wined3d: Use texture2d_load_texture() in texture1d_load_location().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-06-19 04:20:09 +04:30 committed by Alexandre Julliard
parent 7dd4bb2ab6
commit c4ba02aac4
3 changed files with 172 additions and 193 deletions

View File

@ -140,7 +140,7 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct
/* Blit between surface locations. Onscreen on different swapchains is not supported.
* Depth / stencil is not supported. Context activation is done by the caller. */
static void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_context *context,
void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_context *context,
enum wined3d_texture_filter_type filter, struct wined3d_texture *src_texture,
unsigned int src_sub_resource_idx, DWORD src_location, const RECT *src_rect,
struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, DWORD dst_location,
@ -285,7 +285,7 @@ static void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_cont
context_restore(context, restore_texture, restore_idx);
}
static BOOL fbo_blitter_supported(enum wined3d_blit_op blit_op, const struct wined3d_gl_info *gl_info,
BOOL fbo_blitter_supported(enum wined3d_blit_op blit_op, const struct wined3d_gl_info *gl_info,
const struct wined3d_resource *src_resource, DWORD src_location,
const struct wined3d_resource *dst_resource, DWORD dst_location)
{
@ -1470,156 +1470,6 @@ BOOL texture2d_load_drawable(struct wined3d_texture *texture,
return TRUE;
}
BOOL texture2d_load_texture(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, BOOL srgb)
{
unsigned int width, height, level, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch;
struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture);
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_device *device = texture->resource.device;
const struct wined3d_color_key_conversion *conversion;
struct wined3d_texture_sub_resource *sub_resource;
const struct wined3d_format *format;
struct wined3d_bo_address data;
BYTE *src_mem, *dst_mem = NULL;
struct wined3d_box src_box;
BOOL depth;
depth = texture->resource.bind_flags & WINED3D_BIND_DEPTH_STENCIL;
sub_resource = &texture->sub_resources[sub_resource_idx];
if (!depth && wined3d_settings.offscreen_rendering_mode != ORM_FBO
&& wined3d_resource_is_offscreen(&texture->resource)
&& (sub_resource->locations & WINED3D_LOCATION_DRAWABLE))
{
texture2d_load_fb_texture(texture_gl, sub_resource_idx, srgb, context);
return TRUE;
}
level = sub_resource_idx % texture->level_count;
wined3d_texture_get_level_box(texture, level, &src_box);
if (!depth && sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | WINED3D_LOCATION_TEXTURE_RGB)
&& (texture->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)
&& fbo_blitter_supported(WINED3D_BLIT_OP_COLOR_BLIT, gl_info,
&texture->resource, WINED3D_LOCATION_TEXTURE_RGB,
&texture->resource, WINED3D_LOCATION_TEXTURE_SRGB))
{
RECT src_rect;
SetRect(&src_rect, src_box.left, src_box.top, src_box.right, src_box.bottom);
if (srgb)
texture2d_blt_fbo(device, context, WINED3D_TEXF_POINT,
texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &src_rect,
texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect);
else
texture2d_blt_fbo(device, context, WINED3D_TEXF_POINT,
texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect,
texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &src_rect);
return TRUE;
}
if (!depth && sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED)
&& (!srgb || (texture->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)))
{
DWORD src_location = sub_resource->locations & WINED3D_LOCATION_RB_RESOLVED ?
