wined3d: Introduce WINED3D_RESOURCE_ACCESS_MAP.

In order to distinguish between resources that exist purely in CPU memory and
resources that exist in GPU memory but can be mapped.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2018-01-29 21:10:22 +03:30 committed by Alexandre Julliard
parent d01306d1ee
commit 798504700b
3 changed files with 13 additions and 12 deletions

View File

@ -36,11 +36,11 @@ static DWORD resource_access_from_pool(enum wined3d_pool pool)
return WINED3D_RESOURCE_ACCESS_GPU;
case WINED3D_POOL_MANAGED:
return WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU;
return WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP;
case WINED3D_POOL_SCRATCH:
case WINED3D_POOL_SYSTEM_MEM:
return WINED3D_RESOURCE_ACCESS_CPU;
return WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP;
default:
FIXME("Unhandled pool %#x.\n", pool);
@ -191,9 +191,9 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
resource->multisample_quality = multisample_quality;
resource->usage = usage;
resource->pool = pool;
resource->access_flags = resource_access_from_pool(pool);
resource->access = resource_access_from_pool(pool);
if (usage & WINED3DUSAGE_DYNAMIC)
resource->access_flags |= WINED3D_RESOURCE_ACCESS_CPU;
resource->access |= WINED3D_RESOURCE_ACCESS_MAP;
resource->width = width;
resource->height = height;
resource->depth = depth;

View File

@ -33,7 +33,7 @@ WINE_DECLARE_DEBUG_CHANNEL(winediag);
static BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
{
return texture->resource.pool == WINED3D_POOL_DEFAULT
&& texture->resource.access_flags & WINED3D_RESOURCE_ACCESS_CPU
&& texture->resource.access & WINED3D_RESOURCE_ACCESS_MAP
&& gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
&& !texture->resource.format->conv_byte_count
&& !(texture->flags & (WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_COND_NP2_EMULATED));
@ -243,9 +243,9 @@ BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
if (WARN_ON(d3d))
{
DWORD required_access = wined3d_resource_access_from_location(location);
if ((texture->resource.access_flags & required_access) != required_access)
if ((texture->resource.access & required_access) != required_access)
WARN("Operation requires %#x access, but texture only has %#x.\n",
required_access, texture->resource.access_flags);
required_access, texture->resource.access);
}
if (current & WINED3D_LOCATION_DISCARDED)
@ -369,7 +369,7 @@ static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struc
}
wined3d_resource_update_draw_binding(&texture->resource);
if ((flags & WINED3D_TEXTURE_CREATE_MAPPABLE) || desc->format == WINED3DFMT_D16_LOCKABLE)
texture->resource.access_flags |= WINED3D_RESOURCE_ACCESS_CPU;
texture->resource.access |= WINED3D_RESOURCE_ACCESS_MAP;
texture->texture_ops = texture_ops;
@ -1874,7 +1874,7 @@ static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resour
return WINED3DERR_INVALIDCALL;
}
if (!(resource->access_flags & WINED3D_RESOURCE_ACCESS_CPU))
if (!(resource->access & WINED3D_RESOURCE_ACCESS_MAP))
{
WARN("Trying to map unmappable texture.\n");
if (resource->type != WINED3D_RTYPE_TEXTURE_2D)

View File

@ -2961,8 +2961,9 @@ static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD sta
return context->isStateDirty[idx] & (1u << shift);
}
#define WINED3D_RESOURCE_ACCESS_GPU 0x1
#define WINED3D_RESOURCE_ACCESS_CPU 0x2
#define WINED3D_RESOURCE_ACCESS_GPU 0x1u
#define WINED3D_RESOURCE_ACCESS_CPU 0x2u
#define WINED3D_RESOURCE_ACCESS_MAP 0x4u
struct wined3d_resource_ops
{
@ -2990,7 +2991,7 @@ struct wined3d_resource
UINT multisample_quality;
DWORD usage;
enum wined3d_pool pool;
DWORD access_flags;
unsigned int access;
WORD draw_binding;
WORD map_binding;
UINT width;