wined3d: Don't check for readonly depth / stencil in context_preload_texture().
Signed-off-by: Paul Gofman <pgofman@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -347,7 +347,8 @@ 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, NULL))
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if (texture->resource.rtv_bind_count_device || (state->fb.depth_stencil
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&& state->fb.depth_stencil->resource == &texture->resource))
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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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@ -1952,6 +1952,7 @@ struct wined3d_buffer * CDECL wined3d_device_get_constant_buffer(const struct wi
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static void wined3d_device_set_shader_resource_view(struct wined3d_device *device,
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enum wined3d_shader_type type, UINT idx, struct wined3d_shader_resource_view *view)
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{
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const struct wined3d_rendertarget_view *dsv;
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struct wined3d_shader_resource_view *prev;
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if (idx >= MAX_SHADER_RESOURCE_VIEWS)
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@ -1964,7 +1965,9 @@ 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, view->format))
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if (view && (view->resource->rtv_bind_count_device
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|| ((dsv = device->state.fb.depth_stencil)
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&& dsv->resource == view->resource && wined3d_dsv_srv_conflict(dsv, 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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@ -5973,19 +5973,6 @@ static inline BOOL wined3d_dsv_srv_conflict(const struct wined3d_rendertarget_vi
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|| (srv_format->green_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, const struct wined3d_format *srv_format)
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{
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const struct wined3d_rendertarget_view *dsv;
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if ((resource->bind_flags & WINED3D_BIND_DEPTH_STENCIL)
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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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return resource->rtv_bind_count_device;
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}
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static inline void wined3d_rtv_bind_count_inc(struct wined3d_rendertarget_view *rtv)
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{
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++rtv->resource->rtv_bind_count_device;
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