From 8e1451c51028eb919e5ffdbea4d7a92ea13085f0 Mon Sep 17 00:00:00 2001 From: Matteo Bruni Date: Mon, 16 Apr 2018 17:59:29 +0430 Subject: [PATCH] wined3d: Use staging resources to blit from CPU resources in the ARBfp blitter. Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/arb_program_shader.c | 49 +++++++++++++++++++++++++++---- 1 file changed, 44 insertions(+), 5 deletions(-) diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index ea07c3b2e35..7d3f547405a 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -7789,9 +7789,11 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter) { struct wined3d_device *device = dst_texture->resource.device; + struct wined3d_texture *staging_texture = NULL; struct wined3d_arbfp_blitter *arbfp_blitter; struct wined3d_color_key alpha_test_key; struct wined3d_blitter *next; + unsigned int src_level; RECT s, d; TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, " @@ -7816,14 +7818,45 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter); - /* Now load the surface */ - if (wined3d_settings.offscreen_rendering_mode != ORM_FBO + if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU)) + { + struct wined3d_resource_desc desc; + struct wined3d_box upload_box; + HRESULT hr; + + TRACE("Source texture is not GPU accessible, creating a staging texture.\n"); + + src_level = src_sub_resource_idx % src_texture->level_count; + desc.resource_type = WINED3D_RTYPE_TEXTURE_2D; + desc.format = src_texture->resource.format->id; + desc.multisample_type = src_texture->resource.multisample_type; + desc.multisample_quality = src_texture->resource.multisample_quality; + desc.usage = WINED3DUSAGE_PRIVATE; + desc.access = WINED3D_RESOURCE_ACCESS_GPU; + desc.width = wined3d_texture_get_level_width(src_texture, src_level); + desc.height = wined3d_texture_get_level_height(src_texture, src_level); + desc.depth = 1; + desc.size = 0; + + if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0, + NULL, NULL, &wined3d_null_parent_ops, &staging_texture))) + { + ERR("Failed to create staging texture, hr %#x.\n", hr); + return dst_location; + } + + wined3d_box_set(&upload_box, 0, 0, desc.width, desc.height, 0, desc.depth); + wined3d_texture_upload_from_texture(staging_texture, 0, 0, 0, 0, + src_texture, src_sub_resource_idx, &upload_box); + + src_texture = staging_texture; + src_sub_resource_idx = 0; + } + else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO && (src_texture->sub_resources[src_sub_resource_idx].locations - & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE)) - == WINED3D_LOCATION_DRAWABLE + & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE)) == WINED3D_LOCATION_DRAWABLE && !wined3d_resource_is_offscreen(&src_texture->resource)) { - unsigned int src_level = src_sub_resource_idx % src_texture->level_count; /* Without FBO blits transferring from the drawable to the texture is * expensive, because we have to flip the data in sysmem. Since we can @@ -7833,12 +7866,15 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl texture2d_load_fb_texture(src_texture, src_sub_resource_idx, FALSE, context); s = *src_rect; + src_level = src_sub_resource_idx % src_texture->level_count; s.top = wined3d_texture_get_level_height(src_texture, src_level) - s.top; s.bottom = wined3d_texture_get_level_height(src_texture, src_level) - s.bottom; src_rect = &s; } else + { wined3d_texture_load(src_texture, context, FALSE); + } context_apply_ffp_blit_state(context, device); @@ -7889,6 +7925,9 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl if (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture)) context->gl_info->gl_ops.gl.p_glFlush(); + if (staging_texture) + wined3d_texture_decref(staging_texture); + return dst_location; }