wined3d: Check for depth/stencil surfaces in individual surface location loaders.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2017-02-22 00:53:21 +01:00 committed by Alexandre Julliard
parent a315899dbf
commit 49a1b7b540
1 changed files with 46 additions and 27 deletions

View File

@ -2505,9 +2505,16 @@ static BOOL surface_load_sysmem(struct wined3d_surface *surface,
struct wined3d_texture *texture = surface->container; struct wined3d_texture *texture = surface->container;
struct wined3d_texture_sub_resource *sub_resource; struct wined3d_texture_sub_resource *sub_resource;
sub_resource = &texture->sub_resources[sub_resource_idx];
if (texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
{
FIXME("Unimplemented copy from %s for depth/stencil buffers.\n",
wined3d_debug_location(sub_resource->locations));
return FALSE;
}
wined3d_texture_prepare_location(texture, sub_resource_idx, context, dst_location); wined3d_texture_prepare_location(texture, sub_resource_idx, context, dst_location);
sub_resource = &texture->sub_resources[sub_resource_idx];
if (sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED)) if (sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED))
wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB); wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
@ -2534,18 +2541,26 @@ static BOOL surface_load_sysmem(struct wined3d_surface *surface,
} }
/* Context activation is done by the caller. */ /* Context activation is done by the caller. */
static HRESULT surface_load_drawable(struct wined3d_surface *surface, static BOOL surface_load_drawable(struct wined3d_surface *surface,
struct wined3d_context *context) struct wined3d_context *context)
{ {
unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface); unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
struct wined3d_texture *texture = surface->container; struct wined3d_texture *texture = surface->container;
RECT r; RECT r;
if (texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
{
DWORD current = texture->sub_resources[sub_resource_idx].locations;
FIXME("Unimplemented copy from %s for depth/stencil buffers.\n",
wined3d_debug_location(current));
return FALSE;
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
&& wined3d_resource_is_offscreen(&texture->resource)) && wined3d_resource_is_offscreen(&texture->resource))
{ {
ERR("Trying to load offscreen surface into WINED3D_LOCATION_DRAWABLE.\n"); ERR("Trying to load offscreen surface into WINED3D_LOCATION_DRAWABLE.\n");
return WINED3DERR_INVALIDCALL; return FALSE;
} }
surface_get_rect(surface, NULL, &r); surface_get_rect(surface, NULL, &r);
@ -2553,7 +2568,7 @@ static HRESULT surface_load_drawable(struct wined3d_surface *surface,
surface_blt_to_drawable(texture->resource.device, context, surface_blt_to_drawable(texture->resource.device, context,
WINED3D_TEXF_POINT, FALSE, surface, &r, surface, &r); WINED3D_TEXF_POINT, FALSE, surface, &r, surface, &r);
return WINED3D_OK; return TRUE;
} }
static HRESULT surface_load_texture(struct wined3d_surface *surface, static HRESULT surface_load_texture(struct wined3d_surface *surface,
@ -2573,13 +2588,20 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
RECT src_rect; RECT src_rect;
sub_resource = surface_get_sub_resource(surface); sub_resource = surface_get_sub_resource(surface);
if (texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
{
FIXME("Unimplemented copy from %s for depth/stencil buffers.\n",
wined3d_debug_location(sub_resource->locations));
return FALSE;
}
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
&& wined3d_resource_is_offscreen(&texture->resource) && wined3d_resource_is_offscreen(&texture->resource)
&& (sub_resource->locations & WINED3D_LOCATION_DRAWABLE)) && (sub_resource->locations & WINED3D_LOCATION_DRAWABLE))
{ {
surface_load_fb_texture(surface, srgb, context); surface_load_fb_texture(surface, srgb, context);
return WINED3D_OK; return TRUE;
} }
width = wined3d_texture_get_level_width(texture, surface->texture_level); width = wined3d_texture_get_level_width(texture, surface->texture_level);
@ -2599,7 +2621,7 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
surface_blt_fbo(device, context, WINED3D_TEXF_POINT, surface, WINED3D_LOCATION_TEXTURE_SRGB, surface_blt_fbo(device, context, WINED3D_TEXF_POINT, surface, WINED3D_LOCATION_TEXTURE_SRGB,
&src_rect, surface, WINED3D_LOCATION_TEXTURE_RGB, &src_rect); &src_rect, surface, WINED3D_LOCATION_TEXTURE_RGB, &src_rect);
return WINED3D_OK; return TRUE;
} }
if (sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED) if (sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED)
@ -2615,7 +2637,7 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
surface_blt_fbo(device, context, WINED3D_TEXF_POINT, surface, src_location, surface_blt_fbo(device, context, WINED3D_TEXF_POINT, surface, src_location,
&src_rect, surface, dst_location, &src_rect); &src_rect, surface, dst_location, &src_rect);
