wined3d: Introduce wined3d_buffer_load_location().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -564,25 +564,67 @@ static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
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}
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}
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/* Context activation is done by the caller. */
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BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
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BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
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struct wined3d_context *context, DWORD location)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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/* Heap_memory exists if the buffer is double buffered or has no buffer object at all. */
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if (buffer->resource.heap_memory)
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return buffer->resource.heap_memory;
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TRACE("buffer %p, context %p, location %s.\n",
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buffer, context, wined3d_debug_location(location));
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if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_SYSMEM))
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return NULL;
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if (buffer->locations & location)
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{
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TRACE("Location (%#x) is already up to date.\n", location);
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return WINED3D_OK;
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}
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if (!buffer->locations)
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{
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ERR("Buffer %p does not have any up to date location.\n", buffer);
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wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_DISCARDED);
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return wined3d_buffer_load_location(buffer, context, location);
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}
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TRACE("Current buffer location %s.\n", wined3d_debug_location(buffer->locations));
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if (!wined3d_buffer_prepare_location(buffer, context, location))
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return FALSE;
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if (buffer->locations & WINED3D_LOCATION_DISCARDED)
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{
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TRACE("Buffer previously discarded, nothing to do.\n");
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wined3d_buffer_validate_location(buffer, location);
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wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED);
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return TRUE;
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}
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switch (location)
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{
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case WINED3D_LOCATION_SYSMEM:
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buffer_bind(buffer, context);
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GL_EXTCALL(glGetBufferSubData(buffer->buffer_type_hint, 0, buffer->resource.size, buffer->resource.heap_memory));
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GL_EXTCALL(glGetBufferSubData(buffer->buffer_type_hint, 0, buffer->resource.size,
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buffer->resource.heap_memory));
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checkGLcall("buffer download");
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buffer->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
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break;
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wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_SYSMEM);
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case WINED3D_LOCATION_BUFFER:
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FIXME("Not implemented yet.\n");
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return FALSE;
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default:
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ERR("Invalid location %s.\n", wined3d_debug_location(location));
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return FALSE;
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}
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wined3d_buffer_validate_location(buffer, location);
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return TRUE;
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}
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/* Context activation is done by the caller. */
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BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
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{
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wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
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return buffer->resource.heap_memory;
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}
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@ -3185,6 +3185,8 @@ void buffer_mark_used(struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
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void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN;
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void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
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const struct wined3d_state *state) DECLSPEC_HIDDEN;
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BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer, struct wined3d_context *context,
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DWORD location) DECLSPEC_HIDDEN;
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BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN;
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HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
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struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN;
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