_states[WINED3D_RS_SRGBWRITEENABLE]
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&& rt_format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
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&& rt_fmt_flags & WINED3DFMT_FLAG_SRGB_WRITE)
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{
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settings->sRGB_write = 1;
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} else {
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@ -101,6 +101,7 @@ static void wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *vie
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view->parent_ops = parent_ops;
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view->format = wined3d_get_format(gl_info, desc->format_id);
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view->format_flags = view->format->flags;
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if (resource->type == WINED3D_RTYPE_BUFFER)
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{
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view->sub_resource_idx = 0;
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@ -2692,6 +2692,7 @@ struct wined3d_rendertarget_view
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const struct wined3d_parent_ops *parent_ops;
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const struct wined3d_format *format;
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unsigned int format_flags;
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unsigned int sub_resource_idx;
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unsigned int buffer_offset;
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