wined3d: Use texture2d_load_sysmem() in texture1d_load_location().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
cf48248b09
commit
410cf7d24c
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@ -138,15 +138,6 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct
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checkGLcall("glBlitFramebuffer()");
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}
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static BOOL is_multisample_location(const struct wined3d_texture_gl *texture_gl, DWORD location)
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{
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if (location == WINED3D_LOCATION_RB_MULTISAMPLE)
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return TRUE;
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if (location != WINED3D_LOCATION_TEXTURE_RGB && location != WINED3D_LOCATION_TEXTURE_SRGB)
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return FALSE;
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return texture_gl->target == GL_TEXTURE_2D_MULTISAMPLE || texture_gl->target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
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}
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/* Blit between surface locations. Onscreen on different swapchains is not supported.
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* Depth / stencil is not supported. Context activation is done by the caller. */
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static void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_context *context,
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@ -185,7 +176,7 @@ static void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_cont
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}
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/* Resolve the source surface first if needed. */
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if (is_multisample_location(wined3d_texture_gl(src_texture), src_location)
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if (wined3d_texture_gl_is_multisample_location(wined3d_texture_gl(src_texture), src_location)
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&& (src_texture->resource.format->id != dst_texture->resource.format->id
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|| abs(src_rect->bottom - src_rect->top) != abs(dst_rect->bottom - dst_rect->top)
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|| abs(src_rect->right - src_rect->left) != abs(dst_rect->right - dst_rect->left)))
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@ -708,7 +699,7 @@ static struct wined3d_texture *surface_convert_format(struct wined3d_texture *sr
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return dst_texture;
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}
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static void texture2d_read_from_framebuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
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void texture2d_read_from_framebuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
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struct wined3d_context *context, DWORD src_location, DWORD dst_location)
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{
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struct wined3d_resource *resource = &texture->resource;
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@ -1431,52 +1422,6 @@ static HRESULT wined3d_texture_blt_special(struct wined3d_texture *dst_texture,
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return WINED3DERR_INVALIDCALL;
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}
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/* Context activation is done by the caller. */
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BOOL texture2d_load_sysmem(struct wined3d_texture *texture, unsigned int sub_resource_idx,
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struct wined3d_context *context, DWORD dst_location)
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{
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struct wined3d_texture_sub_resource *sub_resource;
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sub_resource = &texture->sub_resources[sub_resource_idx];
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wined3d_texture_prepare_location(texture, sub_resource_idx, context, dst_location);
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/* We cannot download data from multisample textures directly. */
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if (is_multisample_location(wined3d_texture_gl(texture), WINED3D_LOCATION_TEXTURE_RGB))
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{
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wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_RB_RESOLVED);
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texture2d_read_from_framebuffer(texture, sub_resource_idx, context,
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WINED3D_LOCATION_RB_RESOLVED, dst_location);
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return TRUE;
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}
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if (sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED))
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wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
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/* Download the sub-resource to system memory. */
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if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
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{
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struct wined3d_bo_address data;
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wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), wined3d_context_gl(context),
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!(sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB));
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wined3d_texture_get_memory(texture, sub_resource_idx, &data, dst_location);
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wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
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++texture->download_count;
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return TRUE;
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}
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if (!(texture->resource.bind_flags & WINED3D_BIND_DEPTH_STENCIL)
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&& (sub_resource->locations & WINED3D_LOCATION_DRAWABLE))
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{
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texture2d_read_from_framebuffer(texture, sub_resource_idx, context,
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texture->resource.draw_binding, dst_location);
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return TRUE;
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}
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FIXME("Can't load texture %p, %u with location flags %s into sysmem.\n",
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texture, sub_resource_idx, wined3d_debug_location(sub_resource->locations));
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return FALSE;
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}
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/* Context activation is done by the caller. */
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BOOL texture2d_load_drawable(struct wined3d_texture *texture,
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unsigned int sub_resource_idx, struct wined3d_context *context)
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@ -3359,7 +3304,8 @@ HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_
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TRACE("Not doing download because of format conversion.\n");
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else if (src_texture->resource.format->conv_byte_count)
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TRACE("Not doing download because the source format needs conversion.\n");
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else if (is_multisample_location(wined3d_texture_gl(src_texture), WINED3D_LOCATION_TEXTURE_RGB))
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else if (wined3d_texture_gl_is_multisample_location(wined3d_texture_gl(src_texture),
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WINED3D_LOCATION_TEXTURE_RGB))
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TRACE("Not doing download because of multisample source.\n");
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else if (!texture2d_is_full_rect(src_texture, src_sub_resource_idx % src_texture->level_count, &src_rect))
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TRACE("Not doing download because of partial download (src).\n");
