wined3d: Improve render target locking.

This commit is contained in:
Stefan Dösinger 2007-02-13 20:21:44 +01:00 committed by Alexandre Julliard
parent c3f0eb489b
commit 21172f1dec
1 changed files with 220 additions and 343 deletions

View File

@ -526,15 +526,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
IWineD3DSwapChainImpl *swapchain = NULL;
static UINT messages = 0; /* holds flags to disable fixme messages */
BOOL backbuf = FALSE;
/* fixme: should we really lock as such? */
if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INPBUFFER)) ==
(SFLAG_INTEXTURE | SFLAG_INPBUFFER) ) {
FIXME("Warning: Surface is in texture memory or pbuffer\n");
This->Flags &= ~(SFLAG_INTEXTURE | SFLAG_INPBUFFER);
}
TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
if (!(This->Flags & SFLAG_LOCKABLE)) {
/* Note: UpdateTextures calls CopyRects which calls this routine to populate the
@ -544,40 +537,18 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
/*return WINED3DERR_INVALIDCALL; */
}
if (This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
if (swapchain != NULL || iface == myDevice->render_targets[0] || iface == myDevice->depthStencilBuffer) {
if(swapchain != NULL) {
int i;
for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
if(iface == swapchain->backBuffer[i]) {
backbuf = TRUE;
break;
}
}
}
if (backbuf) {
TRACE("(%p, backBuffer) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
} else if (swapchain != NULL && iface == swapchain->frontBuffer) {
TRACE("(%p, frontBuffer) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
} else if (iface == myDevice->render_targets[0]) {
TRACE("(%p, renderTarget) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
} else if (iface == myDevice->depthStencilBuffer) {
TRACE("(%p, stencilBuffer) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
}
if (NULL != swapchain) {
IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
}
swapchain = NULL;
}
} else {
TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
}
pLockedRect->Pitch = IWineD3DSurface_GetPitch(iface);
/* Mark the surface locked */
This->Flags |= SFLAG_LOCKED;
/* Whatever surface we have, make sure that there is memory allocated for the downloaded copy */
if(!This->resource.allocatedMemory) {
This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + 4);
This->Flags |= SFLAG_GLDIRTY; /* This is the marker that surface data has to be downloaded */
}
/* Calculate the correct start address to report */
if (NULL == pRect) {
pLockedRect->pBits = This->resource.allocatedMemory;
This->lockedRect.left = 0;
@ -614,191 +585,147 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
TRACE("Locking non-power 2 texture\n");
}
if (0 == This->resource.usage || This->resource.usage & WINED3DUSAGE_DYNAMIC) {
/* classic surface TODO: non 2d surfaces?
These resources may be POOL_SYSTEMMEM, so they must not access the device */
TRACE("locking an ordinarary surface\n");
/* Check to see if memory has already been allocated from the surface*/
if ((NULL == This->resource.allocatedMemory) ||
(This->Flags & SFLAG_GLDIRTY) ){ /* TODO: check to see if an update has been performed on the surface (an update could just clobber allocatedMemory */
/* Non-system memory surfaces */
This->Flags &= ~SFLAG_GLDIRTY;
/*Surface has no memory currently allocated to it!*/
TRACE("(%p) Locking rect\n" , This);
if(!This->resource.allocatedMemory) {
This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + 4);
}
if (0 != This->glDescription.textureName) {
/* Now I have to copy thing bits back */
/* Make sure that a proper texture unit is selected, bind the texture and dirtify the sampler to restore the texture on the next draw */
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
ENTER_GL();
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
checkGLcall("glActiveTextureARB");
LEAVE_GL();
}
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(0));
IWineD3DSurface_PreLoad(iface);
surface_download_data(This);
}
} else { /* Nothing to do */
TRACE("Memory %p already allocted for texture\n", This->resource.allocatedMemory);
/* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
* This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
* changed
*/
if(!(This->Flags & SFLAG_DYNLOCK)) {
This->lockCount++;
/* MAXLOCKCOUNT is defined in wined3d_private.h */
if(This->lockCount > MAXLOCKCOUNT) {
TRACE("Surface is locked regularily, not freeing the system memory copy any more\n");
This->Flags |= SFLAG_DYNLOCK;
}
if (NULL == pRect) {
pLockedRect->pBits = This->resource.allocatedMemory;
} else{
if (This->resource.format == WINED3DFMT_DXT1) { /* DXT1 is half byte per pixel */
pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + ((pRect->left * This->bytesPerPixel / 2));
} else {
pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
}
}
} else if (WINED3DUSAGE_RENDERTARGET & This->resource.usage ){ /* render surfaces */
if((!(Flags&WINED3DLOCK_DISCARD) && (This->Flags & SFLAG_GLDIRTY)) || !This->resource.allocatedMemory) {
GLint prev_store;
GLint prev_read;
BOOL notInContext = FALSE;
IWineD3DSwapChainImpl *targetSwapChain = NULL;
ENTER_GL();
/**
* for render->surface copy begin to begin of allocatedMemory
* unlock can be more easy
*/
TRACE("locking a render target\n");
if (This->resource.allocatedMemory == NULL)
This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 ,This->resource.size);
pLockedRect->pBits = This->resource.allocatedMemory;
glFlush();
vcheckGLcall("glFlush");
glGetIntegerv(GL_READ_BUFFER, &prev_read);
vcheckGLcall("glIntegerv");
glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
vcheckGLcall("glIntegerv");
/* Here's what we have to do:
See if the swapchain has the same context as the renderTarget or the surface is the render target.
