wined3d: Use the resource access flags in fbo_blitter_supported().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2018-01-29 21:10:25 +03:30 committed by Alexandre Julliard
parent a3b6f8ceb9
commit 36f20ec5d1
1 changed files with 16 additions and 17 deletions

View File

@ -484,25 +484,28 @@ static void surface_blt_fbo(const struct wined3d_device *device,
context_restore(context, restore_rt);
}
static BOOL fbo_blitter_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format, DWORD src_location,
DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format, DWORD dst_location)
static BOOL fbo_blitter_supported(enum wined3d_blit_op blit_op, const struct wined3d_gl_info *gl_info,
const struct wined3d_resource *src_resource, DWORD src_location,
const struct wined3d_resource *dst_resource, DWORD dst_location)
{
const struct wined3d_format *src_format = src_resource->format;
const struct wined3d_format *dst_format = dst_resource->format;
if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
return FALSE;
/* Source and/or destination need to be on the GL side */
if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
if (!(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
return FALSE;
switch (blit_op)
{
case WINED3D_BLIT_OP_COLOR_BLIT:
if (!((src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
|| (src_usage & WINED3DUSAGE_RENDERTARGET)))
|| (src_resource->usage & WINED3DUSAGE_RENDERTARGET)))
return FALSE;
if (!((dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
|| (dst_usage & WINED3DUSAGE_RENDERTARGET)))
|| (dst_resource->usage & WINED3DUSAGE_RENDERTARGET)))
return FALSE;
if ((src_format->id != dst_format->id || dst_location == WINED3D_LOCATION_DRAWABLE)
&& (!is_identity_fixup(src_format->color_fixup) || !is_identity_fixup(dst_format->color_fixup)))
@ -2229,11 +2232,9 @@ static BOOL surface_load_texture(struct wined3d_surface *surface,
if (!depth && sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | WINED3D_LOCATION_TEXTURE_RGB)
&& (texture->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)
&& fbo_blitter_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
texture->resource.usage, texture->resource.pool,
texture->resource.format, WINED3D_LOCATION_TEXTURE_RGB,
texture->resource.usage, texture->resource.pool,
texture->resource.format, WINED3D_LOCATION_TEXTURE_SRGB))
&& fbo_blitter_supported(WINED3D_BLIT_OP_COLOR_BLIT, gl_info,
&texture->resource, WINED3D_LOCATION_TEXTURE_RGB,
&texture->resource, WINED3D_LOCATION_TEXTURE_SRGB))
{
if (srgb)
surface_blt_fbo(device, context, WINED3D_TEXF_POINT, surface, WINED3D_LOCATION_TEXTURE_RGB,
@ -2252,9 +2253,8 @@ static BOOL surface_load_texture(struct wined3d_surface *surface,
WINED3D_LOCATION_RB_RESOLVED : WINED3D_LOCATION_RB_MULTISAMPLE;
DWORD dst_location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
if (fbo_blitter_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
texture->resource.usage, texture->resource.pool, texture->resource.format, src_location,
texture->resource.usage, texture->resource.pool, texture->resource.format, dst_location))
if (fbo_blitter_supported(WINED3D_BLIT_OP_COLOR_BLIT, gl_info,
&texture->resource, src_location, &texture->resource, dst_location))
surface_blt_fbo(device, context, WINED3D_TEXF_POINT, surface, src_location,
&src_rect, surface, dst_location, &src_rect);
@ -2470,9 +2470,8 @@ static DWORD fbo_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
}
if (!fbo_blitter_supported(&device->adapter->gl_info, blit_op,
src_resource->usage, src_resource->pool, src_resource->format, src_location,
src_resource->usage, dst_resource->pool, dst_resource->format, dst_location))
if (!fbo_blitter_supported(blit_op, context->gl_info,
src_resource, src_location, dst_resource, dst_location))
{
if ((next = blitter->next))
return next->ops->blitter_blit(next, op, context, src_surface, src_location,