wined3d: Pass a context to surface_load_sysmem.
Signed-off-by: Stefan Dösinger <stefan@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3797,9 +3797,12 @@ static void surface_copy_simple_location(struct wined3d_surface *surface, DWORD
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memcpy(dst.addr, src.addr, size);
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memcpy(dst.addr, src.addr, size);
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}
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}
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/* Context activation is done by the caller. */
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static void surface_load_sysmem(struct wined3d_surface *surface,
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static void surface_load_sysmem(struct wined3d_surface *surface,
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const struct wined3d_gl_info *gl_info, DWORD dst_location)
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struct wined3d_context *context, DWORD dst_location)
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{
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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if (surface->locations & surface_simple_locations)
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if (surface->locations & surface_simple_locations)
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{
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{
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surface_copy_simple_location(surface, dst_location);
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surface_copy_simple_location(surface, dst_location);
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@ -3812,18 +3815,10 @@ static void surface_load_sysmem(struct wined3d_surface *surface,
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/* Download the surface to system memory. */
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/* Download the surface to system memory. */
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if (surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
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if (surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
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{
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{
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struct wined3d_device *device = surface->resource.device;
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struct wined3d_context *context;
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/* TODO: Use already acquired context when possible. */
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context = context_acquire(device, NULL);
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wined3d_texture_bind_and_dirtify(surface->container, context,
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wined3d_texture_bind_and_dirtify(surface->container, context,
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!(surface->locations & WINED3D_LOCATION_TEXTURE_RGB));
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!(surface->locations & WINED3D_LOCATION_TEXTURE_RGB));
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surface_download_data(surface, gl_info, dst_location);
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surface_download_data(surface, gl_info, dst_location);
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context_release(context);
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return;
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return;
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}
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}
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@ -4046,6 +4041,7 @@ HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location)
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struct wined3d_device *device = surface->resource.device;
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struct wined3d_device *device = surface->resource.device;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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HRESULT hr;
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HRESULT hr;
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struct wined3d_context *context = NULL;
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TRACE("surface %p, location %s.\n", surface, wined3d_debug_location(location));
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TRACE("surface %p, location %s.\n", surface, wined3d_debug_location(location));
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@ -4054,7 +4050,7 @@ HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location)
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if (location == WINED3D_LOCATION_TEXTURE_RGB
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if (location == WINED3D_LOCATION_TEXTURE_RGB
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&& surface->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_DISCARDED))
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&& surface->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_DISCARDED))
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{
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{
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struct wined3d_context *context = context_acquire(device, NULL);
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context = context_acquire(device, NULL);
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surface_load_ds_location(surface, context, location);
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surface_load_ds_location(surface, context, location);
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context_release(context);
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context_release(context);
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return WINED3D_OK;
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return WINED3D_OK;
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@ -4100,7 +4096,11 @@ HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location)
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case WINED3D_LOCATION_USER_MEMORY:
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case WINED3D_LOCATION_USER_MEMORY:
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case WINED3D_LOCATION_SYSMEM:
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case WINED3D_LOCATION_SYSMEM:
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case WINED3D_LOCATION_BUFFER:
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case WINED3D_LOCATION_BUFFER:
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surface_load_sysmem(surface, gl_info, location);
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if (device->d3d_initialized)
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context = context_acquire(device, NULL);
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surface_load_sysmem(surface, context, location);
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if (context)
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context_release(context);
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break;
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break;
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case WINED3D_LOCATION_DRAWABLE:
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case WINED3D_LOCATION_DRAWABLE:
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