WINED3D_LOCATION_RB_RESOLVED : WINED3D_LOCATION_RB_MULTISAMPLE;
DWORD dst_location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
RECT src_rect;
SetRect(&src_rect, src_box.left, src_box.top, src_box.right, src_box.bottom);
if (fbo_blitter_supported(WINED3D_BLIT_OP_COLOR_BLIT, gl_info,
&texture->resource, src_location, &texture->resource, dst_location))
texture2d_blt_fbo(device, context, WINED3D_TEXF_POINT, texture, sub_resource_idx,
src_location, &src_rect, texture, sub_resource_idx, dst_location, &src_rect);
return TRUE;
}
/* Upload from system memory */
if (srgb)
{
if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | texture->resource.map_binding))
== WINED3D_LOCATION_TEXTURE_RGB)
{
FIXME_(d3d_perf)("Downloading RGB texture %p, %u to reload it as sRGB.\n", texture, sub_resource_idx);
wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding);
}
}
else
{
if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | texture->resource.map_binding))
== WINED3D_LOCATION_TEXTURE_SRGB)
{
FIXME_(d3d_perf)("Downloading sRGB texture %p, %u to reload it as RGB.\n", texture, sub_resource_idx);
wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding);
}
}
if (!(sub_resource->locations & surface_simple_locations))
{
WARN("Trying to load a texture from sysmem, but no simple location is valid.\n");
/* Lets hope we get it from somewhere... */
wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_SYSMEM);
}
wined3d_texture_gl_prepare_texture(texture_gl, context_gl, srgb);
wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl, srgb);
wined3d_texture_get_pitch(texture, level, &src_row_pitch, &src_slice_pitch);
format = texture->resource.format;
if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
format = wined3d_get_format(device->adapter, conversion->dst_format, texture->resource.bind_flags);
/* Don't use PBOs for converted surfaces. During PBO conversion we look at
* WINED3D_TEXTURE_CONVERTED but it isn't set (yet) in all cases it is
* getting called. */
if (conversion && sub_resource->buffer_object)
{
TRACE("Removing the pbo attached to texture %p, %u.\n", texture, sub_resource_idx);
wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_SYSMEM);
wined3d_texture_set_map_binding(texture, WINED3D_LOCATION_SYSMEM);
}
wined3d_texture_get_memory(texture, sub_resource_idx, &data, sub_resource->locations);
if (conversion)
{
width = src_box.right - src_box.left;
height = src_box.bottom - src_box.top;
wined3d_format_calculate_pitch(format, device->surface_alignment,
width, height, &dst_row_pitch, &dst_slice_pitch);
src_mem = wined3d_context_gl_map_bo_address(context_gl, &data,
src_slice_pitch, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ);
if (!(dst_mem = heap_alloc(dst_slice_pitch)))
{
ERR("Out of memory (%u).\n", dst_slice_pitch);
context_release(context);
return FALSE;
}
conversion->convert(src_mem, src_row_pitch, dst_mem, dst_row_pitch,
width, height, &texture->async.gl_color_key);
src_row_pitch = dst_row_pitch;
src_slice_pitch = dst_slice_pitch;
wined3d_context_gl_unmap_bo_address(context_gl, &data, GL_PIXEL_UNPACK_BUFFER);
data.buffer_object = 0;
data.addr = dst_mem;
}
wined3d_texture_upload_data(texture, sub_resource_idx, context, format, &src_box,
wined3d_const_bo_address(&data), src_row_pitch, src_slice_pitch, 0, 0, 0, srgb);
heap_free(dst_mem);
return TRUE;
}
/* Context activation is done by the caller. */
BOOL texture2d_load_renderbuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, DWORD dst_location)

View File

@ -30,6 +30,9 @@ WINE_DECLARE_DEBUG_CHANNEL(winediag);
#define WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD 50
static const uint32_t wined3d_texture_sysmem_locations = WINED3D_LOCATION_SYSMEM
| WINED3D_LOCATION_USER_MEMORY | WINED3D_LOCATION_BUFFER;
struct wined3d_texture_idx
{
struct wined3d_texture *texture;
@ -384,8 +387,6 @@ static BOOL wined3d_texture_copy_sysmem_location(struct wined3d_texture *texture
BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
{
