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>
This commit is contained in:
Henri Verbeet 2017-04-10 23:47:33 +02:00 committed by Alexandre Julliard
parent c1ebab1a4b
commit 4c8b3e0d19
1 changed files with 11 additions and 50 deletions

View File

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