wined3d: Use partial bind counts instead of partial bind flags.

Signed-off-by: Paul Gofman <pgofman@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Paul Gofman 2020-09-29 14:24:55 +03:00 committed by Alexandre Julliard
parent 674dc3b107
commit 97636bc9b6
2 changed files with 41 additions and 62 deletions

View File

@ -347,8 +347,8 @@ static void context_preload_texture(struct wined3d_context *context,
if (!(texture = state->textures[idx]))
return;
if (texture->resource.rtv_bind_count_device || (state->fb.depth_stencil
&& state->fb.depth_stencil->resource == &texture->resource))
if ((texture->resource.rtv_full_bind_count_device + texture->resource.rtv_partial_bind_count_device)
|| (state->fb.depth_stencil && state->fb.depth_stencil->resource == &texture->resource))
context->uses_fbo_attached_resources = 1;
wined3d_texture_load(texture, context, is_srgb_enabled(state->sampler_states[idx]));

View File

@ -3951,15 +3951,10 @@ struct wined3d_resource_ops
HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
};
#define WINED3D_SUB_RESOURCES_BIND_SRV 1
#define WINED3D_SUB_RESOURCES_BIND_RTV 2
struct wined3d_resource
{
LONG ref;
LONG bind_count;
uint32_t srv_bind_count_device;
uint32_t rtv_bind_count_device;
LONG map_count;
LONG access_count;
struct wined3d_device *device;
@ -3993,7 +3988,10 @@ struct wined3d_resource
uint32_t rtv;
}
*sub_resource_bind_counts_device;
uint32_t sub_resource_bind_flags;
uint32_t srv_full_bind_count_device;
uint32_t rtv_full_bind_count_device;
uint32_t srv_partial_bind_count_device;
uint32_t rtv_partial_bind_count_device;
};
static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
@ -6039,16 +6037,19 @@ static inline bool wined3d_rtv_all_subresources(const struct wined3d_rendertarge
return texture->level_count == 1 && rtv->layer_count == wined3d_bind_layer_count(texture);
}
static inline void wined3d_srv_bind_count_inc(struct wined3d_shader_resource_view *srv)
static inline void wined3d_srv_bind_count_add(struct wined3d_shader_resource_view *srv, int value)
{
struct wined3d_resource *resource = srv->resource;
struct wined3d_texture *texture;
unsigned int level, layer;
++resource->srv_bind_count_device;
if (wined3d_srv_all_subresources(srv))
{
resource->srv_full_bind_count_device += value;
return;
}
resource->srv_partial_bind_count_device += value;
texture = texture_from_resource(resource);
@ -6059,45 +6060,33 @@ static inline void wined3d_srv_bind_count_inc(struct wined3d_shader_resource_vie
for (layer = 0; layer < srv->desc.u.texture.layer_count; ++layer)
for (level = 0; level < srv->desc.u.texture.level_count; ++level)
++resource->sub_resource_bind_counts_device[(layer + srv->desc.u.texture.layer_idx)
* texture->level_count + srv->desc.u.texture.level_idx + level].srv;
resource->sub_resource_bind_counts_device[(layer + srv->desc.u.texture.layer_idx)
* texture->level_count + srv->desc.u.texture.level_idx + level].srv += value;
}
resource->sub_resource_bind_flags |= WINED3D_SUB_RESOURCES_BIND_SRV;
static inline void wined3d_srv_bind_count_inc(struct wined3d_shader_resource_view *srv)
{
wined3d_srv_bind_count_add(srv, 1);
}
static inline void wined3d_srv_bind_count_dec(struct wined3d_shader_resource_view *srv)
{
struct wined3d_resource *resource = srv->resource;
unsigned int level, layer, count;
struct wined3d_texture *texture;
--resource->srv_bind_count_device;
if (wined3d_srv_all_subresources(srv))
return;
