wined3d: Handle system memory copies in wined3d_texture_load_location().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2017-02-17 14:08:16 +01:00 committed by Alexandre Julliard
parent 351e6ddf09
commit a7e5d4038c
2 changed files with 51 additions and 46 deletions

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@ -2496,45 +2496,6 @@ static HRESULT surface_blt_special(struct wined3d_surface *dst_surface, const RE
return WINED3DERR_INVALIDCALL; return WINED3DERR_INVALIDCALL;
} }
static void surface_copy_simple_location(struct wined3d_surface *surface, DWORD location)
{
unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
struct wined3d_texture *texture = surface->container;
struct wined3d_device *device = texture->resource.device;
struct wined3d_texture_sub_resource *sub_resource;
struct wined3d_context *context;
const struct wined3d_gl_info *gl_info;
struct wined3d_bo_address dst, src;
sub_resource = &texture->sub_resources[sub_resource_idx];
wined3d_texture_get_memory(texture, sub_resource_idx, &dst, location);
wined3d_texture_get_memory(texture, sub_resource_idx, &src, sub_resource->locations);
if (dst.buffer_object)
{
context = context_acquire(device, NULL, 0);
gl_info = context->gl_info;
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dst.buffer_object));
GL_EXTCALL(glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, sub_resource->size, src.addr));
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
checkGLcall("Upload PBO");
context_release(context);
return;
}
if (src.buffer_object)
{
context = context_acquire(device, NULL, 0);
gl_info = context->gl_info;
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, src.buffer_object));
GL_EXTCALL(glGetBufferSubData(GL_PIXEL_PACK_BUFFER, 0, sub_resource->size, dst.addr));
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
checkGLcall("Download PBO");
context_release(context);
return;
}
memcpy(dst.addr, src.addr, sub_resource->size);
}
/* Context activation is done by the caller. */ /* Context activation is done by the caller. */
static void surface_load_sysmem(struct wined3d_surface *surface, static void surface_load_sysmem(struct wined3d_surface *surface,
struct wined3d_context *context, DWORD dst_location) struct wined3d_context *context, DWORD dst_location)
@ -2547,12 +2508,6 @@ static void surface_load_sysmem(struct wined3d_surface *surface,
wined3d_texture_prepare_location(texture, sub_resource_idx, context, dst_location); wined3d_texture_prepare_location(texture, sub_resource_idx, context, dst_location);
sub_resource = &texture->sub_resources[sub_resource_idx]; sub_resource = &texture->sub_resources[sub_resource_idx];
if (sub_resource->locations & surface_simple_locations)
{
surface_copy_simple_location(surface, dst_location);
return;
}
if (sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED)) if (sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED))
wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB); wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);

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@ -178,11 +178,56 @@ void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
sub_resource_idx, texture); sub_resource_idx, texture);
} }
static BOOL wined3d_texture_copy_sysmem_location(struct wined3d_texture *texture,
unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
{
unsigned int size = texture->sub_resources[sub_resource_idx].size;
struct wined3d_device *device = texture->resource.device;
const struct wined3d_gl_info *gl_info;
struct wined3d_bo_address dst, src;
if (!wined3d_texture_prepare_location(texture, sub_resource_idx, context, location))
return FALSE;
wined3d_texture_get_memory(texture, sub_resource_idx, &dst, location);
wined3d_texture_get_memory(texture, sub_resource_idx, &src,
texture->sub_resources[sub_resource_idx].locations);
if (dst.buffer_object)
{
context = context_acquire(device, NULL, 0);
gl_info = context->gl_info;
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dst.buffer_object));
GL_EXTCALL(glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, size, src.addr));
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
checkGLcall("PBO upload");
context_release(context);
return TRUE;
}
if (src.buffer_object)
{
context = context_acquire(device, NULL, 0);
gl_info = context->gl_info;
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, src.buffer_object));
GL_EXTCALL(glGetBufferSubData(GL_PIXEL_PACK_BUFFER, 0, size, dst.addr));
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
checkGLcall("PBO download");
context_release(context);
return TRUE;
}
memcpy(dst.addr, src.addr, size);
return TRUE;
}
/* Context activation is done by the caller. Context may be NULL in /* Context activation is done by the caller. Context may be NULL in
* WINED3D_NO3D mode. */ * WINED3D_NO3D mode. */
BOOL wined3d_texture_load_location(struct wined3d_texture *texture, BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
{ {
static const DWORD sysmem_locations = WINED3D_LOCATION_SYSMEM | WINED3D_LOCATION_USER_MEMORY
| WINED3D_LOCATION_BUFFER;
DWORD current = texture->sub_resources[sub_resource_idx].locations; DWORD current = texture->sub_resources[sub_resource_idx].locations;
BOOL ret; BOOL ret;
@ -223,7 +268,12 @@ BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
return wined3d_texture_load_location(texture, sub_resource_idx, context, location); return wined3d_texture_load_location(texture, sub_resource_idx, context, location);
} }
if ((ret = texture->texture_ops->texture_load_location(texture, sub_resource_idx, context, location))) if ((location & sysmem_locations) && (current & sysmem_locations))
ret = wined3d_texture_copy_sysmem_location(texture, sub_resource_idx, context, location);
else
ret = texture->texture_ops->texture_load_location(texture, sub_resource_idx, context, location);
if (ret)
wined3d_texture_validate_location(texture, sub_resource_idx, location); wined3d_texture_validate_location(texture, sub_resource_idx, location);
return ret; return ret;