wined3d: Get rid of RTL_READDRAW.
I don't think we ever want to use glDrawPixels().
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@ -4439,76 +4439,6 @@ void surface_prepare_rb(struct wined3d_surface *surface, const struct wined3d_gl
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}
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}
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static void flush_to_framebuffer_drawpixels(struct wined3d_surface *surface,
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const RECT *rect, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem)
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{
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struct wined3d_device *device = surface->resource.device;
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UINT pitch = wined3d_surface_get_pitch(surface);
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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RECT local_rect;
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UINT w, h;
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surface_get_rect(surface, rect, &local_rect);
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mem += local_rect.top * pitch + local_rect.left * bpp;
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w = local_rect.right - local_rect.left;
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h = local_rect.bottom - local_rect.top;
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/* Activate the correct context for the render target */
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context = context_acquire(device, surface);
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context_apply_blit_state(context, device);
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gl_info = context->gl_info;
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if (!surface_is_offscreen(surface))
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{
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GLenum buffer = surface_get_gl_buffer(surface);
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TRACE("Unlocking %#x buffer.\n", buffer);
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context_set_draw_buffer(context, buffer);
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surface_translate_drawable_coords(surface, context->win_handle, &local_rect);
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gl_info->gl_ops.gl.p_glPixelZoom(1.0f, -1.0f);
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}
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else
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{
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/* Primary offscreen render target */
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TRACE("Offscreen render target.\n");
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context_set_draw_buffer(context, device->offscreenBuffer);
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gl_info->gl_ops.gl.p_glPixelZoom(1.0f, 1.0f);
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}
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gl_info->gl_ops.gl.p_glRasterPos3i(local_rect.left, local_rect.top, 1);
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checkGLcall("glRasterPos3i");
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/* If not fullscreen, we need to skip a number of bytes to find the next row of data */
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gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->resource.width);
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if (surface->flags & SFLAG_PBO)
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{
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
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checkGLcall("glBindBufferARB");
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}
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gl_info->gl_ops.gl.p_glDrawPixels(w, h, fmt, type, mem);
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checkGLcall("glDrawPixels");
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if (surface->flags & SFLAG_PBO)
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{
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
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checkGLcall("glBindBufferARB");
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}
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gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
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if (wined3d_settings.strict_draw_ordering
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|| (surface->swapchain && surface->swapchain->front_buffer == surface))
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gl_info->gl_ops.gl.p_glFlush();
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context_release(context);
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}
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static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
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{
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/* FIXME: Is this really how color keys are supposed to work? I think it
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@ -5860,11 +5790,7 @@ static void surface_load_sysmem(struct wined3d_surface *surface,
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static HRESULT surface_load_drawable(struct wined3d_surface *surface,
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const struct wined3d_gl_info *gl_info, const RECT *rect)
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{
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struct wined3d_device *device = surface->resource.device;
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enum wined3d_conversion_type convert;
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struct wined3d_format format;
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UINT byte_count;
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BYTE *mem;
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RECT r;
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && surface_is_offscreen(surface))
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{
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@ -5872,82 +5798,10 @@ static HRESULT surface_load_drawable(struct wined3d_surface *surface,
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return WINED3DERR_INVALIDCALL;
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}
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if (wined3d_settings.rendertargetlock_mode == RTL_READTEX)
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surface_load_location(surface, SFLAG_INTEXTURE, NULL);
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if (surface->flags & SFLAG_INTEXTURE)
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{
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RECT r;
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surface_get_rect(surface, rect, &r);
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surface_blt_to_drawable(device, WINED3D_TEXF_POINT, FALSE, surface, &r, surface, &r);
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return WINED3D_OK;
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}
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if ((surface->flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
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{
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/* This needs colorspace conversion from sRGB to RGB. We take the slow
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* path through sysmem. */
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surface_load_location(surface, SFLAG_INSYSMEM, rect);
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}
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d3dfmt_get_conv(surface, FALSE, FALSE, &format, &convert);
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/* Don't use PBOs for converted surfaces. During PBO conversion we look at