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@ -2433,6 +2433,53 @@ void wined3d_texture_download_data(struct wined3d_texture *texture, unsigned int
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}
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}
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/* Context activation is done by the caller. */
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static BOOL wined3d_texture_gl_load_sysmem(struct wined3d_texture_gl *texture_gl,
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unsigned int sub_resource_idx, struct wined3d_context_gl *context_gl, DWORD dst_location)
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{
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struct wined3d_texture_sub_resource *sub_resource;
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sub_resource = &texture_gl->t.sub_resources[sub_resource_idx];
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wined3d_texture_prepare_location(&texture_gl->t, sub_resource_idx, &context_gl->c, dst_location);
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/* We cannot download data from multisample textures directly. */
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if (wined3d_texture_gl_is_multisample_location(texture_gl, WINED3D_LOCATION_TEXTURE_RGB))
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{
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wined3d_texture_load_location(&texture_gl->t, sub_resource_idx, &context_gl->c, WINED3D_LOCATION_RB_RESOLVED);
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texture2d_read_from_framebuffer(&texture_gl->t, sub_resource_idx, &context_gl->c,
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WINED3D_LOCATION_RB_RESOLVED, dst_location);
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return TRUE;
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}
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if (sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED))
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wined3d_texture_load_location(&texture_gl->t, sub_resource_idx, &context_gl->c, WINED3D_LOCATION_TEXTURE_RGB);
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/* Download the sub-resource to system memory. */
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if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
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{
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struct wined3d_bo_address data;
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wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl,
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!(sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB));
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wined3d_texture_get_memory(&texture_gl->t, sub_resource_idx, &data, dst_location);
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wined3d_texture_download_data(&texture_gl->t, sub_resource_idx, &context_gl->c, &data);
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++texture_gl->t.download_count;
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return TRUE;
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}
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if (!(texture_gl->t.resource.bind_flags & WINED3D_BIND_DEPTH_STENCIL)
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&& (sub_resource->locations & WINED3D_LOCATION_DRAWABLE))
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{
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texture2d_read_from_framebuffer(&texture_gl->t, sub_resource_idx, &context_gl->c,
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texture_gl->t.resource.draw_binding, dst_location);
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return TRUE;
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}
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FIXME("Can't load texture %p, %u with location flags %s into sysmem.\n",
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texture_gl, sub_resource_idx, wined3d_debug_location(sub_resource->locations));
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return FALSE;
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}
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/* Context activation is done by the caller. Context may be NULL in ddraw-only mode. */
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static BOOL texture2d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
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struct wined3d_context *context, DWORD location)
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@ -2445,7 +2492,8 @@ static BOOL texture2d_load_location(struct wined3d_texture *texture, unsigned in
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case WINED3D_LOCATION_USER_MEMORY:
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case WINED3D_LOCATION_SYSMEM:
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case WINED3D_LOCATION_BUFFER:
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return texture2d_load_sysmem(texture, sub_resource_idx, context, location);
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return wined3d_texture_gl_load_sysmem(wined3d_texture_gl(texture),
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sub_resource_idx, wined3d_context_gl(context), location);
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case WINED3D_LOCATION_DRAWABLE:
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return texture2d_load_drawable(texture, sub_resource_idx, context);
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@ -2845,6 +2893,7 @@ static BOOL texture1d_load_location(struct wined3d_texture *texture, unsigned in
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struct wined3d_context *context, DWORD location)
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{
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struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
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struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture);
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struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
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unsigned int row_pitch, slice_pitch;
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@ -2864,8 +2913,7 @@ static BOOL texture1d_load_location(struct wined3d_texture *texture, unsigned in
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struct wined3d_box src_box;
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data.addr += sub_resource->offset;
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wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture),
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context_gl, location == WINED3D_LOCATION_TEXTURE_SRGB);
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wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl, location == WINED3D_LOCATION_TEXTURE_SRGB);
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wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
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wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
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wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
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@ -2876,8 +2924,7 @@ static BOOL texture1d_load_location(struct wined3d_texture *texture, unsigned in
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struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
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struct wined3d_box src_box;
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wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context_gl,
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location == WINED3D_LOCATION_TEXTURE_SRGB);
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wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl, location == WINED3D_LOCATION_TEXTURE_SRGB);
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wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
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wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
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wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
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@ -2891,46 +2938,8 @@ static BOOL texture1d_load_location(struct wined3d_texture *texture, unsigned in
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break;
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case WINED3D_LOCATION_SYSMEM:
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if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
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{
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struct wined3d_bo_address data = {0, texture->resource.heap_memory};
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data.addr += sub_resource->offset;
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if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
