wined3d: Move swapchain buffer discarding to wined3d_cs_exec_present().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -522,11 +522,14 @@ static void wined3d_cs_exec_nop(struct wined3d_cs *cs, const void *data)
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static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
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{
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struct wined3d_texture *logo_texture, *cursor_texture, *back_buffer;
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struct wined3d_rendertarget_view *dsv = cs->state.fb.depth_stencil;
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const struct wined3d_cs_present *op = data;
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const struct wined3d_swapchain_desc *desc;
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struct wined3d_swapchain *swapchain;
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unsigned int i;
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swapchain = op->swapchain;
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desc = &swapchain->state.desc;
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back_buffer = swapchain->back_buffers[0];
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wined3d_swapchain_set_window(swapchain, op->dst_window_override);
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@ -557,7 +560,7 @@ static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
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TRACE("Rendering the software cursor.\n");
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if (swapchain->state.desc.windowed)
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if (desc->windowed)
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MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&dst_rect, 2);
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if (wined3d_clip_blit(&clip_rect, &dst_rect, &src_rect))
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wined3d_texture_blt(back_buffer, 0, &dst_rect, cursor_texture, 0,
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@ -566,6 +569,19 @@ static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
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swapchain->swapchain_ops->swapchain_present(swapchain, &op->src_rect, &op->dst_rect, op->swap_interval, op->flags);
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/* Discard buffers if the swap effect allows it. */
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back_buffer = swapchain->back_buffers[desc->backbuffer_count - 1];
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if (desc->swap_effect == WINED3D_SWAP_EFFECT_DISCARD || desc->swap_effect == WINED3D_SWAP_EFFECT_FLIP_DISCARD)
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wined3d_texture_validate_location(back_buffer, 0, WINED3D_LOCATION_DISCARDED);
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if (dsv && dsv->resource->type != WINED3D_RTYPE_BUFFER)
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{
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struct wined3d_texture *ds = texture_from_resource(dsv->resource);
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if ((desc->flags & WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL || ds->flags & WINED3D_TEXTURE_DISCARD))
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wined3d_rendertarget_view_validate_location(dsv, WINED3D_LOCATION_DISCARDED);
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}
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if (TRACE_ON(fps))
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{
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DWORD time = GetTickCount();
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@ -582,7 +598,7 @@ static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data)
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}
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wined3d_resource_release(&swapchain->front_buffer->resource);
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for (i = 0; i < swapchain->state.desc.backbuffer_count; ++i)
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for (i = 0; i < desc->backbuffer_count; ++i)
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{
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wined3d_resource_release(&swapchain->back_buffers[i]->resource);
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}
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@ -467,8 +467,6 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain,
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struct wined3d_swapchain_gl *swapchain_gl = wined3d_swapchain_gl(swapchain);
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const struct wined3d_swapchain_desc *desc = &swapchain->state.desc;
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struct wined3d_texture *back_buffer = swapchain->back_buffers[0];
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const struct wined3d_fb_state *fb = &swapchain->device->cs->state.fb;
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struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context_gl *context_gl;
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struct wined3d_context *context;
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@ -532,26 +530,6 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain,
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wined3d_texture_validate_location(swapchain->front_buffer, 0, WINED3D_LOCATION_DRAWABLE);
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wined3d_texture_invalidate_location(swapchain->front_buffer, 0, ~WINED3D_LOCATION_DRAWABLE);
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/* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
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* and INTEXTURE copies can keep their old content if they have any defined content.
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* If the swapeffect is COPY, the content remains the same.
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*
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* The FLIP swap effect is not implemented yet. We could mark WINED3D_LOCATION_DRAWABLE
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* up to date and hope WGL flipped front and back buffers and read this data into
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* the FBO. Don't bother about this for now. */
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if (desc->swap_effect == WINED3D_SWAP_EFFECT_DISCARD
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|| desc->swap_effect == WINED3D_SWAP_EFFECT_FLIP_DISCARD)
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wined3d_texture_validate_location(swapchain->back_buffers[desc->backbuffer_count - 1],
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0, WINED3D_LOCATION_DISCARDED);
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if (dsv && dsv->resource->type != WINED3D_RTYPE_BUFFER)
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{
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struct wined3d_texture *ds = texture_from_resource(dsv->resource);
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if ((desc->flags & WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
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|| ds->flags & WINED3D_TEXTURE_DISCARD))
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wined3d_texture_validate_location(ds, dsv->sub_resource_idx, WINED3D_LOCATION_DISCARDED);
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}
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context_release(context);
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}
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