wined3d: Clear Vulkan textures on the GPU in wined3d_texture_vk_load_texture().
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -5173,6 +5173,56 @@ static void wined3d_texture_vk_download_data(struct wined3d_context *context,
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}
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}
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static void wined3d_texture_vk_clear(struct wined3d_texture_vk *texture_vk,
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unsigned int sub_resource_idx, struct wined3d_context *context)
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{
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struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
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const struct wined3d_format *format = texture_vk->t.resource.format;
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const struct wined3d_vk_info *vk_info = context_vk->vk_info;
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static const VkClearDepthStencilValue depth_value;
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static const VkClearColorValue colour_value;
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VkCommandBuffer vk_command_buffer;
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VkImageSubresourceRange vk_range;
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VkImageAspectFlags aspect_mask;
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VkImage vk_image;
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vk_image = texture_vk->image.vk_image;
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if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk)))
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{
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ERR("Failed to get command buffer.\n");
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return;
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}
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aspect_mask = vk_aspect_mask_from_format(format);
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vk_range.aspectMask = aspect_mask;
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vk_range.baseMipLevel = sub_resource_idx % texture_vk->t.level_count;
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vk_range.levelCount = 1;
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vk_range.baseArrayLayer = sub_resource_idx / texture_vk->t.level_count;
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vk_range.layerCount = 1;
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wined3d_context_vk_end_current_render_pass(context_vk);
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wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
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VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
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vk_access_mask_from_bind_flags(texture_vk->t.resource.bind_flags), VK_ACCESS_TRANSFER_WRITE_BIT,
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texture_vk->layout, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, vk_image, &vk_range);
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if (format->depth_size || format->stencil_size)
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VK_CALL(vkCmdClearDepthStencilImage(vk_command_buffer, vk_image,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &depth_value, 1, &vk_range));
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else
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VK_CALL(vkCmdClearColorImage(vk_command_buffer, vk_image,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &colour_value, 1, &vk_range));
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wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
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VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
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VK_ACCESS_TRANSFER_WRITE_BIT, vk_access_mask_from_bind_flags(texture_vk->t.resource.bind_flags),
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, texture_vk->layout, vk_image, &vk_range);
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wined3d_context_vk_reference_texture(context_vk, texture_vk);
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}
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static BOOL wined3d_texture_vk_load_texture(struct wined3d_texture_vk *texture_vk,
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unsigned int sub_resource_idx, struct wined3d_context *context)
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{
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@ -5185,15 +5235,8 @@ static BOOL wined3d_texture_vk_load_texture(struct wined3d_texture_vk *texture_v
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if (sub_resource->locations & WINED3D_LOCATION_CLEARED)
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{
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struct wined3d_bo_address addr;
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/* FIXME: Clear textures on the GPU if possible. */
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if (!wined3d_texture_prepare_location(&texture_vk->t, sub_resource_idx, context, WINED3D_LOCATION_SYSMEM))
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return FALSE;
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wined3d_texture_get_bo_address(&texture_vk->t, sub_resource_idx, &addr, WINED3D_LOCATION_SYSMEM);
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memset(addr.addr, 0, sub_resource->size);
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wined3d_texture_validate_location(&texture_vk->t, sub_resource_idx, WINED3D_LOCATION_SYSMEM);
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wined3d_texture_vk_clear(texture_vk, sub_resource_idx, context);
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return TRUE;
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}
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if (!(sub_resource->locations & wined3d_texture_sysmem_locations))
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