wined3d: Move drawable->sysmem reading to UpdateLocation.

This commit is contained in:
Stefan Dösinger 2007-09-25 00:21:34 +02:00 committed by Alexandre Julliard
parent 70e12b31b8
commit 34d6b38397
1 changed files with 93 additions and 61 deletions

View File

@ -624,7 +624,7 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
IWineD3DSwapChainImpl *swapchain = NULL;
IWineD3DSwapChain *swapchain = NULL;
TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
@ -734,70 +734,41 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
*/
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
if(swapchain || iface == myDevice->render_targets[0]) {
BOOL srcIsUpsideDown;
RECT *read_rect;
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;
}
/* 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.
*/
ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
ENTER_GL();
/* 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(myDevice->offscreenBuffer);
srcIsUpsideDown = TRUE;
} else {
GLenum buffer = surface_get_gl_buffer(iface, (IWineD3DSwapChain *)swapchain);
TRACE("Locking %#x buffer\n", buffer);
glReadBuffer(buffer);
checkGLcall("glReadBuffer");
IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
srcIsUpsideDown = FALSE;
}
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, srcIsUpsideDown);
break;
case RTL_TEXDRAW:
case RTL_TEXTEX:
read_from_framebuffer(This, &This->lockedRect, This->resource.allocatedMemory, pLockedRect->Pitch, srcIsUpsideDown);
FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
break;
}
LEAVE_GL();
/* Mark the local copy up to date if a full download was done */
if(This->lockedRect.left == 0 &&
This->lockedRect.top == 0 &&
This->lockedRect.right == This->currentDesc.Width &&
This->lockedRect.bottom == This->currentDesc.Height) {
This->Flags |= SFLAG_INSYSMEM;
read_rect = NULL;
} else {
read_rect = &This->lockedRect;
}
switch(wined3d_settings.rendertargetlock_mode) {
case RTL_TEXDRAW:
case RTL_TEXTEX:
FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
#if 0
/* Disabled for now. LoadLocation prefers the texture over the drawable as the source. So if we copy to the
* texture first, then to sysmem, we'll avoid glReadPixels and use glCopyTexImage and glGetTexImage2D instead.
* This may be faster on some cards
*/
IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* No partial texture copy yet */);
#endif
/* drop through */
case RTL_AUTO:
case RTL_READDRAW:
case RTL_READTEX:
IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, read_rect);
break;
case RTL_DISABLE:
break;
}
if(swapchain) IWineD3DSwapChain_Release(swapchain);
} else if(iface == myDevice->stencilBufferTarget) {
/** the depth stencil in openGL has a format of GL_FLOAT
* which should be good for WINED3DFMT_D16_LOCKABLE
@ -3534,6 +3505,9 @@ static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DW
static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
IWineD3DDeviceImpl *myDevice;
IWineD3DSwapChainImpl *swapchain;
BOOL srcIsUpsideDown;
RECT local_rect;
TRACE("(%p)->(%s, %p)\n", iface,
flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
@ -3567,7 +3541,9 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
}
ENTER_GL();
/* Make sure that a proper texture unit is selected, bind the texture and dirtify the sampler to restore the texture on the next draw */
/* 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)) {
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
checkGLcall("glActiveTextureARB");
@ -3578,7 +3554,58 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
surface_download_data(This);
LEAVE_GL();
} else {
/* Download drawable to sysmem */
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;
}
goto load_end;
}
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
/* 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.
*/
ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
ENTER_GL();
/* 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(myDevice->offscreenBuffer);
srcIsUpsideDown = TRUE;
} else {
GLenum buffer = surface_get_gl_buffer(iface, (IWineD3DSwapChain *)swapchain);
TRACE("Locking %#x buffer\n", buffer);
glReadBuffer(buffer);
checkGLcall("glReadBuffer");
IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
srcIsUpsideDown = FALSE;
}
/* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
if(!rect) {
local_rect.left = 0;
local_rect.top = 0;
local_rect.right = This->currentDesc.Width;
local_rect.bottom = This->currentDesc.Height;
}
/* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
read_from_framebuffer(This, rect ? rect : &local_rect,
This->resource.allocatedMemory,
IWineD3DSurface_GetPitch(iface),
srcIsUpsideDown);
LEAVE_GL();
}
} else if(flag == SFLAG_INDRAWABLE) {
if(This->Flags & SFLAG_INTEXTURE) {
@ -3594,6 +3621,11 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
}
}
load_end:
if(rect == NULL) {
This->Flags |= flag;
}
return WINED3D_OK;
}