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>
This commit is contained in:
Jan Sikorski 2021-09-30 12:58:00 +02:00 committed by Alexandre Julliard
parent 36c80777f1
commit b0f1634b06
1 changed files with 20 additions and 15 deletions

View File

@ -332,6 +332,25 @@ static void wined3d_view_invalidate_location(struct wined3d_resource *resource,
wined3d_texture_invalidate_location(texture, sub_resource_idx, location);
}
static void wined3d_view_load_location(struct wined3d_resource *resource,
const struct wined3d_view_desc *desc, struct wined3d_context *context, DWORD location)
{
unsigned int i, sub_resource_idx, layer_count;
struct wined3d_texture *texture;
if (resource->type == WINED3D_RTYPE_BUFFER)
{
wined3d_buffer_load_location(buffer_from_resource(resource), context, location);
return;
}
texture = texture_from_resource(resource);
sub_resource_idx = desc->u.texture.layer_idx * texture->level_count + desc->u.texture.level_idx;
layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? desc->u.texture.layer_count : 1;
for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count)
wined3d_texture_load_location(texture, sub_resource_idx, context, location);
}
ULONG CDECL wined3d_rendertarget_view_incref(struct wined3d_rendertarget_view *view)
{
ULONG refcount = InterlockedIncrement(&view->refcount);
@ -461,21 +480,7 @@ void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view
void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view,
struct wined3d_context *context, DWORD location)
{
struct wined3d_resource *resource = view->resource;
unsigned int i, sub_resource_idx, layer_count;
struct wined3d_texture *texture;
if (resource->type == WINED3D_RTYPE_BUFFER)
{
wined3d_buffer_load_location(buffer_from_resource(resource), context, location);
return;
}
texture = texture_from_resource(resource);
sub_resource_idx = view->sub_resource_idx;
layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? view->layer_count : 1;
for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count)
wined3d_texture_load_location(texture, sub_resource_idx, context, location);
wined3d_view_load_location(view->resource, &view->desc, context, location);
}
void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_view *view, DWORD location)