wined3d: Implement readback from 2D array textures using glGet[Compressed]TexImage().

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2016-04-22 11:18:46 +02:00 committed by Alexandre Julliard
parent 4e38c3988e
commit b5dad41e36
1 changed files with 63 additions and 15 deletions

View File

@ -758,11 +758,14 @@ static HRESULT wined3d_surface_depth_blt(struct wined3d_surface *src_surface, DW
static void surface_download_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
DWORD dst_location)
{
unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
struct wined3d_texture *texture = surface->container;
const struct wined3d_format *format = texture->resource.format;
struct wined3d_texture_sub_resource *sub_resource;
unsigned int dst_row_pitch, dst_slice_pitch;
unsigned int src_row_pitch, src_slice_pitch;
struct wined3d_bo_address data;
BYTE *temporary_mem = NULL;
void *mem;
/* Only support read back of converted P8 surfaces. */
@ -772,7 +775,28 @@ static void surface_download_data(struct wined3d_surface *surface, const struct
return;
}
wined3d_texture_get_memory(texture, surface_get_sub_resource_idx(surface), &data, dst_location);
sub_resource = &texture->sub_resources[sub_resource_idx];
if (surface->texture_target == GL_TEXTURE_2D_ARRAY)
{
/* We don't expect to ever need to emulate NP2 textures when we have EXT_texture_array. */
if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
{
FIXME("Cannot download surface %p, level %u, layer %u.\n",
surface, surface->texture_level, surface->texture_layer);
return;
}
WARN_(d3d_perf)("Downloading all miplevel layers to get the surface data for a single sub-resource.\n");
if (!(temporary_mem = HeapAlloc(GetProcessHeap(), 0, texture->layer_count * sub_resource->size)))
{
ERR("Out of memory.\n");
return;
}
}
wined3d_texture_get_memory(texture, sub_resource_idx, &data, dst_location);
if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
{
@ -781,22 +805,31 @@ static void surface_download_data(struct wined3d_surface *surface, const struct
wined3d_texture_get_level_pow2_width(texture, surface->texture_level),
wined3d_texture_get_level_pow2_height(texture, surface->texture_level),
&src_row_pitch, &src_slice_pitch);
mem = HeapAlloc(GetProcessHeap(), 0, src_slice_pitch);
if (!(temporary_mem = HeapAlloc(GetProcessHeap(), 0, src_slice_pitch)))
{
ERR("Out of memory.\n");
return;
}
if (data.buffer_object)
ERR("NP2 emulated texture uses PBO unexpectedly.\n");
if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED)
ERR("Unexpected compressed format for NP2 emulated texture.\n");
}
else
{
mem = data.addr;
}
if (data.buffer_object)
if (temporary_mem)
{
mem = temporary_mem;
}
else if (data.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data.buffer_object));
checkGLcall("glBindBuffer");
mem = data.addr;
}
else
{
mem = data.addr;
}
if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED)
@ -817,12 +850,6 @@ static void surface_download_data(struct wined3d_surface *surface, const struct
checkGLcall("glGetTexImage");
}
if (data.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
checkGLcall("glBindBuffer");
}
if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
{
const BYTE *src_data;
@ -883,9 +910,30 @@ static void surface_download_data(struct wined3d_surface *surface, const struct
src_data += src_row_pitch;
dst_data += dst_row_pitch;
}
HeapFree(GetProcessHeap(), 0, mem);
}
else if (temporary_mem)
{
void *src_data = temporary_mem + surface->texture_layer * sub_resource->size;
if (data.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data.buffer_object));
checkGLcall("glBindBuffer");
GL_EXTCALL(glBufferSubData(GL_PIXEL_PACK_BUFFER, 0, sub_resource->size, src_data));
checkGLcall("glBufferSubData");
}
else
{
memcpy(data.addr, src_data, sub_resource->size);
}
}
if (data.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
checkGLcall("glBindBuffer");
}
HeapFree(GetProcessHeap(), 0, temporary_mem);
}
/* This call just uploads data, the caller is responsible for binding the