wined3d: Prefer current locations to WINED3D_LOCATION_SYSMEM in wined3d_buffer_copy().

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2016-10-20 12:50:58 +02:00 committed by Alexandre Julliard
parent 2e15ae85a1
commit 6ced2a8293
1 changed files with 17 additions and 54 deletions

View File

@ -111,12 +111,6 @@ static void wined3d_buffer_invalidate_range(struct wined3d_buffer *buffer, DWORD
TRACE("buffer %p, location %s, offset %u, size %u.\n", TRACE("buffer %p, location %s, offset %u, size %u.\n",
buffer, wined3d_debug_location(location), offset, size); buffer, wined3d_debug_location(location), offset, size);
if ((offset || size) && (location & ~WINED3D_LOCATION_BUFFER))
{
ERR("Range can be invalidated only for WINED3D_LOCATION_BUFFER.\n");
return;
}
if (location & WINED3D_LOCATION_BUFFER) if (location & WINED3D_LOCATION_BUFFER)
buffer_invalidate_bo_range(buffer, offset, size); buffer_invalidate_bo_range(buffer, offset, size);
@ -610,31 +604,6 @@ BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_c
return buffer->resource.heap_memory; return buffer->resource.heap_memory;
} }
/* Context activation is done by the caller. */
static void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
struct wined3d_bo_address *data)
{
data->buffer_object = buffer->buffer_object;
if (!buffer->buffer_object)
{
if ((buffer->flags & WINED3D_BUFFER_USE_BO) && !buffer->resource.map_count)
{
wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER);
if (buffer->buffer_object)
{
data->buffer_object = buffer->buffer_object;
data->addr = NULL;
return;
}
}
data->addr = buffer->resource.heap_memory;
}
else
{
data->addr = NULL;
}
}
void wined3d_buffer_get_memory(struct wined3d_buffer *buffer, void wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
struct wined3d_bo_address *data, DWORD locations) struct wined3d_bo_address *data, DWORD locations)
{ {
@ -1269,11 +1238,12 @@ static void wined3d_buffer_unmap(struct wined3d_buffer *buffer)
HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset, HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size)
{ {
BYTE *dst_buffer_mem, *src_buffer_mem, *dst_ptr, *src_ptr;
struct wined3d_bo_address dst_bo_address, src_bo_address;
const struct wined3d_gl_info *gl_info; const struct wined3d_gl_info *gl_info;
struct wined3d_bo_address dst, src;
struct wined3d_context *context; struct wined3d_context *context;
struct wined3d_device *device; struct wined3d_device *device;
BYTE *dst_ptr, *src_ptr;
DWORD dst_location;
HRESULT hr; HRESULT hr;
device = dst_buffer->resource.device; device = dst_buffer->resource.device;
@ -1281,24 +1251,17 @@ HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_
context = context_acquire(device, NULL); context = context_acquire(device, NULL);
gl_info = context->gl_info; gl_info = context->gl_info;
buffer_get_memory(dst_buffer, context, &dst_bo_address); wined3d_buffer_get_memory(dst_buffer, &dst, dst_buffer->locations);
buffer_get_memory(src_buffer, context, &src_bo_address); wined3d_buffer_get_memory(src_buffer, &src, src_buffer->locations);
dst_buffer_mem = dst_buffer->resource.heap_memory; if (dst.buffer_object && src.buffer_object)
src_buffer_mem = src_buffer->resource.heap_memory;
if (dst_buffer_mem && (dst_offset || size != dst_buffer->resource.size))
wined3d_buffer_load_location(dst_buffer, context, WINED3D_LOCATION_SYSMEM);
if (src_buffer_mem)
wined3d_buffer_load_location(src_buffer, context, WINED3D_LOCATION_SYSMEM);
if (!dst_buffer_mem && !src_buffer_mem)
{ {
if (gl_info->supported[ARB_COPY_BUFFER]) if (gl_info->supported[ARB_COPY_BUFFER])
{ {
GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src_bo_address.buffer_object)); GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src.buffer_object));
GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst_bo_address.buffer_object)); GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst.buffer_object));
GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, src_offset, dst_offset, size)); GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
src_offset, dst_offset, size));
checkGLcall("direct buffer copy"); checkGLcall("direct buffer copy");
} }
else else
@ -1323,25 +1286,25 @@ HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_
wined3d_buffer_unmap(dst_buffer); wined3d_buffer_unmap(dst_buffer);
} }
} }
else if (dst_buffer_mem && !src_buffer_mem) else if (!dst.buffer_object && src.buffer_object)
{ {
buffer_bind(src_buffer, context); buffer_bind(src_buffer, context);
GL_EXTCALL(glGetBufferSubData(src_buffer->buffer_type_hint, src_offset, size, dst_buffer_mem + dst_offset)); GL_EXTCALL(glGetBufferSubData(src_buffer->buffer_type_hint, src_offset, size, dst.addr + dst_offset));
checkGLcall("buffer download"); checkGLcall("buffer download");
} }
else if (!dst_buffer_mem && src_buffer_mem) else if (dst.buffer_object && !src.buffer_object)
{ {
buffer_bind(dst_buffer, context); buffer_bind(dst_buffer, context);
GL_EXTCALL(glBufferSubData(dst_buffer->buffer_type_hint, dst_offset, size, src_buffer_mem + src_offset)); GL_EXTCALL(glBufferSubData(dst_buffer->buffer_type_hint, dst_offset, size, src.addr + src_offset));
checkGLcall("buffer upload"); checkGLcall("buffer upload");
} }
else else
{ {
memcpy(dst_buffer_mem + dst_offset, src_buffer_mem + src_offset, size); memcpy(dst.addr + dst_offset, src.addr + src_offset, size);
} }
if (dst_buffer_mem) dst_location = dst.buffer_object ? WINED3D_LOCATION_BUFFER : WINED3D_LOCATION_SYSMEM;
wined3d_buffer_invalidate_range(dst_buffer, WINED3D_LOCATION_BUFFER, dst_offset, size); wined3d_buffer_invalidate_range(dst_buffer, ~dst_location, dst_offset, size);
context_release(context); context_release(context);
return WINED3D_OK; return WINED3D_OK;