d3d11: Mind DSV flags when checking for conflicting SRV.
Fixes a regression introduced by commit 3f698b950f
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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:
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47fdb6d914
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@ -1216,6 +1216,11 @@ static void wined3d_depth_stencil_view_desc_from_d3d11(struct wined3d_view_desc
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FIXME("Unhandled depth stencil view flags %#x.\n", desc->Flags);
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wined3d_desc->flags = 0;
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if (desc->Flags & D3D11_DSV_READ_ONLY_DEPTH)
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wined3d_desc->flags |= WINED3D_VIEW_READ_ONLY_DEPTH;
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if (desc->Flags & D3D11_DSV_READ_ONLY_STENCIL)
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wined3d_desc->flags |= WINED3D_VIEW_READ_ONLY_STENCIL;
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wined3d_desc->u.texture.level_count = 1;
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switch (desc->ViewDimension)
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{
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@ -3696,7 +3696,7 @@ static void context_preload_texture(struct wined3d_context *context,
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if (!(texture = state->textures[idx]))
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return;
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if (wined3d_resource_check_fbo_attached(state, &texture->resource))
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if (wined3d_resource_check_fbo_attached(state, &texture->resource, NULL))
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context->uses_fbo_attached_resources = 1;
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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
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if (view == prev)
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return;
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if (view && wined3d_resource_check_fbo_attached(&device->state, view->resource))
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if (view && wined3d_resource_check_fbo_attached(&device->state, view->resource, view->format))
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{
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WARN("Application is trying to bind resource which is attached as render target.\n");
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view = NULL;
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@ -4991,7 +4991,7 @@ struct wined3d_rendertarget_view * CDECL wined3d_device_get_depth_stencil_view(c
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}
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static void wined3d_unbind_srv_for_rtv(struct wined3d_device *device,
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const struct wined3d_rendertarget_view *view)
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const struct wined3d_rendertarget_view *view, BOOL dsv)
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{
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if (view && view->resource->srv_bind_count_device)
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{
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@ -5003,7 +5003,8 @@ static void wined3d_unbind_srv_for_rtv(struct wined3d_device *device,
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for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
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for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
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if ((srv = device->state.shader_resource_view[i][j]) && srv->resource == resource)
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if ((srv = device->state.shader_resource_view[i][j]) && srv->resource == resource
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&& (!dsv || wined3d_dsv_srv_conflict(view, srv->format)))
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wined3d_device_set_shader_resource_view(device, i, j, NULL);
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}
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}
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@ -5066,7 +5067,7 @@ HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device
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if (prev)
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wined3d_rendertarget_view_decref(prev);
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wined3d_unbind_srv_for_rtv(device, view);
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wined3d_unbind_srv_for_rtv(device, view, FALSE);
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return WINED3D_OK;
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}
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@ -5098,7 +5099,7 @@ HRESULT CDECL wined3d_device_set_depth_stencil_view(struct wined3d_device *devic
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if (prev)
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wined3d_rendertarget_view_decref(prev);
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wined3d_unbind_srv_for_rtv(device, view);
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wined3d_unbind_srv_for_rtv(device, view, TRUE);
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return WINED3D_OK;
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}
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@ -3785,18 +3785,27 @@ static BOOL init_typeless_formats(const struct wined3d_adapter *adapter)
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typeless_format->flags[j] &= ~(WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
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}
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if ((format_id = typeless_depth_stencil_formats[i].depth_view_id)
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&& typeless_depth_stencil_formats[i].separate_depth_view_format)
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if ((format_id = typeless_depth_stencil_formats[i].depth_view_id))
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{
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if (!(depth_view_format = get_format_internal(adapter, format_id)))
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return FALSE;
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if (typeless_depth_stencil_formats[i].separate_depth_view_format)
