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wine
wine-winehq
Commits
70f017ac
Commit
70f017ac
authored
Mar 22, 2018
by
Henri Verbeet
Committed by
Alexandre Julliard
Mar 22, 2018
Browse files
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Plain Diff
wined3d: Get rid of the "StrictDrawOrdering" setting.
Signed-off-by:
Henri Verbeet
<
hverbeet@codeweavers.com
>
Signed-off-by:
Alexandre Julliard
<
julliard@winehq.org
>
parent
5118eb3a
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Showing
8 changed files
with
7 additions
and
37 deletions
+7
-37
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+2
-3
buffer.c
dlls/wined3d/buffer.c
+0
-2
context.c
dlls/wined3d/context.c
+0
-6
device.c
dlls/wined3d/device.c
+2
-3
surface.c
dlls/wined3d/surface.c
+3
-11
texture.c
dlls/wined3d/texture.c
+0
-3
wined3d_main.c
dlls/wined3d/wined3d_main.c
+0
-8
wined3d_private.h
dlls/wined3d/wined3d_private.h
+0
-1
No files found.
dlls/wined3d/arb_program_shader.c
View file @
70f017ac
...
...
@@ -7886,9 +7886,8 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl
/* Leave the opengl state valid for blitting */
arbfp_blit_unset
(
context
->
gl_info
);
if
(
wined3d_settings
.
strict_draw_ordering
||
(
dst_texture
->
swapchain
&&
(
dst_texture
->
swapchain
->
front_buffer
==
dst_texture
)))
context
->
gl_info
->
gl_ops
.
gl
.
p_glFlush
();
/* Flush to ensure ordering across contexts. */
if
(
dst_texture
->
swapchain
&&
(
dst_texture
->
swapchain
->
front_buffer
==
dst_texture
))
context
->
gl_info
->
gl_ops
.
gl
.
p_glFlush
();
return
dst_location
;
}
...
...
dlls/wined3d/buffer.c
View file @
70f017ac
...
...
@@ -1183,8 +1183,6 @@ static void wined3d_buffer_unmap(struct wined3d_buffer *buffer)
}
GL_EXTCALL
(
glUnmapBuffer
(
buffer
->
buffer_type_hint
));
if
(
wined3d_settings
.
strict_draw_ordering
)
gl_info
->
gl_ops
.
gl
.
p_glFlush
();
/* Flush to ensure ordering across contexts. */
context_release
(
context
);
buffer_clear_dirty_areas
(
buffer
);
...
...
dlls/wined3d/context.c
View file @
70f017ac
...
...
@@ -4322,9 +4322,6 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state
GL_EXTCALL
(
glMemoryBarrier
(
GL_ALL_BARRIER_BITS
));
checkGLcall
(
"glMemoryBarrier"
);
if
(
wined3d_settings
.
strict_draw_ordering
)
gl_info
->
gl_ops
.
gl
.
p_glFlush
();
/* Flush to ensure ordering across contexts. */
context_release
(
context
);
}
...
...
@@ -4985,8 +4982,5 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
for
(
i
=
0
;
i
<
context
->
buffer_fence_count
;
++
i
)
wined3d_fence_issue
(
context
->
buffer_fences
[
i
],
device
);
if
(
wined3d_settings
.
strict_draw_ordering
)
gl_info
->
gl_ops
.
gl
.
p_glFlush
();
/* Flush to ensure ordering across contexts. */
context_release
(
context
);
}
dlls/wined3d/device.c
View file @
70f017ac
...
...
@@ -457,9 +457,8 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
}
}
if
(
wined3d_settings
.
strict_draw_ordering
||
(
flags
&
WINED3DCLEAR_TARGET
&&
target
->
swapchain
&&
target
->
swapchain
->
front_buffer
==
target
))
gl_info
->
gl_ops
.
gl
.
p_glFlush
();
/* Flush to ensure ordering across contexts. */
if
(
flags
&
WINED3DCLEAR_TARGET
&&
target
->
swapchain
&&
target
->
swapchain
->
front_buffer
==
target
)
gl_info
->
gl_ops
.
gl
.
p_glFlush
();
context_release
(
context
);
}
...
...
dlls/wined3d/surface.c
View file @
70f017ac
...
...
@@ -337,9 +337,6 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct
gl_info
->
fbo_ops
.
glBlitFramebuffer
(
src_rect
->
left
,
src_rect
->
top
,
src_rect
->
right
,
src_rect
->
bottom
,
dst_rect
->
left
,
dst_rect
->
top
,
dst_rect
->
right
,
dst_rect
->
bottom
,
gl_mask
,
GL_NEAREST
);
checkGLcall
(
"glBlitFramebuffer()"
);
if
(
wined3d_settings
.
strict_draw_ordering
)
gl_info
->
gl_ops
.
gl
.
p_glFlush
();
/* Flush to ensure ordering across contexts. */
}
static
BOOL
is_multisample_location
(
const
struct
wined3d_texture
*
texture
,
DWORD
location
)
...
