wined3d: Get rid of WINED3DUSAGE_DEPTHSTENCIL.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2018-11-06 13:42:58 +03:30 committed by Alexandre Julliard
parent 5bd465acd9
commit a0d6ef5bb4
8 changed files with 5 additions and 17 deletions

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@ -450,8 +450,6 @@ DWORD wined3d_usage_from_d3d11(UINT bind_flags, enum D3D11_USAGE usage)
if (bind_flags & D3D11_BIND_SHADER_RESOURCE) if (bind_flags & D3D11_BIND_SHADER_RESOURCE)
wined3d_usage |= WINED3DUSAGE_TEXTURE; wined3d_usage |= WINED3DUSAGE_TEXTURE;
if (bind_flags & D3D11_BIND_DEPTH_STENCIL)
wined3d_usage |= WINED3DUSAGE_DEPTHSTENCIL;
if (bind_flags & ~handled) if (bind_flags & ~handled)
FIXME("Unhandled bind flags %#x.\n", bind_flags & ~handled); FIXME("Unhandled bind flags %#x.\n", bind_flags & ~handled);

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@ -6175,14 +6175,9 @@ HRESULT ddraw_surface_create(struct ddraw *ddraw, const DDSURFACEDESC2 *surface_
wined3d_desc.bind_flags |= WINED3D_BIND_SHADER_RESOURCE; wined3d_desc.bind_flags |= WINED3D_BIND_SHADER_RESOURCE;
} }
if (desc->ddsCaps.dwCaps & DDSCAPS_ZBUFFER) if (desc->ddsCaps.dwCaps & DDSCAPS_ZBUFFER)
{
wined3d_desc.usage |= WINED3DUSAGE_DEPTHSTENCIL;
wined3d_desc.bind_flags |= WINED3D_BIND_DEPTH_STENCIL; wined3d_desc.bind_flags |= WINED3D_BIND_DEPTH_STENCIL;
}
else if (desc->ddsCaps.dwCaps & DDSCAPS_3DDEVICE) else if (desc->ddsCaps.dwCaps & DDSCAPS_3DDEVICE)
{
wined3d_desc.bind_flags |= WINED3D_BIND_RENDER_TARGET; wined3d_desc.bind_flags |= WINED3D_BIND_RENDER_TARGET;
}
} }
if (desc->ddsCaps.dwCaps2 & (DDSCAPS2_TEXTUREMANAGE | DDSCAPS2_D3DTEXTUREMANAGE)) if (desc->ddsCaps.dwCaps2 & (DDSCAPS2_TEXTUREMANAGE | DDSCAPS2_D3DTEXTUREMANAGE))

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@ -4898,7 +4898,7 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
texture_desc.format = swapchain->desc.auto_depth_stencil_format; texture_desc.format = swapchain->desc.auto_depth_stencil_format;
texture_desc.multisample_type = swapchain->desc.multisample_type; texture_desc.multisample_type = swapchain->desc.multisample_type;
texture_desc.multisample_quality = swapchain->desc.multisample_quality; texture_desc.multisample_quality = swapchain->desc.multisample_quality;
texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL; texture_desc.usage = 0;
texture_desc.bind_flags = WINED3D_BIND_DEPTH_STENCIL; texture_desc.bind_flags = WINED3D_BIND_DEPTH_STENCIL;
texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU; texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
texture_desc.width = swapchain->desc.backbuffer_width; texture_desc.width = swapchain->desc.backbuffer_width;

