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wined3d: Store whether a depth/stencil state writes to the depth/stencil buffer in the state itself.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -5172,7 +5172,7 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
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return;
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}
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if (dsv && (!state->depth_stencil_state || state->depth_stencil_state->desc.depth_write))
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if (dsv && (!state->depth_stencil_state || state->depth_stencil_state->writes_ds))
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{
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DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
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@ -3455,7 +3455,7 @@ VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *c
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wined3d_rendertarget_view_prepare_location(dsv, &context_vk->c, dsv->resource->draw_binding);
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}
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if (!state->depth_stencil_state || state->depth_stencil_state->desc.depth_write)
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if (!state->depth_stencil_state || state->depth_stencil_state->writes_ds)
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invalidate_ds = true;
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sample_count = max(1, wined3d_resource_get_sample_count(dsv->resource));
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@ -146,6 +146,11 @@ void * CDECL wined3d_depth_stencil_state_get_parent(const struct wined3d_depth_s
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return state->parent;
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}
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static bool depth_stencil_state_desc_writes_ds(const struct wined3d_depth_stencil_state_desc *desc)
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{
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return desc->depth_write;
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}
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HRESULT CDECL wined3d_depth_stencil_state_create(struct wined3d_device *device,
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const struct wined3d_depth_stencil_state_desc *desc, void *parent,
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const struct wined3d_parent_ops *parent_ops, struct wined3d_depth_stencil_state **state)
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@ -164,6 +169,8 @@ HRESULT CDECL wined3d_depth_stencil_state_create(struct wined3d_device *device,
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object->parent_ops = parent_ops;
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object->device = device;
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object->writes_ds = depth_stencil_state_desc_writes_ds(desc);
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TRACE("Created depth/stencil state %p.\n", object);
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*state = object;
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@ -3778,6 +3778,8 @@ struct wined3d_depth_stencil_state
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LONG refcount;
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struct wined3d_depth_stencil_state_desc desc;
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bool writes_ds;
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void *parent;
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const struct wined3d_parent_ops *parent_ops;
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