d3d11: Mind DSV flags when checking for conflicting SRV.

Fixes a regression introduced by commit 3f698b950f.

Signed-off-by: Paul Gofman <gofmanp@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Paul Gofman 2019-10-31 16:23:40 +03:00 committed by Alexandre Julliard
parent 47fdb6d914
commit 600f39d4ad
7 changed files with 41 additions and 13 deletions

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@ -1216,6 +1216,11 @@ static void wined3d_depth_stencil_view_desc_from_d3d11(struct wined3d_view_desc
FIXME("Unhandled depth stencil view flags %#x.\n", desc->Flags);
wined3d_desc->flags = 0;
if (desc->Flags & D3D11_DSV_READ_ONLY_DEPTH)
wined3d_desc->flags |= WINED3D_VIEW_READ_ONLY_DEPTH;
if (desc->Flags & D3D11_DSV_READ_ONLY_STENCIL)
wined3d_desc->flags |= WINED3D_VIEW_READ_ONLY_STENCIL;
wined3d_desc->u.texture.level_count = 1;
switch (desc->ViewDimension)
{

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@ -3696,7 +3696,7 @@ static void context_preload_texture(struct wined3d_context *context,
if (!(texture = state->textures[idx]))
return;
if (wined3d_resource_check_fbo_attached(state, &texture->resource))
if (wined3d_resource_check_fbo_attached(state, &texture->resource, NULL))
context->uses_fbo_attached_resources = 1;
wined3d_texture_load(texture, context, is_srgb_enabled(state->sampler_states[idx]));

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@ -2239,7 +2239,7 @@ static void wined3d_device_set_shader_resource_view(struct wined3d_device *devic
if (view == prev)
return;
if (view && wined3d_resource_check_fbo_attached(&device->state, view->resource))
if (view && wined3d_resource_check_fbo_attached(&device->state, view->resource, view->format))
{
WARN("Application is trying to bind resource which is attached as render target.\n");
view = NULL;
@ -4991,7 +4991,7 @@ struct wined3d_rendertarget_view * CDECL wined3d_device_get_depth_stencil_view(c
}
static void wined3d_unbind_srv_for_rtv(struct wined3d_device *device,
const struct wined3d_rendertarget_view *view)
const struct wined3d_rendertarget_view *view, BOOL dsv)
{
if (view && view->resource->srv_bind_count_device)
{
@ -5003,7 +5003,8 @@ static void wined3d_unbind_srv_for_rtv(struct wined3d_device *device,
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
if ((srv = device->state.shader_resource_view[i][j]) && srv->resource == resource)
if ((srv = device->state.shader_resource_view[i][j]) && srv->resource == resource
&& (!dsv || wined3d_dsv_srv_conflict(view, srv->format)))
wined3d_device_set_shader_resource_view(device, i, j, NULL);
}
}
@ -5066,7 +5067,7 @@ HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device
if (prev)
wined3d_rendertarget_view_decref(prev);
wined3d_unbind_srv_for_rtv(device, view);
wined3d_unbind_srv_for_rtv(device, view, FALSE);
return WINED3D_OK;
}
@ -5098,7 +5099,7 @@ HRESULT CDECL wined3d_device_set_depth_stencil_view(struct wined3d_device *devic
if (prev)
wined3d_rendertarget_view_decref(prev);
wined3d_unbind_srv_for_rtv(device, view);
wined3d_unbind_srv_for_rtv(device, view, TRUE);
return WINED3D_OK;
}