Otherwise, see if were sharing a context with the implicit swapchain (because we're using a shared context model!)
and use the front back buffer as required.
if not, we need to switch contexts and then switchback at the end.
*/
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
IWineD3DSurface_GetContainer(myDevice->render_targets[0], &IID_IWineD3DSwapChain, (void **)&targetSwapChain);
/* NOTE: In a shared context environment the renderTarget will use the same context as the implicit swapchain (we're not in a shared environment yet! */
if ((swapchain == targetSwapChain && targetSwapChain != NULL) || iface == myDevice->render_targets[0]) {
if (swapchain && iface == swapchain->frontBuffer) {
TRACE("locking front\n");
glReadBuffer(GL_FRONT);
}
else if (iface == myDevice->render_targets[0] || backbuf) {
TRACE("locking back buffer\n");
glReadBuffer(GL_BACK);
} else if (iface == myDevice->depthStencilBuffer) {
FIXME("Stencil Buffer lock unsupported for now\n");
} else {
FIXME("(%p) Shouldn't have got here!\n", This);
glReadBuffer(GL_BACK);
}
} else if (swapchain != NULL) {
IWineD3DSwapChainImpl *implSwapChain;
IWineD3DDevice_GetSwapChain((IWineD3DDevice *)myDevice, 0, (IWineD3DSwapChain **)&implSwapChain);
/* ActivateContext should have selected the correct opengl context for that */
if (backbuf) {
glReadBuffer(GL_BACK);
} else if (iface == swapchain->frontBuffer) {
glReadBuffer(GL_FRONT);
} else if (iface == myDevice->depthStencilBuffer) {
FIXME("Stencil Buffer lock unsupported for now\n");
} else {
FIXME("Should have got here!\n");
glReadBuffer(GL_BACK);
}
IWineD3DSwapChain_Release((IWineD3DSwapChain *)implSwapChain);
}
if (swapchain != NULL) IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
if (targetSwapChain != NULL) IWineD3DSwapChain_Release((IWineD3DSwapChain *)targetSwapChain);
/** the depth stencil in openGL has a format of GL_FLOAT
* which should be good for WINED3DFMT_D16_LOCKABLE
* and WINED3DFMT_D16
* it is unclear what format the stencil buffer is in except.
* 'Each index is converted to fixed point...
* If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
* mappings in the table GL_PIXEL_MAP_S_TO_S.
