wined3d: Avoid some unneeded depthstencil copies.

This commit is contained in:
Henri Verbeet 2009-06-17 10:19:52 +02:00 committed by Alexandre Julliard
parent 2c009e4d87
commit 8be020776b
1 changed files with 9 additions and 3 deletions

View File

@ -574,10 +574,16 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertice
if (This->stencilBufferTarget) {
/* Note that this depends on the ActivateContext call above to set
* This->render_offscreen properly */
* This->render_offscreen properly. We don't currently take the
* Z-compare function into account, but we could skip loading the
* depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
* that we never copy the stencil data.*/
DWORD location = This->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
surface_load_ds_location(This->stencilBufferTarget, location);
surface_modify_ds_location(This->stencilBufferTarget, location);
if (This->stateBlock->renderState[WINED3DRS_ZWRITEENABLE]
|| This->stateBlock->renderState[WINED3DRS_ZENABLE])
surface_load_ds_location(This->stencilBufferTarget, location);
if (This->stateBlock->renderState[WINED3DRS_ZWRITEENABLE])
surface_modify_ds_location(This->stencilBufferTarget, location);
}
/* Ok, we will be updating the screen from here onwards so grab the lock */