wined3d: Add support for converted volumes.
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@ -3874,18 +3874,6 @@ HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT ad
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return WINED3DERR_NOTAVAILABLE;
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}
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/* Filter formats that need conversion; For one part, this
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* conversion is unimplemented, and volume textures are huge, so
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* it would be a big performance hit. Unless we hit an application
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* needing one of those formats, don't advertize them to avoid
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* leading applications into temptation. The windows drivers don't
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* support most of those formats on volumes anyway. */
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if (format->convert)
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{
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TRACE("[FAILED] - No converted formats on volumes.\n");
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return WINED3DERR_NOTAVAILABLE;
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}
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/* The GL_EXT_texture_compression_s3tc spec requires that loading
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* an s3tc compressed texture results in an error. While the D3D
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* refrast does support s3tc volumes, at least the nvidia Windows
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@ -102,11 +102,37 @@ void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wine
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_format *format = volume->resource.format;
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UINT width = volume->resource.width;
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UINT height = volume->resource.height;
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UINT depth = volume->resource.depth, z;
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BYTE *mem = data->addr;
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TRACE("volume %p, context %p, level %u, format %s (%#x).\n",
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volume, context, volume->texture_level, debug_d3dformat(format->id),
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format->id);
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if (format->convert)
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{
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UINT dst_row_pitch, dst_slice_pitch;
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UINT src_row_pitch, src_slice_pitch;
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UINT alignment = volume->resource.device->surface_alignment;
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if (data->buffer_object)
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ERR("Loading a converted volume from a PBO.\n");
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if (format->flags & WINED3DFMT_FLAG_BLOCKS)
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ERR("Converting a block-based format.\n");
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dst_row_pitch = width * format->conv_byte_count;
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dst_row_pitch = (dst_row_pitch + alignment - 1) & ~(alignment - 1);
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dst_slice_pitch = dst_row_pitch * height;
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wined3d_volume_get_pitch(volume, &src_row_pitch, &src_slice_pitch);
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mem = HeapAlloc(GetProcessHeap(), 0, dst_slice_pitch * depth);
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for (z = 0; z < depth; z++)
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format->convert(data->addr + z * src_slice_pitch, mem + z * dst_slice_pitch,
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src_row_pitch, dst_row_pitch, width, height);
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}
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if (data->buffer_object)
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{
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@ -115,8 +141,8 @@ void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wine
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}
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GL_EXTCALL(glTexSubImage3DEXT(GL_TEXTURE_3D, volume->texture_level, 0, 0, 0,
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volume->resource.width, volume->resource.height, volume->resource.depth,
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format->glFormat, format->glType, data->addr));
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width, height, depth,
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format->glFormat, format->glType, mem));
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checkGLcall("glTexSubImage3D");
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if (data->buffer_object)
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@ -124,6 +150,9 @@ void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wine
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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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if (mem != data->addr)
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HeapFree(GetProcessHeap(), 0, mem);
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}
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static void wined3d_volume_validate_location(struct wined3d_volume *volume, DWORD location)
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@ -147,6 +176,13 @@ static void wined3d_volume_download_data(struct wined3d_volume *volume,
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_format *format = volume->resource.format;
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if (format->convert)
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{
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FIXME("Attempting to download a converted volume, format %s.\n",
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debug_d3dformat(format->id));
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return;
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}
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if (data->buffer_object)
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{
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, data->buffer_object));
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@ -218,6 +254,17 @@ static void wined3d_volume_srgb_transfer(struct wined3d_volume *volume,
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HeapFree(GetProcessHeap(), 0, data.addr);
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}
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static BOOL wined3d_volume_can_evict(const struct wined3d_volume *volume)
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{
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if (volume->resource.pool != WINED3D_POOL_MANAGED)
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return FALSE;
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if (volume->download_count >= 10)
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return FALSE;
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if (volume->resource.format->convert)
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return FALSE;
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return TRUE;
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}
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/* Context activation is done by the caller. */
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static void wined3d_volume_load_location(struct wined3d_volume *volume,
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struct wined3d_context *context, DWORD location)
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@ -280,7 +327,7 @@ static void wined3d_volume_load_location(struct wined3d_volume *volume,
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}
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wined3d_volume_validate_location(volume, location);
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if (volume->resource.pool == WINED3D_POOL_MANAGED && volume->download_count < 10)
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if (wined3d_volume_can_evict(volume))
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wined3d_volume_evict_sysmem(volume);
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break;
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@ -808,7 +855,8 @@ static HRESULT volume_init(struct wined3d_volume *volume, struct wined3d_device
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volume->locations = WINED3D_LOCATION_DISCARDED;
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if (pool == WINED3D_POOL_DEFAULT && usage & WINED3DUSAGE_DYNAMIC
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&& gl_info->supported[ARB_PIXEL_BUFFER_OBJECT])
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&& gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
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&& !format->convert)
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{
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wined3d_resource_free_sysmem(&volume->resource);
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volume->flags |= WINED3D_VFLAG_PBO;
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