wined3d: Get rid of the "StrictDrawOrdering" setting.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -7886,9 +7886,8 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl
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/* Leave the opengl state valid for blitting */
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arbfp_blit_unset(context->gl_info);
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if (wined3d_settings.strict_draw_ordering
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|| (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture)))
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context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
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if (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture))
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context->gl_info->gl_ops.gl.p_glFlush();
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return dst_location;
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}
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@ -1183,8 +1183,6 @@ static void wined3d_buffer_unmap(struct wined3d_buffer *buffer)
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}
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GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
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if (wined3d_settings.strict_draw_ordering)
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gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
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context_release(context);
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buffer_clear_dirty_areas(buffer);
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@ -4322,9 +4322,6 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state
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GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
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checkGLcall("glMemoryBarrier");
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if (wined3d_settings.strict_draw_ordering)
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gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
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context_release(context);
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}
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@ -4985,8 +4982,5 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
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for (i = 0; i < context->buffer_fence_count; ++i)
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wined3d_fence_issue(context->buffer_fences[i], device);
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if (wined3d_settings.strict_draw_ordering)
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gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
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context_release(context);
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}
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@ -457,9 +457,8 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
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}
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}
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if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
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&& target->swapchain && target->swapchain->front_buffer == target))
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gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
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if (flags & WINED3DCLEAR_TARGET && target->swapchain && target->swapchain->front_buffer == target)
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gl_info->gl_ops.gl.p_glFlush();
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context_release(context);
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}
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@ -337,9 +337,6 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct
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gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
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dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST);
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checkGLcall("glBlitFramebuffer()");
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if (wined3d_settings.strict_draw_ordering)
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gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
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}
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static BOOL is_multisample_location(const struct wined3d_texture *texture, DWORD location)
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@ -489,8 +486,7 @@ static void texture2d_blt_fbo(const struct wined3d_device *device, struct wined3
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dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, GL_COLOR_BUFFER_BIT, gl_filter);
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checkGLcall("glBlitFramebuffer()");
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if (wined3d_settings.strict_draw_ordering || (dst_location == WINED3D_LOCATION_DRAWABLE
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&& dst_texture->swapchain->front_buffer == dst_texture))
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if (dst_location == WINED3D_LOCATION_DRAWABLE && dst_texture->swapchain->front_buffer == dst_texture)
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gl_info->gl_ops.gl.p_glFlush();
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if (restore_texture)
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@ -1741,9 +1737,6 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture *dst_texture, un
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checkGLcall("glDeleteTextures(1, &backup)");
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}
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if (wined3d_settings.strict_draw_ordering)
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gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
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context_release(context);
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/* The texture is now most up to date - If the surface is a render target
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@ -2662,9 +2655,8 @@ static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
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checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
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}
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if (wined3d_settings.strict_draw_ordering
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|| (dst_texture->swapchain && dst_texture->swapchain->front_buffer == dst_texture))
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gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
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if (dst_texture->swapchain && dst_texture->swapchain->front_buffer == dst_texture)
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gl_info->gl_ops.gl.p_glFlush();
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/* Restore the color key parameters */
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wined3d_texture_set_color_key(src_texture, WINED3D_CKEY_SRC_BLT,
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@ -1931,9 +1931,6 @@ void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int s
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}
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heap_free(converted_mem);
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if (wined3d_settings.strict_draw_ordering)
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gl_info->gl_ops.gl.p_glFlush();
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if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
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{
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struct wined3d_device *device = texture->resource.device;
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@ -83,7 +83,6 @@ struct wined3d_settings wined3d_settings =
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NULL, /* No wine logo by default */
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TRUE, /* Prefer multisample textures to multisample renderbuffers. */
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~0u, /* Don't force a specific sample count by default. */
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FALSE, /* No strict draw ordering. */
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FALSE, /* Don't range check relative addressing indices in float constants. */
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~0U, /* No VS shader model limit by default. */
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~0U, /* No HS shader model limit by default. */
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@ -290,13 +289,6 @@ static BOOL wined3d_dll_init(HINSTANCE hInstDLL)
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if (!get_config_key_dword(hkey, appkey, "SampleCount", &wined3d_settings.sample_count))
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ERR_(winediag)("Forcing sample count to %u. This may not be compatible with all applications.\n",
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wined3d_settings.sample_count);
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if (!get_config_key(hkey, appkey, "StrictDrawOrdering", buffer, size)
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&& !strcmp(buffer,"enabled"))
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{
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ERR_(winediag)("\"StrictDrawOrdering\" is deprecated, please use \"csmt\" instead.\n");
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TRACE("Enforcing strict draw ordering.\n");
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wined3d_settings.strict_draw_ordering = TRUE;
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}
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if (!get_config_key(hkey, appkey, "CheckFloatConstants", buffer, size)
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&& !strcmp(buffer, "enabled"))
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{
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@ -395,7 +395,6 @@ struct wined3d_settings
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char *logo;
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unsigned int multisample_textures;
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unsigned int sample_count;
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BOOL strict_draw_ordering;
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BOOL check_float_constants;
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unsigned int max_sm_vs;
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unsigned int max_sm_hs;
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