Commit 3adf4b84 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Get rid of WINED3DUSAGE_RENDERTARGET.

parent cc0c7d72
...@@ -450,8 +450,6 @@ DWORD wined3d_usage_from_d3d11(UINT bind_flags, enum D3D11_USAGE usage) ...@@ -450,8 +450,6 @@ DWORD wined3d_usage_from_d3d11(UINT bind_flags, enum D3D11_USAGE usage)
if (bind_flags & D3D11_BIND_SHADER_RESOURCE) if (bind_flags & D3D11_BIND_SHADER_RESOURCE)
wined3d_usage |= WINED3DUSAGE_TEXTURE; wined3d_usage |= WINED3DUSAGE_TEXTURE;
if (bind_flags & D3D11_BIND_RENDER_TARGET)
wined3d_usage |= WINED3DUSAGE_RENDERTARGET;
if (bind_flags & D3D11_BIND_DEPTH_STENCIL) if (bind_flags & D3D11_BIND_DEPTH_STENCIL)
wined3d_usage |= WINED3DUSAGE_DEPTHSTENCIL; wined3d_usage |= WINED3DUSAGE_DEPTHSTENCIL;
if (bind_flags & ~handled) if (bind_flags & ~handled)
......
...@@ -6181,7 +6181,6 @@ HRESULT ddraw_surface_create(struct ddraw *ddraw, const DDSURFACEDESC2 *surface_ ...@@ -6181,7 +6181,6 @@ HRESULT ddraw_surface_create(struct ddraw *ddraw, const DDSURFACEDESC2 *surface_
} }
else if (desc->ddsCaps.dwCaps & DDSCAPS_3DDEVICE) else if (desc->ddsCaps.dwCaps & DDSCAPS_3DDEVICE)
{ {
wined3d_desc.usage |= WINED3DUSAGE_RENDERTARGET;
wined3d_desc.bind_flags |= WINED3D_BIND_RENDER_TARGET; wined3d_desc.bind_flags |= WINED3D_BIND_RENDER_TARGET;
} }
} }
......
...@@ -190,8 +190,6 @@ static HRESULT STDMETHODCALLTYPE dxgi_device_CreateSurface(IWineDXGIDevice *ifac ...@@ -190,8 +190,6 @@ static HRESULT STDMETHODCALLTYPE dxgi_device_CreateSurface(IWineDXGIDevice *ifac
surface_desc.usage = 0; surface_desc.usage = 0;
if (surface_desc.bind_flags & WINED3D_BIND_SHADER_RESOURCE) if (surface_desc.bind_flags & WINED3D_BIND_SHADER_RESOURCE)
surface_desc.usage |= WINED3DUSAGE_TEXTURE; surface_desc.usage |= WINED3DUSAGE_TEXTURE;
if (surface_desc.bind_flags & WINED3D_BIND_RENDER_TARGET)
surface_desc.usage |= WINED3DUSAGE_RENDERTARGET;
surface_desc.access = WINED3D_RESOURCE_ACCESS_GPU; surface_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
surface_desc.width = desc->Width; surface_desc.width = desc->Width;
surface_desc.height = desc->Height; surface_desc.height = desc->Height;
......
...@@ -1541,13 +1541,11 @@ HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT ad ...@@ -1541,13 +1541,11 @@ HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT ad
adapter_format = wined3d_get_format(adapter, adapter_format_id, WINED3D_BIND_RENDER_TARGET); adapter_format = wined3d_get_format(adapter, adapter_format_id, WINED3D_BIND_RENDER_TARGET);
format = wined3d_get_format(adapter, check_format_id, bind_flags); format = wined3d_get_format(adapter, check_format_id, bind_flags);
if (usage & WINED3DUSAGE_RENDERTARGET)
bind_flags |= WINED3D_BIND_RENDER_TARGET;
if (usage & WINED3DUSAGE_DEPTHSTENCIL) if (usage & WINED3DUSAGE_DEPTHSTENCIL)
bind_flags |= WINED3D_BIND_DEPTH_STENCIL; bind_flags |= WINED3D_BIND_DEPTH_STENCIL;
if (usage & WINED3DUSAGE_TEXTURE) if (usage & WINED3DUSAGE_TEXTURE)
bind_flags |= WINED3D_BIND_SHADER_RESOURCE; bind_flags |= WINED3D_BIND_SHADER_RESOURCE;
usage &= ~(WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL | WINED3DUSAGE_TEXTURE); usage &= ~(WINED3DUSAGE_DEPTHSTENCIL | WINED3DUSAGE_TEXTURE);
switch (resource_type) switch (resource_type)
{ {
......