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@ -1541,11 +1541,9 @@ HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT ad
adapter_format = wined3d_get_format(adapter, adapter_format_id, WINED3D_BIND_RENDER_TARGET); adapter_format = wined3d_get_format(adapter, adapter_format_id, WINED3D_BIND_RENDER_TARGET);
format = wined3d_get_format(adapter, check_format_id, bind_flags); format = wined3d_get_format(adapter, check_format_id, bind_flags);
if (usage & WINED3DUSAGE_DEPTHSTENCIL)
bind_flags |= WINED3D_BIND_DEPTH_STENCIL;
if (usage & WINED3DUSAGE_TEXTURE) if (usage & WINED3DUSAGE_TEXTURE)
bind_flags |= WINED3D_BIND_SHADER_RESOURCE; bind_flags |= WINED3D_BIND_SHADER_RESOURCE;
usage &= ~(WINED3DUSAGE_DEPTHSTENCIL | WINED3DUSAGE_TEXTURE); usage &= ~WINED3DUSAGE_TEXTURE;
switch (resource_type) switch (resource_type)
{ {

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@ -30,8 +30,7 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
static void resource_check_usage(DWORD usage) static void resource_check_usage(DWORD usage)
{ {
static const DWORD handled = WINED3DUSAGE_DEPTHSTENCIL static const DWORD handled = WINED3DUSAGE_WRITEONLY
| WINED3DUSAGE_WRITEONLY
| WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_STATICDECL | WINED3DUSAGE_STATICDECL
| WINED3DUSAGE_OVERLAY | WINED3DUSAGE_OVERLAY

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@ -947,7 +947,7 @@ static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3
struct wined3d_texture *ds; struct wined3d_texture *ds;
texture_desc.format = swapchain->desc.auto_depth_stencil_format; texture_desc.format = swapchain->desc.auto_depth_stencil_format;
texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL; texture_desc.usage = 0;
texture_desc.bind_flags = WINED3D_BIND_DEPTH_STENCIL; texture_desc.bind_flags = WINED3D_BIND_DEPTH_STENCIL;
if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent, if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,

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@ -4511,7 +4511,6 @@ const char *debug_d3dusage(DWORD usage)
init_debug_buffer(&buffer, "0"); init_debug_buffer(&buffer, "0");
#define WINED3DUSAGE_TO_STR(x) if (usage & x) { debug_append(&buffer, #x, " | "); usage &= ~x; } #define WINED3DUSAGE_TO_STR(x) if (usage & x) { debug_append(&buffer, #x, " | "); usage &= ~x; }
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY); WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING); WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP); WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);

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@ -914,7 +914,6 @@ enum wined3d_shader_type
#define WINED3D_BIND_DEPTH_STENCIL 0x00000040 #define WINED3D_BIND_DEPTH_STENCIL 0x00000040
#define WINED3D_BIND_UNORDERED_ACCESS 0x00000080 #define WINED3D_BIND_UNORDERED_ACCESS 0x00000080
#define WINED3DUSAGE_DEPTHSTENCIL 0x00000002
#define WINED3DUSAGE_WRITEONLY 0x00000008 #define WINED3DUSAGE_WRITEONLY 0x00000008
#define WINED3DUSAGE_SOFTWAREPROCESSING 0x00000010 #define WINED3DUSAGE_SOFTWAREPROCESSING 0x00000010
#define WINED3DUSAGE_DONOTCLIP 0x00000020 #define WINED3DUSAGE_DONOTCLIP 0x00000020
@ -927,7 +926,7 @@ enum wined3d_shader_type
#define WINED3DUSAGE_RESTRICT_SHARED_RESOURCE 0x00002000 #define WINED3DUSAGE_RESTRICT_SHARED_RESOURCE 0x00002000
#define WINED3DUSAGE_DMAP 0x00004000 #define WINED3DUSAGE_DMAP 0x00004000
#define WINED3DUSAGE_TEXTAPI 0x10000000 #define WINED3DUSAGE_TEXTAPI 0x10000000
#define WINED3DUSAGE_MASK 0x10007bfa #define WINED3DUSAGE_MASK 0x10007bf8
#define WINED3DUSAGE_SCRATCH 0x00200000 #define WINED3DUSAGE_SCRATCH 0x00200000
#define WINED3DUSAGE_PRIVATE 0x00400000 #define WINED3DUSAGE_PRIVATE 0x00400000