wined3d: Load all layers for render target views.
For layered rendering to array textures. 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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@ -507,7 +507,7 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
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rt = wined3d_texture_from_resource(rtv->resource);
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rt = wined3d_texture_from_resource(rtv->resource);
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if (state->render_states[WINED3D_RS_COLORWRITEENABLE])
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if (state->render_states[WINED3D_RS_COLORWRITEENABLE])
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{
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{
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wined3d_texture_load_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
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wined3d_rendertarget_view_load_location(rtv, context, rtv->resource->draw_binding);
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wined3d_texture_invalidate_location(rt, rtv->sub_resource_idx, ~rtv->resource->draw_binding);
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wined3d_texture_invalidate_location(rt, rtv->sub_resource_idx, ~rtv->resource->draw_binding);
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}
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}
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else
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else
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@ -527,7 +527,7 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
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struct wined3d_surface *ds = wined3d_rendertarget_view_get_surface(dsv);
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struct wined3d_surface *ds = wined3d_rendertarget_view_get_surface(dsv);
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if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
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if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
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wined3d_texture_load_location(ds->container, dsv->sub_resource_idx, context, location);
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wined3d_rendertarget_view_load_location(dsv, context, location);
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else
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else
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wined3d_texture_prepare_location(ds->container, dsv->sub_resource_idx, context, location);
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wined3d_texture_prepare_location(ds->container, dsv->sub_resource_idx, context, location);
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}
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}
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@ -398,6 +398,25 @@ void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarg
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}
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}
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}
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}
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void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view,
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struct wined3d_context *context, DWORD location)
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{
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struct wined3d_resource *resource = view->resource;
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unsigned int i, sub_resource_idx;
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struct wined3d_texture *texture;
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if (resource->type == WINED3D_RTYPE_BUFFER)
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{
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wined3d_buffer_load_location(buffer_from_resource(resource), context, location);
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return;
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}
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texture = texture_from_resource(resource);
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sub_resource_idx = view->sub_resource_idx;
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for (i = 0; i < view->layer_count; ++i, sub_resource_idx += texture->level_count)
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wined3d_texture_load_location(texture, sub_resource_idx, context, location);
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}
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static void wined3d_render_target_view_cs_init(void *object)
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static void wined3d_render_target_view_cs_init(void *object)
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{
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{
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struct wined3d_rendertarget_view *view = object;
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struct wined3d_rendertarget_view *view = object;
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@ -3458,6 +3458,8 @@ static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
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void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view,
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void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view,
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const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
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const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
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void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view,
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struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
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struct wined3d_shader_resource_view
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struct wined3d_shader_resource_view
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{
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{
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