wined3d: Improve render target locking.
This commit is contained in:
parent
c3f0eb489b
commit
21172f1dec
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@ -526,15 +526,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
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IWineD3DSwapChainImpl *swapchain = NULL;
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static UINT messages = 0; /* holds flags to disable fixme messages */
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BOOL backbuf = FALSE;
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/* fixme: should we really lock as such? */
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if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INPBUFFER)) ==
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(SFLAG_INTEXTURE | SFLAG_INPBUFFER) ) {
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FIXME("Warning: Surface is in texture memory or pbuffer\n");
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This->Flags &= ~(SFLAG_INTEXTURE | SFLAG_INPBUFFER);
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}
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TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
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if (!(This->Flags & SFLAG_LOCKABLE)) {
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/* Note: UpdateTextures calls CopyRects which calls this routine to populate the
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@ -544,40 +537,18 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
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/*return WINED3DERR_INVALIDCALL; */
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}
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if (This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
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IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
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if (swapchain != NULL || iface == myDevice->render_targets[0] || iface == myDevice->depthStencilBuffer) {
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if(swapchain != NULL) {
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int i;
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for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
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if(iface == swapchain->backBuffer[i]) {
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backbuf = TRUE;
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break;
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}
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}
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}
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if (backbuf) {
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TRACE("(%p, backBuffer) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
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} else if (swapchain != NULL && iface == swapchain->frontBuffer) {
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TRACE("(%p, frontBuffer) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
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} else if (iface == myDevice->render_targets[0]) {
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TRACE("(%p, renderTarget) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
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} else if (iface == myDevice->depthStencilBuffer) {
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TRACE("(%p, stencilBuffer) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
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}
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if (NULL != swapchain) {
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IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
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}
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swapchain = NULL;
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}
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} else {
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TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
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}
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pLockedRect->Pitch = IWineD3DSurface_GetPitch(iface);
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/* Mark the surface locked */
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This->Flags |= SFLAG_LOCKED;
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/* Whatever surface we have, make sure that there is memory allocated for the downloaded copy */
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if(!This->resource.allocatedMemory) {
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This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + 4);
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This->Flags |= SFLAG_GLDIRTY; /* 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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if (NULL == pRect) {
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pLockedRect->pBits = This->resource.allocatedMemory;
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This->lockedRect.left = 0;
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@ -614,22 +585,129 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
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TRACE("Locking non-power 2 texture\n");
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}
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if (0 == This->resource.usage || This->resource.usage & WINED3DUSAGE_DYNAMIC) {
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/* classic surface TODO: non 2d surfaces?
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These resources may be POOL_SYSTEMMEM, so they must not access the device */
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TRACE("locking an ordinarary surface\n");
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/* Check to see if memory has already been allocated from the surface*/
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if ((NULL == This->resource.allocatedMemory) ||
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(This->Flags & SFLAG_GLDIRTY) ){ /* TODO: check to see if an update has been performed on the surface (an update could just clobber allocatedMemory */
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/* Non-system memory surfaces */
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This->Flags &= ~SFLAG_GLDIRTY;
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/*Surface has no memory currently allocated to it!*/
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TRACE("(%p) Locking rect\n" , This);
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if(!This->resource.allocatedMemory) {
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This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + 4);
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/* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
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* This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
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* changed
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*/
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if(!(This->Flags & SFLAG_DYNLOCK)) {
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This->lockCount++;
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/* MAXLOCKCOUNT is defined in wined3d_private.h */
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if(This->lockCount > MAXLOCKCOUNT) {
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TRACE("Surface is locked regularily, not freeing the system memory copy any more\n");
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This->Flags |= SFLAG_DYNLOCK;
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}
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}
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if((Flags & WINED3DLOCK_DISCARD) || !(This->Flags & SFLAG_GLDIRTY) ) {
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TRACE("WINED3DLOCK_DISCARD flag passed, or local copy is up to date, not downloading data\n");
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goto lock_end;
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}
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/* Now download the surface content from opengl
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* Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
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* Offscreen targets which are not active at the moment or are higher targets(fbos) can be locked with the texture path
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*/
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IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
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if(swapchain || iface == myDevice->render_targets[0]) {
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if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
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static BOOL warned = FALSE;
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if(!warned) {
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ERR("The application tries to lock the render target, but render target locking is disabled\n");
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warned = TRUE;
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}
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if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
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return WINED3D_OK;
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}
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/* FIXME: Partial surface locking is broken */
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if(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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FIXME("Add Support for partial render target locking\n");
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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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}
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/* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
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* Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
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* should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
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* context->last_was_blit set on the unlock.
