wined3d: Implement depth clear in wined3d_device_clear_rendertarget_view().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -909,7 +909,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_ClearRenderTargetView(ID3D
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iface, render_target_view, color_rgba[0], color_rgba[1], color_rgba[2], color_rgba[3]);
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iface, render_target_view, color_rgba[0], color_rgba[1], color_rgba[2], color_rgba[3]);
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wined3d_mutex_lock();
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wined3d_mutex_lock();
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if (FAILED(hr = wined3d_device_clear_rendertarget_view(device->wined3d_device, view->wined3d_view, NULL, &color)))
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if (FAILED(hr = wined3d_device_clear_rendertarget_view(device->wined3d_device, view->wined3d_view, NULL,
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WINED3DCLEAR_TARGET, &color, 0.0f, 0)))
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ERR("Failed to clear view, hr %#x.\n", hr);
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ERR("Failed to clear view, hr %#x.\n", hr);
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wined3d_mutex_unlock();
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wined3d_mutex_unlock();
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}
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}
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@ -3301,7 +3302,8 @@ static void STDMETHODCALLTYPE d3d10_device_ClearRenderTargetView(ID3D10Device1 *
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iface, render_target_view, color_rgba[0], color_rgba[1], color_rgba[2], color_rgba[3]);
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iface, render_target_view, color_rgba[0], color_rgba[1], color_rgba[2], color_rgba[3]);
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wined3d_mutex_lock();
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wined3d_mutex_lock();
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if (FAILED(hr = wined3d_device_clear_rendertarget_view(device->wined3d_device, view->wined3d_view, NULL, &color)))
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if (FAILED(hr = wined3d_device_clear_rendertarget_view(device->wined3d_device, view->wined3d_view, NULL,
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WINED3DCLEAR_TARGET, &color, 0.0f, 0)))
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ERR("Failed to clear view, hr %#x.\n", hr);
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ERR("Failed to clear view, hr %#x.\n", hr);
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wined3d_mutex_unlock();
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wined3d_mutex_unlock();
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}
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}
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@ -1450,7 +1450,8 @@ static HRESULT WINAPI d3d9_device_ColorFill(IDirect3DDevice9Ex *iface,
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}
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}
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hr = wined3d_device_clear_rendertarget_view(device->wined3d_device,
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hr = wined3d_device_clear_rendertarget_view(device->wined3d_device,
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d3d9_surface_get_rendertarget_view(surface_impl), rect, &c);
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d3d9_surface_get_rendertarget_view(surface_impl), rect,
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WINED3DCLEAR_TARGET, &c, 0.0f, 0);
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wined3d_mutex_unlock();
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wined3d_mutex_unlock();
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@ -4078,13 +4078,25 @@ void CDECL wined3d_device_update_sub_resource(struct wined3d_device *device, str
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}
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}
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HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
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HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
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struct wined3d_rendertarget_view *view, const RECT *rect, const struct wined3d_color *color)
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struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags,
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const struct wined3d_color *color, float depth, DWORD stencil)
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{
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{
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const struct blit_shader *blitter;
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struct wined3d_resource *resource;
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struct wined3d_resource *resource;
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enum wined3d_blit_op blit_op;
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RECT r;
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RECT r;
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TRACE("device %p, view %p, rect %s, color %s.\n",
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TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
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device, view, wine_dbgstr_rect(rect), debug_color(color));
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device, view, wine_dbgstr_rect(rect), flags, debug_color(color), depth, stencil);
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if (!flags)
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return WINED3D_OK;
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if (flags & WINED3DCLEAR_STENCIL)
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{
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FIXME("Stencil clear not implemented.\n");
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return E_NOTIMPL;
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}
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resource = view->resource;
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resource = view->resource;
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if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
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if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
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@ -4105,9 +4117,22 @@ HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *devi
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rect = &r;
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rect = &r;
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}
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}
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resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource), view->sub_resource_idx);
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if (flags & WINED3DCLEAR_TARGET)
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blit_op = WINED3D_BLIT_OP_COLOR_FILL;
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else
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blit_op = WINED3D_BLIT_OP_DEPTH_FILL;
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return surface_color_fill(surface_from_resource(resource), rect, color);
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if (!(blitter = wined3d_select_blitter(&device->adapter->gl_info, &device->adapter->d3d_info,
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blit_op, NULL, 0, 0, NULL, rect, resource->usage, resource->pool, resource->format)))
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{
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FIXME("No blitter is capable of performing the requested fill operation.\n");
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return WINED3DERR_INVALIDCALL;
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}
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if (blit_op == WINED3D_BLIT_OP_COLOR_FILL)
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return blitter->color_fill(device, view, rect, color);
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else
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return blitter->depth_fill(device, view, rect, depth);
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}
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}
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struct wined3d_rendertarget_view * CDECL wined3d_device_get_rendertarget_view(const struct wined3d_device *device,
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struct wined3d_rendertarget_view * CDECL wined3d_device_get_rendertarget_view(const struct wined3d_device *device,
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@ -36,7 +36,7 @@
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@ cdecl wined3d_device_begin_scene(ptr)
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@ cdecl wined3d_device_begin_scene(ptr)
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@ cdecl wined3d_device_begin_stateblock(ptr)
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@ cdecl wined3d_device_begin_stateblock(ptr)
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@ cdecl wined3d_device_clear(ptr long ptr long ptr float long)
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@ cdecl wined3d_device_clear(ptr long ptr long ptr float long)
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@ cdecl wined3d_device_clear_rendertarget_view(ptr ptr ptr ptr)
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@ cdecl wined3d_device_clear_rendertarget_view(ptr ptr ptr long ptr float long)
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@ cdecl wined3d_device_copy_resource(ptr ptr ptr)
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@ cdecl wined3d_device_copy_resource(ptr ptr ptr)
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@ cdecl wined3d_device_copy_sub_resource_region(ptr ptr long long long long ptr long ptr)
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@ cdecl wined3d_device_copy_sub_resource_region(ptr ptr long long long long ptr long ptr)
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@ cdecl wined3d_device_create(ptr long long ptr long long ptr ptr)
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@ cdecl wined3d_device_create(ptr long long ptr long long ptr ptr)
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@ -2054,7 +2054,8 @@ HRESULT __cdecl wined3d_device_begin_stateblock(struct wined3d_device *device);
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HRESULT __cdecl wined3d_device_clear(struct wined3d_device *device, DWORD rect_count, const RECT *rects, DWORD flags,
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HRESULT __cdecl wined3d_device_clear(struct wined3d_device *device, DWORD rect_count, const RECT *rects, DWORD flags,
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const struct wined3d_color *color, float z, DWORD stencil);
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const struct wined3d_color *color, float z, DWORD stencil);
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HRESULT __cdecl wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
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HRESULT __cdecl wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
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struct wined3d_rendertarget_view *view, const RECT *rect, const struct wined3d_color *color);
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struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags,
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const struct wined3d_color *color, float depth, DWORD stencil);
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void __cdecl wined3d_device_copy_resource(struct wined3d_device *device,
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void __cdecl wined3d_device_copy_resource(struct wined3d_device *device,
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struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource);
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struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource);
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HRESULT __cdecl wined3d_device_copy_sub_resource_region(struct wined3d_device *device,
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HRESULT __cdecl wined3d_device_copy_sub_resource_region(struct wined3d_device *device,
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