wined3d: read_from_framebuffer_texture() isn't suitable for readback of onscreen surfaces.

This commit is contained in:
Henri Verbeet 2010-06-22 12:49:07 +02:00 committed by Alexandre Julliard
parent c0637edda2
commit b769c912cc
1 changed files with 18 additions and 40 deletions

View File

@ -1495,6 +1495,15 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
struct wined3d_context *context;
GLint prevRead;
if (!surface_is_offscreen(This))
{
/* We would need to flip onscreen surfaces, but there's no efficient
* way to do that here. It makes more sense for the caller to
* explicitly go through sysmem. */
ERR("Not supported for onscreen targets.\n");
return;
}
/* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
* locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
* states in the stateblock, and no driver was found yet that had bugs in that regard.
@ -1505,42 +1514,13 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
surface_prepare_texture(This, gl_info, srgb);
surface_bind_and_dirtify(This, srgb);
TRACE("Reading back offscreen render target %p.\n", This);
ENTER_GL();
glGetIntegerv(GL_READ_BUFFER, &prevRead);
LEAVE_GL();
/* Select the correct read buffer, and give some debug output.
* There is no need to keep track of the current read buffer or reset it, every part of the code
* that reads sets the read buffer as desired.
*/
if (!surface_is_offscreen(This))
{
GLenum buffer = surface_get_gl_buffer(This);
TRACE("Locking %#x buffer\n", buffer);
ENTER_GL();
glReadBuffer(buffer);
checkGLcall("glReadBuffer");
LEAVE_GL();
}
else
{
/* Locking the primary render target which is not on a swapchain(=offscreen render target).
* Read from the back buffer
*/
TRACE("Locking offscreen render target\n");
ENTER_GL();
glReadBuffer(device->offscreenBuffer);
checkGLcall("glReadBuffer");
LEAVE_GL();
}
ENTER_GL();
/* If !SrcIsUpsideDown we should flip the surface.
* This can be done using glCopyTexSubImage2D but this
* is VERY slow, so don't do that. We should prevent
* this code from getting called in such cases or perhaps
* we can use FBOs */
glReadBuffer(device->offscreenBuffer);
checkGLcall("glReadBuffer");
glCopyTexSubImage2D(This->texture_target, This->texture_level,
0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
@ -1552,8 +1532,6 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
LEAVE_GL();
context_release(context);
TRACE("Updated target %d\n", This->texture_target);
}
/* Context activation is done by the caller. */
@ -4239,11 +4217,11 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
BOOL drawable_read_ok = surface_is_offscreen(This);
struct wined3d_format_desc desc;
CONVERT_TYPES convert;
int width, pitch, outpitch;
BYTE *mem;
BOOL drawable_read_ok = TRUE;
BOOL in_fbo = FALSE;
if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
@ -4402,9 +4380,9 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
}
}
if(!(This->Flags & SFLAG_INSYSMEM)) {
/* Should not happen */
ERR("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set\n");
if (!(This->Flags & SFLAG_INSYSMEM))
{
WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
/* Lets hope we get it from somewhere... */
IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
}