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wine
wine-winehq
Commits
ee7d047d
Commit
ee7d047d
authored
Oct 05, 2023
by
Zebediah Figura
Committed by
Alexandre Julliard
Oct 10, 2023
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ddraw: Always create surfaces with WINED3D_BIND_SHADER_RESOURCE if possible.
parent
9cd6a43f
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1 changed file
with
24 additions
and
12 deletions
+24
-12
surface.c
dlls/ddraw/surface.c
+24
-12
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dlls/ddraw/surface.c
View file @
ee7d047d
...
...
@@ -6182,8 +6182,9 @@ static void wined3d_resource_desc_from_ddraw(struct ddraw *ddraw,
wined3d_desc
->
depth
=
1
;
wined3d_desc
->
size
=
0
;
if
((
caps
&
DDSCAPS_TEXTURE
)
||
(
caps2
&
DDSCAPS2_CUBEMAP
))
wined3d_desc
->
bind_flags
|=
WINED3D_BIND_SHADER_RESOURCE
;
/* Always specify WINED3D_BIND_SHADER_RESOURCE.
* Surfaces without it can be bound on software devices on ddraw < 4. */
wined3d_desc
->
bind_flags
|=
WINED3D_BIND_SHADER_RESOURCE
;
if
(
caps
&
DDSCAPS_ZBUFFER
)
wined3d_desc
->
bind_flags
|=
WINED3D_BIND_DEPTH_STENCIL
;
else
if
(
caps
&
DDSCAPS_3DDEVICE
)
...
...
@@ -6307,10 +6308,29 @@ static HRESULT ddraw_texture_init(struct ddraw_texture *texture, struct ddraw *d
}
else
{
/* DDSCAPS_TEXTURE is not actually necessary to bind a surface as a
* texture for a software device. Worse, one can bind a hardware
* surface to a software device. However, some formats (e.g. YUY2) can
* live on the GPU but truly aren't texturable, and we don't want to
* fail to create them.
*
* Hence, if we fail to create a texture, and the user didn't
* explicitly ask for a texture, strip WINED3D_BIND_SHADER_RESOURCE and
* try again. */
if
(
FAILED
(
hr
=
wined3d_texture_create
(
wined3d_device
,
&
wined3d_desc
,
layers
,
levels
,
WINED3D_TEXTURE_CREATE_GET_DC_LENIENT
,
NULL
,
texture
,
&
ddraw_texture_wined3d_parent_ops
,
&
wined3d_texture
)))
return
hr
;
{
if
((
desc
->
ddsCaps
.
dwCaps
&
DDSCAPS_TEXTURE
)
||
(
desc
->
ddsCaps
.
dwCaps2
&
DDSCAPS2_CUBEMAP
))
return
hr
;
wined3d_desc
.
bind_flags
&=
~
WINED3D_BIND_SHADER_RESOURCE
;
if
(
FAILED
(
hr
=
wined3d_texture_create
(
wined3d_device
,
&
wined3d_desc
,
layers
,
levels
,
WINED3D_TEXTURE_CREATE_GET_DC_LENIENT
,
NULL
,
texture
,
&
ddraw_texture_wined3d_parent_ops
,
&
wined3d_texture
)))
return
hr
;
}
}
if
((
desc
->
dwFlags
&
DDSD_LPSURFACE
)
...
...
@@ -6788,19 +6808,11 @@ HRESULT ddraw_surface_create(struct ddraw *ddraw, const DDSURFACEDESC2 *surface_
{
if
(
!
(
desc
->
ddsCaps
.
dwCaps2
&
(
DDSCAPS2_TEXTUREMANAGE
|
DDSCAPS2_D3DTEXTUREMANAGE
)))
{
unsigned
int
bind_flags
=
0
;
unsigned
int
bind_flags
=
WINED3D_BIND_SHADER_RESOURCE
;
DWORD
usage
=
0
;
if
(
desc
->
ddsCaps
.
dwCaps2
&
DDSCAPS2_CUBEMAP
)
{
usage
|=
WINED3DUSAGE_LEGACY_CUBEMAP
;
bind_flags
|=
WINED3D_BIND_SHADER_RESOURCE
;
}
else
if
(
desc
->
ddsCaps
.
dwCaps
&
DDSCAPS_TEXTURE
)
{
bind_flags
|=
WINED3D_BIND_SHADER_RESOURCE
;
}
if
(
desc
->
ddsCaps
.
dwCaps
&
DDSCAPS_ZBUFFER
)
bind_flags
|=
WINED3D_BIND_DEPTH_STENCIL
;
else
if
(
desc
->
ddsCaps
.
dwCaps
&
DDSCAPS_3DDEVICE
)
...
...
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