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* SFLAG_CONVERTED but it isn't set (yet) in all cases where it is getting
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* called. */
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if ((convert != WINED3D_CT_NONE) && (surface->flags & SFLAG_PBO))
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{
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struct wined3d_context *context;
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TRACE("Removing the pbo attached to surface %p.\n", surface);
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/* TODO: Use already acquired context when possible. */
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context = context_acquire(device, NULL);
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surface_remove_pbo(surface, gl_info);
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context_release(context);
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}
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if ((convert != WINED3D_CT_NONE) && surface->resource.allocatedMemory)
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{
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UINT height = surface->resource.height;
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UINT width = surface->resource.width;
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UINT src_pitch, dst_pitch;
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byte_count = format.conv_byte_count;
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src_pitch = wined3d_surface_get_pitch(surface);
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/* Stick to the alignment for the converted surface too, makes it
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* easier to load the surface. */
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dst_pitch = width * byte_count;
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dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
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if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
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{
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ERR("Out of memory (%u).\n", dst_pitch * height);
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return E_OUTOFMEMORY;
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}
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d3dfmt_convert_surface(surface->resource.allocatedMemory, mem,
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src_pitch, width, height, dst_pitch, convert, surface);
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surface->flags |= SFLAG_CONVERTED;
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}
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else
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{
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surface->flags &= ~SFLAG_CONVERTED;
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mem = surface->resource.allocatedMemory;
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byte_count = format.byte_count;
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}
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flush_to_framebuffer_drawpixels(surface, rect, format.glFormat, format.glType, byte_count, mem);
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/* Don't delete PBO memory. */
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if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
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HeapFree(GetProcessHeap(), 0, mem);
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surface_get_rect(surface, rect, &r);
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surface_load_location(surface, SFLAG_INTEXTURE, NULL);
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surface_blt_to_drawable(surface->resource.device,
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WINED3D_TEXF_POINT, FALSE, surface, &r, surface, &r);
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return WINED3D_OK;
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}
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@ -74,7 +74,6 @@ struct wined3d_settings wined3d_settings =
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{
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TRUE, /* Use of GLSL enabled by default */
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ORM_FBO, /* Use FBOs to do offscreen rendering */
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RTL_READTEX, /* Default render target locking method */
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PCI_VENDOR_NONE,/* PCI Vendor ID */
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PCI_DEVICE_NONE,/* PCI Device ID */
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0, /* The default of memory is set in init_driver_info */
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@ -223,19 +222,6 @@ static BOOL wined3d_dll_init(HINSTANCE hInstDLL)
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wined3d_settings.offscreen_rendering_mode = ORM_FBO;
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}
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}
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if ( !get_config_key( hkey, appkey, "RenderTargetLockMode", buffer, size) )
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{
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if (!strcmp(buffer,"readdraw"))
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{
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TRACE("Using glReadPixels for render target reading and glDrawPixels for writing\n");
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wined3d_settings.rendertargetlock_mode = RTL_READDRAW;
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}
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else if (!strcmp(buffer,"readtex"))
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{
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TRACE("Using glReadPixels for render target reading and textures for writing\n");
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wined3d_settings.rendertargetlock_mode = RTL_READTEX;
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}
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}
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if ( !get_config_key_dword( hkey, appkey, "VideoPciDeviceID", &tmpvalue) )
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{
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int pci_device_id = tmpvalue;
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@ -241,9 +241,6 @@ static inline float float_24_to_32(DWORD in)
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#define ORM_BACKBUFFER 0
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#define ORM_FBO 1
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#define RTL_READDRAW 1
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#define RTL_READTEX 2
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#define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
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#define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
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@ -256,7 +253,6 @@ struct wined3d_settings
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* implemented, we'll leave it as a registry setting for developers. */
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BOOL glslRequested;
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int offscreen_rendering_mode;
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int rendertargetlock_mode;
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unsigned short pci_vendor_id;
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unsigned short pci_device_id;
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/* Memory tracking and object counting. */
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