wined3d: Use wined3d_texture_gl_load_texture() in texture3d_load_location().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3351,38 +3351,6 @@ static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struc
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return WINED3D_OK;
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}
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/* Context activation is done by the caller. */
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static void texture3d_srgb_transfer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
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struct wined3d_context *context, BOOL dest_is_srgb)
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{
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struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
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struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
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unsigned int row_pitch, slice_pitch;
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struct wined3d_bo_address data;
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struct wined3d_box src_box;
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/* Optimisations are possible, but the effort should be put into either
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* implementing EXT_SRGB_DECODE in the driver or finding out why we
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* picked the wrong copy for the original upload and fixing that.
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*
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* Also keep in mind that we want to avoid using resource.heap_memory
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* for DEFAULT pool surfaces. */
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WARN_(d3d_perf)("Performing slow rgb/srgb volume transfer.\n");
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data.buffer_object = 0;
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if (!(data.addr = heap_alloc(sub_resource->size)))
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return;
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wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
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wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
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wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context_gl, !dest_is_srgb);
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wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
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wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), context_gl, dest_is_srgb);
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wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
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&src_box, wined3d_const_bo_address(&data), row_pitch, slice_pitch, 0, 0, 0, FALSE);
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heap_free(data.addr);
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}
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/* Context activation is done by the caller. */
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static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
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struct wined3d_context *context, DWORD location)
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@ -3390,7 +3358,6 @@ static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned in
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struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
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struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture);
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struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
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unsigned int row_pitch, slice_pitch;
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if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
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return FALSE;
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@ -3399,43 +3366,8 @@ static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned in
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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 (sub_resource->locations & WINED3D_LOCATION_SYSMEM)
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{
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struct wined3d_const_bo_address data = {0, texture->resource.heap_memory};
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struct wined3d_box src_box;
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data.addr += sub_resource->offset;
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wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl, location == WINED3D_LOCATION_TEXTURE_SRGB);
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wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
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wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
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wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
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&src_box, &data, row_pitch, slice_pitch, 0, 0, 0, FALSE);
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}
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else if (sub_resource->locations & WINED3D_LOCATION_BUFFER)
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{
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struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
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struct wined3d_box src_box;
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wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl, location == WINED3D_LOCATION_TEXTURE_SRGB);
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wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
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wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
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wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
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&src_box, &data, row_pitch, slice_pitch, 0, 0, 0, FALSE);
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}
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else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
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{
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texture3d_srgb_transfer(texture, sub_resource_idx, context, TRUE);
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}
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else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_SRGB)
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{
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texture3d_srgb_transfer(texture, sub_resource_idx, context, FALSE);
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}
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else
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{
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FIXME("Implement texture loading from %s.\n", wined3d_debug_location(sub_resource->locations));
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return FALSE;
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}
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break;
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return wined3d_texture_gl_load_texture(texture_gl, sub_resource_idx,
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context_gl, location == WINED3D_LOCATION_TEXTURE_SRGB);
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case WINED3D_LOCATION_SYSMEM:
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case WINED3D_LOCATION_BUFFER:
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@ -3446,8 +3378,6 @@ static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned in
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wined3d_debug_location(sub_resource->locations));
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return FALSE;
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}
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return TRUE;
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}
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static const struct wined3d_texture_ops texture3d_ops =
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