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