wined3d: Factor out wined3d_state_uses_depth_buffer().
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4491,7 +4491,7 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
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* that we never copy the stencil data.*/
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DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
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if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
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if (wined3d_state_uses_depth_buffer(state))
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wined3d_rendertarget_view_load_location(dsv, context, location);
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else
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wined3d_rendertarget_view_prepare_location(dsv, context, location);
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@ -2138,8 +2138,7 @@ static bool wined3d_context_vk_begin_render_pass(struct wined3d_context_vk *cont
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++attachment_count;
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}
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if ((state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
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&& (view = state->fb.depth_stencil))
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if (wined3d_state_uses_depth_buffer(state) && (view = state->fb.depth_stencil))
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{
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rtv_vk = wined3d_rendertarget_view_vk(view);
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vk_views[attachment_count] = wined3d_rendertarget_view_vk_get_image_view(rtv_vk, context_vk);
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@ -2155,8 +2154,7 @@ static bool wined3d_context_vk_begin_render_pass(struct wined3d_context_vk *cont
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}
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if (!(context_vk->vk_render_pass = wined3d_context_vk_get_render_pass(context_vk, &state->fb,
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ARRAY_SIZE(state->fb.render_targets), state->render_states[WINED3D_RS_ZWRITEENABLE]
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|| state->render_states[WINED3D_RS_ZENABLE], 0)))
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ARRAY_SIZE(state->fb.render_targets), wined3d_state_uses_depth_buffer(state), 0)))
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{
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ERR("Failed to get render pass.\n");
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return false;
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@ -2845,7 +2843,7 @@ VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *c
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if ((dsv = state->fb.depth_stencil))
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{
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if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
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if (wined3d_state_uses_depth_buffer(state))
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wined3d_rendertarget_view_load_location(dsv, &context_vk->c, dsv->resource->draw_binding);
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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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@ -4264,8 +4264,7 @@ HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device
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}
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}
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if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
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|| state->render_states[WINED3D_RS_STENCILENABLE])
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if (wined3d_state_uses_depth_buffer(state) || state->render_states[WINED3D_RS_STENCILENABLE])
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{
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struct wined3d_rendertarget_view *rt = device->state.fb.render_targets[0];
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struct wined3d_rendertarget_view *ds = device->state.fb.depth_stencil;
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@ -3624,6 +3624,11 @@ struct wined3d_state
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struct wined3d_rasterizer_state *rasterizer_state;
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};
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static inline bool wined3d_state_uses_depth_buffer(const struct wined3d_state *state)
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{
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return state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE];
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}
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struct wined3d_dummy_textures
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{
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GLuint tex_1d;
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