wined3d: Consider CPU blitter when clearing discarded textures.
In order to avoid invalidating system memory for "converted" surfaces.
Fixes a regression introduced by commit 56128d18d4
("wined3d: Drop the
special case for "converted" surfaces in wined3d_surface_blt().").
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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@ -9960,7 +9960,6 @@ static void test_color_fill(void)
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hr = IDirectDrawSurface4_Lock(surface, NULL, &surface_desc, DDLOCK_READONLY, 0);
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ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x, surface %s.\n", hr, tests[i].name);
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color = surface_desc.lpSurface;
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todo_wine_if(tests[i].caps & DDSCAPS_VIDEOMEMORY && U3(z_fmt).dwZBitMask != 0xffff)
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ok((*color & U3(z_fmt).dwZBitMask) == (tests[i].result & U3(z_fmt).dwZBitMask)
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|| broken((*color & U3(z_fmt).dwZBitMask) == (expected_broken & U3(z_fmt).dwZBitMask)),
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"Got clear result 0x%08x, expected 0x%08x, surface %s.\n",
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@ -9911,7 +9911,6 @@ static void test_color_fill(void)
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hr = IDirectDrawSurface7_Lock(surface, NULL, &surface_desc, DDLOCK_READONLY, 0);
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ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x, surface %s.\n", hr, tests[i].name);
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color = surface_desc.lpSurface;
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todo_wine_if(tests[i].caps & DDSCAPS_VIDEOMEMORY && U3(z_fmt).dwZBitMask != 0xffff)
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ok((*color & U3(z_fmt).dwZBitMask) == (tests[i].result & U3(z_fmt).dwZBitMask)
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|| broken((*color & U3(z_fmt).dwZBitMask) == (expected_broken & U3(z_fmt).dwZBitMask)),
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"Got clear result 0x%08x, expected 0x%08x, surface %s.\n",
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@ -2698,13 +2698,15 @@ static BOOL ffp_blitter_use_cpu_clear(struct wined3d_rendertarget_view *view)
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{
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struct wined3d_resource *resource;
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struct wined3d_texture *texture;
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DWORD locations;
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resource = view->resource;
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if (resource->type == WINED3D_RTYPE_BUFFER)
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return resource->pool == WINED3D_POOL_SYSTEM_MEM;
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texture = texture_from_resource(resource);
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if (texture->sub_resources[view->sub_resource_idx].locations & resource->map_binding)
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locations = texture->sub_resources[view->sub_resource_idx].locations;
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if (locations & (resource->map_binding | WINED3D_LOCATION_DISCARDED))
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return resource->pool == WINED3D_POOL_SYSTEM_MEM || (texture->flags & WINED3D_TEXTURE_PIN_SYSMEM);
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return resource->pool == WINED3D_POOL_SYSTEM_MEM && !(texture->flags & WINED3D_TEXTURE_CONVERTED);
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