wined3d: Reuse view validation function for render target views.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -70,7 +70,7 @@ static GLenum get_texture_view_target(const struct wined3d_gl_info *gl_info,
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return texture->target;
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}
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static const struct wined3d_format *validate_shader_resource_view(const struct wined3d_view_desc *desc,
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static const struct wined3d_format *validate_resource_view(const struct wined3d_view_desc *desc,
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struct wined3d_resource *resource, BOOL mip_slice)
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{
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const struct wined3d_gl_info *gl_info = &resource->device->adapter->gl_info;
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@ -386,20 +386,13 @@ static HRESULT wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *
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const struct wined3d_view_desc *desc, struct wined3d_resource *resource,
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void *parent, const struct wined3d_parent_ops *parent_ops)
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{
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const struct wined3d_gl_info *gl_info = &resource->device->adapter->gl_info;
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view->refcount = 1;
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view->parent = parent;
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view->parent_ops = parent_ops;
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view->format = wined3d_get_format(gl_info, desc->format_id, resource->usage);
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view->format_flags = view->format->flags[resource->gl_type];
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if (wined3d_format_is_typeless(view->format))
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{
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WARN("Trying to create view for typeless format %s.\n", debug_d3dformat(view->format->id));
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if (!(view->format = validate_resource_view(desc, resource, TRUE)))
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return E_INVALIDARG;
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}
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view->format_flags = view->format->flags[resource->gl_type];
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if (resource->type == WINED3D_RTYPE_BUFFER)
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{
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@ -412,19 +405,6 @@ static HRESULT wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *
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else
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{
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struct wined3d_texture *texture = texture_from_resource(resource);
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unsigned int depth_or_layer_count;
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if (resource->type == WINED3D_RTYPE_TEXTURE_3D)
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depth_or_layer_count = wined3d_texture_get_level_depth(texture, desc->u.texture.level_idx);
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else
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depth_or_layer_count = texture->layer_count;
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if (desc->u.texture.level_idx >= texture->level_count
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|| desc->u.texture.level_count != 1
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|| desc->u.texture.layer_idx >= depth_or_layer_count
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|| !desc->u.texture.layer_count
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|| desc->u.texture.layer_count > depth_or_layer_count - desc->u.texture.layer_idx)
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return E_INVALIDARG;
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view->sub_resource_idx = desc->u.texture.level_idx;
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if (resource->type != WINED3D_RTYPE_TEXTURE_3D)
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@ -600,7 +580,7 @@ static HRESULT wined3d_shader_resource_view_init(struct wined3d_shader_resource_
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view->parent = parent;
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view->parent_ops = parent_ops;
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if (!(view->format = validate_shader_resource_view(desc, resource, FALSE)))
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if (!(view->format = validate_resource_view(desc, resource, FALSE)))
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return E_INVALIDARG;
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view->desc = *desc;
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@ -797,7 +777,7 @@ static HRESULT wined3d_unordered_access_view_init(struct wined3d_unordered_acces
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view->parent = parent;
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view->parent_ops = parent_ops;
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if (!(view->format = validate_shader_resource_view(desc, resource, TRUE)))
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if (!(view->format = validate_resource_view(desc, resource, TRUE)))
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return E_INVALIDARG;
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view->desc = *desc;
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