* glReadPixels(This->lockedRect.left,
* This->lockedRect.bottom - j - 1,
* This->lockedRect.right - This->lockedRect.left,
* 1,
* GL_DEPTH_COMPONENT,
* type,
* (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
*****************************************/
if (!notInContext) { /* Only read the buffer if it's in the current context */
switch(wined3d_settings.rendertargetlock_mode) {
case RTL_AUTO:
case RTL_READDRAW:
case RTL_READTEX:
read_from_framebuffer(This, &This->lockedRect, pLockedRect->pBits, pLockedRect->Pitch);
break;
case RTL_TEXDRAW:
case RTL_TEXTEX:
read_from_framebuffer(This, &This->lockedRect, pLockedRect->pBits, pLockedRect->Pitch);
FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
break;
case RTL_DISABLE:
{
static BOOL warned = FALSE;
if(!warned) {
ERR("Application tries to lock the render target, but render target locking is disabled\n");
warned = TRUE;
}
}
break;
}
}
TRACE("Resetting buffer\n");
glReadBuffer(prev_read);
vcheckGLcall("glReadBuffer");
LEAVE_GL();
}
} else if (WINED3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */
if (!messages & 1) {
FIXME("TODO stencil depth surface locking surf%p usage(%s)\n", This, debug_d3dusage(This->resource.usage));
/*
glReadPixels(This->lockedRect.left,
This->lockedRect.bottom - j - 1,
This->lockedRect.right - This->lockedRect.left,
1,
GL_STENCIL_INDEX or GL_DEPTH_COMPONENT
)
*/
messages |= 1;
}
} else {
FIXME("unsupported locking to surface surf@%p usage(%s)\n", This, debug_d3dusage(This->resource.usage));
}
if((Flags & WINED3DLOCK_DISCARD) || !(This->Flags & SFLAG_GLDIRTY) ) {
TRACE("WINED3DLOCK_DISCARD flag passed, or local copy is up to date, not downloading data\n");
goto lock_end;
}
/* Now download the surface content from opengl
* Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
* Offscreen targets which are not active at the moment or are higher targets(fbos) can be locked with the texture path
*/
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
if(swapchain || iface == myDevice->render_targets[0]) {
if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
static BOOL warned = FALSE;
if(!warned) {
ERR("The application tries to lock the render target, but render target locking is disabled\n");
warned = TRUE;
}
if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
return WINED3D_OK;
}
/* FIXME: Partial surface locking is broken */
if(This->lockedRect.left != 0 ||
This->lockedRect.top != 0 ||
This->lockedRect.right != This->currentDesc.Width ||
This->lockedRect.bottom != This->currentDesc.Height) {
FIXME("Add Support for partial render target locking\n");
This->lockedRect.left = 0;
This->lockedRect.top = 0;
This->lockedRect.right = This->currentDesc.Width;
This->lockedRect.bottom = This->currentDesc.Height;
}
/* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
* Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
* should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
* context->last_was_blit set on the unlock.
*/
ENTER_GL();
ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
/* Select the correct read buffer, and give some debug output.
* There is no need to keep track of the current read buffer or reset it, every part of the code
* that reads sets the read buffer as desired.
*/
if(!swapchain) {
/* Locking the primary render target which is not on a swapchain(=offscreen render target).
* Read from the back buffer
*/
TRACE("Locking offscreen render target\n");
glReadBuffer(GL_BACK);
} else {
if(iface == swapchain->frontBuffer) {
TRACE("Locking the front buffer\n");
glReadBuffer(GL_FRONT);
} else if(swapchain->backBuffer && iface == swapchain->backBuffer[0]) {
TRACE("Locking the back buffer\n");
glReadBuffer(GL_BACK);
} else {
/* Ok, there is an issue: OpenGL does not guarant any back buffer number, so all we can do is to read GL_BACK
* and hope it gives what the app wants
*/
FIXME("Application is locking a 2nd or higher back buffer\n");
glReadBuffer(GL_BACK);
}
IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
}
switch(wined3d_settings.rendertargetlock_mode) {
case RTL_AUTO:
case RTL_READDRAW:
case RTL_READTEX:
read_from_framebuffer(This, &This->lockedRect, This->resource.allocatedMemory, pLockedRect->Pitch);
break;
case RTL_TEXDRAW:
case RTL_TEXTEX:
read_from_framebuffer(This, &This->lockedRect, This->resource.allocatedMemory, pLockedRect->Pitch);
FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
break;
}
LEAVE_GL();
} else if(iface == myDevice->stencilBufferTarget) {
/** the depth stencil in openGL has a format of GL_FLOAT
* which should be good for WINED3DFMT_D16_LOCKABLE
* and WINED3DFMT_D16
* it is unclear what format the stencil buffer is in except.
* 'Each index is converted to fixed point...
* If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
* mappings in the table GL_PIXEL_MAP_S_TO_S.