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wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context_gl, FALSE);
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else
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wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context_gl, TRUE);
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wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
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++texture->download_count;
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}
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else
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{
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FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
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wined3d_debug_location(sub_resource->locations));
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return FALSE;
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}
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break;
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case WINED3D_LOCATION_BUFFER:
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if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
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{
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struct wined3d_bo_address data = {sub_resource->buffer_object, NULL};
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if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
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wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context_gl, FALSE);
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else
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wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context_gl, TRUE);
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wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
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}
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else
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{
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FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n",
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wined3d_debug_location(sub_resource->locations));
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return FALSE;
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}
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break;
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return wined3d_texture_gl_load_sysmem(texture_gl, sub_resource_idx, context_gl, location);
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default:
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FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location),
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@ -3372,6 +3372,18 @@ void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DEC
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#define RESOURCE_ALIGNMENT 16
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#define WINED3D_CONSTANT_BUFFER_ALIGNMENT 16
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#define WINED3D_LOCATION_DISCARDED 0x00000001
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#define WINED3D_LOCATION_SYSMEM 0x00000002
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#define WINED3D_LOCATION_USER_MEMORY 0x00000004
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#define WINED3D_LOCATION_BUFFER 0x00000008
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#define WINED3D_LOCATION_TEXTURE_RGB 0x00000010
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#define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020
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#define WINED3D_LOCATION_DRAWABLE 0x00000040
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#define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080
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#define WINED3D_LOCATION_RB_RESOLVED 0x00000100
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const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
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struct wined3d_blt_info
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{
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GLenum bind_target;
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@ -3533,10 +3545,10 @@ void texture2d_load_fb_texture(struct wined3d_texture_gl *texture_gl, unsigned i
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BOOL srgb, struct wined3d_context *context) DECLSPEC_HIDDEN;
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BOOL texture2d_load_renderbuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
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struct wined3d_context *context, DWORD dst_location) DECLSPEC_HIDDEN;
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BOOL texture2d_load_sysmem(struct wined3d_texture *texture, unsigned int sub_resource_idx,
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struct wined3d_context *context, DWORD dst_location) DECLSPEC_HIDDEN;
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BOOL texture2d_load_texture(struct wined3d_texture *texture, unsigned int sub_resource_idx,
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struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
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void texture2d_read_from_framebuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
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struct wined3d_context *context, DWORD src_location, DWORD dst_location) DECLSPEC_HIDDEN;
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HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture,
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unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
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@ -3622,6 +3634,16 @@ static inline GLenum wined3d_texture_gl_get_sub_resource_target(const struct win
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? cube_targets[sub_resource_idx / texture_gl->t.level_count] : texture_gl->target;
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}
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static inline BOOL wined3d_texture_gl_is_multisample_location(const struct wined3d_texture_gl *texture_gl,
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DWORD location)
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{
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if (location == WINED3D_LOCATION_RB_MULTISAMPLE)
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return TRUE;
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if (location != WINED3D_LOCATION_TEXTURE_RGB && location != WINED3D_LOCATION_TEXTURE_SRGB)
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return FALSE;
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return texture_gl->target == GL_TEXTURE_2D_MULTISAMPLE || texture_gl->target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
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}
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void wined3d_texture_gl_apply_sampler_desc(struct wined3d_texture_gl *texture_gl,
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const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
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void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
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@ -3634,18 +3656,6 @@ void wined3d_texture_gl_set_compatible_renderbuffer(struct wined3d_texture_gl *t
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struct wined3d_context_gl *context_gl, unsigned int level,
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const struct wined3d_rendertarget_info *rt) DECLSPEC_HIDDEN;
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#define WINED3D_LOCATION_DISCARDED 0x00000001
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#define WINED3D_LOCATION_SYSMEM 0x00000002
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#define WINED3D_LOCATION_USER_MEMORY 0x00000004
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#define WINED3D_LOCATION_BUFFER 0x00000008
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#define WINED3D_LOCATION_TEXTURE_RGB 0x00000010
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#define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020
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#define WINED3D_LOCATION_DRAWABLE 0x00000040
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#define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080
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#define WINED3D_LOCATION_RB_RESOLVED 0x00000100
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const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
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struct wined3d_renderbuffer_entry
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{
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struct list entry;
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