wined3d: Get rid of the "AlwaysOffscreen" setting.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1752,7 +1752,7 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
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if (color_format->id == WINED3DFMT_P8_UINT)
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color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
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/* When "always_offscreen" is enabled, we only use the drawable for
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/* When using FBOs for off-screen rendering, we only use the drawable for
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* presentation blits, and don't do any rendering to it. That means we
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* don't need depth or stencil buffers, and can mostly ignore the render
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* target format. This wouldn't necessarily be quite correct for 10bpc
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@ -1760,8 +1760,7 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
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* Using the same format regardless of the color/depth/stencil targets
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* makes it much less likely that different wined3d instances will set
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* conflicting pixel formats. */
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if (wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER
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&& wined3d_settings.always_offscreen)
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if (wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER)
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{
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color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
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ds_format = wined3d_get_format(gl_info, WINED3DFMT_UNKNOWN, WINED3DUSAGE_DEPTHSTENCIL);
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@ -749,8 +749,6 @@ static const struct wined3d_swapchain_ops swapchain_gdi_ops =
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static void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain)
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{
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RECT client_rect;
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if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
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return;
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@ -761,25 +759,6 @@ static void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain)
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return;
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}
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GetClientRect(swapchain->win_handle, &client_rect);
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TRACE("Backbuffer %ux%u, window %ux%u.\n",
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swapchain->desc.backbuffer_width,
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swapchain->desc.backbuffer_height,
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client_rect.right, client_rect.bottom);
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TRACE("Multisample type %#x, quality %#x.\n",
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swapchain->desc.multisample_type,
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swapchain->desc.multisample_quality);
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if (!wined3d_settings.always_offscreen && !swapchain->desc.multisample_type
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&& swapchain->desc.backbuffer_width == client_rect.right
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&& swapchain->desc.backbuffer_height == client_rect.bottom)
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{
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TRACE("Backbuffer dimensions match window dimensions, rendering onscreen.\n");
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swapchain->render_to_fbo = FALSE;
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return;
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}
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TRACE("Rendering to FBO.\n");
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swapchain->render_to_fbo = TRUE;
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}
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@ -1366,7 +1366,7 @@ BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned
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return TRUE;
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case WINED3D_LOCATION_DRAWABLE:
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if (!texture->swapchain && wined3d_settings.always_offscreen)
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if (!texture->swapchain && wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER)
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ERR("Texture %p does not have a drawable.\n", texture);
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return TRUE;
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@ -82,7 +82,6 @@ struct wined3d_settings wined3d_settings =
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TRUE, /* Multisampling enabled by default. */
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~0u, /* Don't force a specific sample count by default. */
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FALSE, /* No strict draw ordering. */
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TRUE, /* Don't try to render onscreen by default. */
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FALSE, /* Don't range check relative addressing indices in float constants. */
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~0U, /* No VS shader model limit by default. */
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~0U, /* No HS shader model limit by default. */
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@ -304,12 +303,6 @@ static BOOL wined3d_dll_init(HINSTANCE hInstDLL)
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TRACE("Enforcing strict draw ordering.\n");
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wined3d_settings.strict_draw_ordering = TRUE;
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}
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if (!get_config_key(hkey, appkey, "AlwaysOffscreen", buffer, size)
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&& !strcmp(buffer,"disabled"))
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{
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TRACE("Not always rendering backbuffers offscreen.\n");
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wined3d_settings.always_offscreen = FALSE;
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}
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if (!get_config_key(hkey, appkey, "CheckFloatConstants", buffer, size)
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&& !strcmp(buffer, "enabled"))
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{
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@ -298,7 +298,6 @@ struct wined3d_settings
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int allow_multisampling;
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unsigned int sample_count;
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BOOL strict_draw_ordering;
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BOOL always_offscreen;
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BOOL check_float_constants;
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unsigned int max_sm_vs;
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unsigned int max_sm_hs;
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