...@@ -30,8 +30,7 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d_perf); ...@@ -30,8 +30,7 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
static void resource_check_usage(DWORD usage) static void resource_check_usage(DWORD usage)
{ {
static const DWORD handled = WINED3DUSAGE_RENDERTARGET static const DWORD handled = WINED3DUSAGE_DEPTHSTENCIL
| WINED3DUSAGE_DEPTHSTENCIL
| WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_WRITEONLY
| WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_STATICDECL | WINED3DUSAGE_STATICDECL
......
...@@ -921,8 +921,6 @@ static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3 ...@@ -921,8 +921,6 @@ static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3
texture_desc.usage = 0; texture_desc.usage = 0;
if (device->wined3d->flags & WINED3D_NO3D) if (device->wined3d->flags & WINED3D_NO3D)
texture_desc.usage |= WINED3DUSAGE_OWNDC; texture_desc.usage |= WINED3DUSAGE_OWNDC;
if (texture_desc.bind_flags & WINED3D_BIND_RENDER_TARGET)
texture_desc.usage |= WINED3DUSAGE_RENDERTARGET;
if (texture_desc.bind_flags & WINED3D_BIND_SHADER_RESOURCE) if (texture_desc.bind_flags & WINED3D_BIND_SHADER_RESOURCE)
texture_desc.usage |= WINED3DUSAGE_TEXTURE; texture_desc.usage |= WINED3DUSAGE_TEXTURE;
for (i = 0; i < swapchain->desc.backbuffer_count; ++i) for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
......
...@@ -4511,7 +4511,6 @@ const char *debug_d3dusage(DWORD usage) ...@@ -4511,7 +4511,6 @@ const char *debug_d3dusage(DWORD usage)
init_debug_buffer(&buffer, "0"); init_debug_buffer(&buffer, "0");
#define WINED3DUSAGE_TO_STR(x) if (usage & x) { debug_append(&buffer, #x, " | "); usage &= ~x; } #define WINED3DUSAGE_TO_STR(x) if (usage & x) { debug_append(&buffer, #x, " | "); usage &= ~x; }
WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL); WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY); WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING); WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
......
...@@ -914,7 +914,6 @@ enum wined3d_shader_type ...@@ -914,7 +914,6 @@ enum wined3d_shader_type
#define WINED3D_BIND_DEPTH_STENCIL 0x00000040 #define WINED3D_BIND_DEPTH_STENCIL 0x00000040
#define WINED3D_BIND_UNORDERED_ACCESS 0x00000080 #define WINED3D_BIND_UNORDERED_ACCESS 0x00000080
#define WINED3DUSAGE_RENDERTARGET 0x00000001
#define WINED3DUSAGE_DEPTHSTENCIL 0x00000002 #define WINED3DUSAGE_DEPTHSTENCIL 0x00000002
#define WINED3DUSAGE_WRITEONLY 0x00000008 #define WINED3DUSAGE_WRITEONLY 0x00000008
#define WINED3DUSAGE_SOFTWAREPROCESSING 0x00000010 #define WINED3DUSAGE_SOFTWAREPROCESSING 0x00000010
...@@ -928,7 +927,7 @@ enum wined3d_shader_type ...@@ -928,7 +927,7 @@ enum wined3d_shader_type
#define WINED3DUSAGE_RESTRICT_SHARED_RESOURCE 0x00002000 #define WINED3DUSAGE_RESTRICT_SHARED_RESOURCE 0x00002000
#define WINED3DUSAGE_DMAP 0x00004000 #define WINED3DUSAGE_DMAP 0x00004000
#define WINED3DUSAGE_TEXTAPI 0x10000000 #define WINED3DUSAGE_TEXTAPI 0x10000000
#define WINED3DUSAGE_MASK 0x10007bff #define WINED3DUSAGE_MASK 0x10007bfa
#define WINED3DUSAGE_SCRATCH 0x00200000 #define WINED3DUSAGE_SCRATCH 0x00200000
#define WINED3DUSAGE_PRIVATE 0x00400000 #define WINED3DUSAGE_PRIVATE 0x00400000
......
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