wined3d: Explicitly calculate the sub-resource level in is_full_clear().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
oldstable
Henri Verbeet 2018-02-26 10:21:51 +03:30 committed by Alexandre Julliard
parent a9678a1a8c
commit 6e16062532
1 changed files with 10 additions and 5 deletions

View File

@ -200,10 +200,14 @@ void device_context_remove(struct wined3d_device *device, struct wined3d_context
device->contexts = new_array;
}
static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
static BOOL is_full_clear(const struct wined3d_texture *texture, unsigned int sub_resource_idx,
const RECT *draw_rect, const RECT *clear_rect)
{
unsigned int height = wined3d_texture_get_level_height(target->container, target->texture_level);
unsigned int width = wined3d_texture_get_level_width(target->container, target->texture_level);
unsigned int width, height, level;
level = sub_resource_idx % texture->level_count;
width = wined3d_texture_get_level_width(texture, level);
height = wined3d_texture_get_level_height(texture, level);
/* partial draw rect */
if (draw_rect->left || draw_rect->top || draw_rect->right < width || draw_rect->bottom < height)
@ -262,7 +266,8 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
{
struct wined3d_texture *rt = wined3d_texture_from_resource(rtv->resource);
if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, rect_count ? clear_rect : NULL))
if (flags & WINED3DCLEAR_TARGET && !is_full_clear(rt, rtv->sub_resource_idx,
draw_rect, rect_count ? clear_rect : NULL))
wined3d_texture_load_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
else
wined3d_texture_prepare_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
@ -289,7 +294,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
struct wined3d_texture *ds = wined3d_texture_from_resource(dsv->resource);
if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)
&& !is_full_clear(depth_stencil, draw_rect, rect_count ? clear_rect : NULL))
&& !is_full_clear(ds, dsv->sub_resource_idx, draw_rect, rect_count ? clear_rect : NULL))
wined3d_texture_load_location(ds, dsv->sub_resource_idx, context, ds_location);
else
wined3d_texture_prepare_location(ds, dsv->sub_resource_idx, context, ds_location);