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@ -3785,18 +3785,27 @@ static BOOL init_typeless_formats(const struct wined3d_adapter *adapter)
typeless_format->flags[j] &= ~(WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
}
if ((format_id = typeless_depth_stencil_formats[i].depth_view_id)
&& typeless_depth_stencil_formats[i].separate_depth_view_format)
if ((format_id = typeless_depth_stencil_formats[i].depth_view_id))
{
if (!(depth_view_format = get_format_internal(adapter, format_id)))
return FALSE;
copy_format(adapter, depth_view_format, ds_format);
if (typeless_depth_stencil_formats[i].separate_depth_view_format)
{
copy_format(adapter, depth_view_format, ds_format);
depth_view_format->stencil_size = 0;
}
else
{
depth_view_format->depth_size = ds_format->depth_size;
}
}
if ((format_id = typeless_depth_stencil_formats[i].stencil_view_id))
{
if (!(stencil_view_format = get_format_internal(adapter, format_id)))
return FALSE;
copy_format(adapter, stencil_view_format, ds_format);
if (typeless_depth_stencil_formats[i].separate_depth_view_format)
stencil_view_format->depth_size = 0;
}
}

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@ -65,11 +65,13 @@ static GLenum get_texture_view_target(const struct wined3d_gl_info *gl_info,
{GL_TEXTURE_1D_ARRAY, 0, GL_TEXTURE_1D},
{GL_TEXTURE_1D_ARRAY, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_1D_ARRAY},
};
unsigned int flags = desc->flags & (WINED3D_VIEW_BUFFER_RAW | WINED3D_VIEW_BUFFER_APPEND
| WINED3D_VIEW_BUFFER_COUNTER | WINED3D_VIEW_TEXTURE_CUBE | WINED3D_VIEW_TEXTURE_ARRAY);
unsigned int i;
for (i = 0; i < ARRAY_SIZE(view_types); ++i)
{
if (view_types[i].texture_target != texture_gl->target || view_types[i].view_flags != desc->flags)
if (view_types[i].texture_target != texture_gl->target || view_types[i].view_flags != flags)
continue;
if (gl_info->supported[view_types[i].extension])
return view_types[i].view_target;
@ -77,7 +79,7 @@ static GLenum get_texture_view_target(const struct wined3d_gl_info *gl_info,
FIXME("Extension %#x not supported.\n", view_types[i].extension);
}
FIXME("Unhandled view flags %#x for texture target %#x.\n", desc->flags, texture_gl->target);
FIXME("Unhandled view flags %#x for texture target %#x.\n", flags, texture_gl->target);
return texture_gl->target;
}

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@ -5289,14 +5289,23 @@ static inline void wined3d_context_copy_bo_address(struct wined3d_context *conte
dst, dst_bind_flags, src, src_bind_flags, size);
}
static inline BOOL wined3d_dsv_srv_conflict(const struct wined3d_rendertarget_view *dsv,
const struct wined3d_format *srv_format)
{
return srv_format && ((srv_format->depth_size && !(dsv->desc.flags & WINED3D_VIEW_READ_ONLY_DEPTH))
|| (srv_format->stencil_size && !(dsv->desc.flags & WINED3D_VIEW_READ_ONLY_STENCIL)));
}
static inline BOOL wined3d_resource_check_fbo_attached(const struct wined3d_state *state,
const struct wined3d_resource *resource)
const struct wined3d_resource *resource, const struct wined3d_format *srv_format)
{
struct wined3d_rendertarget_view * const *rts = &state->fb->render_targets[0];
const struct wined3d_rendertarget_view *dsv;
unsigned int i;
if ((resource->bind_flags & WINED3D_BIND_DEPTH_STENCIL)
&& state->fb->depth_stencil && state->fb->depth_stencil->resource == resource)
&& (dsv = state->fb->depth_stencil) && dsv->resource == resource
&& wined3d_dsv_srv_conflict(dsv, srv_format))
return TRUE;
if (!(resource->bind_flags & WINED3D_BIND_RENDER_TARGET))

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@ -1579,6 +1579,8 @@ enum wined3d_shader_type
#define WINED3D_VIEW_BUFFER_COUNTER 0x00000004
#define WINED3D_VIEW_TEXTURE_CUBE 0x00000008
#define WINED3D_VIEW_TEXTURE_ARRAY 0x00000010
#define WINED3D_VIEW_READ_ONLY_DEPTH 0x00000020
#define WINED3D_VIEW_READ_ONLY_STENCIL 0x00000040
#define WINED3D_MAX_VIEWPORTS 16