static const DWORD sysmem_locations = WINED3D_LOCATION_SYSMEM | WINED3D_LOCATION_USER_MEMORY
| WINED3D_LOCATION_BUFFER;
DWORD current = texture->sub_resources[sub_resource_idx].locations;
BOOL ret;
@ -426,7 +427,7 @@ BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
return wined3d_texture_load_location(texture, sub_resource_idx, context, location);
}
if ((location & sysmem_locations) && (current & sysmem_locations))
if ((location & wined3d_texture_sysmem_locations) && (current & wined3d_texture_sysmem_locations))
ret = wined3d_texture_copy_sysmem_location(texture, sub_resource_idx, context, location);
else
ret = texture->texture_ops->texture_load_location(texture, sub_resource_idx, context, location);
@ -2480,10 +2481,162 @@ static BOOL wined3d_texture_gl_load_sysmem(struct wined3d_texture_gl *texture_gl
return FALSE;
}
static BOOL wined3d_texture_gl_load_texture(struct wined3d_texture_gl *texture_gl,
unsigned int sub_resource_idx, struct wined3d_context_gl *context_gl, BOOL srgb)
{
unsigned int width, height, level, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
struct wined3d_device *device = texture_gl->t.resource.device;
const struct wined3d_color_key_conversion *conversion;
struct wined3d_texture_sub_resource *sub_resource;
const struct wined3d_format *format;
struct wined3d_bo_address data;
BYTE *src_mem, *dst_mem = NULL;
struct wined3d_box src_box;
BOOL depth;
depth = texture_gl->t.resource.bind_flags & WINED3D_BIND_DEPTH_STENCIL;
sub_resource = &texture_gl->t.sub_resources[sub_resource_idx];
if (!depth && wined3d_settings.offscreen_rendering_mode != ORM_FBO
&& wined3d_resource_is_offscreen(&texture_gl->t.resource)
&& (sub_resource->locations & WINED3D_LOCATION_DRAWABLE))
{
texture2d_load_fb_texture(texture_gl, sub_resource_idx, srgb, &context_gl->c);
return TRUE;
}
level = sub_resource_idx % texture_gl->t.level_count;
wined3d_texture_get_level_box(&texture_gl->t, level, &src_box);
if (!depth && sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | WINED3D_LOCATION_TEXTURE_RGB)
&& (texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)
&& fbo_blitter_supported(WINED3D_BLIT_OP_COLOR_BLIT, gl_info,
&texture_gl->t.resource, WINED3D_LOCATION_TEXTURE_RGB,
&texture_gl->t.resource, WINED3D_LOCATION_TEXTURE_SRGB))
{
RECT src_rect;
SetRect(&src_rect, src_box.left, src_box.top, src_box.right, src_box.bottom);
if (srgb)
texture2d_blt_fbo(device, &context_gl->c, WINED3D_TEXF_POINT,
&texture_gl->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &src_rect,
&texture_gl->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect);
else
texture2d_blt_fbo(device, &context_gl->c, WINED3D_TEXF_POINT,
&texture_gl->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect,
&texture_gl->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &src_rect);
return TRUE;
}
if (!depth && sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED)
&& (!srgb || (texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)))
{
DWORD src_location = sub_resource->locations & WINED3D_LOCATION_RB_RESOLVED ?
WINED3D_LOCATION_RB_RESOLVED : WINED3D_LOCATION_RB_MULTISAMPLE;
DWORD dst_location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
RECT src_rect;
SetRect(&src_rect, src_box.left, src_box.top, src_box.right, src_box.bottom);
if (fbo_blitter_supported(WINED3D_BLIT_OP_COLOR_BLIT, gl_info,
&texture_gl->t.resource, src_location, &texture_gl->t.resource, dst_location))
texture2d_blt_fbo(device, &context_gl->c, WINED3D_TEXF_POINT, &texture_gl->t, sub_resource_idx,
src_location, &src_rect, &texture_gl->t, sub_resource_idx, dst_location, &src_rect);
return TRUE;
}
/* Upload from system memory */
if (srgb)
{
if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | texture_gl->t.resource.map_binding))
== WINED3D_LOCATION_TEXTURE_RGB)
{
FIXME_(d3d_perf)("Downloading RGB texture %p, %u to reload it as sRGB.\n", texture_gl, sub_resource_idx);
wined3d_texture_load_location(&texture_gl->t, sub_resource_idx,
&context_gl->c, texture_gl->t.resource.map_binding);
