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>
This commit is contained in:
Józef Kucia 2018-02-22 16:43:13 +01:00 committed by Alexandre Julliard
parent 1f676a9666
commit bd1688af55
1 changed files with 46 additions and 27 deletions

View File

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