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*/
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ENTER_GL();
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ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
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/* Select the correct read buffer, and give some debug output.
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* There is no need to keep track of the current read buffer or reset it, every part of the code
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* that reads sets the read buffer as desired.
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*/
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if(!swapchain) {
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/* Locking the primary render target which is not on a swapchain(=offscreen render target).
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* Read from the back buffer
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*/
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TRACE("Locking offscreen render target\n");
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glReadBuffer(GL_BACK);
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} else {
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if(iface == swapchain->frontBuffer) {
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TRACE("Locking the front buffer\n");
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glReadBuffer(GL_FRONT);
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} else if(swapchain->backBuffer && iface == swapchain->backBuffer[0]) {
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TRACE("Locking the back buffer\n");
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glReadBuffer(GL_BACK);
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} else {
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/* Ok, there is an issue: OpenGL does not guarant any back buffer number, so all we can do is to read GL_BACK
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* and hope it gives what the app wants
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*/
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FIXME("Application is locking a 2nd or higher back buffer\n");
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glReadBuffer(GL_BACK);
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}
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IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
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}
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switch(wined3d_settings.rendertargetlock_mode) {
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case RTL_AUTO:
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case RTL_READDRAW:
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case RTL_READTEX:
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read_from_framebuffer(This, &This->lockedRect, This->resource.allocatedMemory, pLockedRect->Pitch);
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break;
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case RTL_TEXDRAW:
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case RTL_TEXTEX:
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read_from_framebuffer(This, &This->lockedRect, This->resource.allocatedMemory, pLockedRect->Pitch);
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FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
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break;
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}
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LEAVE_GL();
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} else if(iface == myDevice->stencilBufferTarget) {
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/** the depth stencil in openGL has a format of GL_FLOAT
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* which should be good for WINED3DFMT_D16_LOCKABLE
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* and WINED3DFMT_D16
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* it is unclear what format the stencil buffer is in except.
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* 'Each index is converted to fixed point...
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* If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
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* mappings in the table GL_PIXEL_MAP_S_TO_S.
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* glReadPixels(This->lockedRect.left,
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* This->lockedRect.bottom - j - 1,
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* This->lockedRect.right - This->lockedRect.left,
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* 1,
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* GL_DEPTH_COMPONENT,
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* type,
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* (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
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*
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* Depth Stencil surfaces which are not the current depth stencil target should have their data in a
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* gl texture(next path), or in local memory(early return because of missing SFLAG_GLDIRTY above). If
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* none of that is the case the problem is not in this function :-)
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********************************************/
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FIXME("Depth stencil locking not supported yet\n");
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} else {
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/* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
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TRACE("locking an ordinarary surface\n");
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/* TODO: Make sure that *any* context is active for this thread. It is not important which context that is,
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* nor that is has any special setup(CTXUSAGE_LOADRESOURCE is fine), but the code below needs a context.
