wined3d: Implement loading system memory from multisample textures.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1412,21 +1412,21 @@ static struct wined3d_texture *surface_convert_format(struct wined3d_texture *sr
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}
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static void read_from_framebuffer(struct wined3d_surface *surface,
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struct wined3d_context *old_ctx, DWORD dst_location)
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struct wined3d_context *old_ctx, DWORD src_location, DWORD dst_location)
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{
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unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface);
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struct wined3d_texture *texture = surface->container;
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struct wined3d_device *device = texture->resource.device;
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context = old_ctx;
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struct wined3d_surface *restore_rt = NULL;
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const struct wined3d_gl_info *gl_info;
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unsigned int row_pitch, slice_pitch;
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unsigned int width, height;
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BYTE *mem;
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BYTE *row, *top, *bottom;
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int i;
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BOOL srcIsUpsideDown;
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struct wined3d_bo_address data;
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unsigned int width, height;
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BYTE *row, *top, *bottom;
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BOOL src_is_upside_down;
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unsigned int i;
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BYTE *mem;
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wined3d_texture_get_memory(texture, sub_resource_idx, &data, dst_location);
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@ -1435,21 +1435,30 @@ static void read_from_framebuffer(struct wined3d_surface *surface,
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context = context_acquire(device, texture, sub_resource_idx);
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else
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restore_rt = NULL;
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context_apply_blit_state(context, device);
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gl_info = context->gl_info;
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if (src_location != texture->resource.draw_binding)
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{
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context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, surface, NULL, src_location);
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context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
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context_invalidate_state(context, STATE_FRAMEBUFFER);
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}
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else
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{
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context_apply_blit_state(context, device);
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}
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/* Select the correct read buffer, and give some debug output.
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* There is no need to keep track of the current read buffer or reset it, every part of the code
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* that reads sets the read buffer as desired.
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* There is no need to keep track of the current read buffer or reset it,
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* every part of the code that reads sets the read buffer as desired.
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*/
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if (wined3d_resource_is_offscreen(&texture->resource))
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if (src_location != WINED3D_LOCATION_DRAWABLE || wined3d_resource_is_offscreen(&texture->resource))
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{
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/* Mapping the primary render target which is not on a swapchain.
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* Read from the back buffer. */
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TRACE("Mapping offscreen render target.\n");
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gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context));
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srcIsUpsideDown = TRUE;
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src_is_upside_down = TRUE;
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}
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else
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{
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@ -1457,9 +1466,9 @@ static void read_from_framebuffer(struct wined3d_surface *surface,
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GLenum buffer = wined3d_texture_get_gl_buffer(texture);
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TRACE("Mapping %#x buffer.\n", buffer);
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gl_info->gl_ops.gl.p_glReadBuffer(buffer);
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checkGLcall("glReadBuffer");
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srcIsUpsideDown = FALSE;
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src_is_upside_down = FALSE;
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}
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checkGLcall("glReadBuffer");
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if (data.buffer_object)
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{
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@ -1484,7 +1493,7 @@ static void read_from_framebuffer(struct wined3d_surface *surface,
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gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, 0);
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checkGLcall("glPixelStorei");
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if (!srcIsUpsideDown)
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if (!src_is_upside_down)
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{
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/* glReadPixels returns the image upside down, and there is no way to
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* prevent this. Flip the lines in software. */
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@ -2153,24 +2162,34 @@ static BOOL surface_load_sysmem(struct wined3d_surface *surface,
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sub_resource = &texture->sub_resources[sub_resource_idx];
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wined3d_texture_prepare_location(texture, sub_resource_idx, context, dst_location);
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if (sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED))
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wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
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/* Download the surface to system memory. */
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if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
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/* We cannot download data from multisample textures directly. */
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if (is_multisample_location(texture, WINED3D_LOCATION_TEXTURE_RGB))
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{
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wined3d_texture_bind_and_dirtify(texture, context,
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!(sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB));
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surface_download_data(surface, gl_info, dst_location);
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++texture->download_count;
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wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_RB_RESOLVED);
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read_from_framebuffer(surface, context, WINED3D_LOCATION_RB_RESOLVED, dst_location);
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return TRUE;
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}
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else
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{
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if (sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED))
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wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
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/* Download the surface to system memory. */
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if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
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{
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wined3d_texture_bind_and_dirtify(texture, context,
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!(sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB));
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surface_download_data(surface, gl_info, dst_location);
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++texture->download_count;
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return TRUE;
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}
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}
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if (!(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
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&& (sub_resource->locations & WINED3D_LOCATION_DRAWABLE))
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{
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read_from_framebuffer(surface, context, dst_location);
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read_from_framebuffer(surface, context, texture->resource.draw_binding, dst_location);
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return TRUE;
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}
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