wined3d: Introduce wined3d_view_load_location() helper.
Signed-off-by: Jan Sikorski <jsikorski@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -332,6 +332,25 @@ static void wined3d_view_invalidate_location(struct wined3d_resource *resource,
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wined3d_texture_invalidate_location(texture, sub_resource_idx, location);
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}
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static void wined3d_view_load_location(struct wined3d_resource *resource,
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const struct wined3d_view_desc *desc, struct wined3d_context *context, DWORD location)
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{
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unsigned int i, sub_resource_idx, layer_count;
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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 = desc->u.texture.layer_idx * texture->level_count + desc->u.texture.level_idx;
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layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? desc->u.texture.layer_count : 1;
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for (i = 0; i < 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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ULONG CDECL wined3d_rendertarget_view_incref(struct wined3d_rendertarget_view *view)
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{
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ULONG refcount = InterlockedIncrement(&view->refcount);
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@ -461,21 +480,7 @@ void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view
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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, layer_count;
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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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layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? view->layer_count : 1;
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for (i = 0; i < 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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wined3d_view_load_location(view->resource, &view->desc, context, location);
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}
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void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_view *view, DWORD location)
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