wined3d: Pass a texture and sub-resource index to read_from_framebuffer().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2018-03-08 10:35:02 +03:30 committed by Alexandre Julliard
parent c337a46354
commit 40d5908854
1 changed files with 16 additions and 14 deletions

View File

@ -1346,18 +1346,16 @@ static struct wined3d_texture *surface_convert_format(struct wined3d_texture *sr
return dst_texture; return dst_texture;
} }
static void read_from_framebuffer(struct wined3d_surface *surface, static void texture2d_read_from_framebuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *old_ctx, DWORD src_location, DWORD dst_location) struct wined3d_context *context, DWORD src_location, DWORD dst_location)
{ {
unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
struct wined3d_texture *texture = surface->container;
struct wined3d_device *device = texture->resource.device; struct wined3d_device *device = texture->resource.device;
struct wined3d_context *context = old_ctx; struct wined3d_texture *restore_texture;
struct wined3d_surface *restore_rt = NULL;
const struct wined3d_gl_info *gl_info; const struct wined3d_gl_info *gl_info;
unsigned int row_pitch, slice_pitch; unsigned int row_pitch, slice_pitch;
unsigned int width, height, level; unsigned int width, height, level;
struct wined3d_bo_address data; struct wined3d_bo_address data;
unsigned int restore_idx;
BYTE *row, *top, *bottom; BYTE *row, *top, *bottom;
BOOL src_is_upside_down; BOOL src_is_upside_down;
unsigned int i; unsigned int i;
@ -1365,16 +1363,18 @@ static void read_from_framebuffer(struct wined3d_surface *surface,
wined3d_texture_get_memory(texture, sub_resource_idx, &data, dst_location); wined3d_texture_get_memory(texture, sub_resource_idx, &data, dst_location);
restore_rt = context_get_rt_surface(old_ctx); restore_texture = context->current_rt.texture;
if (restore_rt != surface) restore_idx = context->current_rt.sub_resource_idx;
if (restore_texture != texture || restore_idx != sub_resource_idx)
context = context_acquire(device, texture, sub_resource_idx); context = context_acquire(device, texture, sub_resource_idx);
else else
restore_rt = NULL; restore_texture = NULL;
gl_info = context->gl_info; gl_info = context->gl_info;
if (src_location != texture->resource.draw_binding) if (src_location != texture->resource.draw_binding)
{ {
context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, surface, NULL, src_location); context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER,
texture->sub_resources[sub_resource_idx].u.surface, NULL, src_location);
context_check_fbo_status(context, GL_READ_FRAMEBUFFER); context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
context_invalidate_state(context, STATE_FRAMEBUFFER); context_invalidate_state(context, STATE_FRAMEBUFFER);
} }
@ -1468,8 +1468,8 @@ error:
checkGLcall("glBindBuffer"); checkGLcall("glBindBuffer");
} }
if (restore_rt) if (restore_texture)
context_restore(context, restore_rt); context_restore(context, restore_texture->sub_resources[restore_idx].u.surface);
} }
/* Read the framebuffer contents into a texture. Note that this function /* Read the framebuffer contents into a texture. Note that this function
@ -2080,7 +2080,8 @@ BOOL texture2d_load_sysmem(struct wined3d_texture *texture, unsigned int sub_res
if (is_multisample_location(texture, WINED3D_LOCATION_TEXTURE_RGB)) if (is_multisample_location(texture, WINED3D_LOCATION_TEXTURE_RGB))
{ {
wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_RB_RESOLVED); wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_RB_RESOLVED);
read_from_framebuffer(sub_resource->u.surface, context, WINED3D_LOCATION_RB_RESOLVED, dst_location); texture2d_read_from_framebuffer(texture, sub_resource_idx, context,
WINED3D_LOCATION_RB_RESOLVED, dst_location);
return TRUE; return TRUE;
} }
else else
@ -2103,7 +2104,8 @@ BOOL texture2d_load_sysmem(struct wined3d_texture *texture, unsigned int sub_res
if (!(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) if (!(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
&& (sub_resource->locations & WINED3D_LOCATION_DRAWABLE)) && (sub_resource->locations & WINED3D_LOCATION_DRAWABLE))
{ {
read_from_framebuffer(sub_resource->u.surface, context, texture->resource.draw_binding, dst_location); texture2d_read_from_framebuffer(texture, sub_resource_idx, context,
texture->resource.draw_binding, dst_location);
return TRUE; return TRUE;
} }