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:
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7dd4bb2ab6
commit
c4ba02aac4
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@ -140,7 +140,7 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct
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/* Blit between surface locations. Onscreen on different swapchains is not supported.
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* Depth / stencil is not supported. Context activation is done by the caller. */
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static void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_context *context,
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void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_context *context,
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enum wined3d_texture_filter_type filter, struct wined3d_texture *src_texture,
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unsigned int src_sub_resource_idx, DWORD src_location, const RECT *src_rect,
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struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, DWORD dst_location,
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@ -285,7 +285,7 @@ static void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_cont
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context_restore(context, restore_texture, restore_idx);
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}
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static BOOL fbo_blitter_supported(enum wined3d_blit_op blit_op, const struct wined3d_gl_info *gl_info,
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BOOL fbo_blitter_supported(enum wined3d_blit_op blit_op, const struct wined3d_gl_info *gl_info,
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const struct wined3d_resource *src_resource, DWORD src_location,
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const struct wined3d_resource *dst_resource, DWORD dst_location)
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{
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@ -1470,156 +1470,6 @@ BOOL texture2d_load_drawable(struct wined3d_texture *texture,
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return TRUE;
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}
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BOOL texture2d_load_texture(struct wined3d_texture *texture, unsigned int sub_resource_idx,
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struct wined3d_context *context, BOOL srgb)
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{
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unsigned int width, height, level, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch;
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struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture);
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struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct wined3d_device *device = texture->resource.device;
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const struct wined3d_color_key_conversion *conversion;
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struct wined3d_texture_sub_resource *sub_resource;
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const struct wined3d_format *format;
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struct wined3d_bo_address data;
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BYTE *src_mem, *dst_mem = NULL;
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struct wined3d_box src_box;
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BOOL depth;
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depth = texture->resource.bind_flags & WINED3D_BIND_DEPTH_STENCIL;
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sub_resource = &texture->sub_resources[sub_resource_idx];
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if (!depth && wined3d_settings.offscreen_rendering_mode != ORM_FBO
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&& wined3d_resource_is_offscreen(&texture->resource)
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&& (sub_resource->locations & WINED3D_LOCATION_DRAWABLE))
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{
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texture2d_load_fb_texture(texture_gl, sub_resource_idx, srgb, context);
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return TRUE;
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}
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level = sub_resource_idx % texture->level_count;
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wined3d_texture_get_level_box(texture, level, &src_box);
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if (!depth && sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | WINED3D_LOCATION_TEXTURE_RGB)
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&& (texture->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)
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&& fbo_blitter_supported(WINED3D_BLIT_OP_COLOR_BLIT, gl_info,
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&texture->resource, WINED3D_LOCATION_TEXTURE_RGB,
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&texture->resource, WINED3D_LOCATION_TEXTURE_SRGB))
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{
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RECT src_rect;
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SetRect(&src_rect, src_box.left, src_box.top, src_box.right, src_box.bottom);
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if (srgb)
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texture2d_blt_fbo(device, context, WINED3D_TEXF_POINT,
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texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &src_rect,
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texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect);
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else
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texture2d_blt_fbo(device, context, WINED3D_TEXF_POINT,
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texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect,
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texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &src_rect);
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return TRUE;
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}
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if (!depth && sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED)
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&& (!srgb || (texture->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)))
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{
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DWORD src_location = sub_resource->locations & WINED3D_LOCATION_RB_RESOLVED ?
