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mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-05 01:24:14 +01:00

[d3d9] Remove IsLosable

Redundant.
This commit is contained in:
Robin Kertels 2023-06-13 21:06:33 +02:00 committed by Joshie
parent 52ac271acb
commit 8f740c53b4
4 changed files with 5 additions and 14 deletions

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@ -99,7 +99,7 @@ namespace dxvk {
m_device->RemoveMappedTexture(this); m_device->RemoveMappedTexture(this);
if (m_desc.IsLosable) if (m_desc.Pool == D3DPOOL_DEFAULT)
m_device->DecrementLosableCounter(); m_device->DecrementLosableCounter();
} }

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@ -48,7 +48,6 @@ namespace dxvk {
bool IsBackBuffer; bool IsBackBuffer;
bool IsAttachmentOnly; bool IsAttachmentOnly;
bool IsLockable; bool IsLockable;
bool IsLosable;
}; };
struct D3D9ColorView { struct D3D9ColorView {

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@ -547,7 +547,6 @@ namespace dxvk {
desc.MultisampleQuality = 0; desc.MultisampleQuality = 0;
desc.IsBackBuffer = FALSE; desc.IsBackBuffer = FALSE;
desc.IsAttachmentOnly = FALSE; desc.IsAttachmentOnly = FALSE;
desc.IsLosable = Pool == D3DPOOL_DEFAULT;
// Docs: // Docs:
// Textures placed in the D3DPOOL_DEFAULT pool cannot be locked // Textures placed in the D3DPOOL_DEFAULT pool cannot be locked
// unless they are dynamic textures or they are private, FOURCC, driver formats. // unless they are dynamic textures or they are private, FOURCC, driver formats.
@ -574,7 +573,7 @@ namespace dxvk {
m_initializer->InitTexture(texture->GetCommonTexture(), initialData); m_initializer->InitTexture(texture->GetCommonTexture(), initialData);
*ppTexture = texture.ref(); *ppTexture = texture.ref();
if (desc.IsLosable) if (desc.Pool == D3DPOOL_DEFAULT)
m_losableResourceCounter++; m_losableResourceCounter++;
return D3D_OK; return D3D_OK;
@ -618,7 +617,6 @@ namespace dxvk {
desc.MultisampleQuality = 0; desc.MultisampleQuality = 0;
desc.IsBackBuffer = FALSE; desc.IsBackBuffer = FALSE;
desc.IsAttachmentOnly = FALSE; desc.IsAttachmentOnly = FALSE;
desc.IsLosable = Pool == D3DPOOL_DEFAULT;
// Docs: // Docs:
// Textures placed in the D3DPOOL_DEFAULT pool cannot be locked // Textures placed in the D3DPOOL_DEFAULT pool cannot be locked
// unless they are dynamic textures or they are private, FOURCC, driver formats. // unless they are dynamic textures or they are private, FOURCC, driver formats.
@ -634,7 +632,7 @@ namespace dxvk {
m_initializer->InitTexture(texture->GetCommonTexture()); m_initializer->InitTexture(texture->GetCommonTexture());
*ppVolumeTexture = texture.ref(); *ppVolumeTexture = texture.ref();
if (desc.IsLosable) if (desc.Pool == D3DPOOL_DEFAULT)
m_losableResourceCounter++; m_losableResourceCounter++;
return D3D_OK; return D3D_OK;
@ -676,7 +674,6 @@ namespace dxvk {
desc.MultisampleQuality = 0; desc.MultisampleQuality = 0;
desc.IsBackBuffer = FALSE; desc.IsBackBuffer = FALSE;
desc.IsAttachmentOnly = FALSE; desc.IsAttachmentOnly = FALSE;
desc.IsLosable = Pool == D3DPOOL_DEFAULT;
// Docs: // Docs:
// Textures placed in the D3DPOOL_DEFAULT pool cannot be locked // Textures placed in the D3DPOOL_DEFAULT pool cannot be locked