return WINED3D_OK; return TRUE;
} }
/* Upload from system memory */ /* Upload from system memory */
@ -2678,7 +2700,7 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
{ {
ERR("Out of memory (%u).\n", dst_slice_pitch); ERR("Out of memory (%u).\n", dst_slice_pitch);
context_release(context); context_release(context);
return E_OUTOFMEMORY; return FALSE;
} }
format.convert(src_mem, dst_mem, src_row_pitch, src_slice_pitch, format.convert(src_mem, dst_mem, src_row_pitch, src_slice_pitch,
dst_row_pitch, dst_slice_pitch, width, height, 1); dst_row_pitch, dst_slice_pitch, width, height, 1);
@ -2702,7 +2724,7 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
{ {
ERR("Out of memory (%u).\n", dst_slice_pitch); ERR("Out of memory (%u).\n", dst_slice_pitch);
context_release(context); context_release(context);
return E_OUTOFMEMORY; return FALSE;
} }
if (texture->swapchain && texture->swapchain->palette) if (texture->swapchain && texture->swapchain->palette)
palette = texture->swapchain->palette; palette = texture->swapchain->palette;
@ -2720,11 +2742,11 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
HeapFree(GetProcessHeap(), 0, dst_mem); HeapFree(GetProcessHeap(), 0, dst_mem);
return WINED3D_OK; return TRUE;
} }
/* Context activation is done by the caller. */ /* Context activation is done by the caller. */
static void surface_load_renderbuffer(struct wined3d_surface *surface, struct wined3d_context *context, static BOOL surface_load_renderbuffer(struct wined3d_surface *surface, struct wined3d_context *context,
DWORD dst_location) DWORD dst_location)
{ {
struct wined3d_texture *texture = surface->container; struct wined3d_texture *texture = surface->container;
@ -2734,6 +2756,13 @@ static void surface_load_renderbuffer(struct wined3d_surface *surface, struct wi
DWORD locations = surface_get_sub_resource(surface)->locations; DWORD locations = surface_get_sub_resource(surface)->locations;
DWORD src_location; DWORD src_location;
if (texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
{
FIXME("Unimplemented copy from %s for depth/stencil buffers.\n",
wined3d_debug_location(locations));
return FALSE;
}
if (locations & WINED3D_LOCATION_RB_MULTISAMPLE) if (locations & WINED3D_LOCATION_RB_MULTISAMPLE)
src_location = WINED3D_LOCATION_RB_MULTISAMPLE; src_location = WINED3D_LOCATION_RB_MULTISAMPLE;
else if (locations & WINED3D_LOCATION_RB_RESOLVED) else if (locations & WINED3D_LOCATION_RB_RESOLVED)
@ -2745,24 +2774,15 @@ static void surface_load_renderbuffer(struct wined3d_surface *surface, struct wi
surface_blt_fbo(texture->resource.device, context, WINED3D_TEXF_POINT, surface_blt_fbo(texture->resource.device, context, WINED3D_TEXF_POINT,
surface, src_location, &rect, surface, dst_location, &rect); surface, src_location, &rect, surface, dst_location, &rect);
return TRUE;
} }
/* Context activation is done by the caller. Context may be NULL in ddraw-only mode. */ /* Context activation is done by the caller. Context may be NULL in ddraw-only mode. */
BOOL surface_load_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location) BOOL surface_load_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location)
{ {
unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
struct wined3d_texture *texture = surface->container;
TRACE("surface %p, location %s.\n", surface, wined3d_debug_location(location)); TRACE("surface %p, location %s.\n", surface, wined3d_debug_location(location));
if (texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
{
DWORD current = texture->sub_resources[sub_resource_idx].locations;
FIXME("Unimplemented copy from %s to %s for depth/stencil buffers.\n",
wined3d_debug_location(current), wined3d_debug_location(location));
return FALSE;
}
switch (location) switch (location)
{ {
case WINED3D_LOCATION_USER_MEMORY: case WINED3D_LOCATION_USER_MEMORY:
@ -2771,17 +2791,16 @@ BOOL surface_load_location(struct wined3d_surface *surface, struct wined3d_conte
return surface_load_sysmem(surface, context, location); return surface_load_sysmem(surface, context, location);
case WINED3D_LOCATION_DRAWABLE: case WINED3D_LOCATION_DRAWABLE:
return SUCCEEDED(surface_load_drawable(surface, context)); return surface_load_drawable(surface, context);
case WINED3D_LOCATION_RB_RESOLVED: case WINED3D_LOCATION_RB_RESOLVED:
case WINED3D_LOCATION_RB_MULTISAMPLE: case WINED3D_LOCATION_RB_MULTISAMPLE:
surface_load_renderbuffer(surface, context, location); return surface_load_renderbuffer(surface, context, location);
return TRUE;
case WINED3D_LOCATION_TEXTURE_RGB: case WINED3D_LOCATION_TEXTURE_RGB:
case WINED3D_LOCATION_TEXTURE_SRGB: case WINED3D_LOCATION_TEXTURE_SRGB:
return SUCCEEDED(surface_load_texture(surface, context, return surface_load_texture(surface, context,
location == WINED3D_LOCATION_TEXTURE_SRGB)); location == WINED3D_LOCATION_TEXTURE_SRGB);
default: default:
ERR("Don't know how to handle location %#x.\n", location); ERR("Don't know how to handle location %#x.\n", location);