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WINED3D_LOCATION_RB_RESOLVED : WINED3D_LOCATION_RB_MULTISAMPLE;
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DWORD dst_location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
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RECT src_rect;
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SetRect(&src_rect, src_box.left, src_box.top, src_box.right, src_box.bottom);
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if (fbo_blitter_supported(WINED3D_BLIT_OP_COLOR_BLIT, gl_info,
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&texture->resource, src_location, &texture->resource, dst_location))
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texture2d_blt_fbo(device, context, WINED3D_TEXF_POINT, texture, sub_resource_idx,
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src_location, &src_rect, texture, sub_resource_idx, dst_location, &src_rect);
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return TRUE;
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}
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/* Upload from system memory */
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if (srgb)
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{
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if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | texture->resource.map_binding))
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== WINED3D_LOCATION_TEXTURE_RGB)
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{
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FIXME_(d3d_perf)("Downloading RGB texture %p, %u to reload it as sRGB.\n", texture, sub_resource_idx);
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wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding);
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}
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}
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else
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{
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if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | texture->resource.map_binding))
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== WINED3D_LOCATION_TEXTURE_SRGB)
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{
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FIXME_(d3d_perf)("Downloading sRGB texture %p, %u to reload it as RGB.\n", texture, sub_resource_idx);
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wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding);
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}
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}
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if (!(sub_resource->locations & surface_simple_locations))
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{
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WARN("Trying to load a texture from sysmem, but no simple location is valid.\n");
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/* Lets hope we get it from somewhere... */
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wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_SYSMEM);
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}
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wined3d_texture_gl_prepare_texture(texture_gl, context_gl, srgb);
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wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl, srgb);
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wined3d_texture_get_pitch(texture, level, &src_row_pitch, &src_slice_pitch);
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format = texture->resource.format;
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if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
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format = wined3d_get_format(device->adapter, conversion->dst_format, texture->resource.bind_flags);
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/* Don't use PBOs for converted surfaces. During PBO conversion we look at
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* WINED3D_TEXTURE_CONVERTED but it isn't set (yet) in all cases it is
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* getting called. */
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if (conversion && sub_resource->buffer_object)
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{
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TRACE("Removing the pbo attached to texture %p, %u.\n", texture, sub_resource_idx);
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wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_SYSMEM);
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wined3d_texture_set_map_binding(texture, WINED3D_LOCATION_SYSMEM);
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}
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wined3d_texture_get_memory(texture, sub_resource_idx, &data, sub_resource->locations);
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if (conversion)
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{
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width = src_box.right - src_box.left;
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height = src_box.bottom - src_box.top;
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wined3d_format_calculate_pitch(format, device->surface_alignment,
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width, height, &dst_row_pitch, &dst_slice_pitch);
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src_mem = wined3d_context_gl_map_bo_address(context_gl, &data,
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src_slice_pitch, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ);
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if (!(dst_mem = heap_alloc(dst_slice_pitch)))
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{
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ERR("Out of memory (%u).\n", dst_slice_pitch);
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context_release(context);
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return FALSE;
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}
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conversion->convert(src_mem, src_row_pitch, dst_mem, dst_row_pitch,
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width, height, &texture->async.gl_color_key);
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src_row_pitch = dst_row_pitch;
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src_slice_pitch = dst_slice_pitch;
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wined3d_context_gl_unmap_bo_address(context_gl, &data, GL_PIXEL_UNPACK_BUFFER);
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data.buffer_object = 0;
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data.addr = dst_mem;
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}
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wined3d_texture_upload_data(texture, sub_resource_idx, context, format, &src_box,
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wined3d_const_bo_address(&data), src_row_pitch, src_slice_pitch, 0, 0, 0, srgb);
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heap_free(dst_mem);
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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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BOOL texture2d_load_renderbuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
