wined3d: Get resource info from the texture in wined3d_surface_blt().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2016-03-06 20:59:49 +01:00 committed by Alexandre Julliard
parent 9083addc6a
commit 7107263b17
1 changed files with 28 additions and 26 deletions

View File

@ -4659,8 +4659,10 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
{
struct wined3d_texture *dst_texture = dst_surface->container;
struct wined3d_device *device = dst_texture->resource.device;
struct wined3d_swapchain *src_swapchain, *dst_swapchain;
struct wined3d_device *device = dst_surface->resource.device;
struct wined3d_texture *src_texture = NULL;
DWORD src_ds_flags, dst_ds_flags;
BOOL scale, convert;
@ -4676,7 +4678,7 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
flags, fx, debug_d3dtexturefiltertype(filter));
TRACE("Usage is %s.\n", debug_d3dusage(dst_surface->resource.usage));
TRACE("Usage is %s.\n", debug_d3dusage(dst_texture->resource.usage));
if (fx)
{
@ -4717,6 +4719,7 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
WARN("The application gave us a bad source rectangle.\n");
return WINEDDERR_INVALIDRECT;
}
src_texture = src_surface->container;
}
if (!fx || !(fx->fx))
@ -4753,9 +4756,8 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
/* We want to avoid invalidating the sysmem location for converted
* surfaces, since otherwise we'd have to convert the data back when
* locking them. */
if (dst_surface->container->flags & WINED3D_TEXTURE_CONVERTED
|| dst_surface->container->resource.format->convert
|| wined3d_format_get_color_key_conversion(dst_surface->container, TRUE))
if (dst_texture->flags & WINED3D_TEXTURE_CONVERTED || dst_texture->resource.format->convert
|| wined3d_format_get_color_key_conversion(dst_texture, TRUE))
{
WARN_(d3d_perf)("Converted surface, using CPU blit.\n");
goto cpu;
@ -4768,11 +4770,11 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
}
if (src_surface)
src_swapchain = src_surface->container->swapchain;
src_swapchain = src_texture->swapchain;
else
src_swapchain = NULL;
dst_swapchain = dst_surface->container->swapchain;
dst_swapchain = dst_texture->swapchain;
/* This isn't strictly needed. FBO blits for example could deal with
* cross-swapchain blits by first downloading the source to a texture
@ -4788,12 +4790,12 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
scale = src_surface
&& (src_rect->right - src_rect->left != dst_rect->right - dst_rect->left
|| src_rect->bottom - src_rect->top != dst_rect->bottom - dst_rect->top);
convert = src_surface && src_surface->resource.format->id != dst_surface->resource.format->id;
convert = src_surface && src_texture->resource.format->id != dst_texture->resource.format->id;
dst_ds_flags = dst_surface->container->resource.format_flags
dst_ds_flags = dst_texture->resource.format_flags
& (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
if (src_surface)
src_ds_flags = src_surface->container->resource.format_flags
src_ds_flags = src_texture->resource.format_flags
& (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
else
src_ds_flags = 0;
@ -4820,8 +4822,8 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
return WINED3DERR_INVALIDCALL;
}
if (SUCCEEDED(wined3d_surface_depth_blt(src_surface, src_surface->container->resource.draw_binding,
src_rect, dst_surface, dst_surface->container->resource.draw_binding, dst_rect)))
if (SUCCEEDED(wined3d_surface_depth_blt(src_surface, src_texture->resource.draw_binding,
src_rect, dst_surface, dst_texture->resource.draw_binding, dst_rect)))
return WINED3D_OK;
}
}
@ -4849,7 +4851,7 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
TRACE("Color fill.\n");
if (!wined3d_format_convert_color_to_float(dst_surface->resource.format,
if (!wined3d_format_convert_color_to_float(dst_texture->resource.format,
palette, fx->fill_color, &color))
goto fallback;
@ -4869,7 +4871,7 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
}
else if (flags & WINED3D_BLT_SRC_CKEY)
{
color_key = &src_surface->container->async.src_blt_color_key;
color_key = &src_texture->async.src_blt_color_key;
blit_op = WINED3D_BLIT_OP_COLOR_BLIT_CKEY;
}
else if (flags & WINED3D_BLT_ALPHA_TEST)
@ -4890,10 +4892,10 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
if (SUCCEEDED(surface_upload_from_surface(dst_surface, &dst_point, src_surface, src_rect)))
{
if (!wined3d_resource_is_offscreen(&dst_surface->container->resource))
if (!wined3d_resource_is_offscreen(&dst_texture->resource))
{
struct wined3d_context *context = context_acquire(device, dst_surface);
surface_load_location(dst_surface, context, dst_surface->container->resource.draw_binding);
surface_load_location(dst_surface, context, dst_texture->resource.draw_binding);
context_release(context);
}
return WINED3D_OK;
@ -4901,8 +4903,8 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
}
}
else if (dst_swapchain && dst_swapchain->back_buffers
&& dst_surface->container == dst_swapchain->front_buffer
&& src_surface->container == dst_swapchain->back_buffers[0])
&& dst_texture == dst_swapchain->front_buffer
&& src_texture == dst_swapchain->back_buffers[0])
{
/* Use present for back -> front blits. The idea behind this is
* that present is potentially faster than a blit, in particular
@ -4924,27 +4926,27 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
}
if (fbo_blit_supported(&device->adapter->gl_info, blit_op,
src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
src_rect, src_texture->resource.usage, src_texture->resource.pool, src_texture->resource.format,
dst_rect, dst_texture->resource.usage, dst_texture->resource.pool, dst_texture->resource.format))
{
struct wined3d_context *context;
TRACE("Using FBO blit.\n");
context = context_acquire(device, NULL);
surface_blt_fbo(device, context, filter,
src_surface, src_surface->container->resource.draw_binding, src_rect,
dst_surface, dst_surface->container->resource.draw_binding, dst_rect);
src_surface, src_texture->resource.draw_binding, src_rect,
dst_surface, dst_texture->resource.draw_binding, dst_rect);
context_release(context);
surface_validate_location(dst_surface, dst_surface->container->resource.draw_binding);
surface_invalidate_location(dst_surface, ~dst_surface->container->resource.draw_binding);
surface_validate_location(dst_surface, dst_texture->resource.draw_binding);
surface_invalidate_location(dst_surface, ~dst_texture->resource.draw_binding);
return WINED3D_OK;
}
blitter = wined3d_select_blitter(&device->adapter->gl_info, &device->adapter->d3d_info, blit_op,
src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format);
src_rect, src_texture->resource.usage, src_texture->resource.pool, src_texture->resource.format,
dst_rect, dst_texture->resource.usage, dst_texture->resource.pool, dst_texture->resource.format);
if (blitter)
{
blitter->blit_surface(device, blit_op, filter, src_surface,