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* A context is guaranted to be there in a single threaded environment, but not with multithreading
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*/
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if (0 != This->glDescription.textureName) {
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/* Now I have to copy thing bits back */
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@ -645,160 +723,9 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
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surface_download_data(This);
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}
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} else { /* Nothing to do */
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TRACE("Memory %p already allocted for texture\n", This->resource.allocatedMemory);
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}
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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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if (This->resource.format == WINED3DFMT_DXT1) { /* DXT1 is half byte per pixel */
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pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + ((pRect->left * This->bytesPerPixel / 2));
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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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} else if (WINED3DUSAGE_RENDERTARGET & This->resource.usage ){ /* render surfaces */
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if((!(Flags&WINED3DLOCK_DISCARD) && (This->Flags & SFLAG_GLDIRTY)) || !This->resource.allocatedMemory) {
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GLint prev_store;
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GLint prev_read;
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BOOL notInContext = FALSE;
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IWineD3DSwapChainImpl *targetSwapChain = NULL;
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ENTER_GL();
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/**
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* for render->surface copy begin to begin of allocatedMemory
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* unlock can be more easy
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*/
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TRACE("locking a render target\n");
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if (This->resource.allocatedMemory == NULL)
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This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 ,This->resource.size);
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pLockedRect->pBits = This->resource.allocatedMemory;
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glFlush();
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vcheckGLcall("glFlush");
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glGetIntegerv(GL_READ_BUFFER, &prev_read);
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vcheckGLcall("glIntegerv");
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glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
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vcheckGLcall("glIntegerv");
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/* Here's what we have to do:
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See if the swapchain has the same context as the renderTarget or the surface is the render target.
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Otherwise, see if were sharing a context with the implicit swapchain (because we're using a shared context model!)
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and use the front back buffer as required.
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if not, we need to switch contexts and then switchback at the end.
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*/
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IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
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IWineD3DSurface_GetContainer(myDevice->render_targets[0], &IID_IWineD3DSwapChain, (void **)&targetSwapChain);
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/* 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! */
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if ((swapchain == targetSwapChain && targetSwapChain != NULL) || iface == myDevice->render_targets[0]) {
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if (swapchain && iface == swapchain->frontBuffer) {
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TRACE("locking front\n");
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glReadBuffer(GL_FRONT);
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}
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else if (iface == myDevice->render_targets[0] || backbuf) {
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TRACE("locking back buffer\n");
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glReadBuffer(GL_BACK);
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} else if (iface == myDevice->depthStencilBuffer) {
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FIXME("Stencil Buffer lock unsupported for now\n");
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} else {
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FIXME("(%p) Shouldn't have got here!\n", This);
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glReadBuffer(GL_BACK);
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}
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} else if (swapchain != NULL) {
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IWineD3DSwapChainImpl *implSwapChain;
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IWineD3DDevice_GetSwapChain((IWineD3DDevice *)myDevice, 0, (IWineD3DSwapChain **)&implSwapChain);
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/* ActivateContext should have selected the correct opengl context for that */
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if (backbuf) {
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glReadBuffer(GL_BACK);
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} else if (iface == swapchain->frontBuffer) {
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glReadBuffer(GL_FRONT);
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} else if (iface == myDevice->depthStencilBuffer) {
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FIXME("Stencil Buffer lock unsupported for now\n");
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} else {
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FIXME("Should have got here!\n");
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glReadBuffer(GL_BACK);
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}
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IWineD3DSwapChain_Release((IWineD3DSwapChain *)implSwapChain);
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}
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if (swapchain != NULL) IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
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if (targetSwapChain != NULL) IWineD3DSwapChain_Release((IWineD3DSwapChain *)targetSwapChain);
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/** the depth stencil in openGL has a format of GL_FLOAT
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* which should be good for WINED3DFMT_D16_LOCKABLE
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* and WINED3DFMT_D16
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* it is unclear what format the stencil buffer is in except.
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* 'Each index is converted to fixed point...
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* If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
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* mappings in the table GL_PIXEL_MAP_S_TO_S.