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struct wined3d_context *context, DWORD dst_location)
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@ -30,6 +30,9 @@ WINE_DECLARE_DEBUG_CHANNEL(winediag);
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#define WINED3D_TEXTURE_DYNAMIC_MAP_THRESHOLD 50
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static const uint32_t wined3d_texture_sysmem_locations = WINED3D_LOCATION_SYSMEM
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| WINED3D_LOCATION_USER_MEMORY | WINED3D_LOCATION_BUFFER;
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struct wined3d_texture_idx
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{
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struct wined3d_texture *texture;
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@ -384,8 +387,6 @@ static BOOL wined3d_texture_copy_sysmem_location(struct wined3d_texture *texture
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BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
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unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
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{
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static const DWORD sysmem_locations = WINED3D_LOCATION_SYSMEM | WINED3D_LOCATION_USER_MEMORY
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| WINED3D_LOCATION_BUFFER;
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DWORD current = texture->sub_resources[sub_resource_idx].locations;
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BOOL ret;
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@ -426,7 +427,7 @@ BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
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return wined3d_texture_load_location(texture, sub_resource_idx, context, location);
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}
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if ((location & sysmem_locations) && (current & sysmem_locations))
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if ((location & wined3d_texture_sysmem_locations) && (current & wined3d_texture_sysmem_locations))
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ret = wined3d_texture_copy_sysmem_location(texture, sub_resource_idx, context, location);
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else
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ret = texture->texture_ops->texture_load_location(texture, sub_resource_idx, context, location);
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@ -2480,10 +2481,162 @@ static BOOL wined3d_texture_gl_load_sysmem(struct wined3d_texture_gl *texture_gl
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return FALSE;
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}
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static BOOL wined3d_texture_gl_load_texture(struct wined3d_texture_gl *texture_gl,
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unsigned int sub_resource_idx, struct wined3d_context_gl *context_gl, BOOL srgb)
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{
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unsigned int width, height, level, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch;
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const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
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struct wined3d_device *device = texture_gl->t.resource.device;
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const struct wined3d_color_key_conversion *conversion;
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struct wined3d_texture_sub_resource *sub_resource;
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const struct wined3d_format *format;
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struct wined3d_bo_address data;
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BYTE *src_mem, *dst_mem = NULL;
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struct wined3d_box src_box;
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BOOL depth;
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depth = texture_gl->t.resource.bind_flags & WINED3D_BIND_DEPTH_STENCIL;
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sub_resource = &texture_gl->t.sub_resources[sub_resource_idx];
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if (!depth && wined3d_settings.offscreen_rendering_mode != ORM_FBO
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&& wined3d_resource_is_offscreen(&texture_gl->t.resource)
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&& (sub_resource->locations & WINED3D_LOCATION_DRAWABLE))
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{
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texture2d_load_fb_texture(texture_gl, sub_resource_idx, srgb, &context_gl->c);
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return TRUE;
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}
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level = sub_resource_idx % texture_gl->t.level_count;
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wined3d_texture_get_level_box(&texture_gl->t, level, &src_box);
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if (!depth && sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | WINED3D_LOCATION_TEXTURE_RGB)
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&& (texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)
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&& fbo_blitter_supported(WINED3D_BLIT_OP_COLOR_BLIT, gl_info,
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&texture_gl->t.resource, WINED3D_LOCATION_TEXTURE_RGB,
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&texture_gl->t.resource, WINED3D_LOCATION_TEXTURE_SRGB))
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{
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RECT src_rect;
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SetRect(&src_rect, src_box.left, src_box.top, src_box.right, src_box.bottom);
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if (srgb)
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texture2d_blt_fbo(device, &context_gl->c, WINED3D_TEXF_POINT,
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&texture_gl->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &src_rect,
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&texture_gl->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect);
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else
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texture2d_blt_fbo(device, &context_gl->c, WINED3D_TEXF_POINT,
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&texture_gl->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect,
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&texture_gl->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &src_rect);
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return TRUE;
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}
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if (!depth && sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED)
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&& (!srgb || (texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)))
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{
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DWORD src_location = sub_resource->locations & WINED3D_LOCATION_RB_RESOLVED ?