* glReadPixels(This->lockedRect.left,
* This->lockedRect.bottom - j - 1,
* This->lockedRect.right - This->lockedRect.left,
* 1,
* GL_DEPTH_COMPONENT,
* type,
* (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
*
* Depth Stencil surfaces which are not the current depth stencil target should have their data in a
* gl texture(next path), or in local memory(early return because of missing SFLAG_GLDIRTY above). If
* none of that is the case the problem is not in this function :-)
********************************************/
FIXME("Depth stencil locking not supported yet\n");
} else {
/* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
TRACE("locking an ordinarary surface\n");
/* TODO: Make sure that *any* context is active for this thread. It is not important which context that is,
* nor that is has any special setup(CTXUSAGE_LOADRESOURCE is fine), but the code below needs a context.
* A context is guaranted to be there in a single threaded environment, but not with multithreading
*/
if (0 != This->glDescription.textureName) {
/* Now I have to copy thing bits back */
/* Make sure that a proper texture unit is selected, bind the texture and dirtify the sampler to restore the texture on the next draw */
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
ENTER_GL();
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
checkGLcall("glActiveTextureARB");
LEAVE_GL();
}
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(0));
IWineD3DSurface_PreLoad(iface);
surface_download_data(This);
}
}
lock_end:
if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
/* Don't dirtify */
} else {
@ -819,22 +746,10 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
}
}
/* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
* This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
* changed
*/
if(!(This->Flags & SFLAG_DYNLOCK)) {
This->lockCount++;
/* MAXLOCKCOUNT is defined in wined3d_private.h */
if(This->lockCount > MAXLOCKCOUNT) {
TRACE("Surface is locked regularily, not freeing the system memory copy any more\n");
This->Flags |= SFLAG_DYNLOCK;
}
}
/* The local copy is now up to date to the opengl one */
This->Flags &= ~SFLAG_GLDIRTY;
TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch, This->Flags & SFLAG_DIRTY ? 0 : 1);
This->Flags |= SFLAG_LOCKED;
return WINED3D_OK;
}
@ -842,7 +757,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
GLint prev_store;
GLint prev_rasterpos[4];
GLint skipBytes = 0;
BOOL storechanged = FALSE;
BOOL storechanged = FALSE, memory_allocated = FALSE;
GLint fmt, type;
void *mem;
@ -976,6 +891,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
ERR("Out of memory\n");
return;
}
memory_allocated = TRUE;
d3dfmt_convert_surface(This->resource.allocatedMemory,
mem,
pitch,
@ -1015,7 +931,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
vcheckGLcall("glPixelStorei GL_PACK_SWAP_BYTES");
}
if(mem != This->resource.allocatedMemory) HeapFree(GetProcessHeap(), 0, mem);
if(memory_allocated) HeapFree(GetProcessHeap(), 0, mem);
return;
}
@ -1070,51 +986,85 @@ static void flush_to_framebuffer_texture(IWineD3DSurface *iface) {
static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
const char *buffername = "";
IWineD3DSwapChainImpl *swapchain = NULL;
BOOL backbuf = FALSE;
if (!(This->Flags & SFLAG_LOCKED)) {
WARN("trying to Unlock an unlocked surf@%p\n", This);
return WINED3DERR_INVALIDCALL;
}
if (WINED3DUSAGE_RENDERTARGET & This->resource.usage) {
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
if(swapchain) {
int i;
for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
if(iface == swapchain->backBuffer[i]) {
backbuf = TRUE;
break;
}
}
}
if (backbuf) {
buffername = "backBuffer";
} else if ((swapchain != NULL) && iface == swapchain->frontBuffer) {
buffername = "frontBuffer";
} else if (iface == myDevice->depthStencilBuffer) {
buffername = "depthStencilBuffer";
} else if (iface == myDevice->render_targets[0]) {
buffername = "renderTarget";
}
}
if (swapchain != NULL) {
IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
}
TRACE("(%p %s) : dirtyfied(%d)\n", This, buffername, This->Flags & SFLAG_DIRTY ? 1 : 0);
TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & SFLAG_DIRTY ? 1 : 0);
if (!(This->Flags & SFLAG_DIRTY)) {
TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
goto unlock_end;
}
if (0 == This->resource.usage) { /* classic surface */
