wined3d: Add support for converted volumes.

This commit is contained in:
Stefan Dösinger 2013-09-23 13:29:12 +02:00 committed by Alexandre Julliard
parent 78fe60ac76
commit bb172d2a38
2 changed files with 52 additions and 16 deletions

View File

@ -3874,18 +3874,6 @@ HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT ad
return WINED3DERR_NOTAVAILABLE;
}
/* Filter formats that need conversion; For one part, this
* conversion is unimplemented, and volume textures are huge, so
* it would be a big performance hit. Unless we hit an application
* needing one of those formats, don't advertize them to avoid
* leading applications into temptation. The windows drivers don't
* support most of those formats on volumes anyway. */
if (format->convert)
{
TRACE("[FAILED] - No converted formats on volumes.\n");
return WINED3DERR_NOTAVAILABLE;
}
/* The GL_EXT_texture_compression_s3tc spec requires that loading
* an s3tc compressed texture results in an error. While the D3D
* refrast does support s3tc volumes, at least the nvidia Windows

View File

@ -102,11 +102,37 @@ void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wine
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_format *format = volume->resource.format;
UINT width = volume->resource.width;
UINT height = volume->resource.height;
UINT depth = volume->resource.depth, z;
BYTE *mem = data->addr;
TRACE("volume %p, context %p, level %u, format %s (%#x).\n",
volume, context, volume->texture_level, debug_d3dformat(format->id),
format->id);
if (format->convert)
{
UINT dst_row_pitch, dst_slice_pitch;
UINT src_row_pitch, src_slice_pitch;
UINT alignment = volume->resource.device->surface_alignment;
if (data->buffer_object)
ERR("Loading a converted volume from a PBO.\n");
if (format->flags & WINED3DFMT_FLAG_BLOCKS)
ERR("Converting a block-based format.\n");
dst_row_pitch = width * format->conv_byte_count;
dst_row_pitch = (dst_row_pitch + alignment - 1) & ~(alignment - 1);
dst_slice_pitch = dst_row_pitch * height;
wined3d_volume_get_pitch(volume, &src_row_pitch, &src_slice_pitch);
mem = HeapAlloc(GetProcessHeap(), 0, dst_slice_pitch * depth);
for (z = 0; z < depth; z++)
format->convert(data->addr + z * src_slice_pitch, mem + z * dst_slice_pitch,
src_row_pitch, dst_row_pitch, width, height);
}
if (data->buffer_object)
{
@ -115,8 +141,8 @@ void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wine
}
GL_EXTCALL(glTexSubImage3DEXT(GL_TEXTURE_3D, volume->texture_level, 0, 0, 0,
volume->resource.width, volume->resource.height, volume->resource.depth,
format->glFormat, format->glType, data->addr));
width, height, depth,
format->glFormat, format->glType, mem));
checkGLcall("glTexSubImage3D");
if (data->buffer_object)
@ -124,6 +150,9 @@ void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wine
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
checkGLcall("glBindBufferARB");
}
if (mem != data->addr)
HeapFree(GetProcessHeap(), 0, mem);
}
static void wined3d_volume_validate_location(struct wined3d_volume *volume, DWORD location)
@ -147,6 +176,13 @@ static void wined3d_volume_download_data(struct wined3d_volume *volume,
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_format *format = volume->resource.format;
if (format->convert)
{
FIXME("Attempting to download a converted volume, format %s.\n",
debug_d3dformat(format->id));
return;
}
if (data->buffer_object)
{
GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, data->buffer_object));
@ -218,6 +254,17 @@ static void wined3d_volume_srgb_transfer(struct wined3d_volume *volume,
HeapFree(GetProcessHeap(), 0, data.addr);
}
static BOOL wined3d_volume_can_evict(const struct wined3d_volume *volume)
{
if (volume->resource.pool != WINED3D_POOL_MANAGED)
return FALSE;
if (volume->download_count >= 10)
return FALSE;
if (volume->resource.format->convert)
return FALSE;
return TRUE;
}
/* Context activation is done by the caller. */
static void wined3d_volume_load_location(struct wined3d_volume *volume,
struct wined3d_context *context, DWORD location)
@ -280,7 +327,7 @@ static void wined3d_volume_load_location(struct wined3d_volume *volume,
}
wined3d_volume_validate_location(volume, location);
if (volume->resource.pool == WINED3D_POOL_MANAGED && volume->download_count < 10)
if (wined3d_volume_can_evict(volume))
wined3d_volume_evict_sysmem(volume);
break;
@ -808,7 +855,8 @@ static HRESULT volume_init(struct wined3d_volume *volume, struct wined3d_device
volume->locations = WINED3D_LOCATION_DISCARDED;
if (pool == WINED3D_POOL_DEFAULT && usage & WINED3DUSAGE_DYNAMIC
&& gl_info->supported[ARB_PIXEL_BUFFER_OBJECT])
&& gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
&& !format->convert)
{
wined3d_resource_free_sysmem(&volume->resource);
volume->flags |= WINED3D_VFLAG_PBO;