wined3d: Use wined3d_texture_gl_load_sysmem() in texture3d_load_location().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3266,6 +3266,7 @@ static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned in
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struct wined3d_context *context, DWORD location)
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struct wined3d_context *context, DWORD location)
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{
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{
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struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
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struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
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struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture);
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struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
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struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
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unsigned int row_pitch, slice_pitch;
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unsigned int row_pitch, slice_pitch;
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@ -3282,8 +3283,7 @@ static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned in
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struct wined3d_box src_box;
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struct wined3d_box src_box;
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data.addr += sub_resource->offset;
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data.addr += sub_resource->offset;
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wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture),
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wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl, location == WINED3D_LOCATION_TEXTURE_SRGB);
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context_gl, location == WINED3D_LOCATION_TEXTURE_SRGB);
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wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
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wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
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wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
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wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
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wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
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wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
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@ -3294,8 +3294,7 @@ static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned in
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struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
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struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
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struct wined3d_box src_box;
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struct wined3d_box src_box;
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wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture),
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wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl, location == WINED3D_LOCATION_TEXTURE_SRGB);
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context_gl, location == WINED3D_LOCATION_TEXTURE_SRGB);
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wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
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wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
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wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
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wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
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wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
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wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
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@ -3317,46 +3316,8 @@ static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned in
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break;
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break;
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case WINED3D_LOCATION_SYSMEM:
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case WINED3D_LOCATION_SYSMEM:
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if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
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{
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struct wined3d_bo_address data = {0, texture->resource.heap_memory};
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data.addr += sub_resource->offset;
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if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
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wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context_gl, FALSE);
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else
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wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context_gl, TRUE);
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wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
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++texture->download_count;
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}
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else
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{
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FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
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wined3d_debug_location(sub_resource->locations));
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return FALSE;
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}
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break;
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case WINED3D_LOCATION_BUFFER:
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case WINED3D_LOCATION_BUFFER:
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if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
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return wined3d_texture_gl_load_sysmem(texture_gl, sub_resource_idx, context_gl, location);
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{
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struct wined3d_bo_address data = {sub_resource->buffer_object, NULL};
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if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
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wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context_gl, FALSE);
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else
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wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context_gl, TRUE);
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wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
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}
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else
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{
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FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n",
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wined3d_debug_location(sub_resource->locations));
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return FALSE;
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}
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break;
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default:
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default:
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FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location),
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FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location),
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