wined3d: Implement wined3d_device_update_texture() on top of wined3d_cs_emit_blt_sub_resource().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3544,12 +3544,9 @@ HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
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unsigned int src_size, dst_size, src_skip_levels = 0;
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unsigned int src_level_count, dst_level_count;
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unsigned int layer_count, level_count, i, j;
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unsigned int row_pitch, slice_pitch;
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unsigned int width, height, depth;
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enum wined3d_resource_type type;
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struct wined3d_context *context;
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struct wined3d_bo_address data;
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HRESULT hr;
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RECT r;
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struct wined3d_box box;
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TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
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@ -3617,59 +3614,23 @@ HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
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return WINED3DERR_INVALIDCALL;
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}
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context = context_acquire(device, NULL, 0);
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/* Make sure that the destination texture is loaded. */
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wined3d_texture_load(dst_texture, context, FALSE);
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/* Only a prepare, since we're uploading entire sub-resources. */
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wined3d_texture_prepare_texture(dst_texture, context, FALSE);
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wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE);
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/* Update every surface level of the texture. */
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for (i = 0; i < level_count; ++i)
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{
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width = wined3d_texture_get_level_width(dst_texture, i);
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height = wined3d_texture_get_level_height(dst_texture, i);
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depth = wined3d_texture_get_level_depth(dst_texture, i);
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wined3d_box_set(&box, 0, 0, width, height, 0, depth);
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for (j = 0; j < layer_count; ++j)
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{
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unsigned int src_sub_resource_idx = j * src_level_count + i + src_skip_levels;
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unsigned int dst_sub_resource_idx = j * dst_level_count + i;
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/* Use wined3d_texture_blt() instead of uploading directly if we need conversion. */
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if (dst_texture->resource.format->convert
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|| wined3d_format_get_color_key_conversion(dst_texture, FALSE))
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{
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SetRect(&r, 0, 0, wined3d_texture_get_level_width(dst_texture, i),
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wined3d_texture_get_level_height(dst_texture, i));
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if (FAILED(hr = wined3d_texture_blt(dst_texture, dst_sub_resource_idx, &r,
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src_texture, src_sub_resource_idx, &r, 0, NULL, WINED3D_TEXF_POINT)))
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{
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WARN("Failed to update surface, hr %#x.\n", hr);
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context_release(context);
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return hr;
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}
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continue;
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}
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if (!wined3d_texture_load_location(src_texture, src_sub_resource_idx,
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context, src_texture->resource.map_binding))
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{
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WARN("Failed to load source sub-resource %u into %s.\n", src_sub_resource_idx,
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wined3d_debug_location(src_texture->resource.map_binding));
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context_release(context);
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return WINED3DERR_INVALIDCALL;
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}
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wined3d_texture_get_memory(src_texture, src_sub_resource_idx, &data, src_texture->resource.map_binding);
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wined3d_texture_get_pitch(src_texture, src_skip_levels + i, &row_pitch, &slice_pitch);
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wined3d_texture_upload_data(dst_texture, dst_sub_resource_idx, context, NULL,
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wined3d_const_bo_address(&data), row_pitch, slice_pitch);
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wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
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wined3d_cs_emit_blt_sub_resource(device->cs,
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&dst_texture->resource, j * dst_level_count + i, &box,
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&src_texture->resource, j * src_level_count + i + src_skip_levels, &box,
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0, NULL, WINED3D_TEXF_POINT);
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}
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}
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context_release(context);
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return WINED3D_OK;
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}
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