wined3d: Get rid of WINED3DUSAGE_DEPTHSTENCIL.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -450,8 +450,6 @@ DWORD wined3d_usage_from_d3d11(UINT bind_flags, enum D3D11_USAGE usage)
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if (bind_flags & D3D11_BIND_SHADER_RESOURCE)
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if (bind_flags & D3D11_BIND_SHADER_RESOURCE)
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wined3d_usage |= WINED3DUSAGE_TEXTURE;
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wined3d_usage |= WINED3DUSAGE_TEXTURE;
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if (bind_flags & D3D11_BIND_DEPTH_STENCIL)
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wined3d_usage |= WINED3DUSAGE_DEPTHSTENCIL;
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if (bind_flags & ~handled)
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if (bind_flags & ~handled)
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FIXME("Unhandled bind flags %#x.\n", bind_flags & ~handled);
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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_
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wined3d_desc.bind_flags |= WINED3D_BIND_SHADER_RESOURCE;
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wined3d_desc.bind_flags |= WINED3D_BIND_SHADER_RESOURCE;
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}
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}
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if (desc->ddsCaps.dwCaps & DDSCAPS_ZBUFFER)
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if (desc->ddsCaps.dwCaps & DDSCAPS_ZBUFFER)
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{
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wined3d_desc.usage |= WINED3DUSAGE_DEPTHSTENCIL;
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wined3d_desc.bind_flags |= WINED3D_BIND_DEPTH_STENCIL;
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wined3d_desc.bind_flags |= WINED3D_BIND_DEPTH_STENCIL;
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}
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else if (desc->ddsCaps.dwCaps & DDSCAPS_3DDEVICE)
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else if (desc->ddsCaps.dwCaps & DDSCAPS_3DDEVICE)
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{
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wined3d_desc.bind_flags |= WINED3D_BIND_RENDER_TARGET;
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wined3d_desc.bind_flags |= WINED3D_BIND_RENDER_TARGET;
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}
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}
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}
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if (desc->ddsCaps.dwCaps2 & (DDSCAPS2_TEXTUREMANAGE | DDSCAPS2_D3DTEXTUREMANAGE))
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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,
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texture_desc.format = swapchain->desc.auto_depth_stencil_format;
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texture_desc.format = swapchain->desc.auto_depth_stencil_format;
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texture_desc.multisample_type = swapchain->desc.multisample_type;
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texture_desc.multisample_type = swapchain->desc.multisample_type;
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texture_desc.multisample_quality = swapchain->desc.multisample_quality;
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texture_desc.multisample_quality = swapchain->desc.multisample_quality;
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texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;
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texture_desc.usage = 0;
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texture_desc.bind_flags = WINED3D_BIND_DEPTH_STENCIL;
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texture_desc.bind_flags = WINED3D_BIND_DEPTH_STENCIL;
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texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
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texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
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texture_desc.width = swapchain->desc.backbuffer_width;
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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
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adapter_format = wined3d_get_format(adapter, adapter_format_id, WINED3D_BIND_RENDER_TARGET);
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adapter_format = wined3d_get_format(adapter, adapter_format_id, WINED3D_BIND_RENDER_TARGET);
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format = wined3d_get_format(adapter, check_format_id, bind_flags);
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format = wined3d_get_format(adapter, check_format_id, bind_flags);
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if (usage & WINED3DUSAGE_DEPTHSTENCIL)
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bind_flags |= WINED3D_BIND_DEPTH_STENCIL;
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if (usage & WINED3DUSAGE_TEXTURE)
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if (usage & WINED3DUSAGE_TEXTURE)
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bind_flags |= WINED3D_BIND_SHADER_RESOURCE;
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bind_flags |= WINED3D_BIND_SHADER_RESOURCE;
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usage &= ~(WINED3DUSAGE_DEPTHSTENCIL | WINED3DUSAGE_TEXTURE);
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usage &= ~WINED3DUSAGE_TEXTURE;
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switch (resource_type)
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switch (resource_type)
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{
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{
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@ -30,8 +30,7 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
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static void resource_check_usage(DWORD usage)
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static void resource_check_usage(DWORD usage)
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{
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{
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static const DWORD handled = WINED3DUSAGE_DEPTHSTENCIL
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static const DWORD handled = WINED3DUSAGE_WRITEONLY
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| WINED3DUSAGE_WRITEONLY
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| WINED3DUSAGE_DYNAMIC
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| WINED3DUSAGE_DYNAMIC
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| WINED3DUSAGE_STATICDECL
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| WINED3DUSAGE_STATICDECL
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| WINED3DUSAGE_OVERLAY
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| WINED3DUSAGE_OVERLAY
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@ -947,7 +947,7 @@ static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3
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struct wined3d_texture *ds;
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struct wined3d_texture *ds;
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texture_desc.format = swapchain->desc.auto_depth_stencil_format;
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texture_desc.format = swapchain->desc.auto_depth_stencil_format;
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texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;
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texture_desc.usage = 0;
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texture_desc.bind_flags = WINED3D_BIND_DEPTH_STENCIL;
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texture_desc.bind_flags = WINED3D_BIND_DEPTH_STENCIL;
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if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
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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)
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init_debug_buffer(&buffer, "0");
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init_debug_buffer(&buffer, "0");
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#define WINED3DUSAGE_TO_STR(x) if (usage & x) { debug_append(&buffer, #x, " | "); usage &= ~x; }
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#define WINED3DUSAGE_TO_STR(x) if (usage & x) { debug_append(&buffer, #x, " | "); usage &= ~x; }
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WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
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WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
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WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
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WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
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WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
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WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
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WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
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@ -914,7 +914,6 @@ enum wined3d_shader_type
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#define WINED3D_BIND_DEPTH_STENCIL 0x00000040
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#define WINED3D_BIND_DEPTH_STENCIL 0x00000040
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#define WINED3D_BIND_UNORDERED_ACCESS 0x00000080
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#define WINED3D_BIND_UNORDERED_ACCESS 0x00000080
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#define WINED3DUSAGE_DEPTHSTENCIL 0x00000002
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#define WINED3DUSAGE_WRITEONLY 0x00000008
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#define WINED3DUSAGE_WRITEONLY 0x00000008
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#define WINED3DUSAGE_SOFTWAREPROCESSING 0x00000010
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#define WINED3DUSAGE_SOFTWAREPROCESSING 0x00000010
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#define WINED3DUSAGE_DONOTCLIP 0x00000020
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#define WINED3DUSAGE_DONOTCLIP 0x00000020
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@ -927,7 +926,7 @@ enum wined3d_shader_type
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#define WINED3DUSAGE_RESTRICT_SHARED_RESOURCE 0x00002000
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#define WINED3DUSAGE_RESTRICT_SHARED_RESOURCE 0x00002000
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#define WINED3DUSAGE_DMAP 0x00004000
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#define WINED3DUSAGE_DMAP 0x00004000
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#define WINED3DUSAGE_TEXTAPI 0x10000000
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#define WINED3DUSAGE_TEXTAPI 0x10000000
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#define WINED3DUSAGE_MASK 0x10007bfa
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#define WINED3DUSAGE_MASK 0x10007bf8
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#define WINED3DUSAGE_SCRATCH 0x00200000
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#define WINED3DUSAGE_SCRATCH 0x00200000
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#define WINED3DUSAGE_PRIVATE 0x00400000
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#define WINED3DUSAGE_PRIVATE 0x00400000
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