wined3d: Use wined3d_texture_prepare_location() in draw_primitive().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Stefan Dösinger 2016-04-21 17:05:10 +02:00 committed by Alexandre Julliard
parent 7cabef1457
commit aa11dfa8fd
1 changed files with 8 additions and 7 deletions

View File

@ -415,6 +415,7 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
const struct wined3d_stream_info *stream_info;
struct wined3d_event_query *ib_query = NULL;
struct wined3d_stream_info si_emulated;
struct wined3d_rendertarget_view *dsv;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
BOOL emulation = FALSE;
@ -448,21 +449,21 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
}
else
{
wined3d_surface_prepare(target, context, rtv->resource->draw_binding);
wined3d_texture_prepare_location(target->container, rtv->sub_resource_idx,
context, rtv->resource->draw_binding);
}
}
}
if (fb->depth_stencil)
if ((dsv = fb->depth_stencil))
{
/* Note that this depends on the context_acquire() call above to set
* context->render_offscreen properly. We don't currently take the
* Z-compare function into account, but we could skip loading the
* depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
* that we never copy the stencil data.*/
DWORD location = context->render_offscreen ? fb->depth_stencil->resource->draw_binding
: WINED3D_LOCATION_DRAWABLE;
struct wined3d_surface *ds = wined3d_rendertarget_view_get_surface(fb->depth_stencil);
DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
struct wined3d_surface *ds = wined3d_rendertarget_view_get_surface(dsv);
if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
{
@ -482,10 +483,10 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
if (!EqualRect(&r, &draw_rect))
surface_load_location(ds, context, location);
else
wined3d_surface_prepare(ds, context, location);
wined3d_texture_prepare_location(ds->container, dsv->sub_resource_idx, context, location);
}
else
wined3d_surface_prepare(ds, context, location);
wined3d_texture_prepare_location(ds->container, dsv->sub_resource_idx, context, location);
}
if (!context_apply_draw_state(context, device, state))