}
}
else
{
if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | texture_gl->t.resource.map_binding))
== WINED3D_LOCATION_TEXTURE_SRGB)
{
FIXME_(d3d_perf)("Downloading sRGB texture %p, %u to reload it as RGB.\n", texture_gl, sub_resource_idx);
wined3d_texture_load_location(&texture_gl->t, sub_resource_idx,
&context_gl->c, texture_gl->t.resource.map_binding);
}
}
if (!(sub_resource->locations & wined3d_texture_sysmem_locations))
{
WARN("Trying to load a texture from sysmem, but no simple location is valid.\n");
/* Lets hope we get it from somewhere... */
wined3d_texture_load_location(&texture_gl->t, sub_resource_idx, &context_gl->c, WINED3D_LOCATION_SYSMEM);
}
wined3d_texture_gl_prepare_texture(texture_gl, context_gl, srgb);
wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl, srgb);
wined3d_texture_get_pitch(&texture_gl->t, level, &src_row_pitch, &src_slice_pitch);
format = texture_gl->t.resource.format;
if ((conversion = wined3d_format_get_color_key_conversion(&texture_gl->t, TRUE)))
format = wined3d_get_format(device->adapter, conversion->dst_format, texture_gl->t.resource.bind_flags);
/* Don't use PBOs for converted surfaces. During PBO conversion we look at
* WINED3D_TEXTURE_CONVERTED but it isn't set (yet) in all cases it is
* getting called. */
if (conversion && sub_resource->buffer_object)
{
TRACE("Removing the pbo attached to texture %p, %u.\n", texture_gl, sub_resource_idx);
wined3d_texture_load_location(&texture_gl->t, sub_resource_idx, &context_gl->c, WINED3D_LOCATION_SYSMEM);
wined3d_texture_set_map_binding(&texture_gl->t, WINED3D_LOCATION_SYSMEM);
}
wined3d_texture_get_memory(&texture_gl->t, sub_resource_idx, &data, sub_resource->locations);
if (conversion)
{
width = src_box.right - src_box.left;
height = src_box.bottom - src_box.top;
wined3d_format_calculate_pitch(format, device->surface_alignment,
width, height, &dst_row_pitch, &dst_slice_pitch);
src_mem = wined3d_context_gl_map_bo_address(context_gl, &data,
src_slice_pitch, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ);
if (!(dst_mem = heap_alloc(dst_slice_pitch)))
{
ERR("Out of memory (%u).\n", dst_slice_pitch);
return FALSE;
}
conversion->convert(src_mem, src_row_pitch, dst_mem, dst_row_pitch,
width, height, &texture_gl->t.async.gl_color_key);
src_row_pitch = dst_row_pitch;
src_slice_pitch = dst_slice_pitch;
wined3d_context_gl_unmap_bo_address(context_gl, &data, GL_PIXEL_UNPACK_BUFFER);
data.buffer_object = 0;
data.addr = dst_mem;
}
wined3d_texture_upload_data(&texture_gl->t, sub_resource_idx, &context_gl->c, format, &src_box,
wined3d_const_bo_address(&data), src_row_pitch, src_slice_pitch, 0, 0, 0, srgb);
heap_free(dst_mem);
return TRUE;
}
/* Context activation is done by the caller. Context may be NULL in ddraw-only mode. */
static BOOL texture2d_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, DWORD location)
{
struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture);
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
texture, sub_resource_idx, context, wined3d_debug_location(location));
@ -2492,8 +2645,7 @@ static BOOL texture2d_load_location(struct wined3d_texture *texture, unsigned in
case WINED3D_LOCATION_USER_MEMORY:
case WINED3D_LOCATION_SYSMEM:
case WINED3D_LOCATION_BUFFER:
return wined3d_texture_gl_load_sysmem(wined3d_texture_gl(texture),
sub_resource_idx, wined3d_context_gl(context), location);
return wined3d_texture_gl_load_sysmem(texture_gl, sub_resource_idx, context_gl, location);
case WINED3D_LOCATION_DRAWABLE:
return texture2d_load_drawable(texture, sub_resource_idx, context);
@ -2504,8 +2656,8 @@ static BOOL texture2d_load_location(struct wined3d_texture *texture, unsigned in
case WINED3D_LOCATION_TEXTURE_RGB:
case WINED3D_LOCATION_TEXTURE_SRGB:
return texture2d_load_texture(texture, sub_resource_idx, context,
location == WINED3D_LOCATION_TEXTURE_SRGB);
return wined3d_texture_gl_load_texture(texture_gl, sub_resource_idx,
context_gl, location == WINED3D_LOCATION_TEXTURE_SRGB);
default:
