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wine
wine-winehq
Commits
3e3f5e88
Commit
3e3f5e88
authored
Apr 05, 2017
by
Henri Verbeet
Committed by
Alexandre Julliard
Apr 05, 2017
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Plain Diff
wined3d: Send rendertarget view clears through the command stream.
Signed-off-by:
Henri Verbeet
<
hverbeet@codeweavers.com
>
Signed-off-by:
Alexandre Julliard
<
julliard@winehq.org
>
parent
abfc973c
Hide whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
59 additions
and
21 deletions
+59
-21
cs.c
dlls/wined3d/cs.c
+55
-7
device.c
dlls/wined3d/device.c
+2
-14
wined3d_private.h
dlls/wined3d/wined3d_private.h
+2
-0
No files found.
dlls/wined3d/cs.c
View file @
3e3f5e88
...
...
@@ -81,6 +81,9 @@ struct wined3d_cs_clear
{
enum
wined3d_cs_op
opcode
;
DWORD
flags
;
unsigned
int
rt_count
;
struct
wined3d_fb_state
*
fb
;
RECT
draw_rect
;
struct
wined3d_color
color
;
float
depth
;
DWORD
stencil
;
...
...
@@ -420,24 +423,25 @@ static void wined3d_cs_exec_clear(struct wined3d_cs *cs, const void *data)
device
=
cs
->
device
;
wined3d_get_draw_rect
(
state
,
&
draw_rect
);
device
->
blitter
->
ops
->
blitter_clear
(
device
->
blitter
,
device
,
device
->
adapter
->
gl_info
.
limits
.
buffers
,
state
->
fb
,
op
->
rect_count
,
op
->
rects
,
&
draw_rect
,
op
->
flags
,
&
op
->
color
,
op
->
depth
,
op
->
stencil
);
device
->
blitter
->
ops
->
blitter_clear
(
device
->
blitter
,
device
,
op
->
rt_count
,
op
->
fb
,
op
->
rect_count
,
op
->
rects
,
&
op
->
draw_rect
,
op
->
flags
,
&
op
->
color
,
op
->
depth
,
op
->
stencil
);
if
(
op
->
flags
&
WINED3DCLEAR_TARGET
)
{
for
(
i
=
0
;
i
<
device
->
adapter
->
gl_info
.
limits
.
buffers
;
++
i
)
for
(
i
=
0
;
i
<
op
->
rt_count
;
++
i
)
{
if
(
state
->
fb
->
render_targets
[
i
])
wined3d_resource_release
(
state
->
fb
->
render_targets
[
i
]
->
resource
);
if
(
op
->
fb
->
render_targets
[
i
])
wined3d_resource_release
(
op
->
fb
->
render_targets
[
i
]
->
resource
);
}
}
if
(
op
->
flags
&
(
WINED3DCLEAR_ZBUFFER
|
WINED3DCLEAR_STENCIL
))
wined3d_resource_release
(
state
->
fb
->
depth_stencil
->
resource
);
wined3d_resource_release
(
op
->
fb
->
depth_stencil
->
resource
);
}
void
wined3d_cs_emit_clear
(
struct
wined3d_cs
*
cs
,
DWORD
rect_count
,
const
RECT
*
rects
,
DWORD
flags
,
const
struct
wined3d_color
*
color
,
float
depth
,
DWORD
stencil
)
{
unsigned
int
rt_count
=
cs
->
device
->
adapter
->
gl_info
.
limits
.
buffers
;
const
struct
wined3d_state
*
state
=
&
cs
->
device
->
state
;
struct
wined3d_cs_clear
*
op
;
unsigned
int
i
;
...
...
@@ -445,6 +449,9 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *
op
=
cs
->
ops
->
require_space
(
cs
,
FIELD_OFFSET
(
struct
wined3d_cs_clear
,
rects
[
rect_count
]));
op
->
opcode
=
WINED3D_CS_OP_CLEAR
;
op
->
flags
=
flags
;
op
->
rt_count
=
rt_count
;
op
->
fb
=
&
cs
->
fb
;
wined3d_get_draw_rect
(
state
,
&
op
->
draw_rect
);
op
->
color
=
*
color
;
op
->
depth
=
depth
;
op
->
stencil
=
stencil
;
...
...
@@ -453,7 +460,7 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *
if
(
flags
&
WINED3DCLEAR_TARGET
)
{
for
(
i
=
0
;
i
<
cs
->
device
->
adapter
->
gl_info
.
limits
.
buffers
;
++
i
)
for
(
i
=
0
;
i
<
rt_count
;
++
i
)
{
if
(
state
->
fb
->
render_targets
[
i
])
wined3d_resource_acquire
(
state
->
fb
->
render_targets
[
i
]
->
resource
);
...
...