texture = texture_from_resource(resource);
count = 0;
for (layer = 0; layer < srv->desc.u.texture.layer_count; ++layer)
for (level = 0; level < srv->desc.u.texture.level_count; ++level)
count += --resource->sub_resource_bind_counts_device[(layer + srv->desc.u.texture.layer_idx)
* texture->level_count + srv->desc.u.texture.level_idx + level].srv;
if (!count)
resource->sub_resource_bind_flags &= ~WINED3D_SUB_RESOURCES_BIND_SRV;
wined3d_srv_bind_count_add(srv, -1);
}
static inline void wined3d_rtv_bind_count_inc(struct wined3d_rendertarget_view *rtv)
static inline void wined3d_rtv_bind_count_add(struct wined3d_rendertarget_view *rtv, int value)
{
struct wined3d_resource *resource = rtv->resource;
struct wined3d_texture *texture;
unsigned int layer;
++resource->rtv_bind_count_device;
if (wined3d_rtv_all_subresources(rtv))
{
resource->rtv_full_bind_count_device += value;
return;
}
resource->rtv_partial_bind_count_device += value;
texture = texture_from_resource(resource);
@ -6107,31 +6096,17 @@ static inline void wined3d_rtv_bind_count_inc(struct wined3d_rendertarget_view *
return;
for (layer = 0; layer < rtv->layer_count; ++layer)
++resource->sub_resource_bind_counts_device[rtv->sub_resource_idx + layer * texture->level_count].rtv;
resource->sub_resource_bind_counts_device[rtv->sub_resource_idx + layer * texture->level_count].rtv += value;
}
resource->sub_resource_bind_flags |= WINED3D_SUB_RESOURCES_BIND_RTV;
static inline void wined3d_rtv_bind_count_inc(struct wined3d_rendertarget_view *rtv)
{
wined3d_rtv_bind_count_add(rtv, 1);
}
static inline void wined3d_rtv_bind_count_dec(struct wined3d_rendertarget_view *rtv)
{
struct wined3d_resource *resource = rtv->resource;
struct wined3d_texture *texture;
unsigned int layer, count;
--resource->rtv_bind_count_device;
if (wined3d_rtv_all_subresources(rtv))
return;
texture = texture_from_resource(rtv->resource);
count = 0;
for (layer = 0; layer < rtv->layer_count; ++layer)
count += --resource->sub_resource_bind_counts_device[rtv->sub_resource_idx
+ layer * texture->level_count].rtv;
if (!count)
resource->sub_resource_bind_flags &= ~WINED3D_SUB_RESOURCES_BIND_RTV;
wined3d_rtv_bind_count_add(rtv, -1);
}
static inline bool wined3d_is_srv_rtv_bound(const struct wined3d_shader_resource_view *srv)
@ -6140,9 +6115,11 @@ static inline bool wined3d_is_srv_rtv_bound(const struct wined3d_shader_resource
struct wined3d_texture *texture;
unsigned int level, layer;
if (!resource->rtv_bind_count_device || !(resource->sub_resource_bind_flags & WINED3D_SUB_RESOURCES_BIND_RTV)
|| wined3d_srv_all_subresources(srv))
return resource->rtv_bind_count_device;
if (!(resource->rtv_full_bind_count_device + resource->rtv_partial_bind_count_device))
return FALSE;
if (resource->rtv_full_bind_count_device || wined3d_srv_all_subresources(srv))
return TRUE;
texture = texture_from_resource(resource);
@ -6161,9 +6138,11 @@ static inline bool wined3d_is_rtv_srv_bound(const struct wined3d_rendertarget_vi
struct wined3d_texture *texture;
unsigned int layer;
if (!resource->srv_bind_count_device || !(resource->sub_resource_bind_flags & WINED3D_SUB_RESOURCES_BIND_SRV)
|| wined3d_rtv_all_subresources(rtv))
return resource->srv_bind_count_device;
if (!(resource->srv_full_bind_count_device + resource->srv_partial_bind_count_device))
return FALSE;
if (resource->srv_full_bind_count_device || wined3d_rtv_all_subresources(rtv))
return TRUE;
texture = texture_from_resource(resource);