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{
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copy_format(adapter, depth_view_format, ds_format);
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depth_view_format->stencil_size = 0;
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}
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else
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{
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depth_view_format->depth_size = ds_format->depth_size;
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}
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}
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if ((format_id = typeless_depth_stencil_formats[i].stencil_view_id))
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{
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if (!(stencil_view_format = get_format_internal(adapter, format_id)))
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return FALSE;
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copy_format(adapter, stencil_view_format, ds_format);
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if (typeless_depth_stencil_formats[i].separate_depth_view_format)
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stencil_view_format->depth_size = 0;
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}
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}
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@ -65,11 +65,13 @@ static GLenum get_texture_view_target(const struct wined3d_gl_info *gl_info,
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{GL_TEXTURE_1D_ARRAY, 0, GL_TEXTURE_1D},
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{GL_TEXTURE_1D_ARRAY, WINED3D_VIEW_TEXTURE_ARRAY, GL_TEXTURE_1D_ARRAY},
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};
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unsigned int flags = desc->flags & (WINED3D_VIEW_BUFFER_RAW | WINED3D_VIEW_BUFFER_APPEND
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| WINED3D_VIEW_BUFFER_COUNTER | WINED3D_VIEW_TEXTURE_CUBE | WINED3D_VIEW_TEXTURE_ARRAY);
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unsigned int i;
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for (i = 0; i < ARRAY_SIZE(view_types); ++i)
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{
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if (view_types[i].texture_target != texture_gl->target || view_types[i].view_flags != desc->flags)
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if (view_types[i].texture_target != texture_gl->target || view_types[i].view_flags != flags)
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continue;
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if (gl_info->supported[view_types[i].extension])
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return view_types[i].view_target;
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@ -77,7 +79,7 @@ static GLenum get_texture_view_target(const struct wined3d_gl_info *gl_info,
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FIXME("Extension %#x not supported.\n", view_types[i].extension);
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}
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FIXME("Unhandled view flags %#x for texture target %#x.\n", desc->flags, texture_gl->target);
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FIXME("Unhandled view flags %#x for texture target %#x.\n", flags, texture_gl->target);
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return texture_gl->target;
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}
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@ -5289,14 +5289,23 @@ static inline void wined3d_context_copy_bo_address(struct wined3d_context *conte
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dst, dst_bind_flags, src, src_bind_flags, size);
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}
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static inline BOOL wined3d_dsv_srv_conflict(const struct wined3d_rendertarget_view *dsv,
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const struct wined3d_format *srv_format)
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{
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return srv_format && ((srv_format->depth_size && !(dsv->desc.flags & WINED3D_VIEW_READ_ONLY_DEPTH))
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|| (srv_format->stencil_size && !(dsv->desc.flags & WINED3D_VIEW_READ_ONLY_STENCIL)));
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}
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static inline BOOL wined3d_resource_check_fbo_attached(const struct wined3d_state *state,
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const struct wined3d_resource *resource)
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const struct wined3d_resource *resource, const struct wined3d_format *srv_format)
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{
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struct wined3d_rendertarget_view * const *rts = &state->fb->render_targets[0];
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const struct wined3d_rendertarget_view *dsv;
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unsigned int i;
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if ((resource->bind_flags & WINED3D_BIND_DEPTH_STENCIL)
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&& state->fb->depth_stencil && state->fb->depth_stencil->resource == resource)
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&& (dsv = state->fb->depth_stencil) && dsv->resource == resource
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&& wined3d_dsv_srv_conflict(dsv, srv_format))
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return TRUE;
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if (!(resource->bind_flags & WINED3D_BIND_RENDER_TARGET))
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@ -1579,6 +1579,8 @@ enum wined3d_shader_type
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#define WINED3D_VIEW_BUFFER_COUNTER 0x00000004
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#define WINED3D_VIEW_TEXTURE_CUBE 0x00000008
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#define WINED3D_VIEW_TEXTURE_ARRAY 0x00000010
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#define WINED3D_VIEW_READ_ONLY_DEPTH 0x00000020
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#define WINED3D_VIEW_READ_ONLY_STENCIL 0x00000040
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#define WINED3D_MAX_VIEWPORTS 16
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