wined3d: Immediately return on redundant changes in IWineD3DDeviceImpl_SetDepthStencilSurface().

This commit is contained in:
Henri Verbeet 2010-04-19 20:47:03 +02:00 committed by Alexandre Julliard
parent 5056fd309d
commit fb189b39a9
1 changed files with 26 additions and 26 deletions

View File

@ -5913,39 +5913,39 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *
if (This->depth_stencil == (IWineD3DSurfaceImpl *)pNewZStencil)
{
TRACE("Trying to do a NOP SetRenderTarget operation.\n");
return WINED3D_OK;
}
else
if (This->depth_stencil)
{
if (This->depth_stencil)
if (((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
|| This->depth_stencil->Flags & SFLAG_DISCARD)
{
if (((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
|| This->depth_stencil->Flags & SFLAG_DISCARD)
{
surface_modify_ds_location(This->depth_stencil, SFLAG_DS_DISCARDED);
}
else
{
struct wined3d_context *context = context_acquire(This,
(IWineD3DSurface *)This->render_targets[0], CTXUSAGE_RESOURCELOAD);
surface_load_ds_location(This->depth_stencil, context, SFLAG_DS_OFFSCREEN);
surface_modify_ds_location(This->depth_stencil, SFLAG_DS_OFFSCREEN);
context_release(context);
}
surface_modify_ds_location(This->depth_stencil, SFLAG_DS_DISCARDED);
}
tmp = This->depth_stencil;
This->depth_stencil = (IWineD3DSurfaceImpl *)pNewZStencil;
if (This->depth_stencil) IWineD3DSurface_AddRef((IWineD3DSurface *)This->depth_stencil);
if (tmp) IWineD3DSurface_Release((IWineD3DSurface *)tmp);
if((!tmp && pNewZStencil) || (!pNewZStencil && tmp)) {
/* Swapping NULL / non NULL depth stencil affects the depth and tests */
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZENABLE));
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILENABLE));
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
else
{
struct wined3d_context *context = context_acquire(This,
(IWineD3DSurface *)This->render_targets[0], CTXUSAGE_RESOURCELOAD);
surface_load_ds_location(This->depth_stencil, context, SFLAG_DS_OFFSCREEN);
surface_modify_ds_location(This->depth_stencil, SFLAG_DS_OFFSCREEN);
context_release(context);
}
}
tmp = This->depth_stencil;
This->depth_stencil = (IWineD3DSurfaceImpl *)pNewZStencil;
if (This->depth_stencil) IWineD3DSurface_AddRef((IWineD3DSurface *)This->depth_stencil);
if (tmp) IWineD3DSurface_Release((IWineD3DSurface *)tmp);
if ((!tmp && pNewZStencil) || (!pNewZStencil && tmp))
{
/* Swapping NULL / non NULL depth stencil affects the depth and tests */
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZENABLE));
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILENABLE));
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
}
return WINED3D_OK;
}