wined3d: Invalidate framebuffer locations after setting up the renderpass.
Signed-off-by: Stefan Dösinger <stefan@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3309,12 +3309,14 @@ VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *c
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struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device);
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struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device);
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const struct wined3d_vk_info *vk_info = context_vk->vk_info;
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const struct wined3d_vk_info *vk_info = context_vk->vk_info;
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struct wined3d_rendertarget_view *dsv;
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struct wined3d_rendertarget_view *dsv;
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struct wined3d_rendertarget_view *rtv;
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struct wined3d_buffer_vk *buffer_vk;
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struct wined3d_buffer_vk *buffer_vk;
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VkSampleCountFlagBits sample_count;
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VkSampleCountFlagBits sample_count;
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VkCommandBuffer vk_command_buffer;
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VkCommandBuffer vk_command_buffer;
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unsigned int i, invalidate_rt = 0;
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struct wined3d_buffer *buffer;
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struct wined3d_buffer *buffer;
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uint32_t null_buffer_binding;
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uint32_t null_buffer_binding;
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unsigned int i;
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bool invalidate_ds = false;
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if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL))
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if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL))
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|| wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_FRAMEBUFFER))
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|| wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_FRAMEBUFFER))
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@ -3331,15 +3333,13 @@ VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *c
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context_vk->sample_count = 0;
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context_vk->sample_count = 0;
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for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i)
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for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i)
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{
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{
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struct wined3d_rendertarget_view *rtv;
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if (!(rtv = state->fb.render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
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if (!(rtv = state->fb.render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
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continue;
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continue;
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if (wined3d_blend_state_get_writemask(state->blend_state, i))
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if (wined3d_blend_state_get_writemask(state->blend_state, i))
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{
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{
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wined3d_rendertarget_view_load_location(rtv, &context_vk->c, rtv->resource->draw_binding);
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wined3d_rendertarget_view_load_location(rtv, &context_vk->c, rtv->resource->draw_binding);
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wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding);
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invalidate_rt |= (1 << i);
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}
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}
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else
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else
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{
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{
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@ -3360,7 +3360,7 @@ VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *c
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else
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else
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wined3d_rendertarget_view_prepare_location(dsv, &context_vk->c, dsv->resource->draw_binding);
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wined3d_rendertarget_view_prepare_location(dsv, &context_vk->c, dsv->resource->draw_binding);
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if (!state->depth_stencil_state || state->depth_stencil_state->desc.depth_write)
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if (!state->depth_stencil_state || state->depth_stencil_state->desc.depth_write)
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wined3d_rendertarget_view_invalidate_location(dsv, ~dsv->resource->draw_binding);
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invalidate_ds = true;
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sample_count = max(1, wined3d_resource_get_sample_count(dsv->resource));
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sample_count = max(1, wined3d_resource_get_sample_count(dsv->resource));
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if (!context_vk->sample_count)
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if (!context_vk->sample_count)
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@ -3443,6 +3443,16 @@ VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *c
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return VK_NULL_HANDLE;
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return VK_NULL_HANDLE;
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}
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}
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while (invalidate_rt)
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{
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i = wined3d_bit_scan(&invalidate_rt);
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rtv = state->fb.render_targets[i];
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wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding);
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}
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if (invalidate_ds)
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wined3d_rendertarget_view_invalidate_location(dsv, ~dsv->resource->draw_binding);
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if (wined3d_context_vk_update_graphics_pipeline_key(context_vk, state, context_vk->graphics.vk_pipeline_layout,
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if (wined3d_context_vk_update_graphics_pipeline_key(context_vk, state, context_vk->graphics.vk_pipeline_layout,
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&null_buffer_binding) || !context_vk->graphics.vk_pipeline)
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&null_buffer_binding) || !context_vk->graphics.vk_pipeline)
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{
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{
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