wined3d: Call wined3d_volume_prepare_location() in wined3d_volume_load_location().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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84b9dd3837
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@ -243,8 +243,9 @@ static BOOL wined3d_volume_can_evict(const struct wined3d_volume *volume)
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return TRUE;
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}
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/* Context activation is done by the caller. */
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static void wined3d_volume_load_location(struct wined3d_volume *volume,
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static BOOL wined3d_volume_load_location(struct wined3d_volume *volume,
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struct wined3d_context *context, DWORD location)
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{
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DWORD required_access = volume_access_from_location(location);
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@ -256,32 +257,31 @@ static void wined3d_volume_load_location(struct wined3d_volume *volume,
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if ((volume->locations & location) == location)
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{
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TRACE("Location(s) already up to date.\n");
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return;
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return TRUE;
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}
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if ((volume->resource.access_flags & required_access) != required_access)
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{
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ERR("Operation requires %#x access, but volume only has %#x.\n",
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required_access, volume->resource.access_flags);
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return;
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return FALSE;
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}
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if (!wined3d_volume_prepare_location(volume, context, location))
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return FALSE;
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if (volume->locations & WINED3D_LOCATION_DISCARDED)
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{
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TRACE("Volume previously discarded, nothing to do.\n");
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wined3d_volume_invalidate_location(volume, WINED3D_LOCATION_DISCARDED);
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goto done;
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}
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switch (location)
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{
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case WINED3D_LOCATION_TEXTURE_RGB:
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case WINED3D_LOCATION_TEXTURE_SRGB:
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if ((location == WINED3D_LOCATION_TEXTURE_RGB
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&& !(texture->flags & WINED3D_TEXTURE_RGB_ALLOCATED))
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|| (location == WINED3D_LOCATION_TEXTURE_SRGB
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&& !(texture->flags & WINED3D_TEXTURE_SRGB_ALLOCATED)))
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ERR("Trying to load (s)RGB texture without prior allocation.\n");
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if (volume->locations & WINED3D_LOCATION_DISCARDED)
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{
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TRACE("Volume previously discarded, nothing to do.\n");
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wined3d_volume_invalidate_location(volume, WINED3D_LOCATION_DISCARDED);
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}
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else if (volume->locations & WINED3D_LOCATION_SYSMEM)
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if (volume->locations & WINED3D_LOCATION_SYSMEM)
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{
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struct wined3d_const_bo_address data = {0, volume->resource.heap_memory};
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wined3d_texture_bind_and_dirtify(texture, context,
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@ -310,25 +310,12 @@ static void wined3d_volume_load_location(struct wined3d_volume *volume,
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else
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{
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FIXME("Implement texture loading from %s.\n", wined3d_debug_location(volume->locations));
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return;
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return FALSE;
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}
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wined3d_volume_validate_location(volume, location);
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if (wined3d_volume_can_evict(volume))
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wined3d_volume_evict_sysmem(volume);
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break;
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case WINED3D_LOCATION_SYSMEM:
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if (!volume->resource.heap_memory)
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ERR("Trying to load WINED3D_LOCATION_SYSMEM without setting it up first.\n");
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if (volume->locations & WINED3D_LOCATION_DISCARDED)
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{
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TRACE("Volume previously discarded, nothing to do.\n");
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wined3d_volume_invalidate_location(volume, WINED3D_LOCATION_DISCARDED);
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}
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else if (volume->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
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if (volume->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
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{
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struct wined3d_bo_address data = {0, volume->resource.heap_memory};
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@ -344,21 +331,12 @@ static void wined3d_volume_load_location(struct wined3d_volume *volume,
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{
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FIXME("Implement WINED3D_LOCATION_SYSMEM loading from %s.\n",
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wined3d_debug_location(volume->locations));
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return;
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return FALSE;
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}
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wined3d_volume_validate_location(volume, WINED3D_LOCATION_SYSMEM);
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break;
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case WINED3D_LOCATION_BUFFER:
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if (!texture->sub_resources[volume->texture_level].buffer_object)
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ERR("Trying to load WINED3D_LOCATION_BUFFER without setting it up first.\n");
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if (volume->locations & WINED3D_LOCATION_DISCARDED)
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{
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TRACE("Volume previously discarded, nothing to do.\n");
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wined3d_volume_invalidate_location(volume, WINED3D_LOCATION_DISCARDED);
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}
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else if (volume->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
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if (volume->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
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{
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struct wined3d_bo_address data =
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{
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@ -377,15 +355,23 @@ static void wined3d_volume_load_location(struct wined3d_volume *volume,
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{
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FIXME("Implement WINED3D_LOCATION_BUFFER loading from %s.\n",
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wined3d_debug_location(volume->locations));
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return;
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return FALSE;
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}
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wined3d_volume_validate_location(volume, WINED3D_LOCATION_BUFFER);
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break;
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default:
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FIXME("Implement %s loading from %s.\n", wined3d_debug_location(location),
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wined3d_debug_location(volume->locations));
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return FALSE;
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}
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done:
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wined3d_volume_validate_location(volume, location);
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if (location != WINED3D_LOCATION_SYSMEM && wined3d_volume_can_evict(volume))
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wined3d_volume_evict_sysmem(volume);
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return TRUE;
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}
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/* Context activation is done by the caller. */
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@ -415,9 +401,8 @@ static void volume_unload(struct wined3d_resource *resource)
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TRACE("texture %p.\n", resource);
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context = context_acquire(device, NULL);
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if (wined3d_volume_prepare_location(volume, context, WINED3D_LOCATION_SYSMEM))
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if (wined3d_volume_load_location(volume, context, WINED3D_LOCATION_SYSMEM))
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{
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wined3d_volume_load_location(volume, context, WINED3D_LOCATION_SYSMEM);
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wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_SYSMEM);
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}
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else
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@ -465,6 +450,7 @@ HRESULT wined3d_volume_map(struct wined3d_volume *volume,
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BYTE *base_memory;
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const struct wined3d_format *format = volume->resource.format;
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const unsigned int fmt_flags = texture->resource.format_flags;
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BOOL ret;
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TRACE("volume %p, map_desc %p, box %s, flags %#x.\n",
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volume, map_desc, debug_box(box), flags);
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@ -498,7 +484,17 @@ HRESULT wined3d_volume_map(struct wined3d_volume *volume,
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context = context_acquire(device, NULL);
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gl_info = context->gl_info;
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if (!wined3d_volume_prepare_location(volume, context, volume->resource.map_binding))
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if (flags & WINED3D_MAP_DISCARD)
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{
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wined3d_volume_validate_location(volume, volume->resource.map_binding);
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ret = wined3d_volume_prepare_location(volume, context, volume->resource.map_binding);
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}
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else
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{
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ret = wined3d_volume_load_location(volume, context, volume->resource.map_binding);
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}
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if (!ret)
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{
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ERR("Failed to prepare location.\n");
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context_release(context);
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@ -506,11 +502,6 @@ HRESULT wined3d_volume_map(struct wined3d_volume *volume,
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return E_OUTOFMEMORY;
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}
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if (flags & WINED3D_MAP_DISCARD)
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wined3d_volume_validate_location(volume, volume->resource.map_binding);
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else
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wined3d_volume_load_location(volume, context, volume->resource.map_binding);
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if (volume->resource.map_binding == WINED3D_LOCATION_BUFFER)
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{
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GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->sub_resources[volume->texture_level].buffer_object));
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