wined3d: Move the memory code of LockRect to the end of the function.
This is needed for PBOs because for those memory allocation works differently.
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@ -696,36 +696,19 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
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This->Flags &= ~SFLAG_INSYSMEM; /* This is the marker that surface data has to be downloaded */
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}
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/* Calculate the correct start address to report */
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/* Calculate the dimensions of the locked rect */
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if (NULL == pRect) {
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pLockedRect->pBits = This->resource.allocatedMemory;
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This->lockedRect.left = 0;
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This->lockedRect.top = 0;
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This->lockedRect.right = This->currentDesc.Width;
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This->lockedRect.bottom = This->currentDesc.Height;
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TRACE("Locked Rect (%p) = l %d, t %d, r %d, b %d\n", &This->lockedRect, This->lockedRect.left, This->lockedRect.top, This->lockedRect.right, This->lockedRect.bottom);
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} else {
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TRACE("Lock Rect (%p) = l %d, t %d, r %d, b %d\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
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/* DXTn textures are based on compressed blocks of 4x4 pixels, each
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* 16 bytes large (8 bytes in case of DXT1). Because of that Pitch has
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* slightly different meaning compared to regular textures. For DXTn
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* textures Pitch is the size of a row of blocks, 4 high and "width"
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* long. The x offset is calculated differently as well, since moving 4
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* pixels to the right actually moves an entire 4x4 block to right, ie
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* 16 bytes (8 in case of DXT1). */
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if (This->resource.format == WINED3DFMT_DXT1) {
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pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top / 4) + (pRect->left * 2);
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} else if (This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3
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|| This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
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pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top / 4) + (pRect->left * 4);
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} else {
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pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
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}
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This->lockedRect.left = pRect->left;
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This->lockedRect.top = pRect->top;
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This->lockedRect.right = pRect->right;
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This->lockedRect.bottom = pRect->bottom;
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TRACE("Locked Rect (%p) = l %d, t %d, r %d, b %d\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
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}
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if (This->Flags & SFLAG_NONPOW2) {
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@ -872,6 +855,27 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
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}
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lock_end:
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/* Calculate the correct start address to report */
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if (NULL == pRect) {
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pLockedRect->pBits = This->resource.allocatedMemory;
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} else {
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/* DXTn textures are based on compressed blocks of 4x4 pixels, each
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* 16 bytes large (8 bytes in case of DXT1). Because of that Pitch has
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* slightly different meaning compared to regular textures. For DXTn
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* textures Pitch is the size of a row of blocks, 4 high and "width"
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* long. The x offset is calculated differently as well, since moving 4
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* pixels to the right actually moves an entire 4x4 block to right, ie
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* 16 bytes (8 in case of DXT1). */
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if (This->resource.format == WINED3DFMT_DXT1) {
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pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top / 4) + (pRect->left * 2);
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} else if (This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3
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|| This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
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pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top / 4) + (pRect->left * 4);
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} else {
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pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
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}
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}
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if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
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/* Don't dirtify */
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} else {
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