wined3d: Use wined3d_texture_get_memory() in surface_convert_format().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1252,9 +1252,13 @@ static struct wined3d_texture *surface_convert_format(struct wined3d_texture *sr
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const struct wined3d_format *src_format = src_texture->resource.format;
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struct wined3d_device *device = src_texture->resource.device;
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const struct d3dfmt_converter_desc *conv = NULL;
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const struct wined3d_gl_info *gl_info = NULL;
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unsigned int src_row_pitch, src_slice_pitch;
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struct wined3d_context *context = NULL;
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struct wined3d_texture *dst_texture;
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struct wined3d_bo_address src_data;
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struct wined3d_resource_desc desc;
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struct wined3d_map_desc src_map;
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DWORD map_binding;
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if (!(conv = find_converter(src_format->id, dst_format->id)) && (!device->d3d_initialized
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|| !is_identity_fixup(src_format->color_fixup) || src_format->convert
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@ -1285,54 +1289,60 @@ static struct wined3d_texture *surface_convert_format(struct wined3d_texture *sr
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return NULL;
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}
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memset(&src_map, 0, sizeof(src_map));
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if (FAILED(wined3d_resource_map(&src_texture->resource, sub_resource_idx,
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&src_map, NULL, WINED3D_MAP_READONLY)))
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if (device->d3d_initialized)
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{
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ERR("Failed to map the source texture.\n");
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wined3d_texture_decref(dst_texture);
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return NULL;
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context = context_acquire(device, NULL, 0);
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gl_info = context->gl_info;
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}
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map_binding = src_texture->resource.map_binding;
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if (!wined3d_texture_load_location(src_texture, sub_resource_idx, context, map_binding))
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ERR("Failed to load the source sub-resource into %s.\n", wined3d_debug_location(map_binding));
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wined3d_texture_get_pitch(src_texture, texture_level, &src_row_pitch, &src_slice_pitch);
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wined3d_texture_get_memory(src_texture, sub_resource_idx, &src_data, map_binding);
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if (conv)
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{
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struct wined3d_map_desc dst_map;
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unsigned int dst_row_pitch, dst_slice_pitch;
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struct wined3d_bo_address dst_data;
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const BYTE *src;
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BYTE *dst;
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memset(&dst_map, 0, sizeof(dst_map));
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if (FAILED(wined3d_resource_map(&dst_texture->resource, 0, &dst_map, NULL, 0)))
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{
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ERR("Failed to map the destination texture.\n");
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wined3d_resource_unmap(&src_texture->resource, sub_resource_idx);
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wined3d_texture_decref(dst_texture);
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return NULL;
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}
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map_binding = dst_texture->resource.map_binding;
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if (!wined3d_texture_load_location(dst_texture, 0, context, map_binding))
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ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(map_binding));
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wined3d_texture_get_pitch(dst_texture, 0, &dst_row_pitch, &dst_slice_pitch);
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wined3d_texture_get_memory(dst_texture, 0, &dst_data, map_binding);
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conv->convert(src_map.data, dst_map.data, src_map.row_pitch, dst_map.row_pitch, desc.width, desc.height);
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src = wined3d_texture_map_bo_address(&src_data, src_texture->sub_resources[sub_resource_idx].size,
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gl_info, GL_PIXEL_UNPACK_BUFFER, 0);
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dst = wined3d_texture_map_bo_address(&dst_data, dst_texture->sub_resources[0].size,
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gl_info, GL_PIXEL_UNPACK_BUFFER, 0);
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wined3d_resource_unmap(&dst_texture->resource, 0);
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conv->convert(src, dst, src_row_pitch, dst_row_pitch, desc.width, desc.height);
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wined3d_texture_invalidate_location(dst_texture, 0, ~map_binding);
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wined3d_texture_unmap_bo_address(&dst_data, gl_info, GL_PIXEL_UNPACK_BUFFER);
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wined3d_texture_unmap_bo_address(&src_data, gl_info, GL_PIXEL_UNPACK_BUFFER);
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}
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else
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{
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struct wined3d_bo_address data = {0, src_map.data};
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RECT src_rect = {0, 0, desc.width, desc.height};
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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POINT dst_point = {0, 0};
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TRACE("Using upload conversion.\n");
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context = context_acquire(device, NULL, 0);
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gl_info = context->gl_info;
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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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wined3d_surface_upload_data(dst_texture->sub_resources[0].u.surface, gl_info, src_format,
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&src_rect, src_map.row_pitch, &dst_point, FALSE, wined3d_const_bo_address(&data));
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context_release(context);
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&src_rect, src_row_pitch, &dst_point, FALSE, wined3d_const_bo_address(&src_data));
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wined3d_texture_validate_location(dst_texture, 0, WINED3D_LOCATION_TEXTURE_RGB);
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wined3d_texture_invalidate_location(dst_texture, 0, ~WINED3D_LOCATION_TEXTURE_RGB);
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}
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wined3d_resource_unmap(&src_texture->resource, sub_resource_idx);
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if (context)
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context_release(context);
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return dst_texture;
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}
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