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WINED3D_LOCATION_RB_RESOLVED : WINED3D_LOCATION_RB_MULTISAMPLE;
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DWORD dst_location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
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RECT src_rect;
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SetRect(&src_rect, src_box.left, src_box.top, src_box.right, src_box.bottom);
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if (fbo_blitter_supported(WINED3D_BLIT_OP_COLOR_BLIT, gl_info,
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&texture_gl->t.resource, src_location, &texture_gl->t.resource, dst_location))
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texture2d_blt_fbo(device, &context_gl->c, WINED3D_TEXF_POINT, &texture_gl->t, sub_resource_idx,
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src_location, &src_rect, &texture_gl->t, sub_resource_idx, dst_location, &src_rect);
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return TRUE;
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}
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/* Upload from system memory */
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if (srgb)
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{
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if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | texture_gl->t.resource.map_binding))
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== WINED3D_LOCATION_TEXTURE_RGB)
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{
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FIXME_(d3d_perf)("Downloading RGB texture %p, %u to reload it as sRGB.\n", texture_gl, sub_resource_idx);
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wined3d_texture_load_location(&texture_gl->t, sub_resource_idx,
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&context_gl->c, texture_gl->t.resource.map_binding);
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}
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}
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else
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{
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if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | texture_gl->t.resource.map_binding))
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== WINED3D_LOCATION_TEXTURE_SRGB)
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{
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FIXME_(d3d_perf)("Downloading sRGB texture %p, %u to reload it as RGB.\n", texture_gl, sub_resource_idx);
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wined3d_texture_load_location(&texture_gl->t, sub_resource_idx,
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&context_gl->c, texture_gl->t.resource.map_binding);
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}
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}
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if (!(sub_resource->locations & wined3d_texture_sysmem_locations))
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{
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WARN("Trying to load a texture from sysmem, but no simple location is valid.\n");
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/* Lets hope we get it from somewhere... */
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wined3d_texture_load_location(&texture_gl->t, sub_resource_idx, &context_gl->c, WINED3D_LOCATION_SYSMEM);
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}
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wined3d_texture_gl_prepare_texture(texture_gl, context_gl, srgb);
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wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl, srgb);
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wined3d_texture_get_pitch(&texture_gl->t, level, &src_row_pitch, &src_slice_pitch);
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format = texture_gl->t.resource.format;
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if ((conversion = wined3d_format_get_color_key_conversion(&texture_gl->t, TRUE)))
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format = wined3d_get_format(device->adapter, conversion->dst_format, texture_gl->t.resource.bind_flags);
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/* Don't use PBOs for converted surfaces. During PBO conversion we look at
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* WINED3D_TEXTURE_CONVERTED but it isn't set (yet) in all cases it is
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* getting called. */
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if (conversion && sub_resource->buffer_object)
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{
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TRACE("Removing the pbo attached to texture %p, %u.\n", texture_gl, sub_resource_idx);
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wined3d_texture_load_location(&texture_gl->t, sub_resource_idx, &context_gl->c, WINED3D_LOCATION_SYSMEM);
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wined3d_texture_set_map_binding(&texture_gl->t, WINED3D_LOCATION_SYSMEM);
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}
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wined3d_texture_get_memory(&texture_gl->t, sub_resource_idx, &data, sub_resource->locations);
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if (conversion)
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{
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width = src_box.right - src_box.left;
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height = src_box.bottom - src_box.top;
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wined3d_format_calculate_pitch(format, device->surface_alignment,
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width, height, &dst_row_pitch, &dst_slice_pitch);
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src_mem = wined3d_context_gl_map_bo_address(context_gl, &data,
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src_slice_pitch, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ);
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if (!(dst_mem = heap_alloc(dst_slice_pitch)))
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{
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ERR("Out of memory (%u).\n", dst_slice_pitch);
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return FALSE;
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}
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conversion->convert(src_mem, src_row_pitch, dst_mem, dst_row_pitch,
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width, height, &texture_gl->t.async.gl_color_key);
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src_row_pitch = dst_row_pitch;
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src_slice_pitch = dst_slice_pitch;
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wined3d_context_gl_unmap_bo_address(context_gl, &data, GL_PIXEL_UNPACK_BUFFER);
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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 =
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
Loading…
Reference in New Issue