@@ -465,6 +472,47 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *
cs
->
ops
->
submit
(
cs
);
}
void
wined3d_cs_emit_clear_rendertarget_view
(
struct
wined3d_cs
*
cs
,
struct
wined3d_rendertarget_view
*
view
,
const
RECT
*
rect
,
DWORD
flags
,
const
struct
wined3d_color
*
color
,
float
depth
,
DWORD
stencil
)
{
struct
wined3d_cs_clear
*
op
;
struct
{
struct
wined3d_rendertarget_view
*
rt
;
struct
wined3d_fb_state
fb
;
}
*
extra
;
op
=
cs
->
ops
->
require_space
(
cs
,
FIELD_OFFSET
(
struct
wined3d_cs_clear
,
rects
[
1
])
+
sizeof
(
*
extra
));
extra
=
(
void
*
)
&
op
->
rects
[
1
];
extra
->
fb
.
render_targets
=
&
extra
->
rt
;
op
->
fb
=
&
extra
->
fb
;
op
->
opcode
=
WINED3D_CS_OP_CLEAR
;
op
->
flags
=
flags
;
if
(
flags
&
WINED3DCLEAR_TARGET
)
{
op
->
rt_count
=
1
;
op
->
fb
->
render_targets
[
0
]
=
view
;
op
->
fb
->
depth_stencil
=
NULL
;
op
->
color
=
*
color
;
}
else
{
op
->
rt_count
=
0
;
op
->
fb
->
render_targets
[
0
]
=
NULL
;
op
->
fb
->
depth_stencil
=
view
;
op
->
depth
=
depth
;
op
->
stencil
=
stencil
;
}
SetRect
(
&
op
->
draw_rect
,
0
,
0
,
view
->
width
,
view
->
height
);
op
->
rect_count
=
1
;
op
->
rects
[
0
]
=
*
rect
;
wined3d_resource_acquire
(
view
->
resource
);
cs
->
ops
->
submit
(
cs
);
}
static
void
acquire_shader_resources
(
const
struct
wined3d_state
*
state
,
unsigned
int
shader_mask
)
{
struct
wined3d_shader_sampler_map_entry
*
entry
;
...
...
dlls/wined3d/device.c
View file @
3e3f5e88
...
...
@@ -4148,7 +4148,7 @@ HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *devi
const
struct
wined3d_color
*
color
,
float
depth
,
DWORD
stencil
)
{
struct
wined3d_resource
*
resource
;
RECT
draw_rect
,
r
;
RECT
r
;
TRACE
(
"device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.
\n
"
,
device
,
view
,
wine_dbgstr_rect
(
rect
),
flags
,
debug_color
(
color
),
depth
,
stencil
);
...
...
@@ -4185,19 +4185,7 @@ HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *devi
return
hr
;
}
SetRect
(
&
draw_rect
,
0
,
0
,
view
->
width
,
view
->
height
);
if
(
flags
==
WINED3DCLEAR_TARGET
)
{
struct
wined3d_fb_state
fb
=
{
&
view
,
NULL
};
device
->
blitter
->
ops
->
blitter_clear
(
device
->
blitter
,
device
,
1
,
&
fb
,
1
,
rect
,
&
draw_rect
,
flags
,
color
,
depth
,
stencil
);
}
else
{
struct
wined3d_fb_state
fb
=
{
NULL
,
view
};
device
->
blitter
->
ops
->
blitter_clear
(
device
->
blitter
,
device
,
0
,
&
fb
,
1
,
rect
,
&
draw_rect
,
flags
,
color
,
depth
,
stencil
);
}
wined3d_cs_emit_clear_rendertarget_view
(
device
->
cs
,
view
,
rect
,
flags
,
color
,
depth
,
stencil
);
return
WINED3D_OK
;
}
...
...
dlls/wined3d/wined3d_private.h
View file @
3e3f5e88
...
...
@@ -3228,6 +3228,8 @@ void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_reso
const
struct
wined3d_blt_fx
*
fx
,
enum
wined3d_texture_filter_type
filter
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_emit_clear
(
struct
wined3d_cs
*
cs
,
DWORD
rect_count
,
const
RECT
*
rects
,
DWORD
flags
,
const
struct
wined3d_color
*
color
,
float
depth
,
DWORD
stencil
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_emit_clear_rendertarget_view
(
struct
wined3d_cs
*
cs
,
struct
wined3d_rendertarget_view
*
view
,
const
RECT
*
rect
,
DWORD
flags
,
const
struct
wined3d_color
*
color
,
float
depth
,
DWORD
stencil
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_emit_dispatch
(
struct
wined3d_cs
*
cs
,
unsigned
int
group_count_x
,
unsigned
int
group_count_y
,
unsigned
int
group_count_z
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_emit_draw
(
struct
wined3d_cs
*
cs
,
GLenum
primitive_type
,
int
base_vertex_idx
,
...
...
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