Commit e1386f7b authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Add a memory_colour_fill path for clearing the entire level to zero.

parent ab70e9c4
......@@ -618,13 +618,22 @@ void *resource_offset_map_pointer(struct wined3d_resource *resource, unsigned in
void wined3d_resource_memory_colour_fill(struct wined3d_resource *resource,
const struct wined3d_map_desc *map, const struct wined3d_color *colour,
const struct wined3d_box *box)
const struct wined3d_box *box, bool full_subresource)
{
const struct wined3d_format *format = resource->format;
unsigned int w, h, d, x, y, z, bpp;
uint8_t *dst, *dst2;
uint32_t c[4];
/* Fast and simple path for setting everything to zero. The C library's memset is
* more sophisticated than our code below. Also this works for block formats, which
* we still need to zero-initialize for newly created resources. */
if (full_subresource && !colour->r && !colour->g && !colour->b && !colour->a)
{
memset(map->data, 0, map->slice_pitch * box->back);
return;
}
w = box->right - box->left;
h = box->bottom - box->top;
d = box->back - box->front;
......
......@@ -1181,8 +1181,10 @@ static void surface_cpu_blt_colour_fill(struct wined3d_rendertarget_view *view,
struct wined3d_context *context;
struct wined3d_texture *texture;
struct wined3d_bo_address data;
struct wined3d_box level_box;
struct wined3d_map_desc map;
struct wined3d_range range;
bool full_subresource;
unsigned int level;
DWORD map_binding;
......@@ -1208,6 +1210,8 @@ static void surface_cpu_blt_colour_fill(struct wined3d_rendertarget_view *view,
texture = texture_from_resource(view->resource);
level = view->sub_resource_idx % texture->level_count;
wined3d_texture_get_level_box(texture_from_resource(view->resource), level, &level_box);
full_subresource = !memcmp(box, &level_box, sizeof(*box));
map_binding = texture->resource.map_binding;
if (!wined3d_texture_load_location(texture, view->sub_resource_idx, context, map_binding))
......@@ -1220,7 +1224,7 @@ static void surface_cpu_blt_colour_fill(struct wined3d_rendertarget_view *view,
range.offset = 0;
range.size = texture->sub_resources[view->sub_resource_idx].size;
wined3d_resource_memory_colour_fill(view->resource, &map, colour, box);
wined3d_resource_memory_colour_fill(view->resource, &map, colour, box, full_subresource);
wined3d_context_unmap_bo_address(context, &data, 1, &range);
context_release(context);
......
......@@ -4429,7 +4429,7 @@ BOOL wined3d_resource_prepare_sysmem(struct wined3d_resource *resource) DECLSPEC
void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
void wined3d_resource_memory_colour_fill(struct wined3d_resource *resource,
const struct wined3d_map_desc *map, const struct wined3d_color *colour,
const struct wined3d_box *box) DECLSPEC_HIDDEN;
const struct wined3d_box *box, bool full_subresource) DECLSPEC_HIDDEN;
/* Tests show that the start address of resources is 32 byte aligned */
#define RESOURCE_ALIGNMENT 16
......
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