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
if(swapchain || iface == myDevice->render_targets[0]) {
if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
static BOOL warned = FALSE;
if(!warned) {
ERR("The application tries to write to the render target, but render target locking is disabled\n");
warned = TRUE;
}
if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
goto unlock_end;
}
/* Activate the correct context for the render target */
ENTER_GL();
ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
if(!swapchain) {
/* Primary offscreen render target */
TRACE("Offscreen render target\n");
glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer(GL_BACK)");
} else {
if(iface == swapchain->frontBuffer) {
TRACE("Onscreen front buffer\n");
glDrawBuffer(GL_FRONT);
checkGLcall("glDrawBuffer(GL_FRONT)");
} else if(iface == swapchain->backBuffer[0]) {
TRACE("Onscreen back buffer\n");
glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer(GL_BACK)");
} else {
FIXME("Unlocking a higher back buffer\n");
glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer(GL_BACK)");
}
IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
}
switch(wined3d_settings.rendertargetlock_mode) {
case RTL_AUTO:
case RTL_READDRAW:
case RTL_TEXDRAW:
flush_to_framebuffer_drawpixels(This);
break;
case RTL_READTEX:
case RTL_TEXTEX:
flush_to_framebuffer_texture(iface);
break;
}
if(!swapchain || swapchain->backBuffer) {
glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer(GL_BACK)");
} else {
glDrawBuffer(GL_FRONT);
checkGLcall("glDrawBuffer(GL_FRONT)");
}
LEAVE_GL();
/** restore clean dirty state */
IWineD3DSurface_CleanDirtyRect(iface);
} else if(iface == myDevice->stencilBufferTarget) {
FIXME("Depth Stencil buffer locking is not implemented\n");
} else {
/* The rest should be a normal texture */
IWineD3DBaseTextureImpl *impl;
/* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
* Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
@ -1126,79 +1076,6 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
}
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
}
} else if (WINED3DUSAGE_RENDERTARGET & This->resource.usage) { /* render surfaces */
/****************************
* TODO: Render targets are 'special' and
* ?some? locking needs to be passed onto the context manager
* so that it becomes possible to use auxiliary buffers, pbuffers
* render-to-texture, shared, cached contexts etc...
* ****************************/
IWineD3DSwapChainImpl *implSwapChain;
IWineD3DDevice_GetSwapChain((IWineD3DDevice *)myDevice, 0, (IWineD3DSwapChain **)&implSwapChain);
if ((backbuf || iface == implSwapChain->frontBuffer || iface == myDevice->render_targets[0]) && wined3d_settings.rendertargetlock_mode != RTL_DISABLE) {
ENTER_GL();
ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
if (iface == implSwapChain->frontBuffer) {
glDrawBuffer(GL_FRONT);
checkGLcall("glDrawBuffer GL_FRONT");
} else if (backbuf || iface == myDevice->render_targets[0]) {
glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer GL_BACK");
}
switch(wined3d_settings.rendertargetlock_mode) {
case RTL_AUTO:
case RTL_READDRAW:
case RTL_TEXDRAW:
flush_to_framebuffer_drawpixels(This);
break;
case RTL_READTEX:
case RTL_TEXTEX:
flush_to_framebuffer_texture(iface);
break;
case RTL_DISABLE:
{
static BOOL warned = FALSE;
if(!warned) {
ERR("The application tries to write to the render target, but render target locking is disabled\n");
warned = TRUE;
}
}
break;
}
if(implSwapChain->backBuffer && implSwapChain->backBuffer[0]) {
glDrawBuffer(GL_BACK);
vcheckGLcall("glDrawBuffer");
}
LEAVE_GL();
/** restore clean dirty state */
IWineD3DSurface_CleanDirtyRect(iface);
} else if(wined3d_settings.rendertargetlock_mode != RTL_DISABLE) {
FIXME("unsupported unlocking to Rendering surface surf@%p usage(%s)\n", This, debug_d3dusage(This->resource.usage));
}
IWineD3DSwapChain_Release((IWineD3DSwapChain *)implSwapChain);
} else if (WINED3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */
if (iface == myDevice->depthStencilBuffer) {
FIXME("TODO stencil depth surface unlocking surf@%p usage(%s)\n", This, debug_d3dusage(This->resource.usage));
} else {
FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%s)\n", This, debug_d3dusage(This->resource.usage));
}
} else {
FIXME("unsupported unlocking to surface surf@%p usage(%s)\n", This, debug_d3dusage(This->resource.usage));
}
unlock_end: