Commit 8b4e07d5 authored by Zebediah Figura's avatar Zebediah Figura Committed by Alexandre Julliard

wined3d: Factor out wined3d_state_uses_depth_buffer().

parent 2370e7b9
......@@ -4491,7 +4491,7 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
* that we never copy the stencil data.*/
DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
if (wined3d_state_uses_depth_buffer(state))
wined3d_rendertarget_view_load_location(dsv, context, location);
else
wined3d_rendertarget_view_prepare_location(dsv, context, location);
......
......@@ -2138,8 +2138,7 @@ static bool wined3d_context_vk_begin_render_pass(struct wined3d_context_vk *cont
++attachment_count;
}
if ((state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
&& (view = state->fb.depth_stencil))
if (wined3d_state_uses_depth_buffer(state) && (view = state->fb.depth_stencil))
{
rtv_vk = wined3d_rendertarget_view_vk(view);
vk_views[attachment_count] = wined3d_rendertarget_view_vk_get_image_view(rtv_vk, context_vk);
......@@ -2155,8 +2154,7 @@ static bool wined3d_context_vk_begin_render_pass(struct wined3d_context_vk *cont
}
if (!(context_vk->vk_render_pass = wined3d_context_vk_get_render_pass(context_vk, &state->fb,
ARRAY_SIZE(state->fb.render_targets), state->render_states[WINED3D_RS_ZWRITEENABLE]
|| state->render_states[WINED3D_RS_ZENABLE], 0)))
ARRAY_SIZE(state->fb.render_targets), wined3d_state_uses_depth_buffer(state), 0)))
{
ERR("Failed to get render pass.\n");
return false;
......@@ -2845,7 +2843,7 @@ VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *c
if ((dsv = state->fb.depth_stencil))
{
if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
if (wined3d_state_uses_depth_buffer(state))
wined3d_rendertarget_view_load_location(dsv, &context_vk->c, dsv->resource->draw_binding);
else
wined3d_rendertarget_view_prepare_location(dsv, &context_vk->c, dsv->resource->draw_binding);
......
......@@ -4264,8 +4264,7 @@ HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device
}
}
if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
|| state->render_states[WINED3D_RS_STENCILENABLE])
if (wined3d_state_uses_depth_buffer(state) || state->render_states[WINED3D_RS_STENCILENABLE])
{
struct wined3d_rendertarget_view *rt = device->state.fb.render_targets[0];
struct wined3d_rendertarget_view *ds = device->state.fb.depth_stencil;
......
......@@ -3624,6 +3624,11 @@ struct wined3d_state
struct wined3d_rasterizer_state *rasterizer_state;
};
static inline bool wined3d_state_uses_depth_buffer(const struct wined3d_state *state)
{
return state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE];
}
struct wined3d_dummy_textures
{
GLuint tex_1d;
......
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