Commit a0d6ef5b authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Get rid of WINED3DUSAGE_DEPTHSTENCIL.

parent 5bd465ac
......@@ -450,8 +450,6 @@ DWORD wined3d_usage_from_d3d11(UINT bind_flags, enum D3D11_USAGE usage)
if (bind_flags & D3D11_BIND_SHADER_RESOURCE)
wined3d_usage |= WINED3DUSAGE_TEXTURE;
if (bind_flags & D3D11_BIND_DEPTH_STENCIL)
wined3d_usage |= WINED3DUSAGE_DEPTHSTENCIL;
if (bind_flags & ~handled)
FIXME("Unhandled bind flags %#x.\n", bind_flags & ~handled);
......
......@@ -6175,14 +6175,9 @@ HRESULT ddraw_surface_create(struct ddraw *ddraw, const DDSURFACEDESC2 *surface_
wined3d_desc.bind_flags |= WINED3D_BIND_SHADER_RESOURCE;
}
if (desc->ddsCaps.dwCaps & DDSCAPS_ZBUFFER)
{
wined3d_desc.usage |= WINED3DUSAGE_DEPTHSTENCIL;
wined3d_desc.bind_flags |= WINED3D_BIND_DEPTH_STENCIL;
}
else if (desc->ddsCaps.dwCaps & DDSCAPS_3DDEVICE)
{
wined3d_desc.bind_flags |= WINED3D_BIND_RENDER_TARGET;
}
}
if (desc->ddsCaps.dwCaps2 & (DDSCAPS2_TEXTUREMANAGE | DDSCAPS2_D3DTEXTUREMANAGE))
......
......@@ -4898,7 +4898,7 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
texture_desc.format = swapchain->desc.auto_depth_stencil_format;
texture_desc.multisample_type = swapchain->desc.multisample_type;
texture_desc.multisample_quality = swapchain->desc.multisample_quality;
texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;
texture_desc.usage = 0;
texture_desc.bind_flags = WINED3D_BIND_DEPTH_STENCIL;
texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
texture_desc.width = swapchain->desc.backbuffer_width;
......
......@@ -1541,11 +1541,9 @@ 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);
format = wined3d_get_format(adapter, check_format_id, bind_flags);
if (usage & WINED3DUSAGE_DEPTHSTENCIL)
bind_flags |= WINED3D_BIND_DEPTH_STENCIL;
if (usage & WINED3DUSAGE_TEXTURE)
bind_flags |= WINED3D_BIND_SHADER_RESOURCE;
usage &= ~(WINED3DUSAGE_DEPTHSTENCIL | WINED3DUSAGE_TEXTURE);
usage &= ~WINED3DUSAGE_TEXTURE;
switch (resource_type)
{
......
......@@ -30,8 +30,7 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
static void resource_check_usage(DWORD usage)
{
static const DWORD handled = WINED3DUSAGE_DEPTHSTENCIL
| WINED3DUSAGE_WRITEONLY
static const DWORD handled = WINED3DUSAGE_WRITEONLY
| WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_STATICDECL
| WINED3DUSAGE_OVERLAY
......
......@@ -947,7 +947,7 @@ static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3
struct wined3d_texture *ds;
texture_desc.format = swapchain->desc.auto_depth_stencil_format;
texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;
texture_desc.usage = 0;
texture_desc.bind_flags = WINED3D_BIND_DEPTH_STENCIL;
if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
......
......@@ -4511,7 +4511,6 @@ const char *debug_d3dusage(DWORD usage)
init_debug_buffer(&buffer, "0");
#define WINED3DUSAGE_TO_STR(x) if (usage & x) { debug_append(&buffer, #x, " | "); usage &= ~x; }
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
......
......@@ -914,7 +914,6 @@ enum wined3d_shader_type
#define WINED3D_BIND_DEPTH_STENCIL 0x00000040
#define WINED3D_BIND_UNORDERED_ACCESS 0x00000080
#define WINED3DUSAGE_DEPTHSTENCIL 0x00000002
#define WINED3DUSAGE_WRITEONLY 0x00000008
#define WINED3DUSAGE_SOFTWAREPROCESSING 0x00000010
#define WINED3DUSAGE_DONOTCLIP 0x00000020
......@@ -927,7 +926,7 @@ enum wined3d_shader_type
#define WINED3DUSAGE_RESTRICT_SHARED_RESOURCE 0x00002000
#define WINED3DUSAGE_DMAP 0x00004000
#define WINED3DUSAGE_TEXTAPI 0x10000000
#define WINED3DUSAGE_MASK 0x10007bfa
#define WINED3DUSAGE_MASK 0x10007bf8
#define WINED3DUSAGE_SCRATCH 0x00200000
#define WINED3DUSAGE_PRIVATE 0x00400000
......
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