// unless they are dynamic textures or they are private, FOURCC, driver formats. // unless they are dynamic textures or they are private, FOURCC, driver formats.
@ -692,7 +689,7 @@ namespace dxvk {
m_initializer->InitTexture(texture->GetCommonTexture()); m_initializer->InitTexture(texture->GetCommonTexture());
*ppCubeTexture = texture.ref(); *ppCubeTexture = texture.ref();
if (desc.IsLosable) if (desc.Pool == D3DPOOL_DEFAULT)
m_losableResourceCounter++; m_losableResourceCounter++;
return D3D_OK; return D3D_OK;
@ -3685,7 +3682,6 @@ namespace dxvk {
desc.IsBackBuffer = FALSE; desc.IsBackBuffer = FALSE;
desc.IsAttachmentOnly = TRUE; desc.IsAttachmentOnly = TRUE;
desc.IsLockable = Lockable; desc.IsLockable = Lockable;
desc.IsLosable = TRUE;
if (FAILED(D3D9CommonTexture::NormalizeTextureProperties(this, &desc))) if (FAILED(D3D9CommonTexture::NormalizeTextureProperties(this, &desc)))
return D3DERR_INVALIDCALL; return D3DERR_INVALIDCALL;
@ -3732,7 +3728,6 @@ namespace dxvk {
desc.MultisampleQuality = 0; desc.MultisampleQuality = 0;
desc.IsBackBuffer = FALSE; desc.IsBackBuffer = FALSE;
desc.IsAttachmentOnly = Pool == D3DPOOL_DEFAULT; desc.IsAttachmentOnly = Pool == D3DPOOL_DEFAULT;
desc.IsLosable = Pool == D3DPOOL_DEFAULT;
// Docs: Off-screen plain surfaces are always lockable, regardless of their pool types. // Docs: Off-screen plain surfaces are always lockable, regardless of their pool types.
desc.IsLockable = TRUE; desc.IsLockable = TRUE;
@ -3747,7 +3742,7 @@ namespace dxvk {
m_initializer->InitTexture(surface->GetCommonTexture()); m_initializer->InitTexture(surface->GetCommonTexture());
*ppSurface = surface.ref(); *ppSurface = surface.ref();
if (desc.IsLosable) if (desc.Pool == D3DPOOL_DEFAULT)
m_losableResourceCounter++; m_losableResourceCounter++;
return D3D_OK; return D3D_OK;
@ -3788,7 +3783,6 @@ namespace dxvk {
desc.MultisampleQuality = MultisampleQuality; desc.MultisampleQuality = MultisampleQuality;
desc.IsBackBuffer = FALSE; desc.IsBackBuffer = FALSE;
desc.IsAttachmentOnly = TRUE; desc.IsAttachmentOnly = TRUE;
desc.IsLosable = TRUE;
// Docs don't say anything, so just assume it's lockable. // Docs don't say anything, so just assume it's lockable.
desc.IsLockable = TRUE; desc.IsLockable = TRUE;
@ -7549,7 +7543,6 @@ namespace dxvk {
desc.MultisampleQuality = pPresentationParameters->MultiSampleQuality; desc.MultisampleQuality = pPresentationParameters->MultiSampleQuality;
desc.IsBackBuffer = FALSE; desc.IsBackBuffer = FALSE;
desc.IsAttachmentOnly = TRUE; desc.IsAttachmentOnly = TRUE;
desc.IsLosable = TRUE;
// Docs: Also note that - unlike textures - swap chain back buffers, render targets [..] can be locked // Docs: Also note that - unlike textures - swap chain back buffers, render targets [..] can be locked
desc.IsLockable = TRUE; desc.IsLockable = TRUE;

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@ -986,7 +986,6 @@ namespace dxvk {
desc.Discard = FALSE; desc.Discard = FALSE;
desc.IsBackBuffer = TRUE; desc.IsBackBuffer = TRUE;
desc.IsAttachmentOnly = FALSE; desc.IsAttachmentOnly = FALSE;
desc.IsLosable = TRUE;
// Docs: Also note that - unlike textures - swap chain back buffers, render targets [..] can be locked // Docs: Also note that - unlike textures - swap chain back buffers, render targets [..] can be locked
desc.IsLockable = TRUE; desc.IsLockable = TRUE;