...
@@ -489,8 +486,7 @@ static void texture2d_blt_fbo(const struct wined3d_device *device, struct wined3
dst_rect
->
left
,
dst_rect
->
top
,
dst_rect
->
right
,
dst_rect
->
bottom
,
GL_COLOR_BUFFER_BIT
,
gl_filter
);
checkGLcall
(
"glBlitFramebuffer()"
);
if
(
wined3d_settings
.
strict_draw_ordering
||
(
dst_location
==
WINED3D_LOCATION_DRAWABLE
&&
dst_texture
->
swapchain
->
front_buffer
==
dst_texture
))
if
(
dst_location
==
WINED3D_LOCATION_DRAWABLE
&&
dst_texture
->
swapchain
->
front_buffer
==
dst_texture
)
gl_info
->
gl_ops
.
gl
.
p_glFlush
();
if
(
restore_texture
)
...
...
@@ -1741,9 +1737,6 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_texture *dst_texture, un
checkGLcall
(
"glDeleteTextures(1, &backup)"
);
}
if
(
wined3d_settings
.
strict_draw_ordering
)
gl_info
->
gl_ops
.
gl
.
p_glFlush
();
/* Flush to ensure ordering across contexts. */
context_release
(
context
);
/* The texture is now most up to date - If the surface is a render target
...
...
@@ -2662,9 +2655,8 @@ static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
checkGLcall
(
"glDisable(GL_TEXTURE_RECTANGLE_ARB)"
);
}
if
(
wined3d_settings
.
strict_draw_ordering
||
(
dst_texture
->
swapchain
&&
dst_texture
->
swapchain
->
front_buffer
==
dst_texture
))
gl_info
->
gl_ops
.
gl
.
p_glFlush
();
/* Flush to ensure ordering across contexts. */
if
(
dst_texture
->
swapchain
&&
dst_texture
->
swapchain
->
front_buffer
==
dst_texture
)
gl_info
->
gl_ops
.
gl
.
p_glFlush
();
/* Restore the color key parameters */
wined3d_texture_set_color_key
(
src_texture
,
WINED3D_CKEY_SRC_BLT
,
...
...
dlls/wined3d/texture.c
View file @
70f017ac
...
...
@@ -1931,9 +1931,6 @@ void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int s
}
heap_free
(
converted_mem
);
if
(
wined3d_settings
.
strict_draw_ordering
)
gl_info
->
gl_ops
.
gl
.
p_glFlush
();
if
(
gl_info
->
quirks
&
WINED3D_QUIRK_FBO_TEX_UPDATE
)
{
struct
wined3d_device
*
device
=
texture
->
resource
.
device
;
...
...
dlls/wined3d/wined3d_main.c
View file @
70f017ac
...
...
@@ -83,7 +83,6 @@ struct wined3d_settings wined3d_settings =
NULL
,
/* No wine logo by default */
TRUE
,
/* Prefer multisample textures to multisample renderbuffers. */
~
0u
,
/* Don't force a specific sample count by default. */
FALSE
,
/* No strict draw ordering. */
FALSE
,
/* Don't range check relative addressing indices in float constants. */
~
0U
,
/* No VS shader model limit by default. */
~
0U
,
/* No HS shader model limit by default. */
...
...
@@ -290,13 +289,6 @@ static BOOL wined3d_dll_init(HINSTANCE hInstDLL)
if
(
!
get_config_key_dword
(
hkey
,
appkey
,
"SampleCount"
,
&
wined3d_settings
.
sample_count
))
ERR_
(
winediag
)(
"Forcing sample count to %u. This may not be compatible with all applications.
\n
"
,
wined3d_settings
.
sample_count
);
if
(
!
get_config_key
(
hkey
,
appkey
,
"StrictDrawOrdering"
,
buffer
,
size
)
&&
!
strcmp
(
buffer
,
"enabled"
))
{
ERR_
(
winediag
)(
"
\"
StrictDrawOrdering
\"
is deprecated, please use
\"
csmt
\"
instead.
\n
"
);
TRACE
(
"Enforcing strict draw ordering.
\n
"
);
wined3d_settings
.
strict_draw_ordering
=
TRUE
;
}
if
(
!
get_config_key
(
hkey
,
appkey
,
"CheckFloatConstants"
,
buffer
,
size
)
&&
!
strcmp
(
buffer
,
"enabled"
))
{
...
...
dlls/wined3d/wined3d_private.h
View file @
70f017ac
...
...
@@ -395,7 +395,6 @@ struct wined3d_settings
char
*
logo
;
unsigned
int
multisample_textures
;
unsigned
int
sample_count
;
BOOL
strict_draw_ordering
;
BOOL
check_float_constants
;
unsigned
int
max_sm_vs
;
unsigned
int
max_sm_hs
;
...
...
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