ERR("Don't know how to handle location %#x.\n", location);
@ -2895,7 +3047,6 @@ static BOOL texture1d_load_location(struct wined3d_texture *texture, unsigned in
struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture);
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
unsigned int row_pitch, slice_pitch;
TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
texture, sub_resource_idx, context, wined3d_debug_location(location));
@ -2907,35 +3058,8 @@ static BOOL texture1d_load_location(struct wined3d_texture *texture, unsigned in
{
case WINED3D_LOCATION_TEXTURE_RGB:
case WINED3D_LOCATION_TEXTURE_SRGB:
if (sub_resource->locations & WINED3D_LOCATION_SYSMEM)
{
struct wined3d_const_bo_address data = {0, texture->resource.heap_memory};
struct wined3d_box src_box;
data.addr += sub_resource->offset;
wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl, location == WINED3D_LOCATION_TEXTURE_SRGB);
wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
&src_box, &data, row_pitch, slice_pitch, 0, 0, 0, FALSE);
}
else if (sub_resource->locations & WINED3D_LOCATION_BUFFER)
{
struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
struct wined3d_box src_box;
wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl, location == WINED3D_LOCATION_TEXTURE_SRGB);
wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
wined3d_texture_get_level_box(texture, sub_resource_idx % texture->level_count, &src_box);
wined3d_texture_upload_data(texture, sub_resource_idx, context, texture->resource.format,
&src_box, &data, row_pitch, slice_pitch, 0, 0, 0, FALSE);
}
else
{
FIXME("Implement texture loading from %s.\n", wined3d_debug_location(sub_resource->locations));
return FALSE;
}
break;
return wined3d_texture_gl_load_texture(texture_gl, sub_resource_idx,
context_gl, location == WINED3D_LOCATION_TEXTURE_SRGB);
case WINED3D_LOCATION_SYSMEM:
case WINED3D_LOCATION_BUFFER:
@ -2946,8 +3070,6 @@ static BOOL texture1d_load_location(struct wined3d_texture *texture, unsigned in
wined3d_debug_location(sub_resource->locations));
return FALSE;
}
return TRUE;
}
static const struct wined3d_texture_ops texture1d_ops =

View File

@ -2247,6 +2247,10 @@ struct wined3d_blitter *wined3d_glsl_blitter_create(struct wined3d_blitter **nex
void wined3d_raw_blitter_create(struct wined3d_blitter **next,
const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
BOOL fbo_blitter_supported(enum wined3d_blit_op blit_op, const struct wined3d_gl_info *gl_info,
const struct wined3d_resource *src_resource, DWORD src_location,
const struct wined3d_resource *dst_resource, DWORD dst_location) DECLSPEC_HIDDEN;
BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
@ -3537,6 +3541,11 @@ HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_
const struct wined3d_box *dst_box, struct wined3d_texture *src_texture,
unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags,
const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_context *context,
enum wined3d_texture_filter_type filter, struct wined3d_texture *src_texture,
unsigned int src_sub_resource_idx, DWORD src_location, const RECT *src_rect,
struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, DWORD dst_location,
const RECT *dst_rect) DECLSPEC_HIDDEN;
void texture2d_get_blt_info(const struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,
const RECT *rect, struct wined3d_blt_info *info) DECLSPEC_HIDDEN;
BOOL texture2d_load_drawable(struct wined3d_texture *texture, unsigned int sub_resource_idx,
@ -3545,8 +3554,6 @@ void texture2d_load_fb_texture(struct wined3d_texture_gl *texture_gl, unsigned i
BOOL srgb, struct wined3d_context *context) DECLSPEC_HIDDEN;
BOOL texture2d_load_renderbuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, DWORD dst_location) DECLSPEC_HIDDEN;
BOOL texture2d_load_texture(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
void texture2d_read_from_framebuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, DWORD src_location, DWORD dst_location) DECLSPEC_HIDDEN;