wined3d: Use wined3d_texture_upload_data() in wined3d_device_update_sub_resource().

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 2016-11-14 17:31:17 +01:00 committed by Alexandre Julliard
parent e0d30e8e03
commit 76d101b85c
1 changed files with 8 additions and 33 deletions

View File

@ -4063,15 +4063,10 @@ void CDECL wined3d_device_update_sub_resource(struct wined3d_device *device, str
unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch, unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
unsigned int depth_pitch) unsigned int depth_pitch)
{ {
struct wined3d_texture_sub_resource *sub_resource;
const struct wined3d_gl_info *gl_info;
struct wined3d_const_bo_address addr; struct wined3d_const_bo_address addr;
unsigned int width, height, level; unsigned int width, height, level;
struct wined3d_context *context; struct wined3d_context *context;
struct wined3d_texture *texture; struct wined3d_texture *texture;
struct wined3d_surface *surface;
POINT dst_point;
RECT src_rect;
TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n", TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n",
device, resource, sub_resource_idx, debug_box(box), data, row_pitch, depth_pitch); device, resource, sub_resource_idx, debug_box(box), data, row_pitch, depth_pitch);
@ -4100,57 +4095,37 @@ void CDECL wined3d_device_update_sub_resource(struct wined3d_device *device, str
} }
texture = texture_from_resource(resource); texture = texture_from_resource(resource);
if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) if (sub_resource_idx >= texture->level_count * texture->layer_count)
{ {
WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx); WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
return; return;
} }
surface = sub_resource->u.surface;
level = sub_resource_idx % texture->level_count; level = sub_resource_idx % texture->level_count;
width = wined3d_texture_get_level_width(texture, level); width = wined3d_texture_get_level_width(texture, level);
height = wined3d_texture_get_level_height(texture, level); height = wined3d_texture_get_level_height(texture, level);
src_rect.left = 0; if (box && (box->left >= box->right || box->right > width
src_rect.top = 0; || box->top >= box->bottom || box->bottom > height
if (box) || box->front >= box->back))
{ {
if (box->left >= box->right || box->right > width WARN("Invalid box %s specified.\n", debug_box(box));
|| box->top >= box->bottom || box->bottom > height return;
|| box->front >= box->back)
{
WARN("Invalid box %s specified.\n", debug_box(box));
return;
}
src_rect.right = box->right - box->left;
src_rect.bottom = box->bottom - box->top;
dst_point.x = box->left;
dst_point.y = box->top;
}
else
{
src_rect.right = width;
src_rect.bottom = height;
dst_point.x = 0;
dst_point.y = 0;
} }
addr.buffer_object = 0; addr.buffer_object = 0;
addr.addr = data; addr.addr = data;
context = context_acquire(resource->device, NULL); context = context_acquire(resource->device, NULL);
gl_info = context->gl_info;
/* Only load the surface for partial updates. */ /* Only load the surface for partial updates. */
if (!dst_point.x && !dst_point.y && src_rect.right == width && src_rect.bottom == height) if (!box || (!box->left && !box->top && box->right == width && box->bottom == height))
wined3d_texture_prepare_texture(texture, context, FALSE); wined3d_texture_prepare_texture(texture, context, FALSE);
else else
wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB); wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_bind_and_dirtify(texture, context, FALSE); wined3d_texture_bind_and_dirtify(texture, context, FALSE);
wined3d_surface_upload_data(surface, gl_info, resource->format, wined3d_texture_upload_data(texture, sub_resource_idx, context, box, &addr, row_pitch, depth_pitch);
&src_rect, row_pitch, &dst_point, FALSE, &addr);
context_release(context); context_release(context);