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* glReadPixels(This->lockedRect.left,
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* This->lockedRect.bottom - j - 1,
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* This->lockedRect.right - This->lockedRect.left,
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* 1,
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* GL_DEPTH_COMPONENT,
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* type,
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* (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
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*****************************************/
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if (!notInContext) { /* Only read the buffer if it's in the current context */
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switch(wined3d_settings.rendertargetlock_mode) {
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case RTL_AUTO:
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case RTL_READDRAW:
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case RTL_READTEX:
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read_from_framebuffer(This, &This->lockedRect, pLockedRect->pBits, pLockedRect->Pitch);
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break;
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case RTL_TEXDRAW:
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case RTL_TEXTEX:
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read_from_framebuffer(This, &This->lockedRect, pLockedRect->pBits, pLockedRect->Pitch);
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FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
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break;
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case RTL_DISABLE:
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{
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static BOOL warned = FALSE;
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if(!warned) {
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ERR("Application tries to lock the render target, but render target locking is disabled\n");
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warned = TRUE;
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}
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}
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break;
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}
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}
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TRACE("Resetting buffer\n");
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glReadBuffer(prev_read);
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vcheckGLcall("glReadBuffer");
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LEAVE_GL();
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}
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} else if (WINED3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */
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if (!messages & 1) {
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FIXME("TODO stencil depth surface locking surf%p usage(%s)\n", This, debug_d3dusage(This->resource.usage));
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/*
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glReadPixels(This->lockedRect.left,
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This->lockedRect.bottom - j - 1,
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This->lockedRect.right - This->lockedRect.left,
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1,
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GL_STENCIL_INDEX or GL_DEPTH_COMPONENT
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)
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*/
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messages |= 1;
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}
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} else {
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FIXME("unsupported locking to surface surf@%p usage(%s)\n", This, debug_d3dusage(This->resource.usage));
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}
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lock_end:
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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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@ -819,22 +746,10 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
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}
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}
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/* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
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* This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
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* changed
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*/
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if(!(This->Flags & SFLAG_DYNLOCK)) {
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This->lockCount++;
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/* MAXLOCKCOUNT is defined in wined3d_private.h */
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if(This->lockCount > MAXLOCKCOUNT) {
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TRACE("Surface is locked regularily, not freeing the system memory copy any more\n");
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This->Flags |= SFLAG_DYNLOCK;
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}
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}
|
||||
/* 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;
|
||||
}
|
||||
|
||||
|
@ -1070,85 +986,56 @@ 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 */
|
||||
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
|
||||
* states need resetting
|
||||
*/
|
||||
if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
|
||||
if(impl->baseTexture.bindCount) {
|
||||
IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
|
||||
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;
|
||||
}
|
||||
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
|
||||
if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
||||
goto unlock_end;
|
||||
}
|
||||
} 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) {
|
||||
|
||||
/* Activate the correct context for the render target */
|
||||
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]) {
|
||||
if(!swapchain) {
|
||||
/* Primary offscreen render target */
|
||||
TRACE("Offscreen render target\n");
|
||||
glDrawBuffer(GL_BACK);
|
||||
checkGLcall("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) {
|
||||
|
@ -1162,43 +1049,33 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
|
|||
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]) {
|
||||
if(!swapchain || swapchain->backBuffer) {
|
||||
glDrawBuffer(GL_BACK);
|
||||
vcheckGLcall("glDrawBuffer");
|
||||
checkGLcall("glDrawBuffer(GL_BACK)");
|
||||
} else {
|
||||
glDrawBuffer(GL_FRONT);
|
||||
checkGLcall("glDrawBuffer(GL_FRONT)");
|
||||
}
|
||||
|
||||
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 if(iface == myDevice->stencilBufferTarget) {
|
||||
FIXME("Depth Stencil buffer locking is not implemented\n");
|
||||
} else {
|
||||
FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%s)\n", This, debug_d3dusage(This->resource.usage));
|
||||
/* 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
|
||||
* states need resetting
|
||||
*/
|
||||
if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
|
||||
if(impl->baseTexture.bindCount) {
|
||||
IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
|
||||
}
|
||||
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
|
||||
}
|
||||
|
||||
} else {
|
||||
FIXME("unsupported unlocking to surface surf@%p usage(%s)\n", This, debug_d3dusage(This->resource.usage));
|
||||
}
|
||||
|
||||
unlock_end:
|
||||
|
|
Loading…
Reference in New Issue